Latveria shall ever be Latveria- Dr Doom thread 2.0

Team is ass at the start of the round, so Hsien will barely get to play. Of the three, Ammy is the only one that doesn’t get laughed at by the top tiers. Ammy is on point because she handles everyone better than Doom or Hsien can. To survive against a real team, the only order that is viable is Ammy/Hsien/Doom.

Not necessarily. Although it’s sometimes hard to judge how good online opponents are sometimes, I’ve had decent success when messing around with point Doom teams. Usually, I can survive start of the round humping by just mashing Hard Kick (forward + H). Obviously, it’s not a universal tactic since certain matches would make that suicide (e.g. Hulk). But anyway, Doom has surprising buttons that you may not be aware of that let him fend off opponents long enough.

Though, I’m no Amaterasu player so maybe I’m wrong and she does in fact, have generally better match ups. Last point, my initial reaction to pairing up Hsien-Ko with Doom, would be to get gold armor and spam the crap out of on-point Hidden Missiles. In case you don’t know, Hidden Missiles on point still allows you to call assists.

Whats the most up to date mixup after a long combo in the corner and you OTG them with st.M or H after high hitstun proration? Does anyone have a video of that one rayray does where he calls disruptor then dashes under or maybe he footdives somewhere to cross em up with disruptor?

yall dont know bout my doom

Others may already know this but if you end any dhc into doom sphere flame and the sphere flame kills towards the top explosion, you get a guaranteed meaty hidden missile on the next incoming character if you mash missile immediately after the kill. Gives you enough time to raw tag into another character beforehand too. Credit goes to Zak Bennett for this.

I call sentinel, st.:m:, dash cancel and either go for a straight up air throw or a j.:l: dash cancelled into a f :h:. You can also go for the old doom combo (dash down :m: cr.:l: :m: :h: ) but while doing the ground magic series, call sentinel and instead of going for the :s:, dash cancel your :h: and go for some cross under shenanigans. Granted, I think that last one only works with drones.

secret austin tx tech for doom, corner incoming mixup involving sH can crossup. not mine but hilarious and i’ve done a few really slick setups with it. obviously doesn’t catch double jumps/airdash outs

So I’m wondering what throw options selects, confirms, and block strings I should use. I’m seeing people use cr.L f.H and just raw f.H. What’s the best way to use these so that you superjump on hit and dash cancel on block? Is it just reactions or anticipation? If I’m approaching or trying to throw an opponent around jump height and hit them with H footdive, what is the best way to confirm off of this when it hits? How should I be converting off the butter gun when it hits?

If you’re close to the opponent, you can convert off the butter gun with j.l, j.m, j.s, foot dive loop, buktooth loop or that other loop (j.l, f+H, s. x 4).h

If you hit with footdive h., you can air dash cancel the footdive into j.m.

How do you guys think Doom does against Viper and anchor Skrull? I’m preparing for a ft10 with a player who runs Viper/Akuma/Skrull and I never really sat down and learned those particular matchups. I feel like he should do pretty well against Skrull but I can’t figure out how I should approach Viper with him.

Skrull matchup is kinda iffy. Jumping stone smite limits his movement and meteor smash limits air photon shot zoning. Be weary of doing hidden missiles xx photon array vs him. Command grab makes alot of the mindgames that tactic brings irrelevant, as it completely avoids missiles on hit. Well placed addf j.m is your best bet in this matchup. You can also bait them into meteor smashing by using ground plasma beam/photon shot then cancel into sphere flame when they do meteor smash. You have to have good reactions though.

Skrull being able to do meteor smash in the air really makes the matchup annoying.

As a heads up I’ve never played against a super skrull so take everything I say with that knowledge.

