Yes use the :f::h: to cross up with an assist, really easy and safe on top of that. You can also flight cancel the :f::h:/:s: to fake the cross up. Remember to time your air dashes to negate push block as well.
One gimmick I have for Doomtinel on the incoming, assuming I have corner (which is more likely than not), tri dash straight into the corner, fire off like 2-3 hidden (probably only time for one if it’s on a snap) missiles, go into team hyper combo, and if they’re still in the air they’ll get pushed out of the corner and the last hyper sentinel force wave will tag them in the back.
Edit: forgot to mention, mashing on advance guard will void the effect of shifting the opponent out of the corner since they’ll be stuck in block stun and avoid the cross up. Though I imagine the momentary notice of “whoa, I’m out of the corner?” is enough for you to mash on forward :h:.
Yo just found this vid of an interesting doom/akuma player and figured id post it here for any other people trying to run this pairing [media=youtube]W3n1NcrozDU[/media] at about 1:24:00ish, dudes called jackie chan.
Haha yeah Jackie Chan’s pretty cool. Wouldnt say that match was one of his best moments tbh but that was a nice confirm off tatsu in the corner. Trish/Doom/Akuma is a very solid team. Didnt you used to play Trish jak? Trish/Missiles is pretty underrated imo. If you actually know how to play Trish, its a really good pairing especially if you add drones or Tatsu for some quick rushdown.
lol yea I used to play trish, but I didn’t feel trish/sentinel/akuma was the most optimal trish team, she couldn’t get the unblockables, couldn’t combo off her throws, didn’t get a lot of damage and overall I didn’t feel the team improving over time. So I switched her out for victor.
And yea Im tryna get my hands on more footage of your boy jackie, just tryna see if he has any doom/akuma shenanigans that I don’t know about. If you ever get the chance and don’t mind, could you just ask him for me.
Finally, I’ve been tryna work on my doom block strings and I don’t understand how people dash cancel dooms normals while they are applying pressure. I’ve tried dashing up but it doesn’t seem to work, but maybe Im doing it wrong or something. The only thing I get consistently is a straight up ground dash which you never want with doom. Sorry for all the questions, Im tryna to get my doom up to speed before I go back to school since I can’t really practice when Im in school.
For dash canceling through push block, you have to feel out the timing in training mode first. To me, it’s sort of like…cr. L xx dash, slight pause where you don’t press anything, then jump cancel and then into whatever you’ve got. The pause feels a lot longer than what you’re comfortable with or think would be appropriate. From what I can tell, you basically have to let the first few frames of the ground dash register so that, in turn, the game will know that you are dashing through the push block.
Though the downside is, in my few tests, even if you blow through the push block some things are still unsafe and will lose to somebody mashing out buttons. Like if you dash cancel through a push block and then tri-jump in an attempt to do another cr. L. My favorite trick with dash cancels is just to go straight into ground forward throw, since there’s hardly any timing involved as the dash cancel into tri-jump takes up all of the block stun time. Not to mention you get hard kick if you mess up.
In addition to what captain planet is saying I’m thinking that an extremely strong Blockstring to do with doom blocked by Akuma is:
Cr.l+Tatsu Cr.H xx Dash xx jump uf addf | jump uf addf
(shoutouts to captian planet for “inspiring” this)
On hit, while hard, you can confirm into a full, only slightly, scaled combo. As soon as they block the cr.l it’s a true Blockstring obviously so unless they pushblock the cr.l (pretty hard to do… If you notice them doing this then just bait it) or pushblock the sweep before Tatsu hits (once again you can bait it by simply omitting the sweep then they get hit by the Tatsu) then as long as your execution is up then they have to eat the 50/50.
Sorry for the bad notation/grammar… I’m on my phone
Also does anyone have any Incomming mixups with drones/Tatsu not involving as THC?
If you check out the vid at about 1:19:00ish cheech switches back to his doom/dorm/sent team and he uses this mix-up where he calls sent, super jumps up and then air dashes down to cross up, a little later in the video he uses the same mix-up except he dashes down but stays in front. Im guessing its timing based, depending on when he dashes he either lands in front(early) or behind(late).
What are the benefits of using MS to relaunch vs MfH, HS, or HfH? Other than the obvious that using medium is faster therefore helping you in situations when you have less time to OTG but are there other uses? For example does one cause more HSD? One less? One more damage? One less?
Also I’m curious on the general consensus of the more optimal midscreen combo… Would it be the bucktooth or the MMfHS loop?
Thanks in advance
There aren’t any more benefits other than being faster really, Duck mentioned in the other thread that it might let you squeeze in another hit at the end of a combo but that would still be less damage in most cases.
I use the Shady K (?) combo midscreen, not really a fan of the Buktooth into :f::h::s: since it’s less damage and you have to time stuff rather than just doing it fast cough
Hello. I was fucking around with this and I arrived to the conclusion that actually trying to time the 1hit j. is retarded. So I just cancel the first hit of j.
into j.:h: (Phaser) then cr.:l:. It’s pretty much the same thing.
that looks pretty promising Kanta, if that works out as I see in my head I’d def’ be using that instead.
You really get a nice mixup, since most people wait for that second hit on the j.M, which gives you a looong time to see it and switch to low-block. Nice find.
I can see myself doing this on a lot of if not all of my tridash overheads, good catch on the j.:h: cancel Kanta.
To comment on this further, st.L into Molecular shield (any version) is definitely good at the start of the round. The st.L is fast with a good anti air hitbox, then the molecular shield basically makes you inpenetrable. If you call drones at the same time the drones will combo after the molecular shield giving you enough time to combo a j.L, F+H ADDF,cr.L,cr.M,cr.H launch bla bla bla.
I think this will be the way to start the round the best, at least if you want to play a zoning doom. Its just annoying you cant test start of the round stuff in training mode at all so you cant really delve into such an important aspect of the game.
Do you simply block if you guess c.L?
I was playing against a friend who kept air throwing me at the start of the round so I started resorting to using the st.:l: and its surprisingly effective. I had no idea it(molecular shield) comboed into drones though so thats something to add to my game. Should help my corner reset/pressure game as well.
I gotta ask a question though, it is a more general question, how do you guys time your meaty incoming mix-ups? I saw someone do this really cool mix-up with doom where they did a meaty j.:l: on an incoming character, cancelled it into an air dash down forward to cross them up. Seems really good and I can imagine it would be even more dangerous with like drones backing them up. Only issue is whenever I try to throw out meaty normals my ass gets air thrown for my troubles.
I assume adding this to my game would help me extensively with all 3 of my characters as they all have guard break set-ups.
Also some dude posted this cool reset video in the video thread, its got some cool stuff in there thats helped me out in my scene, I suggest y’all check it out. It has a really easy TAC punish for those people who mash so hard you can hear them while your comboing them.
Apparently you can connect st.:h:(1 hit) into :l:/ version of Molecular shield at the end of combo, lets you go into Sphere Flame without an assist. Will also do a bit more damage on extensions where you’d normally do st.
/:h: to OTG > Assist > :h: Plasma Beam > Sphere Flame.
How are you calling strider during Molecular SHield though?
I just assumed since I forgot to test it before I turned off my console, slaps self editing it out.
Although you could possibly do it if you dash cancel the st.:h: and tk Molecular Shield but that would be really tight.