Latveria shall ever be Latveria- Dr Doom thread 2.0

Yeah hidden missiles xx team super is actually one of the most useful things I’ve learnt in recent times. Its really good in 1v1 situations against teleport characters when you have XF.You can just throw missiles out then cancel into super on reaction, XF, then jump and combo them with either j.m or j.s

Usually with throw. Most Zero’s space the lightning so that it combos with buster on hit, so when they do it they are at risk if you block, jump throw. Stand jab works too since hitting zero cancels the lightning. Don’t try it when he lightnings raw while holding red charge, he is going to buster you.

More on fighting zero. It is important to avoid blockstun, meaning avoid his angles of attack. Better to make him impatient and use risky attacks than to challenge his safe approaches.

Anyone notice marlinpie attempt to display this tactic on any of the streams? I haven’t watched his personal one but I havent seen him do any inescapable setup on the break or Curley mustache.

Only one I’ve seen him use is baiting the push block, air dashing df, then air grabbing before Ammy hits. However, far from inescapable…

I haven’t tested anything with the team super, did you get a chance to see if you can block after the grab tech?

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Forgive if this has already been asked before but, how good is rocks as a lockdown assist? It looks really good since it’s out there for awhile but I’m guessing that it’s not frequently used because its outshine by his 2 other assist. If his rock assist turns out well as a lockdown assist(provided I can get a description from you guys as to how good it is) I’m putting him second to support Felicia point.

Does anyone know any Doom combos that start in the corner but switch sides afterwards? On my Morridoomsent team, when I have doom on point and I get a combo in the corner, I’d like to have the ability to switch sides and end the combo with air photon array dhc into astral vision. That way I have the whole screen to play with with morrigans bullet hell instead of being next to my opponent in the corner with them.

I think the simplest way to switch corners is:

LMHS, sj. M (2 hit), delay ADDF, sj. M (2 hit)

At that point, you land, and you’re facing the corner. After that, you can just do whatever you want. The first sj. M is the exact same as how you start off the buktooth loop. At least, that’s how I do it. The delay will take you a bit to get the hang of.

Just tested that and couldnt get it to work but it seems possible. Doom almost goes underneath them to the other side but I cant get it to work. I remember seeing some side switch video at some point. Anyone remember it? I will practice it more tomorrow regardless and try and achieve the side switch.

From what I remember it’s quite finnicky, and I’m pretty sure its j:m: (2 hits), slight delay, ADDF, j :m: (1 hit), land, at which point you would be on the other side so you can just straight up jump. I’ve never found the need for something like this, so I can’t help too much.

Oh, my bad. It might be a 1-hit M after the ADDF (I haven’t used the combo in a long time). But yeah, it’s a weird timing to get down. I’ll see if I can upload like…a cell phone video or something if you still have trouble.

Just to be clear when I’m talking about the corner, I mean Doom starting with his face looking at the corner. Not starting with his back to the corner.

Well in that case the only way that’s possible is if you use a wall bouncing assist. Doom’s only move that crosses up in corner is foot dive hitting the side wall. So then you’d have to find a way to give doom enough time to whiff a foot dive and still continue the combo. If any assist lasts a while, it’s drones, so you’ll have to experiment, but it won’t be easy.

You could probably try LMHS, J. L, F+H, J. S, land, Tri Dash DF whatevver. Can’t test right now but I think it would work.

Not sure if anyone noticed this glitch but if you tag out Doom right after using the Human Blender, the character will start at the far side of the screen. What I mean is that the character Doom tags will appear at the other side of the screen (Not where the opponent is).

Yeah, it looks kinda glitchy but it doesn’t really do anything. When you tag in a character they come in much further away then normal and even causes the screen to zoom out further than normal. Then it pushes your character forward when it zooms back to normal.

I want to share this combo with you, I saw a lot of videos with doom and I came up with this, I know its mazyodine with variations, but hope you like it, advises are welcome :slight_smile:

[media=youtube]0HYvtTXz4Lo[/media]

Saw Clockw0rk on the Fight for Youth stream yesterday doing a variation of this. Pretty sweet stuff. I will practice this later today.

Do you know how much meter this builds? Was practicing it earlier, but wasn’t really paying attention to my meter, but it seems like it does similar damage to the regular corner loop.

I think it builds the same meter, but you can do 900+ damage and is not that hard to do, the mazyodine requires more timming and need like 100 years to get that timming in a tourney, but I want to know if there´s something else with this variation, a ToD with this combo

Very nice my man, I think thats just the midscreen variation, except in the corner, but its really easy to do. Probably even easier/more consistent than Foot dive loops ( months later and I still get butter gun/accidental TACs coming out )

Not really getting as much damage as the Mazio loops ( probably just due to me not using the fj.H starter and my assists probably just aren’t netting me as much damage as yours are ) but still, very nice balance between Mazio/Footdive loops. Also the full combo works off of j.S as well which is nice and the timing isnt much tighter.

I wish more people actually used doom, instead of whoring hidden missiles… I play against so many dooms in the anchor position and all they wanna do is footdive, and its pretty pathetic. I actually just runaway from them, to see if they can even move with him lol

But anyways I’ve been using hard kick a lot lately. Its better for midscreen relaunches i believe, and its kinda like an option select for a grab or a launch . It comes out fairly quickly… beats magnetos fierce just to name one. 8-startup, -4 on block, which is not really punishable because if you block the kick, it pushes you away considerably, where I’ve only had weskers cr.M punish, but thats all they could get. Its also good for those times you are chasing someone down, I mash that F.H lol and when they’re trying to do some up back they get launched, and its not that hard to convert that into a full combo.

It has a lot of uses, like at the beginning of matches, if someone is moving back you can get as close as you can to them and hit hard kick, if they block they will not be able to punish into a full combo. if they pressing up next to you, you can mash hard kick out and once you tech a couple grabs they’ll be far enough for hardkick to come out and they’re usually get launched (Does not work on Hulk lol or characters with command grabs) and you can easily convert that into a combo.

I got a couple other tricks with hardkick, but I just thought to share that since I dont really see people using it as an option select or at all lol and I’ve had considerable success with it at some locals.

Yea, F.H is pretty neat, i’d have to assume most Dooms prefer back throws though since most Dooms don’t even know you can combo off front throw even though they get caught with their pants down when Hidden Missile comes out instead of throw.