Latveria shall ever be Latveria- Dr Doom thread 2.0

Strider is actually very hard to dodge. You can punish him before his kick comes out. You can more easily dodge him from the ground. To air dodge you must dash forward, backwards gets you killed. He is pretty much designed to kill Trish/Zero style keepaway. Strider makes you move forward if you don’t attack him directly.

Doom can hard kick strider on reaction. OTG Hark kick until they try to punish you. Pretty much don’t call strider against grounded opponents.

Striders teleport on point seems to recover as fast as dante. but he is not able to followup immediately with a normal and looks vulnerable to throws. Cover his teleports with an assist or dogs or orgs.

Strider sounds really juicy. Awesome! :slight_smile:
Does his assist hit high or no?

Strider Teleport kick assist does not hit high. You can block it however.

Playing online today was frustrating. There’s a lot of tricks with Jam session that I use that Strider does not seem to. A couple of things need to happen before I can make him part of the team for real.

how is online btw?

Online seems about the same.

Lets talk meter and damage.
Sphere flame is not the king of supers for damage like it used to be. Mashed Photon array (air) is both easier to combo and more damaging.
Doom without assists is doing about 730k damage off a naked launcher. I got a full screen corner ending combo with j.m, Hdive, whiff Sdive launch to do 771, no assists. The corner ender is now just jump plasma beam, super and mash. This builds about 1.5 meters.

With Strider assist you can end combo with call strider Vajra, jump p.beam H, strider hits, jump p.beam H, super. I’ve mashed from 830k to 891k damage. DHC to zero i’ve gotten 1080k. That combo builds more than 2 bar, about 2 bar exactly.

wait so you’re saying doom lost a full 200k from his normal corner loop?

I’m not referring to a corner loop. I don’t know which one you mean.

Sorry for not posting earlier, but what I tested is a variation of this combo.


What is lost is the ability to choose just about any assist to extend. Strider works because he gives a hard knockdown, and j.Pbeam H ends just as he kicks. Pbeam seems to have kept the soft knockdown while on point but has definately lost that as an assist.

If you point me to or tell me the corner loop you mean I could try it out.

I plan on using Doom in Ultimate because I want his plasma beam assist. What are the core things regarding Doom’s gameplay that I should work on initially?

I suggest watching the match videos in t he match thread to get an idea of how he can be played. There is a variety of rushdown, keepaway, and variants.

Eventually you will want Doom to be a TOD character, but before that learn when it is safe to throw out beams, air and ground photon shots, and footdives for defense. Essentially learn some keepaway. Then start to figure out when is the good time to use footdives, air dash m’s and other ways to force your opponent to block and eat damage to high/low/throws. Doom usually needs an assist for his rushdown to be super effective. Once you can open people up you will want them dead. Doom can build two meters in ultimate (less off of throws) so you will want to learn the combos that do that. With the right DHC you can break 1 million damage off any combo at that point. Dooms level 3 is 440 unscaled and you should be getting around 650-700k in a combo, so killing 1.1 million is not out of reach.

I put those in the order of importance but of course you will be learning all 3 together. Still, it is more important to keep yourself safe, second to actually hit people, and third is making the hitting hurt real bad.

Put Doom on point to learn him, and use him as an assist after.

Doom is bad motha fucka. Make sure everyone finds out when they play you.

damn it. thanks to the new HSD the corner foot dive combo> akuma tastu assist >rocks>sphere flame don’t work anymore cause he too high :frowning:

and if you gonna play doom… i sugesst you learn defense first with him. his akward movement is gonna throw you off and he can get blown up by crossups if u arent careful.

APA All The Way!

Yep OTG plasma beam xx air photon array dhc into whatever is that new old hotness.

New Doom combos courtesy of ShadyK. Wall carry is now easier than ever plus the damage is better than your regular bnb. The first one is doing 715k with a mashed photon array at the end!

Learning Doom now. Any tips for the replacement to the second Buktooth Loop? The replacement I’m talking about is footdive, ADDF, j.m (land), j.l, j.m, footdive, footdive, s.h, relaunch, etc. They seem to tech out after the air jab alot and the way Clockw0rk does it with just j.m after the land seems tighter. Any tips for a Doom noob?

EDIT: Woah wait a minute how did Shady K connect those two footdives midscreen in the video above?

I don’t understand how he was able to drop quickly after the S Foot Dive.

It looked like to me he was doing: S, j.M, j.M, H.Foot Dive, S. Foot Dive, then Dash Forward, relaunch, repeat

Am I missing something in that sequence? Is he Air Dash Down after the S Foot Dive, or does Doom normally descend that quickly after a a.S?

He’s whiffing a j.M on the way down, after the air dash down-forward.

i dont understand how he is getting the S foot dive to connect. i guess he is doing the string really early, but i dont know how he is getting doom positioned so high above his opponent. i guess i got to mess around with that. btw, u can do two of the buktooth loop or duck strong corner loop and go into :s: sj :m: :m: :h: air dash forward :m::s: land otg level 3 or tk beam APA. does great damage.

This is kinda unrelated to Ultimate, but I have a question. Why do so few people use tri-jump L? And by few I mean I’m the only person I know so far that uses it. I mean, sure it is no Magneto tri-jump, but it’s still hard to block and creates some great mixup opportunities. Not to mention his j.L can cross up standing opponents. It works in Vanilla and unless they sped up his air dash forward, I’m sure it’s still in Ultimate.
The only real disadvantage is that it whiffs on short characters, but otherwise, it’s really great to use when the opponent is pinned down. He has plenty of air tools already, but I’d still like to see more people using this one.

Don’t know if this has been mentioned already, but in umvc3 you can anti air with j.m j.s, wait until you land, then immediately tri dash once s.h etc. It’s nice because you don’t use a air dash to land quicker after the j.s, so you can dash into j.m j.s and still get a full combo