Against a team that can’t cover super jump heights, you can just set up camp in the corners and toss out L photon shots. It’ll offer you decent cover for approach, or just give you time to set up chip patterns. Foot dives can all be made safe on contact if you air dash after contact. They’re not so much used for approach.
For anyone that has some experience with, I guess…they’re guard breaks? Basically, what I’ve been trying to get to on incoming characters is to tap them once with a normal while they’re in the air and go for a follow up air throw. Anyway, I wanted to know if anything has a higher hit box than Hard Kick? I’ve run it a couple of times in training mode where I do snap back, wait for character entry, hard kick (get push blocked) xx dash-cancel, forward jump cancel, air throw. That sequence is mega easy to land but I don’t actually know if Hard Kick has enough of a hit box to prevent opponents from just air dashing up.
There isn’t one “best way”, just use what you think will work, knowing how the opponents defend themselves. Foot dives are safe if they hit and are airdash canceled, but they’re awful if they whiff. That’s why you should never do them at long range when you’re unsure of the timing at which it’ll hit the opponent.
As for the setup, you’ll have to test it out yourself. Discovering the quirks in teams is what’s fun about MvC3, so put in the lab time to figure stuff out. I’m sure those two might work in different ways, though, Vajra gives guaranteed combos for Doom and Jam Session has shitloads of blockstun to give time for mixups if they block. Just don’t forget to test different timings for assist calls and stuff.
st.M is for when you don’t think you have enough time to hit st.H. I mainly use it to follow up after mid-screen forward throw. You can also use it in corner carry combos to reduce hitstun scaling a bit.
anchor doom should be rushing down all day…just do it in a smart way…sj. and photon before you go in to give you some time to work in your options on the more physical chars…and if your fighting a runaway, use flight dash to get over to em, but down footdive afterwards…just cancel flight…
Doom anchor can either go really well or really horribly since he cant chase as easily as the next character (I know this from experience)…so good luck
Get used to ADUF airgrabs otherwise you’re gonna get up backed all day every day, only advice I can really give you that applies to competent players. Also don’t ever ever ever foot dive if you can’t dash cancel it on block
The only time you should zone with Dark Doom is force people to burn their XF or just to shoot an extra few things at a last character that has little health to win the match. Otherwise you gotta rush down and pray you hit.
Be patient as you don’t have the brutal factor that Wesker or Akuma brings with XF3. Just have to accept that your comeback will take probably 30 seconds to time out as opposed to 10 - 20 seconds and work to attack when you have the strongest mix-up options.Learn to bring someone to the ground and dash-cancel multiple times as Doom has one of (if not) the best Air-to Ground offenses in the game. Here are the most successful ways I’ve used Doom as anchor:
Do (on the ground) Photon Shot ( :d::db: + :atk: ) to cover yourself and move in. I would also recommend varying the speed ( by using :l: or or :h: ) so people can’t get the best reading on it. This way they basically either have to super jump to avoid it (which allows you track them and setup your rush down since no one can stay in the air forever) or dash forward if they stand there to block it. If you anticipate them being super jump happy or flight happy, release a hidden missile as well to help bring them down faster. Air Photon Shot is okay, but smart players will just jump it and really smart players will move forward to block it aggressively and AG. This will keep you pushed out very badly. To counter AG, you really need to be on the ground as Doom’s mobility is godlike on the ground if you know how to maneuver well with him. Obviously, if they have a beam super or some means of punishing you from long distance on the ground, then you may have to rely on air Photon shot. but know it’s going to be a little harder since you can’t cover as much space. I would recommend getting comfortable with flight mode as well to move forward as it is very effective as well and can lead into an :s: foot dive or unfly air for pressure. However, also practice unfly in case people start trying to spam you with stuff to stay safe just like how good Morrigan or Sentinel players stay safe with unfly.
If your opponent stands there to block it on the ground, move in quickly do one of the following block string:
a) :h: Foot dive xx ADC :f: into air for an overhead mixup
b) :h: Foot dive xx ADC :df: into cr. :l: for a low mixup
You can also use :s: foot dive but for both foot dives, you need to make contact high enough to have space to ADC, otherwise you’ll bounce off negating your progress. Also remember that Foot dives are mid attacks and not overheads.
c) normal jump ADC :d: into cr. :l: for a high-low mixup
d) normal jump and empty ADC :df: into cr.:l: [Zero-Style mixup]
e) square jump air for a fast overhead (make sure you space it correctly as if you try to do it too close, you’ll whiff and be punished) if you see them prefer to crouch block everything
I would recommend that you practice the proper timing of your air dashes to negate AG. This is something that I’m not too good at yet, but if you opponent is mashing AG on your air attacks, either use options d or e as it should be a hit without any blocks before it or delay your ADC a little so you do it during the AG, this will pretty much completely negate it and put you on the ground (in general) with frame advantage. I’ll make a video about it as it’s something I don’t see too many people do but it helps immensely with getting in.
