Latveria shall ever be Latveria- Dr Doom thread 2.0

Doom time will require mashing? Sigh Ive never played much MVC2 but I hate the idea of how harder you mash the more effective you’ll be /DMG. Turbo controller use online lets goooooooo…thisgamessoscrubbyarhaygargarg but I love it

Question though; sorry if this was mentioned somewhere, how does Clock drop so fast with Doom after doing his S in the air? I can’t move or do anything after that…I wanna be a faster doom! :smiley:

If you end your air combo with j.f+H - S, you can cancel it into an airdash downwards, and then use j.M or j.H to fall faster.

Ah I see, thanks :smiley: Awesome

Im just starting to learn Doom now and I had a couple of questions. (I know these have probably been asked a million times already but bear with me).

Firstly , I’m having trouble with the 2nd rep of the Buktooth loop. They always seem to recover too high in the air either after the j.M (after ADDF) or cr.M. I’ve tried slowing down/speeding up but it doesnt seem to help. I know it’s most likely my timing but any advice would be appreciated.

Secondly, I’m having alot of trouble getting in on my opponents (my current team is Wesker/Doom/Akuma). I always end up either resorting to box dash M (with Wesker gunshot thrown in every once in a while for unblockable) or foot dive then ADDF but it can be hard to keep opponents grounded. Any tips?

For the 2nd buktooth loop, you may be better cutting out the cr.H on that part (I assume this is where you’re hitting a hurdle?). If you’re willing to forgo finishing off with a sphere flame, you can just do j.F+:h:,ADDF, j.:m:, cr. :m:, :s:. It’s a lot less strict on timing and height requirements. You can also substitute in hard kick (F+H) for a faster launcher.

As far as getting in, the basic method seems to be photon shot L --> FOOT DIVE at least for me. Doom’s approach isn’t exactly diverse, since everybody knows how he wants to get in. It’s either going to be FOOT DIVES or tri-jumps.

Captain planet is right on both accounts. however here are two thigns that helped me greatly.

  1. with the buktooth loop, i remove the grounded :m: 's. this allows the opponent to fall into the cr :h: and thus keeps them lower to the ground when u go up for the next loops. Also after a :s: launcher immediately jump and try to get the first sj :m: as early as possible. those two factors help me generate close to 90% consistency with that loop. Granted, as soon as i get near a corner, i always change into the corner loop or, i do the thing clockwork does where he does more jump :m: in the last loop with an assist.

  2. doom’s options are limited imo. many do like jump or sj photon shot, followed by foot dive.
    u can also do random footdive and cancel that into photon shot to bait punishes and then just straight dash right after.
    typically, what i do is forget coming in. doom is fairly decent at zoning, so many times i’ll just stay full screen and spam plasma beam/photon shot and force my opponent to sj toward me. Then i use assist + tri jumps to mix them up left/right

Thanks guys. Still having trouble with the 2nd rep of the Buktooth loop but at least my approach has improved (much thanks probably to switching Akuma for Sent drones). But I have another question. So if I can’t cancel my dash into normals, how does tridashing with j. L work? With Mags I usually plink dash M+H into L but theoretically this shouldn’t work with Doom right? (since his dash doesnt cancel into normals?) I’ve done it quite a few times but i don’t quite understand how or why it works/doesn’t work with Doom.

Doom’s airdash should be cancelable into normals, at least towards the end (when he starts to decelerate). His ground dashes are only cancelable into jumps.

Ahh so to tridash L I should do M+H (pause) L rather than plinking like with Mags? Should that be from a super jump or normal jump? Just trying to get it consistent and don’t have the game in front of me.

yeah, you have to super jump. there are a few characters that are too short when crouching to get hit by it. but it’s not hard on anyone taller than trish/storm.

anyways, i wanted to talk about some other doom tech. mainly fuzzy guard. don’t know if this is old or not. my main way to set it up is after box dash j.M, instantly jump forward with M for one hit and addf cr.L into full combo. this shit works on almost everyone and it’s dirty. it works like a true instant overhead on sent, so you don’t even need to set it up.

