Hit j.M after you hear Doom finishes saying foot dive. Once you get the timing, try to aim the j.M as low as possible, but not too low.
Any tips on how to open people up with doom? I can do tridash to low just fine but I can’t seem to get a j.L or j.M to come out fast enough from a tridash for them to hit before I land. How exactly do I do this overhead? My only mixups include tridash to low and footdive-dash cancel-j.L. Or maybe ADF j.M but I’m guessing ADDF j.M/L would be better, but then again… I still can’t land it.
That’s about all of My Doom Theory. However, I would also watch some matches of Clockw0rk, Timothy & MarlinPie if you want to see their methods of playing offensively with Doom
Also, Anotak has a good flowchart a couple of posts up regarding Doom as well you should check out
Thanks, that’s awesome. Although it seems like I’ve been doing the right stuff already… just need to refine it. By a whole lot.
Keep practicing. There’s a huge difference between knowing what to do and executing it flawlessly enough that everything looks ambiguous. I’ve been taking a hard look at my own play and I still have the problem that my “mixups” looks fairly reactable when in theory they should be a guess.
Been using Doom for about 2 weeks and I’m doing mad practice trying to get him ready for EVO. I’m learning to dash>tri dash after forward throw to pick up with s.M. Team is Doom(missile)/Cap(CS)/Task(H arrow) - despite this order it’s intended to normally play cap first, but allows me counter pick options at start without forcing Cap to play anchor if i choose Task.
Right now my BnB is:
c.L,M,H,S, sj.M, j.f+h, j.M, ADDF, S, sj.M, j.f+h, j.M, land, j.M,M,f+H,S,ADDF, s.H,S, j.M,M,f+H,S,ADD, s.H, rocks, finger laser hyper
What core tools should I focus on in such a limited timeframe to feel confidant? I’m struggling developing a rush down, I’m aware of s.H+task>dash mix ups, but i can never seem to get the pressure started. before i get advanced guarded away.
Without a lock down assist, you’re going to have a rough time rushing with Doom since he doesn’t have any solid mixups without contact (Wolvie Berserker Slash for example). However, one thing to do in this case is to skip the :h: in a block string and do the following
Can be either assist
cr.:l:, cr.:l: + :a1: xx dash [ :atk::atk: ] xx jc [ :uf: ] xx ADDF [ :atk::atk: + :df: ] cr.:h: to get the L/R mixup going.
I prefer this against AG spammers for 2 simple reasons
a) You can tick the cr.:l:, cr.:l: chain. What ends up happening is that someone can’t react fast enough to get the AG command in during block stun for the first cr.:l:, causing them to dash, and therefore be opened up by the second cr.:l:.
b) The assist will keep the combo going (usually) so when you dash behind 'em, you can just go into your favorite BnB. In fact, because you cross them up anyways, chances are that they will not be able to block in the correct direction even if the assist doesn’t keep the combo going initially.
I think the biggest things with Doom Rush that anyone needs to get comfortable with are:
- Tick cr.:l: to help fight AG
- Dash canceling to keep up pressure and movement in general
- Using his air options to get in
- Using missiles and photon shot to ground opponent
- Combos off of throws
I would focus on these things given the time frame unfortunately. His simple combos do plenty of damage so you’re better off working on your mix-up game IMO.
Hope that helps!
can someone, point me in the direction of the doom tac tutorials, I need to learn all three directions, outside of MM’s, know that already
For TAC what should I learn the SWAG versions or a different version to be ready for EVO? Still new to Doom and reliability is more important as my execution ofr him is still developing. Right now I just hit j.S (whiff), land, S, small BnB…
Also what are important confirms to know? I can do front throw combos. After landing j.L and j.f+h i ADF and hit Ms till i drop
Anyone come up with any Anchor doom tech recently? Any good incoming mixups? My anchor doom is starting to become more gimmicky/footdivey than solid. Then again I feel like theres not much more you can do than that against the top tier of this game when Dooms alone.
I doubt these are “new” or “good” (I’m sure other people have been doing them but I just didn’t know of them or I make them look terrible since I don’t have them down pat yet) but I’ve been trying to solidify them and so far, it’s helped my Doom anchor on occasion. Figured I would share and see if maybe it’s just old, crappy tech.
- Came across this one by mistake, was playing my Doom (Beam) / Task (V.Arrows) / Dante (Jam) team when I did a THC combo with Doom and Task doing there supers in the corner. Holy crap, in the corner you get free mix-up, totally safe since arrows come from top and if they get hit, easy to keep a combo going. This lead me to fool around with the idea and I came up with the following.
In the corner, launch missiles and do THC cancel. Completely safe (unless against invincible super) and allows for incoming mix-up into combo if you :s: foot. Waste of a meter if you miss, but I’ll take a really safe, strong mix-up for a meter any day if I’m on my last character. I would also contest that if in XF (or as an XFC mixup) Sphere Flame mix-up on entry character is still a viable option if used as a hail mary.
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For air-to-air, if they block a j.
, I’ve started to cancel into fly and try to dash around them while fishing for a j.
. It’s not the easiest thing, but it’s really helped with flight or jump happy characters especially. Also, since you are in fly, it’s pretty easy to get away from someone. Also, if you do a sj. Air Photon :l: shot, cancel into fly and dash down like a mad man, you can start attacking with overheads to try and open them up. Also, you are considerably safer then descending with :s: footdive since you can unfly. This also applies to incoming character mix-ups, as doing a sj. Air Photon :l: shot and then fly canceling it and moving towards them is pretty effective (and safe) pressure-wise.
