Latveria shall ever be Latveria- Dr Doom thread 2.0

the doom combo where you do mm forward h then s tridash and lift them with another h and do it again…do you dash straight down or do you tridash when you hit them with the s on the way down do you dash down or tridash to get them?

Ah. That was it. I didn’t know it could only be done after H Foot Dive. Thanks.

Just started playing and learned a lot reading this thread, thanks a lot guys!

Guys, guys, guys…really important question.

Best color choice for Doom? I’m rather partial to color 3, the purple cape. Purple looks pretty classy, and white is too boring. Color 1 is my second choice.

I switch around between 2, 4, and 5.

2, 3, and 4 for me.

  1. Green goes with everything.
    Orange for Troll teams.

mostly whatever I feel like but for color synergy’s sake I’ll roll the red cape for my Strange team and black for my Magneto team.

I have a question about the new Doom loop.

I can do the whole combo shown in the Insaynne Loop video pretty much consistently (I know he didn’t find it, just the name of the video, what are we referring to this loop as?) except for the very last part. On the very last rep, my percentage of hitting 2 J.Ms has to be below 10%. They usually just flip out after the 2nd J.M and before the J.F+H Foot Dive. So, on the last rep, I’m just doing 1 J.M. I’ve still gotten the combo to build 2+ meters and do 1.15 mil with a DHC to Dante or Vergil so it’s still great, but I just wanted to know if I was missing something here. Is it just a strict timing sort of thing or what?

I just won a first to 5 only because footdive S kept hitting for no reason. I’m not sure how to feel about it. I might just stop using that button for a while I feel like a scrub.

Dat 5 dollar red cape Victor all day. I got Red hair Viper, Red cape Doom and Red Dante Vergil

s footdive really isn’t that hard to deal with, its just an option people refuse to be aware of, and after that its just learning when it is and isn’t going to cross you

Yes but other people’s bad playing for not knowing the matchup is making me play worse when I find someone who does gasp block.
if I artificially pretend they play better I can work on my real mixups and pressure game. If they start jump throwing me every time though I will j.S them to the curb.

Yeah, I think that’s supposed to be the main purpose of j.S. In Vanilla, Doom was very vulnerable to air throws when he tries to rush someone down with his tridash mixups. j.S puts a stop to people airthrowing him. It’s just unfortunate that it’s become a herp derp move.

At this point I would actually support a nerf to the auto hard knockdown. The only real thing Doom would lose is the ability to trade hits with swords but trade into a kill.You would need to clean win to kill someone, which is fair.

On a clean hit near ground you would still be able to land and combo off the tiny ground bounce. This serves the need of discouraging throws.

Mid air you don’t need to j.S to get a full combo when you win an exchange. just a well practiced bukloop.

Whatever, Zero/Viper are still broken. Trade and Die.

Hey guys, sorry for the newby questions but:

  1. what’s the difference between using sM and sH for OTG and using sS and fH to relaunch?
  2. in the “clockwork corner loop” howcome people use only one jM per loop? doesn’t it work with two as well?
  3. how do you do tri-jump L’s and M’s? i just up-forward and dash down forward then push L or M but the animation never seems to come out. any tips? >.<;;;;
  1. Hit stun decay and speed. I always try to keep my combos universal, but in the corner, if i’m going into level 3 I ALWAYS use M (OTG) if its against a big character like Dorm/Sentinel/Hulk. I’ve hard problems connecting the level 3 off of H on big characters and I can’t really explain why that is.
  2. If you are referring to the simple relaunch corner loop that has OTG H into relaunch (taht’s the duck strong loop but whatever a name is just a name)
    sometimes hitstun will prevent you from getting 2 j Ms in the combo. Usually you can do two loops with 2 j Ms, but then the last loop will probably only allow 1 jump M. People often err on the side of safety and do less M’s to ensure they connect with the finisher.
  3. If you want the tri-jump versions of those normals to connect, you need to super jump. so start your movement with down, then up forward.

thanks for the quick reply! that all makes sense :smiley:
last question though. is there any particular reason to use fH instead of sS for relaunch?
and also whats the best way to approach with Doom? usually i just square jump M with drones until it works…
is that a bad idea? D:

I kind of want to make a video for this since it’s pretty cool, but I don’t really have the equipment for it (and am too lazy to use a camera) so I might as well come here to the Doom forums and leave it written:
Doom has a nice oki/reset/vortex game in the corner using dash cancels, an assist and the gun, as if his pure damage wasn’t enough.
The way I do it is with Tron Gustaff Fire. At the end of the combo (hitstun scaling must be high), I do st.H, dash back, jump back and then j.H~Assist.
If the opponent techs backward or forward and gets hit by the gun, they’ll then hit the flame and get bounced back up for a soft knockdown, leaving enough time for Doom to simply dash back in and start a new combo. If the opponent blocks, they have to block the gun and then the flame, giving time to dash back in. Easiest thing to do is a throw once the opponent touches the ground, but any standard mixup of his can be done.
I know it’s kind of redundant since his damage is so damned high even with easy combos, but it’s still pretty flashy to watch the opponent bounce. I haven’t tested with other assists, but I’m sure there are more that can do it. They just need a little bit of blockstun and enough hitstun to hitconfirm into a combo.
Maybe this is already common knowledge, I don’t know, but just leaving it written.

While I’m at it…

  1. M is faster and therefore more reliable to hit in moments you don’t have much time left to OTG.
  2. The standard corner loop? Doing just one M affects the damage scaling less, leading to more damage overall. People use two j.Ms in the end of the combo because then the scaling has reached its limit and even if it hasn’t, there isn’t much more in the combo anyway. Also, what kensanity said is true, it’s also safer.
  3. For M tri-jump you have to super jump, yes. However, for tri-jump L you can “plink” the airdash and then L. It’s pretty good against tall characters as it will even crossup, but against smaller ones it’ll whiff completely.

Hard Kick has a much faster startup and is thus much easier to connect in combos. It is also special and super cancelable, which is really useful (S can be jump canceled and then the jump can be canceled into specials or supers, but that’s pointless when forward+H does it easier). Does less 10k damage, though.
That is one way to approach people, doesn’t sound very bad. Try using the tri-jumps now as well as some foot dives when close to the opponent when you expect them to press a button. Another classic method is super jump, photon shot, air dash down or down forward and then M, but that isn’t particularly effective.

thank you! <3 all of that was so helpful! :smiley:
while we’re on the subject though…
what’s the best way to approach? tri-jumping and square jumping seem like great options, but how are fH footdive and S footdive? and how safe are these options?
also in regards to your setup with tron, how well do you think that would work with jam session or drones? D:
would vajra also be a good assist to use there?