So I dont know how pertinent a matchup thread is for marvel since your assists plus your opponent’s assists factor greatly into what you do, but I know my general weakness in this game – its zoning teams.

Seriously, wolverine mixups/phoenix teams etc, I can deal with it.I know what i have to do and what will make me win/lose.

But when it comes to zoning teams, I’m fucking free.

I’m adamant about only using these two teams until Ultimate comes out: spencer/amaterasu/doom and doom/spencer/haggar
I can play captain america if i really have to, but is he really a hard counter to zoning teams? who in my teams would i replace with him?

  1. One guy I play often uses chris/arthur/sentinel. his game plan is deal as much chip damage as he can with chris while calling sentinel rockets before super jumping and just keeping me locked down with his stuff. I dont know how to close distance safely. I’ve been using hidden missile assists but thinking about switching to beam in this matchup, dont know. I try to use bionic arm when I hear the sentinel assist call but it doesn’t seem like a good trade – he is usually super jumping right after the call so i tend to not get sentinel and chris, and if i use this early in the match i’m basically losing meter while he gets red health he can just get back.

When arthur gets in, i think its worse. Lance beats my beam, and it seems as if he can just keep me pinned down. I try to super jump away but he just lunges forward while i’m flying in the air, just kind of hard to keep him pinned. Also, with gold armor and x factor, the chip is ridiculous. All this time i’m behind on meter because I just dont know how to build it when I’m a screen away with spencer.

Sentinel isn’t a problem.sure i might have to worry about x factor but I have enough sentinel experience to feel like i’ll kill him no matter how many characters I have left or life.

This video is a few weeks old, so i dont know if I’ve gotten better with captain america or doom, but this is the basics of how i lose.
[media=youtube]ed4OlhKUgVI[/media]

  1. the other guy I have trouble with uses Taskmaster/Dormammu/Wesker. Dormammu isn’t that big of a problem to me. I’ve used dormammu in the past so I’m familiar with his options and I dont find flame carpet to be that worrisome for Spencer. However, I have NO IDEA, how to deal with taskmaster. he’ll just jump and shoot diagonal arrows, or call dorm black hole and use grounded horizontal arrows. shit is annoying. I spend most of my time trying to cover the distance and when I get in i get caught by charging star into launcher or some other basic play that I shouldn’t fall for.
    If i do kill tasky, I have to deal with a level 3 wesker eventually, and well, idk., its just luck of the draw I guess. if he kills one character its a 50/50 mixup on my next guy in so yeah. idk

Here’s a video of the exact playstyle of the guy, even though the team i use here isn’t relevant anymore.
[media=youtube]q7M_13OonaE[/media]

any help in these matchups would be great. i’m more concerned about doom assist usage or general doom tactics to get in. if u have some pointers on what i can do with spencer/capt/amaterasu/haggar, thats great, but i’m more concerned on how i can use doom to break these zoning tactics

I would say the best thing you can do is be patient.

With doom I’d say you should try super jump> photon shot> fly > air dash to try to get in their face.
Ammy you should be taking your time, using the projectile counter if needed.
Dormammu should definetly be putting any assist in their place. even if hes second, dhc to him and just let the assist have it.

Try to take out arthur first by snapping him in. It sounds weird, but his armor crossbow + xf is a bitch

It’s very true what Diet said, with Doom, patience=wins. I sometimes have the same problem in this game like I had in MVC2, sometimes I think Doom can RTSD whichever way I want, but then I found out that I am controlling a slowish character, I get opened up.

Photon Array into airdash is great for getting in when you have no assists.

I lose like this almost everyday. I feel like dooms normals are too slow and that it’s way to hard to confirm with him. Even with tri-jumps and assists I feel like when I get blocked on three jump ins I just shit the bed.

If Doom is on point, your approach is highly dependant on your assists, as well as special canceling footdives and using flight. Thanks to the bogus priority on footdive, the huge range on Photon Shot, and his flight mode he actually has pretty good air control imo, use that to escape horizontal zoning and inch your way in. Don’t worry about your opponent having a life lead (unless they’re about to time you out) because Doom can TOD anyone off of a good confirm.

