I usually try to do something short like j.L j.M j.6H addf land st.L S
I don’t really play mvc3 anymore but as I recall this let go into my usual combos that I would do off throws or assists. You have to be a bit fancier of you are really high in the air but for most normal jump height hits I use this method
thanks man now i get it because i thought to myself you should dash after the footdive so i tried it before i asked you and he dropped slow ass shit so i couldn’t get the stomp, but i never tried whiffing a normal so i’d fall faster thanks again…
Is the timing different when you combo the basic buktooth loop from a j.S into st.H. I can nail the combo when I started of a throw or from LMHS about 80percent of the time but for some reason I always drop it when I started from j.S. Also is the maziodyne loop only work in the corner?
This is going sound silly, but i have problems doing a basic M M H S air combo and then being able to tri dash and OTG them with s.H back into a M M H S. How do people come down fast enough to be able to tri-dash and OTG them ?? Usually by the time I land they are off the floor. Tips anybody ??
coming from a zero dante background, how well would i warm up to doom? zero, dante, vergil and magneto are my favorite characters so as you can tell i like good normals, crazy rushdown, good air and ground control, TODs, etc. i wanna pick this dude up after seeing how marlin moves with him
Doom shares more with Dante than Zero. Airplay neutral is similar to laser neutral without the teleport. Doom’s normals are not abusable outside of footdive but each has a use.
j.L is his best air to air outside H footdive and is faster to start up.
j.M hits below him, but is like zero’s j.H where the hitbox is not enough to discourage counter throws. use in pressure and mixups.
best ground hit confirm is something like c.l, c.H, f.H(launcher). outside of max range this will confirm and be dash cancelable on block.
His movement is harder to pick up than his combos and pokes and stuff. He feels stiff if you aren’t using normals to cancel his dash animation. Then he moves decent enough but still not as good as magneto.
His zoning pressure relies on finger lasers but every projectile he has (buttergun, rocks, beam, missiles on point) have a purpose you need to learn if you are going to setup for safety. It’s also a little bit indirect. You don’t use projectiles to beat other projectiles. You dodge and then put lasers out to cover everything, and then you are free to beam for chip/control or lasers then setup an attack. Get used to super jump up dash down H(whiffed) land Plasma beam H.
Plasma beam has the same startup regardless of button used. L is useful if you think they can dodge (recovery is shorter) but H is best otherwise for beating durability, etc.
Don’t be afraid to burn meter for finger super lasers. Damage is enough they have to respect it, and it leaves you plus on block even point blank. Use it whenever you feel you need space or to grab control.
For rushdown you will need a superb assist. Dog is clearly the best in my mind. Sentinel is a close second. The difference being Sentinel helps more with long range fighting while still being great for rushdown. Dog is superior for getting your rushdown started but what seals her advantage is the anywhere THC into knockdown into dead character for two bars.
thanks for the writeup man, if not for the ridiculous ammy guard breaks i would run sent. if doom doesnt work out for me, mags vergil ammy will be a decent team too thanks to TODs off throws plus guard breaks.
i wrote this for a friend, its not new info. im not a doom main but i just happen to play a lot of chars. still its a lot of text so i hope its useful to somebody
doom flowchart:
[details=Spoiler]just pick one of the following actions any time you are doom and you’re both not really doing much. call assist with a lot of this stuff
normal jump. sometimes dash first.
1a) square dash m
1b) addf land and low. use j.m and if you do it right it’ll make you land out of the airdash but it isnt fast enough startup to come out
1c) addf land and throw. you can combo off the fwd throw by dashing and jumping and triangle jumping and doing standing m, a lot of dooms dont know this. this is good because when you whiff back throw you get hidden missiles and you fuckin die
1d) 6h or s footdive and then airdash cancel down into a combo or blockstring
1e) if you are playing against fatass sentinel just do j.m on the way up and airdash cancel it into a combo
1f) do the j.h pistol. you can combo off this pretty easily, learn how. make sure you airthrow tech when you do it.
1g) just dont press anything / maybe airthrow tech. dooms worst matchups are the ones where he gets zoned, so this is a good tool to just forward dash and jump forward block bc his dash cant block.
1h) airdash straight down and low. this is a lot faster than addf, but it obviously doesnt have the range. despite that, sometimes if you barely jumped forward and airdash straight down you’ll randomly seem to teleport behind them and crossup, and everyone cries about it lmao
ground plasma beam. this is more annoying than effective but its there and it makes them have to do stuff
ground fingers. this is mostly bad but its there for sometimes, decent against dante teleport and shit.
superjump. i really like calling my assist as i do this if i have one that goes most of the screen. one of the safer ways to call bc you can block, they usually can’t combo your assist if they airthrow, and if you sj forward they can’t attack backwards at your assist. attack from 2 angles and all that.
