^Unblockable setups with Sphere flame? Id like to know about that. I know you can get mixups off of it if you XF and use the rain to lock them down but thats about it.
Doom players know that solo Doom is pretty bad already, but everyone whos decided to use Missiles or plasma beam to buff up their first two characters accepts this. Doom 3rd will always be a common situation in the meta so its important we develop as much tips and tricks as possible for that position as it could be the difference between winning and losing.
I’ve started playing a secondary team of Zero/Dorm/Doom.
Doom versus Dorm, if they summon stalker flare and you are about full screen you can photon shot (regular or super) and hit dorm. the bottom shots fly right under.
Other than that a projectile dorm is doing a lot of guesswork. Make him guess wrong on your position. There is a gap in the pillar coverage about 2/3 screen where you have to stand to make your assault. The only thing that hits there is dark hole (the AUUURRGH move). From that spot you can rain down shots and plan an attack. Still, I feel Dorm should win this fight. Doom’s projectiles all lose to Dorm, and then he’s just a bad magneto/wolverine. Only balance is if you do touch Dorm clean he will die.
Has anyone messed around with standing :h: as a means of baiting out and punishing cr.:l:? Doubt it is useful tech but maybe there is something in it.
I was playing tonight against a Wolvie, and did cr.:l:, cr:l:, :h: and the other guy got opened up. It looked like he hit cr.:l: and Doom’s hitbox is technically above and back during the animation. Was wondering if anyone played around with this?
Depends on the height of the opponent. Many times, if you are going for Buk Loop and it wasn’t off of a clean confirm, you can’t bring them down low enough for a standard cr., cr.:h:, :s: relaunch so many times something like :l:, :f:+:h: or :h:, :s: are your better options. It’s more about keeping the combo going given the variables involved rather than the most damaging one.
You have the basis down for a few of the setups. Beam Gun/ADDF Medium/Footdive variants + Wesker Gunshot would be one of them, there are several variations but it is VERY frame dependent (otherwise you’re getting pushblocked). You can also add missiles into the mix before chucking a Sphere Flame (variants include one missile, one missile xx XFC xx Sphere Flame and one missiles, wait, Sphere Flame xx XFC) and set up solo ambiguous mixups. Depending on the ‘rhythm’ you launch missiles you can also setup fuzzy guard/throw traps. If they escape the throw they’re forced to block and get grounded by the rain, setting up the unblockable.
Of course this only applies to Doom having an otg/low hitting assist. XFC3 Anchor Doom can take advantage of Sphere Flame due to the speed increase of XFC compared to the falling speed of the photon rain. 9 times out of 10 the solo Hidden Missile XFC Sphere Flame tech doesn’t get blocked by an incoming character. It’s a lot to explain as a whole I had written up an extensive blog about it elsewhere, and Clock is very well aware of it. Just seems like a waste of meter, but not for an almost guaranteed kill.
^Which will happen relatively often if your opponent actually plays smart and runs away.
Hes got alot of advantages and disvantages that make him really good in some situations and really bad in others. Overall Id say hes more good than bad as an anchor though, as long as you actually know how to play him in that spot. What you said about Doom being a corner beast is very true and I liked your Doom/Dante comparisons.
Besides even if he is situationally good as an anchor its still worth it for the buff to your first two characters. Missiles can often even matches out for you in the fight between the first two characters before it even gets to an anchor situation, which then raises your chances of getting a favourable situation for anchor doom.
I dunno about “worth it”. I recommend everyone to have at least 2 teams you can fall back on, especially if you run Doom anchor on one of your teams. Doom can look like a god like anchor given the proper matchups and situations, but he literally feels and plays like the worst anchor in the game the second you run into a bad matchup.
Missiles is god-like for sure, and Doom is probably guaranteed to win any matchup that is 5-5 or better with patient enough play, but god damn that makes my milk turn sour the second I have to fight a Hawkeye anchor.