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Don’t know why, but I’ve started just doing butter gun (either in fly or normal jump) on some incoming characters and they don’t block for some reason. The hit stun is glorious and it’s super easy to convert into combo
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I’ve tried to find the best way to close the gap during rush down movement-wise and I’ve coined the phrase the “Doom Shuffle.” Basically, instead of doing triangle dashes, you do normal dash [ :atk::atk: ] xx jc xx ADDF back into normal dash and repeat but each step is kept as tight as possible while taking advantage of momentum. If you do it right (it’s more about rhythm than speed) you can actually fire photon shot :l: from the opposite side of a fully zoomed out screen and close the gap fast enough that the CPU on auto guard will block after the hit stun of photon shot :l: (which I couldn’t do while tri-dashing at my best) meaning you’re literally a couple of frames away from combo-ing off of it (which may be possible as I don’t have perfect execution yet). It takes 2 “Doom Shuffles” to close the gap from full zoom away. It may mean my tri-dashing is crappy, but the “Doom Shuffle” looks really fast when you do it properly. Some people literally don’t react to it sometimes because they are so used to seeing traditional tri-dashes so it may be something to consider. Also, it helps since it’s part of Doom’s L/R mix-up game and his primary weapon against AG.
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sj. ADD into j.m against people while in offensive oki position has actually been working wonders for me since I don’t even know what is the correct way to block is.
Hope that helps!
No.4 is brilliant. Never thought of that. That method of dashing covers alot more space.
I knew about most of the other stuff but thanks anyway.
#4 applies to almost everyone. It is most drastic on strider.
I have two incoming mixups I use. One is just j.L addf grab.
The other is fly/super jump S for left right, add j.M for high, j.H land c.L for low, and variations of that. Ideally it is two consecutive mixups left/right then high low that you dash through the first push block.
I’m confused…The shuffle requires a downwards air-dash and a low elevation threshold for the air dash to be active, which I believe are both unique to only Doom, Phoenix, Trish and an awkward case can be made for Morrigan (Most other characters with Air-Dashes have a higher elevation thresholds that make this worse that just wave dashing). Are saying that the “Doom Shuffle” is very effective in fighting Strider or that Strider can actually do it? Because if Strider can do it, then consider my mind blown!
Dash jump addf gives greater distance because your character keeps some fraction of their momentum from the first dash. You can just do dash jump and watch Doom cover more distance in his jump than a simple forward jump.
Strider uses the same effect. Dash, jump and you go very far. dash crouch and he slides almost the full length of the dash. Strider doesn’t use an air dash but his double jump gives him near full screen coverage in one dash. Most characters keep their dash momentum but the effectiveness is variable. Strider is the extreme. Doom is somewhat in the middle.
Okay that makes more sense, thanks for clarifying!
OK, I got bodied today: What exactly does Doom do against Dormammu+Missiles? Like, I’m getting absolutely locked down at fullscreen with no chance of escape
I saw you play kanta, that tournament was full of Dorms! I suggest trying your hardest not to let magneto die as mags is your best chance with that team. Mags can fight dorm.
That matchup is almost impossible for Doom. You have to be incredibly patient and take alot of pillar chip before you have any options. You have to make Dorm guess wrong on a pillar and make sure you do a F+H footdive pre-emptively to hit him in the head.
Thats pretty much all Doom can do. Butter Gun+Drones helps alot in mid range if youre talking about the Doom/Sent part of your team. From full screen plasma beam + drones can work as its quicker on startup than pillars. Be cautious doing that when Dorm has meter though obviously.
Only other tip i can say is if Dorm throws out a stalker flare and doesnt dhc, you can get rid of it if youre at a 3/4 full screen distance away by doing a photon array. If you dont mash it, for some reason it just wipes the stalker flare out. Its really weird, it only works from far away and unmashed. Any other circumstance wont work.
The match is all about edging your way towards Dorm slowly, because you have to respect (i.e take free chip from meteors and pillars all day) all of dorms tools. If youve got health its possible but under 50% health no xfactor its done. GG’s.
Thanks cheech. I gave it some thought post tournament too, and I noticed I completely forget about something I usually do, which is snap in the opponents doom and kill him immediately, to get rid of his missiles. I’ll try to work on this match-up a bit more with doom, but his mobility speed makes it really tough for him.
I primarily play anchor Doom, but to be really honest it’s not the best position for him to be on most teams. Doom solo (especially without XFC) is bad vs. a good deal of the cast…most players get too predictable with Doom. The “Doom Shuffle” that was mentioned earlier is a great alternative means of movement, you just can’t use it as a primary means since certain characters can punish you during your normal dash.
Anchor Doom is only really good if you’re one of those players that plays for time. When I state that I mean that, throughout the entire 99 seconds of in-game match time you are playing out the clock while putting your opponent in situations where they are forced to react (in my case Snap/OTK’ing a character to break team synergy via Point Wesker). From there I forced you to react while keeping track of time. One of the goals out of this is Doom with XFC3 and 20 or less seconds on the clock (with life lead). Under time restraints the opponent is easily flustered for the most part and prone to making more mistakes…eating chip in the process.
Surprised that hardly anyone has mentioned Sphere Flame in this context…it’s also very nice for forcing unblockable setups.