4a) do fingers and then go back to #4. dont do this to sentinel. you can combo off this often
4b) do plasma beam and then go back to #4. dont do this to sentinel
4c) air dash up and fly and then go to the other zoning options. a suprisingly large amount of the cast literally cannot catch you up here and have to wait for you to come down. the top tiers will fuck your shit if you aren’t careful though.
4d) airdash down in one of the 3 directions and press m. this is really good after fingers because they give a lot of frame advantage but dont be too predictable with it.
4e) press s. please save your airdash so you can airdash cancel this
4f) superjump back fierce gun. this is your only thing that goes horizontally so this is a decent choice against someone trying to superjump and flydash over your zoning. you can sometimes still combo even at super jump height
4g) if they superjumped up to meet you then try either airthrow… or j.l if they’re above you or j.m or a footdive if they’re below you. cancel to S to combo
4h) airdash horizontally to get in. probably go back to #4 after.
4i) activate fly and flydash or whatever
4h) sj forward and airdash straight down. I really fuckin like this because depending on when you did it you can make this really confusing on left/right / high/low. come down with j.m/j.l and low with c.l or of course you can throw.
4j) sj back or forward or neutral and trijump with j.l or j.m. j.l will crossup in situations where j.m hits in front.
4k) sj over and then airdash db and m. i like this too
hidden missile one or two. this is mostly a bad idea but its great against bad characters that cant move fast
if they jump at you to antiair:
6a) press s.L. this is good where the tip of it hits. this is difficult to use without a dash like other chars but if they jump at that range its great. pretty safe unless you whiff or are too close. against chars with bad jumps you can get away with triangle jumping under them and doing it from the other side
6b) press launch. its okay at beating stuff and it hits on both sides but its very unsafe if airblocked. iirc it is -2 if they ground block but i could be wrong on this, i dont tend to let people block this move.
6c) c.M. this is really good if they are right where the fist hits but it has no range horizontally, but it has surprising vertical range.
6d) jump back and s footdive (lol)
6e) airthrow
okay, you have them blocking/hit on the ground, press c.l c.l c.h. c.m is really short ranged so you’ll find it whiffing and fucking you over, like you do c.l c.m and they are just trying to pushblock the c.m but it whiffed and they just hit u and kill u.
7a) if they block
7aa) cancel with dash and a jump or sj and go back to #1. stand h is worse for comboing than the sweep but is slightly better frame adv on block
7ab) maybe do plasma beam on block. its +2 for l and h version
7b) if it hits combo, ofc
do the rocks maybe. its sorta bad but it starts up really fuckin fast (7f for L version) so its useful sometimes
if they are blocking your lockdown assist get in their face with dash -> tridash. now just sit on top of them and airdash straight down repeatedly or downforward and pass over their heads. airdash down is faster and lets you do it more than the tridash. DONT make them block shit until you do your cheapest mixup because they will pushblock you out. do this 1-4 times until you pick the time to do your real mixup and go either high or low or crossup high or low. or throw right as they leave the blockstun from the assist. i dont remember atm about ammy but a lot of the lockdown assists push or pull the opponent on the last hit so you can use that with down airdashes to do really fucked up uncrossups or crossups because dr doom just magically passes through people if u airdash correctly with him
since you dont have a normal dash where you can block out of and low them out of their jump your primary goal playing doom on rushdown should be to make them block your lockdown assist, and then doing your cheapest mixup. until then they can jump out of a lot of your shit.[/details]
ive been practicing that guard break with Vergil’s assist and its pretty good, but hard to hit consistently, can some of you who can do it more reliably explain to me the timing to make it “untechable”?
On the first frame they block the assist they can still be thrown. Something about the way they game handles “blocking but throwable” makes them unable to tech the throw.
It is a one frame window. I don’t have any practice at it but if you didn’t know it was one frame only that should help. Find something to use as a metronome. The sound vergil makes, his pose, throw a jab and call assist, I don’t know.
Sometimes in the corner, when I’m doing the ‘foot-footdive’ loop, the opponent bounces out between the two hits of the OTG s.H. What makes this happen, and how can I prevent it? It can happen as early as the first OTG, so I know it’s not hitstun decay.
Apologies if this has been asked before. I’m having some difficulties with the buktooth loop. After the first F+Hard, air dash forward down, I can’t connect the J. Medium consistently.
Do I hit the J. Medium right after air dashing or do I wait? I find if I hit it early, my opponent recovers before I hit the ground, and if I hit it late my Cr. Medium wiffs.