doom is beast. off of front throw ANYWHERE, you can land, instant airdash down forward, and relaunch with M. omfg.
Grumble … Anyway shadyk wall carry is easier than mine. The bnb variation I posted in april ( bukloop, bukloop, double footdive, double footdive) is doing 746 with unmashed photon array, 766 if you add in extra c.H’s and S.H’s I don’t normally do. It now wall carries which I assume is due to S knocking opponents down farther for some reason.
Unmashed shadyk combo is 697k. Not bad for such an easy combo. I think I will use it when I know 700k will kill a character.
Meterless his wall carry is 568k. The one I do is 625k.
The shadyk one is a good variant. Easy is good!
Mashed though I’m only getting 771 damage though.
No super I have 43 hits.
With super 68 hits.
Mashed I get 93 hits.
And just now while testing I mashed for 790k. Something is weird. I definately mashed at a slower pace. I will try to read up in the guide to see if they note a technique to the mashing.
I don’t know if its my imagination but I think dashing with M+H at a low height will get the butter gun to come out where using L+M will get a dash. Was dropping combos sometimes that now I’m not dropping ever by switching the buttons I’m pushing. This is while triangle dashing on the ground. I’m about 99% sure this is a true thing. I get a rhythm going with rapid dashes, then switch buttons to M+H and get a gun.
Another gripe is I’m about 90% sure TAC’s are more likely to come out than in Vanilla. Did they extend the input window for a Forward button so HDive into Sdive will give you TAC’s?
Just tried out the ground forward throw. On Nova at least you can triangle dash twice and pick them up with S.m, hard kick into a full ShadyK combo for full screen combo’s. 1 meter unmashed is 600k. Cool stuff kensanity!
The timing is strict, but if you watch the opponent hit the floor while holding up-forward you can dash downforward as they hit the ground to do the first triangle dash.
Ugh yes. Thanks for posting this. I also have this problem and I was wondering if it was just me or if my stick was spoilt. Its really annoying because I’m so used to air dashing with M+H. At first I thought the gun kept coming out because they increased the air dash height restriction then I realised that L+M works fine. I suspect this happens as an unintended consequence of some input priority change that Capcom implemented to get rid of plink dash O/S throw.
From what I understand, messing around with it so far, the way the mashing works is each X frames it’s checking each button you press. If that same button was also pressed X frames ago, it counts as having mashed for that frame. But it’s only comparing each button to itself (from my understanding).
Really easy way to test is just plink H>M>L over and over again: even though the time between one button press and the next is very very small, the time between the same button being pressed twice is fairly long. I was playing around with it earlier and even plinking as fast I could didn’t really get any extra damage at all.
Whereas just picking one button and mashing that out got much better results. Going back and forth between 2 buttons did better than plinking, though I figure that’s only because I’m going back to the same buttons faster, since I’m only doing 2 instead of 3 (rather than it counting, say, L>M as having mashed).
Another thing you can check is how many times you have to mash to get roughly the same damage if you press one button over and over again, versus hitting all 3 as fast as you can simultaneously. It looks like it adds exactly the same amount of damage which, if that’s true, would mean you can only trigger a “valid mash” once per frame (so doing it with 1 button is just as fast as doing it with 3).
Yeah I’ve seen that as well. I was playing around with Sent solo Fly/Unfly combos and was getting TACs instead of Flys all over the damn place in parts of the combo I would never get them in vanilla.
For a while I thought my execution just wasn’t on point that afternoon, but it still keeps happening and I’m 100% positive I’m doing the exact same timing I’ve always done without getting exchanges before. I think they either changed the time window or gave them higher priority in the input handling.
is it me or is doom’s MNM combo alot easier to do now? Did his flight get a little faster? Also i noticed that doom can tri dash instant overhead now, but he needs to dash at the height of his jump, similar to vanilla magneto
Has anyone figured out any consistent way of getting this to work? I’ve been playing around with it in training mode against wolverine and wesker, and I’ve gotten it to work a couple of times, but 90% of the time the spacing is just wrong and he does missles instead.
This would be really good if there was a way to get it out consistently
To anyone whos not using this yet, jump tri dash back with j.m is a really great defensive tool to ward off people trying to get below you for air throws or trying to dash up and hit you with a move thats unsafe when whiffed. Works best in the corner so people like dante whiffing reverb shock will just get electric fingers pressed against their head as they push themselves into a dead end.

