Latveria shall ever be Latveria- Dr Doom thread 2.0

hey guys wassup! new to shoryuken but I’ve been an forum lurker as a guest for a short period. decided to get an account to ask some questions since I wanna play this game more than I did a couple months ago. anyways since that’s done lol, just have a few questions that hopefully you guys can answer. currently I have no point character but have doom and strider in mind. doom and strider have good synergy ?

yes

the developers of umvc3 must want to keep this from mvc2

EDIT: Doom benefits well off Strider’s Vajra assist. It poses as a lockdown assist as well as a free hit confirm.
I’m not too cultured with Strider so I don’t know how Doom helps Strider other than basic teleport mixup

If you happen to have 4 bars laying around, you can use this to break through Spiral Swords. Going out makes vergil whiff a normal and canceling the missiles into level3 is free.

How does one wavedash and tri-jump with Doom?Thinking about switching my anchor from Vergil to Doom.

Doom cannot wave dash, tri jumping is just holding upforward and then dashing downforward repeatedly, and he can tri-hop for a bit more forward momentum by dashing forward, canceling into a jump, then dashing downforward, but thats not really needed aside from converting off of a forward throw.

Oh okay I’ve been trying to do something similar but I held up instead so nothing was coming out.We in there.

Speaking of forward throws, I saw Moons comboing off of a mid-screen forward air throw by immediately air-dashing down forward, then Doom hopping to s.M. Upon going into the lab, I found that you don’t even need to tri-jump, you can just dash once and you have enough time to OTG them, even small characters. I dunno if this was common knowledge but it’s new to me.

Wtf do you do against Taskmaster up arrows + Dr. Strange bolts? I’m running Wesker Doom Strider and am absolutely lost. All I know is that I can get an occasional plasma beam off to punish the up arrows but that’s risky because of super cancels and the bolts beat it anyway. Should I just do finger lasers and then try to gain ground? Taskmaster seems to have control over the ground at all times, footdive loses to many of Taskmaster’s normals and if I try to advance on the ground I risk getting hit by b.h -> death.

I also don’t know what to do against Dr. Strange. If he gets an eye out he has such amazing screen control.

Honestly my movement with Doom is still really weak. Is it better to always try to create space at neutral and chuck some stuff out to get into an advantageous situation?

Not much other than plink dash in and pray you land something. Try some air plasma beams if you get over his head.

Oh and Dr.Strange pretty much destroys any way of Doom to get in as long as he has agomotto out. If Strange has an assist you really shouldn’t ever get in.

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Yeah dr strange rapes doom. Eye of agomatto shuts down the F+H footdive approach and the threat of vishanti means any movement is a possible risk.

So I’m really trying to level up my doom. Right now my strategy mainly is to zone with him and foot dive in, but I’m trying to learn how to go on the offense with him and I just get stuffed trying to dash in or easily advanced guarded. Are there any tutorials or good videos to reference on solo Doom offense? I feel like my hit confirms and coverage when going in are all wrong and when I play other dooms it feels like they have a set ups and flow charts to adjust by. Any advice? What do I do against characters with strong normals like Wesker or Dante?

(reposted from team thread since I couldn’t delete it there, yay new forums! >___>)

http://www.youtube.com/watch?v=qvQ3YtD5O5w&feature=youtu.be&a<br><br>I wish dooms bnbs were more like these. Currently theres no reason to do these combos :(<br>

I don’t know, a lot of them seemed to go somewhere between 700-800k which is about normal for doom for one bar, and this was with the inclusion of st.m’s and h’s which in my experience seem to scale your combo like a bitch. I mean if you like how the combo looks then go for it, Im sure with a few tweaks it will hit around the average amount of damage per combo that doom normally gets. <div><br></div><div>Personally the only one that really enticed me was the side switch combo, ill try to practice it just so I can get the hang of switching sides to put em back into the corner.</div>

Didn’t know about OTG beam into snap, seems like it could have its uses.<br>

im having trouble doing doom’s combos online… did anything go through this ?

<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/15825/Cheech%20Wizard">Cheech Wizard</a> said:</div>
<div class=“QuoteText”> Currently theres no reason to do these combos :(<br></div>
</blockquote>

Swag is always an acceptable reason.

I’m currently playing that as well and I’m lost on incoming. I don’t really seem to have tight setups which cover most options and give me a decent amount of mixups so I’d really like to know what some of you guys do.

I haven’t played Jam Sesh in forever, but Doom’s fly > f.C-footdive into corner for L/R 50/50 is good. Don’t forget that you can dash cancel the footdive once you hit the wall
If it’s blocked, they’re still stuck in the corner for another mixup.

Playing Doom again recently. Was going through the solo/assist incoming stuff and as I play it out I’m liking the directness of super jump j.L, pause. Your options balloon out greatly after that.
You can
*addf tick throw
*YOLO crossup S (undashable! because fuck safety)
*addf guard break throw (a pushblock)
*addf j.L hit confirm
*addf j.Mj.M as they land for a setup. Second press is to make j.M single hit, and you get pushed out closer than with two hits. Sets up a Fuzzy or pressure/mixups with assist, or if they push block guard break throw.

The first j.L is very easy to get through push block. The timing you can to delay your dash seems to line up with their push chance. If they wait too long they will miss the window.

I might try to mix in using 2hit j.M into whiff j.S for anti push tech but I forget if that leaves you close enough for a c.L. If I can get one mixup off the blocked j.M i’ll be pleased.

Yea I’m going to start going for those, I put off doing them because I have a habit of messing up my meaties, but I guess the only way to get better at timing is practice.