Latveria shall ever be Latveria- Dr Doom thread 2.0

yeah, haha. just thought it was weird.

What combo specifically are you trying with?

The normal 4 Foot Dive reps, Maziodyne, the Shady K and Ducks Corner combo. Works after the second st.:h: hit as well and after assist extensions.

To clarify about the extra damage on normal extensions, :a1:st.:h::dp::l: -assist hits- more stuff

I am starting a new series showcasing synergy with AmmyDoom

[media=youtube]4Evsb-eA5As[/media]

I am hoping someone can improve on the stuff I show off

more stuff :X

[media=youtube]hkYkBZ-qWoE[/media]

Im guessing thats only possible with ammy since her coldstar isn’t a true block string. I wonder if I can set something similar up with either drones or tatsu…

heres some dhc stuff

[media=youtube]EWIQG1-HCs8[/media]

I have a better setup in my head but I am sick atm so I will be slow to confirm its better, plus this combo is not optimized at all since I don’t know any vale of mist doom combos.

No, that’s a guard break.

If you do a hit and a throw simultaneously, you get an untechable throw.

Pretty sick stuff, honzo.

Can someone help me out with tri-dashing? I’m trying to get the movement down pat with Doom but when comparing my tri-dash to someone like Clockwork, it doesn’t seem fast enough, and I have trouble OTG-ing midscreen from basic a.:m: a.:m: a.:f:+:h: a.:s: combo.

Kinda latching onto Trick’s question, but how do you pad players tridash fast. Ive seen JRosa convert off forward throws on pad, and Im just trying to get at least a fraction of that fast haha

There isn’t much too it, just practice it until you do it fast enough.

Er, kinda just picked doom up. Do you literally superjump upforward dash down forward rinse repeat? Or Dash, jump cancel, airdash downforward?

to answer your previous question, when you convert of a ground forward throw you want to first do a normal dash into a tridash ( :f::atk::atk::uf::df::atk::atk: ) and you should be able to convert with st.:m::f::h:/:s:.

Normal jump tridashes is the norm (I believe), it’s possible to do super jumps as well and ground dash into tridash. I like ground dash into tridash a lot since you can hold up back to block projectiles when you’re approaching, they all work though.

:df::uf::df::atk::atk:
:uf::df::atk::atk:
:f::atk::atk::uf::df::atk::atk:

Alright, thanks man

Yea so I saw this [media=youtube]7pUGRVCihrI[/media] and while its a magneto video I didn’t see anything doom couldn’t do without a little improvisation so figured id post it here anyway. Especially since he used drones for a lotta the set-ups and doom loves drones prolly more than magnus.

Question: what’s is the main difference between dooms Ground launcher, and Hard kick? Other then 10k damage why would I opt to use hard kick for relaunch instead of ground launcher

It’s slightly faster than the normal launcher and you can dash cancel it.

ex. cr.:l::m::h::s: sj.:l::f::h::s: -addf+land- :f::h:… works where :s: wouldn’t on the first rep.

Thanks for the quick feedback.
Another question about doom, I consistently drop a certain combo

Cr. LMHS,J.M, J F-H, addf, JM, cr. MHS, JMM, JF-H, S addf etc…

Almost always on my second relaunch my air S is never in range and the combo drops. And when I do land the S doom never falls anywhere near the opponent making the third launch impossible. I hope this makes sense

Delay those 2 j.M’s in the air so Doom gets higher than the opponent, then you won’t drop your j.S
If you don’t fall near the opponent (which will always be the case unless your near the corner), then you must tri dash over and pick up. The tri dash is NECESSARY to play Doom.

practice tri-dashing with doom and relaunch with s.m instead of s.h because it is quicker and easier (especially online)