Latveria shall ever be Latveria- Dr Doom thread 2.0

I’ve always kinda played doom but I alway had him as an assist.
My neutral was always just full screen sj.finger lasers and addf j.m
Now I’m trying to step up my doom shit and maybe even play him on point, so I have 3 questions.

What can I do to improve my neutral/rushdown. Zoning is one thing but how do I keep pressure? Dash/jump canceled st :h:

What is the optimized side switch combo?
I’m doing cr :l::l::h::s: sj :m: ad :df: :m: (one hit) sj :uf: :m: (two hit) :f::h: ad :df: cr :m::h::s: sj :l::l::f::h::s: st :h: (one hit) :s: sj :m: (two hit) :f::h::s: st :h: (one hit) :s: sj :m: (two hit) :f::h::s:
What is the optimized corner combo?
I’m doing the maziodyne loop cr :l::l::h::s: [sj :l::f::h: ad :d: :s:] x4 sj :l::l::m::f::h::s: st :h: (one hit) :s: sj :m::m::f::h::s:
***I’ve seen the masablade combo but I have an assist so I’d rather have a longer combo that ends in :f::h::s: ad :d: and can’t extend without assists.

Anyone practicing the Doom wave dash?

I’m starting to get it down, but it seems relatively useless since it’s slower than tridashing and still leaves him vulnerable.

That and, you can’t do it backwards if you have 1 bar or forward if you have 3.

Yea when I read the requirements for pulling it off I was like F that shit and I didn’t even know of all these restrictions. If I really need to get somewhere fast I just do the throw conversion dash, other wise I’m good with my tri-dashing. If it allowed him to block while he was doing it I might have bothered but since that’s not the case and it seems REALLY difficult to get the hang of ill just pass.

When you’re blocking hidden missiles assist and the point character starts attacking can you block the missiles initially THEN block the point also?

And on the opposite can you block low attacks from the point character and block missiles when you hear them coming and they hit?

I don’t understand your question, what exactly do you mean?

Missiles don’t hit overhead if that is what you meant.

When you Tri dash with doom, is it better to super jump or normal jump? any difference or situations when you would do one over the other?

Normal jump for movement, since Doom can basically dash as soon as he leaves the ground. You can also hold up-forward immediately after air dashing down forward in a tri jump, so Doom will jump as soon as possible upon landing in preparation for the next tri jump.

Super jump for tri-jump high hits, since he will ascend higher and give more time for his light to come out on the descent.

Hell, Doom can jump-cancel to make normals even more safe by attacking with a normal, dash-cancel, then input a jump or super-jump.

I’ve encountered weird jump-cancel shit with Hulk as well but I can never duplicate it.

Doom can’t super jump out of his dash, at least not the dash cancelled version.

Or any version, for that matter.

If only, though.

what are doom’s worst solo matchups
assuming both sides have no xf and few bars to work with

imo
hawkeye
dorm
strange
morrigan
ammy

and after that dante, magneto, and friends

honestly, I hate this character sometimes, and I think he might even lose to sentinel

He does really shitty against Iron Man, and I completely believe he loses to Sentinel, though it’s not a large disadvantage.

Wesker and Trish are pretty shoddy as well, both of those characters can chase him down pretty well while avoiding most of his options. He should also be free to any experienced Strider.

anyone with a decent zoning game can win against doom imo
those without zoning abilities lose to him such as iron fist and haggar
however, i think wolverine does have an advantage on him. but i suck with doom anyway

Someone told me the best thing for doom to do vs hawkeye is jump butter gun because it eats all the triple arrows and stnd h so pretty much the worst thing u would have to worry about is the scatter shot and triple piercings. Also doing flight and air dash diagnol down is a good way to move in from my experience.

I think it would be easier to list Doom’s good/even matchups instead of the multitude of bad ones he has.

Found this mixup. Though, thinking about it, I think the hard kick pressure is still miles ahead of this. I guess this can be used just to surprise your opponent like once in a blue moon

A few weeks ago one of my friends played Full Schedule at Curleh South and said he got hit with a weird flight mixup. He couldn’t really describe how Full Schedule set it up, but the end result was my friend blocking Cold Star and Full Schedule H Footdiving into a very low flight and hitting him with a double j.l overhead. Does that setup sound familiar to anyone? I’m trying to replicate it.

probably just crossing him up with h footdive then going into tk flight jl input nullification glitch jl

that’s my guess anyway

I’ve been using tk flights for mixups for a while. It’s faster than air dash jm afaik