2.5) cr.:l: cr.:l: (sometimes another cr.:l: for good measure if you are really close) is a powerful tool to learn to utilize (and confirm off of) for the following reasons:
a) You can tick them if you think someone is going to AG you to bait them
b) Allows for a hit confirm into cr.:h: :s: to go into a combo
c) Allows for a block confirm into standing :h: which opens them up to a brutal mixup (that also negates AG to a certain extent). Simply ADC the first hit of standing :h: which allows for the following (since standing :h: has such high block stun):
c1) DC xx JC then AD :df: to move to the other side for a cross-up (this option will be negated by AG unless you have an assist to keep them pinned down long enough to get to the other side) but it’s nice to have in your back pocket in case you’ve scared them from AG’ing by using tick cr.:l:
c2) DC xx JC then AD :d: or ( or :df: to help fight against AG ) to attack with more cr.:l: 's . This is pretty brutal as most people will react to the jump and then you can hit them low
c3) DC xx JC then AD :d: or ( or :df: to help fight against AG ) to go for a front throw. This almost works 100% of the time because no one expects you to go for ground throws (especially front throws) with Doom. However, this is invaluable since you basically get a free corner carry combo with it most of the time.
c4) DC xx JC :ub: then AD :f: into an air for an overhead to catch them off guard
Learn to combo off Doom’s front throw (and air front throw to counter chicken blocking) since getting a close range hidden missile is death but a blocked hard kick can be cancelled into rocks for safety IIRC. Also, a front throw combo will almost invariably end up putting the opponent in the corner, allowing you to press your advantage.
Here’s a small video I made about 2.5 & 3. Granted it was with an assist, but the assist part is kind of just for the left/right cross-up. The earlier you cancel the standing :h: the better since it will make front throw attempts safer. After 2:15 it’s just the cross-up in slow-mo in case you want to see different variation of the the dash-canceling around.
[media=youtube]k4w9DHQQamQ[/media]
Learn to block something then XFC into lvl.3. This is probably the easiest way to take at least one character down as it does absurd damage.
^^^^ I was actually just coming to ask how y’all feel about anchor doom(cause I haven’t been hearing good things about it). He doesn’t seem like the best anchor, cause he doesn’t have the incoming character mix-up characters like akuma, wesker, and sentinel. Plus he has 2 amazing assists and 1 decent one so running him on anchor is usually the best idea.
To me he’s basically what would happen if anchor Sentinel got better mix up but shittier ground normals (minus c.L) and less scary range on the air normals. The new S dive basically gives him an auto pilot aerial move to mash on to go into big damage that pretty much every scary anchor has which is good.
I would say he’s about as good of an anchor as Sentinel minus the fact that you have to be near your opponent to really scare them. Which means he does things a bit differently than Sentinel but once you get in you can open them up usually faster than Sent. Super jump ADDF j.M becomes really scary in XF3 since it’s an overhead cross up that will hit confirm even if they’re chicken blocking into easy mode TOD’s. It’s also a double overhead and being 2 hits means it can screw up attempts to XF guard cancel it. You can also fake the double overhead by mashing on j.M so the second hit whiffs and then cancel into c.L.
One of Sentinel’s problems is that he has a limited high/low mix up and pretty much no cross up game outside of welcome situations. With Doom you can cross up people even if they’re chicken blocking and get them out of there. If you’re afraid you’ll get air thrown just use j.S to counter hit their attempt. Plus with the speed increase, Doom’s unique ability to dash through advance guards becomes VERY scary after they pushblock an M or H normal.
I’ve been ending my ground chains with Hard Kick since it’s dash-cancellable and has good range. trying to get rid of the bad habit of ending with st.S which is punishable. c.L, c.H ~ Hard Kick (call Weasel Shot assist) is amazing for pressure. I do it with Doom second and Dante in the back; I change my anchor depending on what my opponent plays. if it’s a character who can hit you out of the air like Hawkeye (or a character Doom basically has a bad matchup with), I usually go to Dante who can mix him up and kill him with the XF3 Jam Session infinite, that is, if I haven’t burned it on a Vishanti punish already.
Just stopping by to remind people that Doom missiles can be THC cancled so if you have solo DOOM and want to burn out your opponents x-factor or chip them out, do hidden missiles and than press A1&A2 to cancel to photon array as they try to punish missiles, It’s pretty safe unless your opponent has some invincible move that can punish photon array… Just mentioning this since everytime I do it at a tourney people are like “wow, I didn’t know Doom can do that” really destroys anchor strider too
On the hidden missile tip, You can also end corner loops with OTG hidden missile xx team super. I saw Shady K do it once and its pretty cool, havent seen anyone talk about it though. Might have some application for some teams that will make it better than just OTG plasma beam xx photon array. For example with Doom/Dante you can OTG hidden missile after a corner loop, cancel into team super and before dante is done shooting them you can get a jump S footdive at the end into an OTG plasma beam.
Ending a basic corner loop with doom gets me 1.15mil with that Dante Doom hidden missile THC combo, whereas a DHC nets me just over a mil.A 100k difference for no real hard work is pretty good. People should experiment with the different THC combinations because there could be some ways to really increase Dooms corner damage with this. I just tested it with Dorm and because chaotic flame pops them up afterwards you can combo a Heavy molecular shield afterwards for 1.16mil.