Latveria shall ever be Latveria- Dr Doom thread 2.0

Sorry for not being that helpful, but I suggest that you try plinking with two buttons (i.e. with l and m). Or just practice tri-dashing so that you can move really quickly.

Yeah thanks, i might have to start practicing those then.

Anyone found out what causes this glitch yet? Ive seen it happen in person about 4 times in the last couple days and its pissing me off because it seems truly random.

What the hell? I had never seen that shit.

What’s the input for Dr. Doom’s teleport? ( ͡° ͜ʖ ͡°)

rdp+s

I use the KBeast method and it works great for all of the characters I use (Viper, Morrigan, Doom, Strider, Dante, Magneto, Strange). L~M+H.

Alright thanks. I tried the m~l one but ill give this a shot too.

So what’s a good approach with Doom? I’m used to mashing Special Foot Dive in order to groundbounce an opponent into a combo. Predictable, but effective. Effective unless a Taskmaster starts baiting with wide-ranged slashes and knows what’s going on. I’m trying to get in a down-air dash into a crouching L, but again, small hitbox and all is making this very hard for me.

I don’t know if any of you were at CEO or saw fullschedule play but his doom is very good. I was really impressed with his confirms.

Cleaning up my combos for EVO and wanted to know what is the most consistent Doom/vergil ender? After unoptimized doom combos (da mmf+HS x3 special we all know and love) I do …:m:(2):m:(2)f.:h::s: (land), :a1:, sj.qcf+:l:, f.:h::s: (land), j.qcf+:h:, qcb+:atk::atk:. However with optimized combos they flip out on the f.:h::s: after vergil assist. You have to remove the f.:h: and just do :s:, making the timing very tight to when doing the qcf+:l: in order to be at the right height and timing to connect it. Any ideas here? the first version allows vergil enough time to recover for DHC as well.

I havent tried it with vergil but im thinking its possible too. What I do with dante jam session is: [loops etc etc] h+a1, f+h, j.s add, instant air plasma beam xx super. The timing can be pretty tricky in the beginning but its not that hard actually.

St.H, F-H, jump cancel, (a.F-H), a.S is what Shady K does, easy and consistent but I don’t remember if it does more/less damage than the L plasma beam otg though.

Been studying rayrays doom recently. I know it sounds obvious but the key to doom pressure is using the blockstring: cr.L, Hardkick. The amount of time you have to confirm that combo on hit is absurd. On block you just do hardkick dash cancel then maybe throw in disruptor or drones assist in the middle and dooms pressure becomes scarier.

Only problem of course is hard kick can whiff after a cr.L if its not deep.

Yeah it’s really good, can be pretty devious on incoming too.

doom should have his navy blue and grey alternate make a return.

Spoiler

http://4.bp.blogspot.com/-F8REauP0zYc/TWYcMDJEkHI/AAAAAAAAIt4/JYMG--7QMcI/s1600/Marvel_vs_Capcom_Doom_2.jpg

http://www.twitch.tv/igtunkn0wn/b/437019188?t=7600s Yesterday on unknown’s stream again…

Like, I have no idea what causes this at all. So far all they have in common is counterhit sj.M xx Footdive H

Never played Doom before, but he seems to be the best fit for Ammy/Hsien/Doom. What should I start learning with him in training first? I won’t be able to play matches for a while, so I’m just going to be labbing it out. I’m beginning to learn his corner TAC starters now.

Fuck TACs, practice his movement first.

use Hsien/Doom/Ammy