Ahhh yes, that can happen which is annoying. I probably only do back throw if I know I’m super-close to do it properly. If I have someone in the corner, forward throw all the way unless I try to do a corner Foot Dive crossup.
You can do it with any version of the photon shot. You just have to flight cancel the first and fire off the second and the rest as close to the first frame as you can cancel as possible.
Shoutouts to the Doom buffs. In vanilla if I landed a Doom combo everyone would cheer me as a low tier hero. Now I’m called cheap and a tier whore. Salty tears are delicious.
Delicious tears
I mostly just get huge respect from most people for no good reason at all for being able to play Doom and execute his combos. It feels weird because I would consider Doom to be at most an intermediate character in terms of difficulty. It feels especially odd when the people doing this are often magneto players and I find him infinitely harder to execute with than Doom
I had a guy at a local tournament say he’d never seen somebody trijump light with doom before when I was doing it
What’s the best combo to use after tagging in Doom with a team air combo? I saw someone ask this in another post somewhere, but I couldn’t find it.
Wait. I’ve been playing Doom since a few months before ultimate, but I’m not sure I understand what you’re saying.
I thought you had to tri-jump over to them after a forward throw to OTG. What does hard kick have to do with it?
If you miss a back throw you get hidden missiles and are vulnerable for decades. If you miss a forward throw you get a hard kick which is much safer
That said, I haven’t been able to follow up a forward throw outside of the corner, how is it done? I don’t need a full combo, just a way to hit them after the throw because I cant seem to get over to them in time. I can figure out the rest myself
Ohhhhhh okay. That makes sense. Thanks.
Any chance you can help me with my first question?
Hold up forward during the animation. As they hit the ground, do a dash down forward and another tridash. There is just enough time to do s.M, Hard kick to launch.
A couple of pages back Duck Strong answered the aerial exchange question. I think he posted an optimized M+M combo.
I need help to improve my Doom any tips? anything
I think I saw your post about you trying to use a Wesker/Doom/Strider team, which is freakingly amazing.
First things first, learn how to move around with Doom. Once you get that down, the first thing you can do is annoy your opponent with Photon Shots and Plasma Beams. Then, you can start rushing down with Doom’s tri-dash mixup games and combos.
How do you do a Tri-dash with doom? I know one mix-up with the missiles and Strider assists too. Stupid question how do I move doom around any tools?
To tri-dash, you basically jump forward and then quickly dash down-forward or down-back.
:uf:, then :df: or :db: + :atk::atk:
You can always start the tri-dash with a regular dash and then jump-cancel it.
If you want to move around with Doom besides tri-dash, you can use both versions of Foot Dive and Flight for more mobility. In flight, you can do air wavedashing as well.
Can’t remember where I read it, but I remember seeing something about air grabs destroying Doom pressure. So, doing jump cancels into tri-jumps off of stand M and stand H have gaps in Ultimate, or did that just apply to doing forward air dash (where you can OS tech/feint high with air dash -> back + H)? How about just using more S foot-dive -> dash cancels in your pressure if you think an air grab attempt is coming (liked it better in vanilla; full standing combo > OTG imo)?
Does anyone have any objections if I throw together a thorough video guide for Doom? If not, I’d like PMs with random tidbits of information so I can get the guide filled with all the information I can possibly fit into it. I know A LOT about what Doom can do because I’ve been playing him since Vanilla and lurk these boards, but I’m bad at lurking so I’ve possibly missed some cool hard to apply concepts people have posted.
Hi! I’m just beginning this game (from a Brawl background, eek!) and I have a few questions, if you don’t mind. Sorry if they’re really obvious (they probably are) or if these are just the wrong questions that a beginner should be asking (if they are, then what are the right ones?).
As Doom, when should I be trying to zone my opponent and when should I be trying to approach him/her? (And what is the best way to do either?)
And if I’m Doom and if I block one of my opponent’s moves, what should I use to punish it, assuming I have frame advantage? (Probably depends on distance and the degree of frame advantage…?)
Thank you very much! Sorry if my questions are overly vague and unclear, or if there are just too many.
Mostly tips for how to get in vs. really good zoners, I swear it feels like its impossible to get in on Ghost Rider w/ this character…same w/ a lame Cap America.
^Dont ever try and ‘get in’ on a ghost rider player.
If you play doom on point with a decent projectile assist that matchup is unwinnable for Ghost. Just do super jump photon shot xx fly, then H photon shot 3 more times and there is nothing he can do about that space in the sky.Just runaway from him.
I single handedly made the last ghost rider player in our offline community drop the character with that tactic.I’m not gonna lie I felt kinda bad afterwards, but thats how you have to play against him. Ghost Rider loses badly to 3/4 of the cast unless he has missiles,jam session or vajra assist.
The key is j. H. If you can start getting them locked down with assist and j.h before they can get their keep away fully started, j.h tends to stuff a majority of their moves on start up.
People really need to start utilizing the butter/penis gun more.
The only keepaway character that really gives me trouble is Hawkeye, mostly because at any moment he can just random super and stuff anything you try to do