I suppose I need to change up my teams then too based on my own advice, as both of my teams are fairly countered by Hawkeye but whatever, Hawkeye can eat a dick. I’ll scrub it out with my pocket Wesker if I gotta ( and have done so )
Hawkeye fucks up alot of Missiles based zoning teams. Not only does he destroy Doom as anchor he can deal with Dorm very well. The main problem is he is able to plug Missiles assist for huge damage from full screen with arrows, and then if you try to move at all gimlet shuts down your air dashes. Hes the anti zoner-zoner character.
He loses horribly to fast teleports though so pocket wesker is probably good against him.
The cr.L, st.L part will combo and give you time to hit confirm into a combo. If they block it, the cr.L after that is pushblock bait.
Problem is st.L it only hits on slightly bigger than average to large sized crouching characters. So like Taskmaster, IronMan, Cap, Wesker, Doom, Dorm,all the big body characters, Chris, Ghost Rider, CapAm etc it works on.
Doom forums, I am trying to pick up doom. Every time I try to go for the midscreen combo (the one posted on the OP in the combo thread), the character drops out on the second rep’s j. m to land. Is it my lack of tight timing, or does this combo no longer work in ultimate, or is there something I am missing?
It isn’t clear to me what combo you are talking about. Maybe you could copy paste that notations?
Also the questions should go in the combo thread here
One more, just about every variation of “How do I do this combo?” has been answered already. If you read through the thread(s) you may find the answer yourself faster than someone can read, understand, and (especially now leading up to EVO) care enough to get out of training mode to answer you.
Just picked up the Doctor, and I gotta say, it feels rather odd for the characters I’m used to (Zero, Ryu, Chris). I think I got the corner/midscreen combos down, I just don’t know how to LAND them.
Honestly, I am the most obvious player ever. My strategys are usually the same, and when I change them up, I usually screw it up.
Basically all I do is super jump, then throw off some plasma and figer-lazers. Then I smash Launcher like the fist of the north star.
What is my plan to get in? I play doom as an anchor (team is Zero Spider Doom), so I don’t have the greatest of options, but I really enjoy Zero and Spider and I need a good assist character.
Okay. Say I run Doom with Missiles and Vergil with Rapid Slash.
What kind of mixups can I do with this? I can’t be a lab monster right now as I currently only have the arcade available to me. My team tends to not hold its own so well after I lose Zero, mainly because I don’t have a very strong mixup/synergy game with just Doom and Vergil. Any ideas? I’m especially interested in mixups on incoming characters. I run Vergil as anchor so I’m not too concerned with him. Just Doom.
Doom with Rapid Slash is really awful, which is a shame because Missiles/Rapid Slash really makes Zero an autopilot character that requires little execution or creativity as far as conversions go. You really can’t expect much out of it, thats just the way the dice rolls when you run a derpy anchor with a so-so assist. That said you have a few options.
Run Vergil/Doom instead, and start working on XF2 kills as a mainstay strategy.
On incoming you can do these
-Meaty j.MM to stop button pressers. If they block do a dash cancel string with Rapid Slash behind you and go for the high/low or crossup footdive when they hit the floor.
-j.L ADD/F, jump up for air throw if you know they are going to block ( but not push block ). Replace j.l with j.M if you’re not certain if they’re going to push a button - if they eat the j.l then you don’t get a smooth conversion and you don’t get the air throw unless you were ready -
-Call Rapid Slash, j.M, ADF, Air throw if you scout the pushblock, guard-break esque possibilties.
-SJ Foot Dive ( Dash canceled of course ) for potential crossup on incoming. If you whiff this though, you’re toast if opponent capitalizes.
-Call Rapid Slash, j.F+H. Foot dive puts you in the corner and causes a left/right with Rapid Slash.
Make sure you option select a throw on meaty setups with a M+H dash in case you get XFGC’d
Its really late so I don’t know what I wanted to put here. The above should give you a starting place though.
What about cr.:l: cr.:l: wait for a bit and foot dive? I used to be a trish player and that frame trap worked really well(I used trish’s dive kick) but I figured it might work with doom, especially since his normals are all jump cancellable. It worked wonders for trish, especially against mashers.