Latveria shall ever be Latveria- Dr Doom thread 2.0

Just off the top of my head, I don’t think thats a reliable trap string, since i’m pretty sure that will get scouted out and you’ll get air thrown. Also I believe you’ll be too low to the ground to dash cancel, and thus free to air throws if they block the foot dive.

True dat, forgot about that little caveat.

I experimented a lot with blockstring dash cancel footdive and it actually works reasonably well. The dash height on F.H is a lot lower than you’d suspect.
Still it is not braindead easy so if you do go too early you lose pressure and maybe get punished.

In the corner you can definitely pressure with l,h, footdiveH addf M. if they get hit by any one thing it all combos into a hit confirm. Yes, you can combo into footdive off a c.H and follow up for a combo.
When I was experimenting with it I was trying to find a way to setup l,h, dash cancel into ground throw. Everything I tried was unsafe to wesker c.L spam except footdive. And if you did anything other than that you get hit instead of them so it was kinda ass. If no one is expecting it though it works.

The other problem with it is footdive. You can literally wait until doom dashes to pushblock, and get him off you. There is literally no way to outguess the dash timing in theory. So if they know that every pressure string that isn’t footdive + A2 isn’t really great.
You can follow the push block with J.S which ends your back momentum. If they pushblocked you end with frame advantage, I think. what makes it tough is startup + landing + recovery probably pushes 15 frames, where pushblock has 22 frames recovery. So you have about 7 frames to scout the pushblock and end up in a favorable position to throw/low. If they don’t pushblock and you do the J.S I don’t know how good or bad that is. Probably you are negative but I don’t have my guide on me. In any event the J.S will whiff because you are too low to the ground and you are safe due to the large stun on footdive or pushblock. I just don’t know if you have a real advantageous position after either.
Getting pushblocked out sucks with Doom :frowning: .

Ok, so its not really possible (practical? didn’t hit it once) to c.H, dash jump FootdiveH dash, land, c.M. It’s like a 1 frame link to c.H footdiveH though.

You can FootdiveH, FootdiveS, OTG though. And of course c.L c.M dash footdiveH addf land c.l c.M works as a perpetual block string until they pushblock that hit confirms if they stop blocking.

So as an aside, which dooms should I be watching? Im playing doom/sent/akuma but other than cheech and dios x(footage of whom is hard to come by) I don’t really know any other doom who plays anything similar(funny enough, I woulda thought that pairing would be more popular)

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Heres my latest play on youtube with my Doom/Dorm/Sent team. Doesnt really show much of what the team can do because V.Joe and Vajra restricts alot of their options but its all I’ve got of my recent play I’m afraid.

Only other Doom/Sents I know of are Pain from Florida but I heard he quit after CEO.

Damn really? That sucks to hear, I liked watching his play. Oh well thanks anyway.

@ Cheech…I personally would prefer you to run Dorm first on that team…but Dorm does have better DHC options so I guess it’s kind of a pick your poison kinda thing.

Oh and you should use a lot more of hidden missiles when on point with Doom to deter Strider assist. It’s hard to get Strider to land when you keep missiles out on the screen while you got ground photon shots and drones assist flying. Plus Dorm and Sentinel have great normals for just swatting Strider assist out of the air. My friend plays Magneto and if he sees Strider do a pose on the screen he flies up and swats Strider out of the air everytime.

lol yea seeing sentinel frying pan him out of the air is pretty hilarious, but Im not sure how practical it is, particularly since mis-timing it means your eating a hard knockdown, which isn’t so bad against howtoread since he doesn’t run any of the easy otg characters but generally speaking is it something you can consistently rely on? I usually hyper because doom and trish’s hypers both protect them from him completely.

And Im not cheech so I can’t really speak for him on this topic, but in general I think dorammu players don’t like starting him since he doesn’t have the best opening game tools. Neither does doom tbh, but when your teammates are dorm and sent, doom is the equivalent of magneto.

My friend magnetic blasts or j.S’s the strider assist pretty much on reaction to Strider posing on screen before he goes up to attack. Plus Strider doesn’t track as well against forward moving as he does against backwards movement so it’s easier to run past him after you see him pose than run away.