Is it known that when you alpha counter Doom in when he has his hidden missle assist and the opponent is close, Doom will backthrow the opponent? I found this a while ago on accident, but I don’t really play doom. Just remembered how good it could be given the invincibility of alpha counters. Hope someone finds this useful.
It may have been known but I didn’t know it. This is golden info for my Zero/Strange/Doom team, thanks.
WAT!!! I didn’t know that either! That might just be worth it to switch me from rocks. Free doom grab off block using 1 meter!!! Sign me up, damn… I’m gonna have to check this out.
when you TAC into doctor doom what is the preferred TAC specific combo to do for doom? especially in the corner?

when you TAC into doctor doom what is the preferred TAC specific combo to do for doom? especially in the corner?
probably j.m, j.m, f+h, ADF, j.m, FLY, (j.m j.m ADF) x4 APA

when you TAC into doctor doom what is the preferred TAC specific combo to do for doom? especially in the corner?
In Vanilla after a TAC, he can do (haven’t tested if they changed TAC hitstun in Ultimate, but I think it’s the same):
,
,(delay these 2
's so that you’re as low as possible such that the :f:+:h: just barely connects):f:+:h:xx:uf:+:atk::atk:,
(omit this m and airdash forward instead to make it waaaaaaaaaaaaaaaaaaaaaaaay easier),
xx:qcb::s:,
,
xx:atk::atk:,
,
xx:atk::atk:,
,
xx:atk::atk:,
,
,:h:,
xx:qcf::h:xx:qcb::atk::atk: There’s a vid of a slightly more complica…
I’m new to Doom lately, picked him up for his assist and because people say he’s a great anchor, but I’ve always been very bad at playing Doom and I’m having trouble with him in the anchor slot.
Seems that I really suffer on him when the other player fights him at range. I know Doom’s supposed to be a monster at range, but if I’m against someone who just keeps spamming projectiles I have trouble. Don’t have enough time to get a Plasma Beam off unless I’m lucky, don’t have time to slip in missiles, his other abilities dont have the horizontal distance to battle full screen, but if I try pursuing the fastest way is with air dashes but those cant block the incoming onslaught. In this last match it kept coming down to Wesker/Doom and he just lamed me out with spam gunshots.
So I’m wondering… How do people get Anchor Doom to work? Especially against quick projectile spammers? I’m assuming I’m not aware of some of the tricks he’s capable of, and I’m tired of being horrible once it’s down to Doom.
Thanks

I’m new to Doom lately, picked him up for his assist and because people say he’s a great anchor, but I’ve always been very bad at playing Doom and I’m having trouble with him in the anchor slot.
Seems that I really suffer on him when the other player fights him at range. I know Doom’s supposed to be a monster at range, but if I’m against someone who just keeps spamming projectiles I have trouble. Don’t have enough time to get a Plasma Beam off unless I’m lucky, don’t have time to slip in missiles, his other abilities dont have the horizontal distance to battle full screen, but if I try pursuing the fastest way is with air dashes but those cant block the incoming onslaught. In this last match it kept coming down to Wesker/Doom and he just lamed me out with spam gunshots.
So I’m wondering… How do people get Anchor Doom to work? Especially against quick projectile spammers? I’m assuming I’m not aware of some of the tricks he’s capable of, and I’m tired of being horrible once it’s down to Doom.
Thanks
Have you tried using ground Photon Shot? You might also try using super jump and Flight to get around a bit. Hang in there! I use anchor Doom and even though i can do his combos, the input delay online sometimes forces me to just spam projectiles.

Have you tried using ground Photon Shot? You might also try using super jump and Flight to get around a bit. Hang in there! I use anchor Doom and even though i can do his combos, the input delay online sometimes forces me to just spam projectiles.
I can actually do his combos decently if I have to fight up close. My problem is at range and/or closing in. I don’t yet have the mindset for his ranged combat yet I guess.
When they are trying to out fireball you on the ground you can jump up and air photon shot, dash down mashing H to fall faster, land and fire your own shots. If they block the photon you can fire pretty much whatever you want and take control of the ground.
The user and all related content has been deleted.
No need to look at old videos, there’s plenty of footage of ultimate doom floating around
[media=youtube]OUqfSgq9P5w[/media]
Look for DiosX’s matches in the Level|Up Super Arcade tournament:
[media=youtube]-ntwU1yPLEw[/media]
Hey guys, new to Doom here and am learning his movement. How are you guys trijumping exactly?
I’ve been practicing trijumping with 236963+AB, but it looks like you can do it with just 6963+AB. Is the super jump version better?