Dooms forward throws are really easy to combo off of. My method of doing it is just by holding Upforward during the throw animation, then just addf then one more tridash into OTG st.M. The timing of the first tri jump is the tricky part but holding upforward negates the timing difficulties.
there have been times where my midscreen combos drop because the hard kick whiffs instead of relaunching. is there a reason for that? or is the hitbox smaller then that of S?
Hardkick ( :f: + :h: ) has a shorter horizontal reach closer to the ground when compared against :s:, however since the move has a crescent motion, it actually hits further out horizontally higher away from the ground when compared against :s:
marlin did this during top 16 losing to fooblat.
i remember doing something similar in vanilla. launch j.m, addf j.M, jump or launch from other side.
I don’t see the utility though. Doom wall carries anyway and does more damage than a side change combo, I think.
So how does guard breaking actually work? I think I know it in my head, but I’m still iffy on it.
You’re basically eliminating the throw immunity incoming characters obtain when you kill the opponent’s point character. This is for both command grabs and regular throws, in case you’re curious.
One of the easiest breaks can be done with Sentinel, which you can use as sort of a basis on how other characters can do it. On the incoming mix up (easiest to do while opponent trapped in the corner) you can do:
Fly --> j. S (contact) --> push-blocked --> Sentinel lands --> one ground dash forward --> jump + regular air throw
What happens is, since your momentum is already downwards when your j. S makes contact, Sentinel will touch the floor faster which provides time for your ground dash to occur and eliminate the push-back distance created. Since you’ve made contact, there is no more throw immunity, and because push blocking requires at least…21 (I believe?) frames of animation, your opponent suspends themselves in the air long enough for themselves to actually recover from block stun into a neutral air state before they are able to touch the floor.
For Doom, the concept actually extends beyond incoming mix ups and is pretty key to some of his more tricky movement/mix up options. In this case, when your opponent eats a block string on the ground, you can actually blow through the push back from push blocking and stay right next to them.
Edit: oops, throw immunity is also in place for snap back
Something I feel like I’ve been ass with for a while is hit confirming into a combo on an aerial opponent with Doom. Any tips for me with this? I don’t feel like I use j.l as much as I see other Dooms use it, but I don’t understand a lot of what makes it good I guess.
EDIT: Spent a lot of time tonight with j.:l: and hit confirming on aerial opponents in general. I feel like I really improved, j.:l: is indeed very good.
my favorite way to confirm jumping L combo is, j.:l: ,.j:m:(1 hit),:f: + :h: addf, j.:l: , land, j.:l:,j:m:(1hit),j:m:(1hit),:f: + :h:,addf,s.:l: cr.,HARDKICK.
that part does about 300,000 dmg, and it really pushes them towards the corner. so by the time you finish the end of the combo, they are in place for the corner mix ups.
Anybody got a good confirm off of a normal jump :f: + :h:? I normally just dash cancel froward into double medium and launch. but im sure theres a version like the one above thats a bit more fun to perform.
ive been playing doom for like 3 months now, and I can pretty much do most of his stuff, but ive been wondering if he has some sort of “really” advanced tech, something really deep and stuff, like option selects (I already read the hardkick one, its pretty interesting) or ways to punish pushblock etc.
[media=youtube]6Cms-4Sbq7g[/media]
Is the essentially what the MarlinPie’s set up is, a few times i’ve done this and had friends claiming that they teched the throw(when i get the throw), so if timed right,i think the vegil assist helps doom get a guard brake, i admit when they claim its a guard brake the set-up feels different when doing it.
[media=youtube]843EKkocBhE[/media]
I get it at about 0:31, I have the autotech on, so Im guessing there is a really strict timing to doing the untechable throw. But when marlinpie was rapin Fchamp with it I doubt most of his setups were truly untechable (no offense just been trying it for awhile, and its not easy or consistent). You have to do it really fast or else it can be teched.
ok so, I understand pretty much how that works, but the timing is kinda weird for me atm, Im also using rapid slash as my assist, so lets see if I understood:
the basic idea is to snap, call vergil, dash jump j.M and a late df airdash, and then a (quick?) jump into a grab, but I dont know when should I attempt to grab them or when should I call Vergil.
