Latveria shall ever be Latveria- Dr Doom thread 2.0

j.H is ok against Trish. I would say not great though because you’re not really converting it to a full combo especially at super jump height unless you’re almost right next to her after hitting her with it. Against Hawkeye you can pretty much forget it because it only has one point of durability.

Buttergun is typically good against characters that like to attack at normal jump height (Doom, Magneto, Storm) or are just too big to avoid it (Sentinel, Nemesis). You can probably use it here and there against Hawkeye but you risk eating a Gimlet every time coz fuck Hawkeye.

Against characters who like to rain from super jump height, I personally don’t think buttergun works as well. It’s a lot faster than it used to be but still slow if you need it to fight long range, as would be the case when fighting against Trish at that height. You’re probably better off either raining down projectiles at the same time (to try to get her to stop what she’s doing to bother you) or just go for f.H foot dives to try and get her during her air special moves. Basically, if Trish is being annoying, you have to show her that what she’s doing isn’t working, which can be accomplished in a bunch of different ways. Most Marvel players don’t have the discipline to keep something going if it’s stalemating the match, so you stand your ground and hope she’ll start putting herself at risk.

So I’m wondering how MarlinePie did this ROM loop (sorry if that’s not what its called), but those are the only words how I can describe it.

The combo starts at 7:00 [media=youtube]98lXpET6vQo[/media]

^Honestly I wouldnt recommend that combo to anyone. It does less damage overall than some of Dooms simpler stuff, and it also doesnt wall carry.

If you want to learn the ‘swag’ combos that are actually useful learn the damaging TAC m&m’s stuff. The ones with j.m cancelled into air plasma beam and fly unfly j.L, j.L shit.

Guess I’ll just have to stop Trish and Hawkeye with other methods.

Thanks for the advice! Also, keep rocking that Doom, Clockwork!

I sat down in training room for 20 minutes to feel some ideas out. Naturally its 6 hours later and I have some stuff to share.

First is a totally practical combo that kills Thor. [media=youtube]LruUqrYJchU[/media]
I started working on it to showcase using Strider assist to land double supers and it became something else.

[media=youtube]LSoTAFzZ3uM[/media]
This is video of a bukloop variation that does 800k damage ( not shown in video, you can slip c.M or c.H in to put damage over 800k). Requires hit confirms since the starter is very weird. in the video I’m doing c.L, c.L c.H S j.L Hdive land s.L S. Rest of combo is familiar. It would be seem somewhat useless in light of the relatively easy combo (one bukloop, no launch, jump M,M HDive Sdive, two midscreen double dive loops) despite doing slightly more damage than that combo if not for the next video. This variation seems to be the only one that doesn’t drop and wall carry’s.

[media=youtube]LfAx77djY5A[/media]
Over many sessions I’ve dropped combos by hitting characters while trying to get to the ground to follow up Sdive’s hard knockdown because I usually dash with j.M and was hitting them during the small ground bounce. Turns out you can use that small bounce to get pretty much a full combo worth of damage provided the position is right.

Take a second look at the video [media=youtube]LSoTAFzZ3uM[/media].
Notice the corner crossup. I’m doing blocked divefoot addf Sdivefoot just overhead, land behind hit them low. If you down dash instead you land in front as normal and you really can’t tell them apart. This feels much safer and better than trying for random SDive corner crossups.

This doesn’t show what happens when they pushblock. I spent a long time experimenting with SDive pressure midscreen, corner, and it feels solid. What you do is Sdive to make them block, addf. Just prior to landing you SDive. What this does is kill your backward momentum from their pushblock, and keep them locked down for you to do Dash, pause trijump into high/low/more SJ SDives. Try it out and you will see a big difference in spacing. The second SDive keeps you close enough on push block that you can actually get back in with frame advantage for a mixup. If they don’t pushblock you get an automatic 50/50 by landing left/right and going low.

With the second SDive you want to abuse the lack of a hitbox prior to Doom hitting the ground. Try it out in training mode. Jump, and as close to the 4 frame jump start press S. Doom will scream footdive, and land without touching the opponent point blank. It feels like you land way before the frame data might suggest, since frame data activation is about Hit Activation, and low Sdive doesn’t get to the hitbox animation. I also feel you can do this immediately while Dash has a height restriction. So fake jumps to bait air grabs feel possible. A gimmick for now will be j.Swhiff, opponent reacts to FOOTDIVE with a pushblock and eats a c.L. or ground throw. Mixup with real footdives and they won’t know when to block and when to tech.

I will try to capture these situations in video form soon.

In regards to Doom/Ammy, how do players setup Coldstar lockdowns? I play pretty aggressively and was looking for optimal patterns. I was noticing clockwork likes to j. H and call Ammy aswell as j. H foot dive and call her.

Found out last night that Doom can also “whiff” TACs. It’s mostly a gimmick, but it can be useful for leveling up Frank or collecting evidence with Phoenix Wright.
[media=youtube]CsTsvet7Jyk[/media]
Notation is [c.:l: c.:m: (Didn’t connect in the video) s.:h: :s:] [a.:m: a.:f:+:h: ADDF a.:m:xxfly down exchange]

Up exchange forces a super jump float that will allow the opponent to recover in the air
Down exchange forces a ground bounce to super jump height into a hard knockdown
Side exchanges force a wall bounce.

Doom’s TAC “whiff” is a lot easier to pull of compared to other characters like Magneto/Tron/Dante etc etc.

Amazing stuff. This almost seems like Yun dive-kick shenanigans.

So, uh… I realize there’s over 20 pages here but I don’t have the time to sift through all of them. Can someone explain to me how to get off multiple Photon Arrays in the air?

Arrays or Shots? If you want to get multiple Shots off, super-jump into the air, shoot Photon Shot L, enter Flight, and quickly proceed to Photon Shot 2-3 more times.

^The trick is to do photon shot H,fly,then photon shot H 3 more times. It has to be the H version as all the other versions start up too slow to be able to do 3 in flight.

Its one of dooms best zoning options in my opinion. Doing 4 photon shots in the air, then coming down with a j.H laser is excellent for annoying your opponent as it controls alot of space on the screen.You can also come down with a j.M or j.S afterwards to stop people pressing buttons if they are underneath you. Basically I use the 4 photon shots to create a wall that you cant get in against (unless you have a teleport or vajra assist).

^You can also throw a Plasma Beam H after you land to control more space, right?

Yeah thats like doom zoning 101 right there. Lock them down with a photon shot then chip em with a plasma beam before they can move. Throwing out drones assist between all of that and calling hidden missiles is basically my whole strategy.

[media=youtube]pH4QJ9wuV98[/media]

I just started using Doom last night, and I can’t wrap my head around something. Can someone please explain to me the whole ADDF x whiff a normal to land faster after :s: Foot Dive? I can’t even get him to dash. I think I’m missing something.

You cancel the S foot dive into an downward airdash. He descends slowly and you want him to land quickly to continue relaunching the opponent in the corner. So, while your airdashing back down to the ground, you press any attack to whiff and land faster.

Yes, but I can’t seem to get him to even do the airdash. I can do it in the corner (airdashing straight down.) But it doesn’t seem to want to work for me midscreen…?

I don’t know what to say. If you’re copying the video verbatim then it should be working. Maybe it would help you knowing that you can only air dash j.S if you’ve only did it by itself whilst airborne or after H footdive. At least I’m almost certain

Dumb Question: How do I Air Dash after S Foot Dive?