Latveria shall ever be Latveria- Dr Doom thread 2.0

superjump version will leave u unsafe…better off doing the latter

Thanks man will do, but how does it leave you unsafe?

if you do the superjump version of his tri-dash he’ll be in a long recovery state before he hits the ground…if u do the shorter version without superjumping he can hit the ground imminently that way if someone throws out a normal/hyper/etc they’ll have a less chance of punishing you

Ok so thanks to hard knockdown on ground and air forward throw it is possible now to tri dash over to the opponent and OTG them with st.M. This is 2 week old tech, but I was having a really hard time timing the first tri dash after the animation of the forward throw finished. Because Doom goes off screen as the camera pans to the opponent falling it was hard to see when dooms throw animation ended and when to input the tri dash.

I found a simple solution, just hold upforward and as soon as you see doom jump just input the tridash. Its still a pretty tight window though to get over there in time and pick your opponent up properly with st.m.

I’m still having trouble getting to opponents when I do an air forward throw though.

I’ve been watching the opponent, when they land input the dash. Holding up forward the whole time before. Still a tight window but workable.

Apparently there’s a code in the game to unlock The Real Doom who apparently is SS+ tier.

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Lol if people try to punish doom with a throw after sphere flame, he can tech it out of it.So silly.

I actually kinda wanted this because now Doom has more of a self tool for getting people off of him without assists. Same with hidden missiles. Anybody with a command grab or invincible cinematic super can still blow those up though.

It probably makes Taskmaster almost too good now but…I guess they felt they can throw this in now that DHC glitch is gone.

Yeah dont get me wrong thats a really god tool. Sphere flame was a really good anti air in alot of situations and now that most of the cast cant punish it, its even better.

It just looks incredibly stupid.

Not sure if anyone has found/shared this before: Doom can do 3 photon shots in the air now. One w/o fly, and two during.

If this is old knowledge, forgive the repeat.

So, according to Dios X, photon shot has a property of “forming inside Doom’s chest” which causes it to negate Gimlet. I’m not sure if he was referring to regular shot, or photon array since he referred to them as “finger lasers”.

Maybe he was talking about photon array?

Overall photon array has some weird properties. Did you know it beats dormammus stalking flare but only if you do it full screen? If you do it up close, where you actually end up pumping more hits into stalking flare, the stalking flare beats it.

Also in Vanilla it caused a DHC glitch but no one ever found a reason why it happens or how to it consistently. I wonder if this property is still in ultimate?

i did not know that… time to be extremely lame

Must…resist…urge…to spam…finger lasers even more…

Also, is anyone using Molecular Shield as an assist? I’m thinking of using three Doom teams, each using a different assist. I have Doom using Plasma Beam for Wesker/Dormammu, Hidden Missiles for Chris/Strider, and the third I’m not sure.

Who greatly benefits from Molecular Shield? I’m thinking characters like Magneto and Viper can put it to great use.

i use plasma beam with viper to help her get in… im not really a fan of molecular shield in this game, most because of the THC hyper is sphere flame, and i like to use THC’s to put all those finger lasers on screen to screw with my opponents head.(and maybe give him a seizure)

What if you’re facing the ladies? Don’t the ladies LOVE the finger lasers? Or do they like the hidden missiles? Hmmm…

That’s a good point. Molecular Shield seems to be a bit underwhelming since the Beam seems to do a better job. And yes, the THC Sphere Flame, ugh. I remember it was the same in MvC2.

Yeah I experimented with rocks in training mode just for that Sphere flame THC. I tried Wesker,Zero,Doom and hoped that Sphere flame and Rekoha would hit for maximum damage after wesker OTG gun. The fucking sphere flame misses though, its so silly.

I was playing a bit yesterday, and found out that if an opponent blocks a naked footdive (f+H) and uses advancing guard at the right time, it pushes doom (almost) back to fullscreen (Don’t think this happened in Vanilla). Since I play him on anchor, I find this very annoying since I can’t put the other character in a guessing game after the footdive (ADF. M or ADDF. L) and this tactic just runs out my X-Factor.

How are you guys dealing with Wesker / Dante ports now that the tech glitch is in the game? I used to punish mainly with throws, but sJ.M doesn’t seem to connect 100% of the time or gets beaten by their S / Hammer.

edit* nvm it IS a glitch, but wesker and dante I’m still doing the same stuff. Try not to press many buttons vs wesker, pick your attacks and watchout for that damn gunshot. Dante I’m always waiting for that teleport, you can sphere flame it or do the ground photon shot to keep him from doing it.

What are people’s thoughts on IAD j.H whiff as a mixup tool? I’m sure it’s not a new idea but it just occurred to me to try it today, it seems fast enough to use as mixup with IAD j.M or IAD j.H whiff cr.L/throw. Mix that in with the usual IAD j.M, addf cr.L/throw and assist coverage and it seems like it could be pretty good.

I’m sure I’m way behind the times on this since I don’t read forums that much, but I figured I would ask.