Latveria shall ever be Latveria- Dr Doom thread 2.0

What about pulling a character towards or away from you to create gaps or the missiles miss? Magneto and Storm have those specials that let them control the enemy character. That might make a gap or hell, if you can get them far enough maybe you can set up a left / right cross up with the right attacks. Strider level 3 and send out a bomb to hit them while they’re in stun?
Shit, I need to get into the lab to test a bunch of new shit out

The only thing I’ve seen is left/righting them right before the missiles fall on top of them. Overall it’s better to set up high lows.

Another strong trick with hidden missiles assist is that it recovers so quickly that the missiles can still be falling on your opponent as your next assist recovers. If you have say…cold star ready on a Viper/Missiles/Cold Star team after the missiles fall on them you can call cold star and they’re forced to stay locked down with another assist right after.

Is SJ dash down a.M his best approach option?

Its best once you get close with an assist. Otherwise you’ll want to super jump and do air L photon shot…then ADDF M.

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Doom players you’re all failures

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But this video will solve that problem

Go home Stark. You are drunk.

So I’m learning the combo:

c.:l::m::h::s:, sjc.:l::f:+:h:xxADDF, land, c.:l::m::h::s:, sjc.:l::f:+:h:xxADDF, land,sjc.:l::l::m:(2):f:+:h::s:xxADDF, land, tri, s.:h:, sjc.:m:(2):m:(2):f:+:h::s:xxADDF, ender…

I’m really consistent in the corner and mid to corner, but I’m having a problem with the final air combo when I’m not in the corner yet. “tri, s.:h:, sjc.:m:(2):m:(2):f:+:h::s:xxADDF,”. Can I cheat and use s.:m::f:+:h: instead of :h::s:? Are there any adjustments if my opponent gets too high for the final :s: to connect? I try to milk the :m:(2)'s to get above them, but they flip out before the :f:+:h: for some reason, but not when i do this in corner.

Also are there any confirm tutorials. My doom right now is pretty much zoning and approaching with j.:f:+:h:, square jump :m:, and tridash c.:l:. I’ve seen dooms do crazy dash sequences around me and confirm with s.:l:'s and etc. Is there any videos to reference that really goes over good rush down strategy with doom?

Try a slight delay between the last two :m:'s before the :f::h::s:, I don’t have problem with the same combo myself so I can’t say for certain (your notations have a mistake in it if I’m correct).

ah yeah, it’s missing the last :s: launch

Hey did anyone catch the marlinpie stream last night? If so has anyone come up with any practical use of it other then making the infinites really easy?

What is it?

Also, does Doom have a consistent way out of Ultimate Web Throw resets that use Deadpool/Wesker assists?

Its the input nullification glitch.

Is that fast enough to stuff stand H? What about jump grab?

I just have no idea where the holes are. Almost every fucking scrub hulk online does the same thing - call drones, gamma charge, drones make him safe, can’t pushblock out, short mixup, gamma charge+drones again. I have no clue what to do about it when any of my characters, other than xfactor back throw. :confused:

From my experience, I’ve had a lot of luck mixing up ground photon shot with beams when he lands. If he starts flying around, missiles, and if he gets too close, super to get him out. The only thing you really should need to worry about is Hard Drive. Basically just try to never be on the same horizontal plane as him. If he’s in the air, photon shot from the ground; if he’s on the ground, super jump, tridash away, photon shot. Just watch for stupid mistakes, like a hard drive you can airthrow or something. I dunno, should work… Also, I love fighting bad anchor Vergils, because they always do something stupid like enter any blockstring while already in xfactor. So I xfactor cancel level 3, and it kills Vergil in one hit. :smiley:

Yeah it works, it takes a while to get used to, but so far it is much easier than the infinite setups we have now. The general idea is to just get low to the ground while in flight using M’s, and then use the glitch to unfly and link a jab and start the easy midscreen loop.

Soooo I’m watching Big Two and FGTV right now, and I see three different players picking Molecular Shield. Has some rocks tech come up recently? Or is today just rocks day?

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One of the mods closed an earlier thread. so I figured Id post this for the Doom heads over here instead. …Much love to umvc! Sub to my channel on youtube and I will keep doing more for you guys, I found a bunch of goofy stuff for heads to check out

I don’t know if this question was answered already, but what Doom can do against Magneto + Drones? Also, is Molecular Shield assist a good “get off me” assist? Thanks!

It’s not a bad assist. It’s just not as good as beam or missiles. All 3 of of Doom’s assists are good as neutral assists which is a rare trait for any character.

Against Magneto + Drones…it depends on what assist or THC you have. Best thing to do is just try to stay above where the drones are and get finger lasers out there until you can find an opening to come down with an air dash and call your assist. If you have an assist with a strong THC like Ammy…throw that out there if you have meter. Generally it’s not a good matchup though as is a lot of the other characters that can out shoot and out maneuver Doom.

Molecular shield is alright as a GTFO since it covers both sides of you during the initial active frames. Keeping you from being hit by raw teleports and air dash mix ups. It’s not really that good of an assist once it releases since the actual projectile doesn’t lock down much at all and has very little durability. Only really useful for like hard knockdown mix ups once it releases.

And then there is this
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ugh…marvel brains. Check dr doom jump (l m (0) h) x2 face lazer against sentinel nemises… occasionally strange