I see how it destroys derp strider. I don’t see how it beats strider. Can you share your experience?
www.twitch.tv/finestko/b/311297200?t=1h30m53s
Although I did have Strider assist backing me up, you get the point… He can’t really teleport and if he get to close, team hyper combo, throw in some plasma beams and your good. Especially since Strider’s health is low enough where chip from Doom is a big deal
That may actually change the matchup to Doom’s favor, I don’t even know. I don’t get to fight strider’s here. couple of things though. If you call missiles and strider, you can’t THC super so strider gets at least a free hit. From full screen he can at least do dash slide for a knockdown/missile dodge. he can duck plasma beam so full screen thats not an option. And if you missile and he is in range for gram h you will burn your meter fast. There look to be some holes that chrisis tried to exploit but missed or mistimed/ranged.
Interesting match though. good play. Also that’s the team I play so I’m glad to see what others are doing when they play it.
Doom can do Missiles during his corner loops? When do you summon the missiles to ensure they OTG in time?
You finish your corner loop and then just press b+H once. The missile coming out should just OTG as soon as it comes out of the missile launcher. It works the same way those spencer combos with hidden missile assist work. The missile hits them as soon as it comes out of the launcher providing the OTG.
With Doom rocks assist your could prob do corner loopz, b+h THC for sphere flame combo. burn all your meter though.
Also
Five.
Five dollar.
Five Dollar footdives.
I can no longer afford to play this character.
So marlin pie tweeted implying he has unescapable death setups on incoming characters with doom dog. Speculate on what it is?
My guess is you so thc and air grab during a gap in dog super. If you tech i bet the game wont let you block and dog hits.
Other guess is it gives enough untechable grab attempts that marlin will get one because he is practiced.
Anyone with the lab up?
I just read that tweet and I’m wondering about that myself. It probably has something to do with a THC, unless Doom has some Firebrand-like unblockable that we never noticed…
You mean his hard kick holding H for 2 seconds? No one uses that scrub move.
A repost from the other thread:
A piece of tech I’ve been exploring with lately is using st. :l:,:f::h: (Hard Kick) string a lot more, both used as an anti-air and as anti-chicken blocking. This string is FAST, and plus Doom is tall, so when you’re crouching and someone jumps, you can stand up st, Hard Kick to catch people off guard.
You can option select this by doing:
st:l:,:f::h: ,:uf:
- if it hits, you’ll jump into a combo (and you pretty much have all day to do j:m:, :h: Footdive and still combo)
- if it’s blocked, you just have to do :d:,:df: to cancel the Hard Kick into :h: molecular shield
Since :h: molecular shield is -1 on hit and guard, it’s more or less immune to chicken guard. AND the fact that since you are doing st:l: to start the chain it:
- whiffs on certain crouching characters and you can just do throw->combo
- prevents opponents from jumping
- turns upback + :a1: + buttons into free combo
In the corner, the -1 on molecular shield is only beat by throws or moves as fast/faster than your own :l:s.
Also, if an opponent is hit by Molecular shield, depending on how they are hit, you can combo off the rocks into st :l: ->corner rape. At worse, they tech in the air, where you can do straight up jump to meet them in the air no matter what direction they tech, and lead into block string mixup or throw.
And you can repeat as many times you want until they push block correctly (since doom can dash cancel his normals)
As far as I can tell, if you push block Hard Kick so that Doom is far away when doing :h: molecular shield, there’s not many ways to punish it outside of super, and you can always cancel into your own super.
Another note is that, instead of cancelling into :h: molecular shield, you can cancel into back dash, or forward dash (if they push block). Not as good because :h: shield is a good frame trap, back dash gives up momentum, and forward dash is inherently risky, but dash cancelling is better against characters that can teleport, and if you can react to opponents push blocking your Hard Kick.
Haven’t found any downside to this yet, so I’ve been committing this to muscle memory and learning vortex like mix-ups with it. But other than that, feel free to tear this apart, because it’s looking really sick.
Keeping with Doom neutral, I am a fan of using the new airdash down back to set up throw baits. What I mean is if you super jump up to where you might throw photon shots for pressure, you can’t really avoid the throw punish at a certain distance. But you can bait that with dash downback, and punish with your own throw if they take the bait. Doesn’t look 100 percent safe but you take a situation where they might react to your jump with a throw before the photons come out and turn it into a situation where they either play risky, and hope they get the throw instead of you throwing them. Or they wait long enough to confirm photons to the point they would get tagged by them for trying to throw punish too late.
really useful on wesker type mobility, less so on magneto
I finally decided to pick up Doom as a serious character, and since mvc3 is my first marvel game, my movement is sub-par. Been trying to download Marlinpie’s movement, but since I’m inexperienced with marvel I can’t figure out the exact inputs. More specifically where all the neutrals are in the airdashes, which jumps are superjumps and if you can carry them over with the down from the airdash, stuff like that. I need to be able to break down the motions so I can practice them properly, flailing around like an idiot won’t get me very far.
