You can kinda do it with Vergil if I recall correctly. I think PR Rog does it.
oh ok cool I’ll def check Vergil out and see how that goes for me. I’m currently in the lab with both and did the ammy super with dooms also, when I finish the photon array right, I just go in and go high low till I connect with something?
you might be able to. I just do it with Strange sometimes since Spell of Vishanti is an instant hit-them-anywhere super. I haven’t really played the game in months so I can’t remember anything else
“Follow my lead! Keepin’ it stylish, yahoo!” does work. Though you’re limited to high and low only. You can also probably catch people mashing or jumping before the last shot.
So Nerdjosh was talking about some sort of dhc glitch with Dooms photon array on Wakeup SRK this week. It starts at 1:16:20 http://www.twitch.tv/keits/b/341750312
Apparently photon array can unscale in certain DHC’s and team supers? I think what he could be talking about is how much damage photon array does when all the hits hit, which is nothing new. However, that got me thinking back to this:
[media=youtube]b3909440zPU[/media]
Is this still in the game? Also was this ever explained?
What was he demonstrating? I saw nothing out the ordinary on that video
I blame it on Airborne… shrug
Not really, the doom/vergil one doesn’t give doom any real mix-up opportunities because vergil ends a lot quicker than ammy. Only thing it gives is a hard knockdown.
But since Im here, might as well ask, been tryna get the doom/sentinel incoming mix-up set-up that you do down, Im getting the timing down, only issue is sometimes when I try to do it, sentinel gets smacked. Now one of the reasons is because I call sent when Im in the corner but this is usually because after a finger lasers kill doom doesn’t have enough time to back dash, call sent, then set-up the mix-up(least I don’t think he does). So yea, got any tips on landing that set-up more consistently?
Quick question: what are you guys doing with Doom against Wolverine rushdown?
Stay in the air because once you’re on the ground you’re fucking done. Hopefully you’re not starting the round with Doom vs. Wolverine because that’s pretty much asking to lose.
Anti air Sphere flame is real good against Wolvie.
Unless you got Haggar Assist or something that is a strong GTFO assist, not putting him in that situation. Doom really has no good answer to Wolvie that isn’t meter based, which means that a good player will just wait until you basically burn your meter trying to keep him out. It’s tough to recommend Doom point against Wolvie in really any situation.
Yeah meterless he doesnt really have anything outside of super jump photons to prolong the inevitable. Hidden missiles on point + drones is good against him if you have sentinel on your team.
Looks interesting. Will try to do this tomorrow and report my findings. . . if I remember
What do you do on opening against Hulk? Or, just in general? He completely stuffs essentially everything, unless you want to get tricky with j.Ms, and in that case the timing is so strict that the risk/reward is just insane. But on opening I have no clue what to do. He either gets a grab or a free stand H; what the fuck do you do about that character? I’d rather not play that matchup at all, but the other guy on my team is Dorm, and he’s even worse - there is absolutely nothing he can do with no meter (my third character is Phoenix) against Hulk unless hulk is already off of him.
Well the proper answer would prolly be don’t start doom on point, but if you wanna play him on point, I guess up-back and wait to tech would be a good idea. Overall I think once you’ve created some space between you and hulk the match-up should be too hard, but at the start of the round it isn’t a lot of fun.
I dont know much about point Doom backed by assists but the best I could think of is starting off with instant overhead with j.M ( i’m sure a standing Hulk - and he will be standing start of the round - is tall enough to get hit by IAO j.M ) + Dark Hole call and the combo off it shouldn’t be too hard.
Worse comes to worse you just do what every other character does and let Hulk do his thing and just block, afaik he cannot convert off ground throws so its no big deal.
Anyway, any advice on the anchor Doom vs Sentinel match? His limbs are so long they really just take away the possibility of me grabbing Sentinel out of his approach, on top of the fact that its really risky to camp the top of the screen since Sent can just swat you out of there for game. I feel like I should be easily able to air to air him with j.L and convert to a full combo since they end up flying around so much but I just get bopped and i’m just looking for a lower-risk approach.
I dunno I feel like its one of Sentinels more favorable/even matchups, just frustrating since i’m more comfortable facing dreadful anchors like Vergil and Strider over Sent.
St.L xx molecular shield is a really great tool for Doom at the start of the round. St.L has a good anti air hitbox that sticks far out from doom and molecular shield creates a full body shield that protects him from alot of stuff. Thats my go to round opener if I’m playing lame with my Doom/Dorm/Sent team.
I’ve never dealt with this situation so what I’m about to say is complete theory (could get blown the f up).
As someone mentioned you just up back - in reponse to this, the hulk will probably hold up forward so close that gap. Just before the round starts, you stop up backing and stay grounded - in fact crouch! meanwhile hulk jumps up forward mashing j.H like a madman which will whiff because you are crouched. during their jH whiff, you jump up and airgrab backwards, so you get a nice easy corner carry probably into reset for your phoenix team.
I can’t test this out myself right now. I’ve always been curious though, do Dr Doom’s hidden missile assist keep someone in block stun from one rocket to the next? Is there any gap at all in between them?
It’s all a true block string. There’s no gap to perform left/right mix ups while the opponent is blocking each missile (because the assist surely doesn’t need anymore complaints than it already gets). The only thing to note is that the hit stun/block stun ends very quickly after the last missile falls so you can use that to set up frame traps after.