EDIT: ok I was in the lab for about 2 hours and I could get it more often, but the timing to get the untechable throw is really tight, to me, it feels like you need to wait a split of second after the last pushblock and then throw them. Fun/cheap stuff, but it needs more practice.
Excellent work as always fiddlestix, just wanted to add that ive been doing this is as part of my anti-air/chicken guard pressure for a little while now and you can also dash cancel hardkick and go for a grab vs chicken blocks, or go for mixups as well. I am not sure, but i also believe that if you go for the forward air grab and they dont jump, you get the option select of heavy footdive to continue your offense. (just make sure your input are on point or you get buttergun at a space you wouldnt want it ;P)
my example is this… if an opponent jumps and i meet him with my j.L and its blocked i do this string,
j.L, j.M(1hit),j.h footdive, ADDF, j.L, st.L, hardkick -> cancel for throw/mixups or molecular shield as you have stated
If j.L hits you can do the same exact thing, but leave out the j.L after the ADDF and confirm into
c.L->etc->etc>
be weary of push blocks, don’t just do the string without thought
edit: you already have what ive written here, just disregard my statement, but feel free to shine in on that pressure string vs meeting jumpers using your tech
edit 2: just a video of some things ive been trying to do online, not to much success honestly, but it looks like it should work if you make the read [media=youtube]6SM4bIg82xE[/media]
Been a while since I was able to hit the lab, as life is kinda crazy right now.
Really cool stuff.
You should omit the foot dive from your air block string because most people will push block either the j.:l:, or the j:m:, and if they push block the j:m:, you’ll be connecting with a low foot dive that you can’t dash cancel out of, and you’ll probably die from that.
I would probably test if you can combo off j:l:, j:m: (1 hit), ADDF into something. What I’m not sure yet, but you probably could since j:m: (1hit) has pretty ridiculous hit stun, and doom has a knack of being able to combo off any hit.
Modifying your block string w/o the foot dive I think won’t really change your options that much, but should make it much cleaner and safer.
Dude, its like you read my mind, I was trying to do that online and always got pushblocked after divekick so i started to stop the string depending on if they player likes to pushblock or not, similar to doing ground c.L->dash cancel into mix-up instead of doing c.L,c.H, dash cancel string. Thanks for the advice.
Do you (or anyone else) have an interest in hit-confirming stray air normals? I know a majority of people like to do j.m, j.m footdive, j.m, j.m , c.M, c.H, but I feel like there is so much more that can be done to avoid damage scaling and hit stun for beefier combos, let me know if anyone wants the various ways to hit-confirm stray air normal’s into good damage and ill create a video
how do you dash forward quick enough to catch someone after a forward throw or footdive?
[media=youtube]k4w9DHQQamQ[/media]
The way I do it is that I dash ( :atk::atk: ), and then jump cancel the dash with :uf: and then do a Air Dash Down Forward (ADDF), which is done by holding :df: and pressing :atk::atk: to land next to my opponent. Just watch the first piece of the video and you can see what I’m talking about. It’s actually not too hard once you get it down. There is a slow mo starting around 0:18 and one around 0:48 if you want to see two variations
Regarding footdives, you need to make sure you make contact high enough to cancel the footdive with a ADDF or the game will not allow you to dash and you will bounce off.
Hope that helps!
thanks for the help on the forward throw set up i havent had tons of time to concentrate on this because of college im startin :(… but how do you do the dash with the new clockwork combo where you do m,m,footdive,footdive, dash forward stomp?
You have to do a ADDF after the :s: footdive and then cancel the dash with an attack to increase Doom’s momentum going towards the ground. It’s a little bit of a timing thing but the easiest way I’ve done it is after the :s: footdive do :df: + :l: wait a brief moment and then hit :df: + :l:
again. Since you’ve spent your air dash already, the game will register a :l:
and simply make Doom do a j.
which will get him on the ground.
Hope that helps!