Hey here’s an option select with Doom that I thought of. I’m not sure if this OS is well known or anything cause I don’t really play Marvel much outside of hitting the lab occasionally.

EDIT: I just realized that this setup could probably work really, really well with a slow-ish OTG assist like Deadpool or X-23 because you can do an air dash forward into M in case of he breaks from the throw and it will be an unblockable.

Lost in tournament grand finals today because my air photon array was punished ON HIT. Feels bad man.

I mean I knew it was punishable but it really looks like it shouldnt be, so I prayed to the frame data gods and just did it.

I like that you brought this up. No one has really talked about this. How do you set this up in matches? Some assists seem to work well with it but others don’t allow the instant overhead until they end (Dante jam session).
A naked j.M is often pushblocked. Maybe once we have a solid mixup on pushblock the fuzzy guard mixups will be more useful to me. I have been working on what buttons to push when they pushblock myself, but haven’t successfully done the variations in matches.

My current idea for getting around the pushblock is to addf , immediately dash again, jump, addf/adf/hdive. In training it looks to break through pushblock if you nail all the inputs and get you in for any high/low/throw. Match experience so far is not good so far.
In training if they don’t pushblock it looks like a perfect setup for a dash j.M which may setup a fuzzy guard if they don’t push again.

I’ve had a Sent s.S me after I popped him with APA for the loss. T _ T

i try and force them to stand up and block lariat. but my experience with it in matches has been really iffy so far. it’s not that i’m getting pushed out (thanks to haggar), i’m just not getting the spacing right.

i gotta perfect this for season’s beatings.

http://www.twitch.tv/exdragonproject/b/294833971 (1:29:00 then 1:53:20)

http://www.twitch.tv/exdragonproject/b/294843790 (from the beginning)

Some Doom play in these matches from me. If I have 5 bars with doom I will probably do plasma beam xx photon array, plasma beam xx photon array rinse and repeat till I have no bars left.Anything I can improve on?

Versus Syn his team is almost a direct counterpick to yours. Taskmaster is the only person who can deal with Mags and Wesker. I would have wanted to see Haggar in 3rd position by the last game. I was surprised to see Syn drop his zoning in the last game. He never did have to jump into the lariat. Doom vs Wesker you stopped hfootdive and Wesker didn’t deal with it well, so kudos on smart play. Staying on the ground and beaming was a good choice, air photon is very throwable with Wesker.

In game 3 you connected a c.l and whiffed c.H, c.H has a slower startup than S. Could maybe use two c.L’s or just go c.L S for confirms. I do this myself I think it works well. I’d be open to an argument on confirm strings, the merits of each.

I don’t agree on haggar using X-Factor, but I don’t agree on Haggar taking spot 1 :).

Good matches.

Was wondering what you guys opinion on molecular shield assist is, lots of people consider it his worst assist, but a statement like that is relative. Personally I think the assist, like a lot of things in this game has a good amount of untapped potential, but I haven’t used it enough to knows its pros and cons and as such have nothing to base my opinion on. So I decided to come here and ask what the doom players think bout this assist? It seems like it’ll still have a lot of really good uses, I mean its no tatsu but it gets the job done and it probably bolsters rushdown better than any of his other assists.

Yeah there were a few drops and some stupid stuff. I’ll try and incorporate that cr.L into S because that actually makes alot more sense.

I will use Haggar on point until Ultimate. I’m just not confident enough in my Doom+Haggar assist duo to warrant Haggar being assist only. I dont like the fact that if Haggars last,I’ve lost. The way I look at it, Haggar on point is just bonus damage if I land anything because Haggar should really not be able to land anything. The fact that Haggar can kill any character in the game off of one cr.L is insane and Doom assist helps him alot.

I say Haggar is just bonus damage because I am confident enough in my Taskmaster + Doom assist duo and I also like Doom as anchor, so if Haggar just does nothing but get hit, then I dont really care because hes not the strongest part of my team. If I choose to I can safe DHC into Taskmaster and use Haggar assist later on.

[media=youtube]Jjzd_60q7p4[/media]

4 reps off of throws+max damage off haggar. some other good stuff, too.