As I said Joe + Vajra kinda restricts the stuff I usually do.

I just normally try to avoid Vajra instead of countering because it is quite tricky whilst someone like Joe is just doing his stuff all over you. Id rather just avoid than trying to hit strider out for a little bit of damage, because If I miss and strider hits me I have to deal with a V.Joe box dash on my wakeup. I cant react to the time in which Vajra is hittable in the air. Its a short window and my reactions are bad anyways.

I do use alot of point hidden missiles normally but Voomerangs are so fast they can stop you before you get more than 1 or 2 missiles out + he can do a red hot kick and cancel that into his invincible super to avoid most the missiles or any other crap I have on the screen so it kinda defeats the purpose of them as a combo breaker. Basically you lose the trade off.

Howtoread plays a very offensive Joe thats constantly moving forward, so I like to feel out his offense first. And yeah, Dorm doesnt really have any advantages against Joe on point. I base all on my teams around getting a safe DHC into stalker flare and winning from there pretty much, so I will never have Dorm on point unless Im using Lariat or Tatsu assists.

Is there a downside to tigerknee flight J L because it seems pretty damn good, and no one seems to use it.

j.:l: or j.:m: ? j.:l: hit box is a little wonky and will actually whiff a lot of crouching characters in flight. j.:m: is pretty good but Doom’s dashing ability is severely limited in flight near the ground so you probably should have a lock down assist holding the opponent when you execute that. The bigger issue is that Doom’s mixup is either lock down dependent (which you have with Ammy) or contact dependent for many situations so AG puts a damper on a lot of things unless you are comfortable with tick cr.:l: to bait out an AG. I would say it would work wonders with Ammy lock down if you can keep the opponent grounded long enough to get it started .

Other than that, yeah a lot of Doom’s options aren’t used because they really aren’t very viable given the hectic nature of MAHVEL to be honest. Dash-canceling is really powerful but is really hard to implement properly unless you practice the hell out of it (and use assists) since it requires really good block-confirms and flight cancels don’t work as well since you don’t have that nice :s: cancel like Mags or Storm but it’s not bad either, just requires a lot more work.

well, I was talking about tigerknee flight which is faster and puts him at a lower elevation, which allows jL to hit, and if it hits you can just confirm into j. m xx unfly c. magic series.

Tick cr :l: xx dash xx tiger knee flight j. :m: ?

Yeah now that I’ve looked at it more, even tigerknee flight J L is too high for a lot of the cast. J M seems pretty solid tho

What do you guys think about sj. slight delay add j.:m: (1 hit, just above the ground) instantly land cr.:l: (right in front of the opponent), the cr.:l: comes out stupidly fast if the j.:m:after the add if it’s timed perfectly to only hit once right as you land.

Edit: This is with Ammy or a similar lockdown assist.

If you can do it, go for it! I personally prefer normal jump j::m: ADD cr.:l: with a lockdown assist mainly because it is just easier for me.

Picked up Doom about 2 weeks ago, I’ve been playing Iron Man since Day 1 Vanilla and it’s fucked up that Doom is everything I wanted Iron Man to be.

But I digress, my question here is how does one do 4 Photon Arrays in the air? The most I get is 3; after the first one I go into flight and I’m only able to do 2 then. Is there something I’m missing because it looks pretty straightforward yet somehow I can’t get it. Shit like this begets me.

You have to do H photon shot, fly, then 2 more H photon shots and the last shot can be any strength (I recommend L for maximum space control). You can also do air plasma beam, H photon shot, Fly, then 3 more H photon shots for a total of 5 air actions in the air.

Its something more keepaway focused Dooms should start doing. Even Dooms like Fchamps or DiosX only do like 3 photon shots and it doesnt seem like common knowledge that he can do 4 photons.

If you do your last air photon shot with L, you can then S footdive down, then use Beast EG’s ‘doom shuffle’ method to really the close the gap safely. The doom shuffle is when you do a regular dash with Doom then cancel that regular dash halfway through into a tri dash. You can move alot faster around the screen that way and if you do it after throwing L photon shots beforehand you can use them as a shield to cover your approach somewhat. Add in a drone assist before that and you can really move safely with Doom.