Well you have ammy, so when you have 2 bars skrull can’t meteor smash on you anymore. Once you take that tool away from him I don’t think you’ll have any issues. Just watch out for the command grab and rolling hook, I think those are his two most dangerous tools on the ground. If 3 or 4 games in you find you keep getting bodied by anchor skrull you can always just snap akuma out. I wouldn’t recommend it since I think akuma is a very solid anchor as well while skrull is more gimmicky than anything, but play the match-up not the characters, so if he’s giving you headaches just snap. In fact, depending on the situation I might even recommend snapping out viper but this is only if you get a hit that you can’t kill off.

The viper match-up might be a little harder, you probably want to stay airborne a little more since her siesmos mess up your zoning. One thing you should never NEVER do is call an assist while plasma beaming from full screen if she has meter. You’re just begging to lose both characters. I’d approach more from the down forward :m: angle always be mindful of her meter, don’t even bother trying to punish an ex thunder knuckle if he has bar and DO NOT mess with the ex siesmo, that shit will mess up your whole day.

Best of luck and try to get that shit recorded, I’d like to watch this.

Thanks for the help guys, anchor Skrull is something I’ve always had a lot of issues against so any advice is really appreciated. I’ll do my best to record it and have it posted by next weekend.

Depending on the opponent’s tendencies and my own intentions, I usually do one of two blockstrings:

  • cr. L xx dash cancel
    This one’s for someone you know is looking to push block you right away. This can cause a whiffed button due to bad push block timing and will put you on the opposite side of the opponent if you tri jump…usually. If they’re stand blocking, or are big body, you’re on the same side. Depending on characters, sometimes you will lose out in this situation from the missed push block.

  • cr. L, cr. H xx dash cancel
    I tend to use this one to let the opponent confirm the block string, as in the opponent knows cr. H came out and there are no more buttons available for me to press. If your opponent is someone who’s offensive minded, e.g. they like to try and dash back in after push blocking you for their own pressure string, you should opt to dash cancel into box dash M.

As far as air-to-air foot dive, my go to is usually Foot Dive xx ADF, j. M (1 or 2 hits, height dependent). From there, it’s pretty easy to process whether you hit or not. If they’re extra high, I’ll usually land and then continue into j. L, j. M (1 hit), Foot Dive (H) xx ADDF and into regular ground string into launch.

Does anyone got anytips for Just Doom Sent Neutral…Feels really hard to keep control of people with it.

I don’t even know where to start. First off I guess is looking for safe ways to call sentinel, depending on the type of character you are facing(rushdown, teleporter, zoner) you gotta call sent in different ways. The main one is probably jumping, air dashing up and then calling, this way your calling at super jump height. Up close, I either call sent then tri dash :m:, :f: :h: or if they are right under me, air :s:. Then there’s also the call sentinel finger lasers, if they block the finger lasers they’ll have to block drones as well, but if they get hit by the finger lasers you can get a full combo off it.

At full screen I do a lot of hidden missiles/photon shots + call drones, the photon shots are very good against teleporters since it covers back and front and if you stagger your missile calls you can get full screen confirms using them paired with drones.

Just a few tricks I use, you should watch dios x and rayray(whenever he runs doom), they have some nice tricks but VERY varied playing styles. The vid I posted at the top of this page has some sick doom/sent play.

If you’re speaking strictly Doomtinel, then yeah, against a lot of the high tier you probably should be feeling like it’s hard to control the match. Having another assist for Doom can really change up the level of freedom you have. If it’s just drones assist you have, be prepared to have your shit pushed in a lot of the time (Wolverine+Assist, Spencer+Assist, even Dormammu solo for example).

One slightly dangerous tactic is to use laser gun and call assist during the frames laser is out. Laser will stuff out any possible punishes/moves that require the opponent to enter standing states. If you use it too often/space it wrong, you will get wrecked. Highly risky against most Spencer teams, for example.

You can call drones and do Photon Array and it will protect your assist, expensive to do though.

How do ya do this

According to the comments, “basically doom can cancel his ground special startup into dashes, so i do dash, tk plasma beam plink dash, repeat.”