Is there a super depthy resource for air movement in this game? Would be greatly appreciated.
First of all, you should know that dashing can be done one of two ways in this game. The first way is by double tapping in a direction. Like goin’ like :f::f: will give you a forward dash, an’ goin’ will give you a backwards dash. Dashing like that is actually not recommended because not only is it not as reliable as the other way, it’s actually slower to do. The other way to dash is by pressing any two attack buttons and a direction. If you just press :atk::atk:, then you’ll get a forward dash. If you press
:atk::atk:, you’ll get the backward dash. And so on with the other directions.
Now when it comes to tri-dashing in particular, you’re basically jumping up and air dashing down forward :df::atk::atk: In order to air dash, characters need to be at a certain height off the ground. Normal jumping will get you to that height, but it’ll be at a fairly slow pace, which is a good thing for when you’re starting out, as you’ll get the mechanics down right in your muscle memory, but once you’ve got it down tight, you’ll be wanting to super jump up before you air dash down forward. The reason is because super jumping will get you to that required height for air dashing a lot faster than normal jumping will, and because when you super jump into a tridash, you’ll have an easier time of your attacks hitting high fast enough to surprise crouching opponents, and you’ll also tend to air dash down over the opponent completely, allowing you to cross them up. Hit up training mode until you got that down, because this is perhaps the most important aspect of Doom’s and just about every other character’s movement with an 8-way air dash.
With Doom in particular, he can actually move about the ground faster, because he has the ability to cancel his dashes. You can do that by ground dashing ( :atk::atk:) and then when you come just about to the end of the animation (or before, you can cancel it at any time), hit up :u:. Doing that puts you at the height you wanna be with tri-dashing, so all you gotta do from there is air dash down forward :df::atk::atk:.
Now when you’re in the air at jump and super jump height, it might benefit you to activate fly to move around. While in flight mode, you can throw out some Photon Shots to fill up the screen, and move about with air dash cancels. You can’t air dash twice in the same direction, but you can air dash as many times as you want in different directions for as long as your flight mode is activated. People tend to do something like this: :uf::atk::atk:, :df::atk::atk:, :uf::atk::atk:, :df::atk::atk:.
That pretty much covers just about everything Doom can do movement wise. You’ll really wanna get good with it, because you’ll come to find out that Doom’s most important combos involve canceling your attacks into air dashes, and tri-dashing to get across the screen. And before you ask, this is all possible on arcade stick and pad. Virtually no difference in the the two so it all boils down to preference. Hope this helps.
And I play on an eTokki stick. Switching to a circular gate hurt my motions a bit, so I have to break it down in the training room and relearn where my corners are.
I can trijump by itself consistently, it’s chaining them together to actually make my way across the screen that’s giving me trouble. Is why I asked about carrying superjumps by hitting the d/f in the ADDF. I don’t mean to be rude or discredit you, it was actually more of the highest-level movement that I was trying to get some coverage with.
I still can’t figure out the way clockw0rk / marlinpie manage to make their way seamlessly with the looping trijumps. Guess I’ll just have to grind it out, start with 2 reps and work my way up to however many I need lol.
If repetition is the issue, the best way to fix it is with repetition. You need to start out slow. The tri-jump motion stays the same, so there’s no real shortcut to linking more together. Clock and Marlin are doing the same inputs as you know, they’ve just got it down to a faster pace. Right now, your goal is to be consistent with your steps, so don’t worry about the speed at all. That’ll come by itself.
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Go right to one of the best sources, may be from vanilla but most of the things still apply
Any online players here, a question: is it just me or is the netcode incapable of recognizing a simple launch, M, M, QCB-super lasers air combo?
I can be playing a match perfect, and 7 times out of 10 when i catch someone in a launcher and try this simple air combo…it just results in doom air-dashing backwards when he should be doing a super.
I need help vs. Zero w/ Dr. Doom. Especially in a scenario where an anchor Doom is facing off against an anchor Zero. I feel like Zero zones him better than Doom does, and in terms of rushdown Zero can counter any attempts that Doom has in terms of rushing down Zero.
Since I was told about Hidden missiles canceled into photon super with thc it helps doom a lot in problem matches like zero. Otherwise be aware of when he has charged buster, and what angles he can hit. It is hard but you win through patience and punishing in narrow moments of vulnerability. Pizza slicer is very throwable so punish lazy jumpins with throw. lightning dash has no hitbox on zero so throw him. buster xx lightning is NOT a blockstring and you can kill him for using it off a blocked buster.
wait so after you block the buster, what do you use to punish the incoming lightning?