If they have a particularly good assist (Gustaff/Tatsu/Drones/S. Edge) or a character being used purely for assists like Haggar or Tron, or if they need an assist as an extender a la Wesker or Akuma assists, use a snapback and get rid of these characters and f**k their game up. (i.e. if someone kills my Wesker, my Trish does a lot less damage because she can’t OTG to extend combos, and I don’t get Round Harvest unblockable set ups anymore)

As far as Taskmaster goes, if he’s swinging around like an ape, just block high and watch for any crossups he might get off of it… If he tries to zone with arrows, show him why Plasma Beam is such a good projectile, if you score a clean hit, use the knockdown to give you time to get in.

Helpful thanks! What advice would you give to a person who plays doom second or as an anchor? Right now I’m playing Mags/doom/wesker and I feel the only thing that doom is good for is hidden missiles and his sphere flame dhc off of tempest. Every time I get doom out I try air-dashes, box jumps, tri-jumps, foot dive cancels and keep away. No matter what I do I feel like everyone’s normals are unpunishable to doom and that his normals are like -30 on block. I know about the dash canceling out of normals but usually I start my strings with cr.M, cr.H. How do you guys hit confirm with doom? Also, a match-up that I’m having a hell of a time with is doom v. morrigan. Her fireballs, mirror hyper, flight, and priority air normals get me everytime. Anybody have any tips?

If you’re concerned about being able to hit confirm into a bnb, try using c.:l: c.:h: instead of c.:m: c.:h: because you can rapid fire the c.:l: a few times to help hit confirm. c.:m: has a shorter range than :l: and :h: too, so you can be a bit further away so it’s better for footsies (which is one of Dooms harder aspects to get proficient at imo, anyone can footdive and shoot finger lasers) but that’s the reward of technical characters, 0% derp guaranteed

Good Morrigans can be a terror, she may not have a broken toolset like Wesker or Wolvie but she’s got her own brand of BS imo.

If you’re running Wesker as an anchor try to use his low shot to create unblockables, and try to call it a few feet from your opponent, it’s got ok range and is more difficult to punish this way…

Hey guys,

I’m also having some issues with Doom at the moment and was looking for some pointers.

I play Wesker/ Doom/ Dorm, or Doom/ Haggar / Wesker.

The first guy i’m having trouble dealing with uses the original team of Wolvie/ Wesker /Akuma. I have a lot of difficulty simply moving against this team, I play Doom 2nd and when he comes in I get dominated by Wolverine + Akuma and can’t seem to escape, it’s either get air thrown or crossed up. Opening people up is an issue too, it seems if I try and air dash forward to start an air. M into c.L e.t.c i’ll get air thrown immediately into a ToD combo. Which is why I thought about using Haggar for a get off me assist.

The other guy’s real issue for me is Ammy, again, she seems to give Doom problems. Mostly with being air thrown, or also just Shuffled as soon as I dash or try and throw anything out.

So yeah, general opening up with Doom tips would be much appreciated!

Thanks!

My first thoughts are to shuffle the orders on those two teams a bit:

Wesker/Dorm/Doom and Wesker/Doom/Haggar

My reasoning being that I think Doom assists are of more use to Wesker/Dorm than Dorm’s for Doom. Wesker/Doom/Haggar is actually one of the teams I like to use a lot too, since I feel that it’s really, really cheap. As well, I put it in that order specifically to try and stave off the wave of Wolverine teams. Doom doesn’t exactly fare well in that match up compared to Wesker (who isn’t exactly favorable either, but is definitely better). On a personal note, I would probably X-factor on Wolverine since I’m usually confident going into a Wesker mirror match (that’s regardless of assists and x-factor).

But, if you’re really stuck with just Doom vs. Wolverine I’d suggest throwing out Photon Array hypers to reset the pace and build up space. Though be careful since there is a magic space above Doom’s head where Wolverine can dive kick on you. I have no idea on the Ammy match since I don’t face any good ones.

If you have a read on a berserker slash you can molecular shield as defense. cancel into super for more damage, or xfactor to kill.

Use your assist to deal with akuma

Bonus is projectile cancelation on molecular shield while active so sent is no problem.

Switch up your order when you play this guy unless your Wesker trounces his Wolvie. Doom has a bad match against Wesker. At least Wesker/Wesker is 5/5.

Against Wolverine play keepaway. Resetting the momentum with Photon hyper is essential too.
For now counterpick with Haggar assist. Doom has a very good match versus any Wolvie team with Haggar. At the opening of the match Doom with Haggar can out mash Wolvie throw close up and beat every option. If he stays away go right into keepaway.

After a blocked Plasma beam mixup between L Doom rocks and Photon shot and H Plasma beam. Photon beats a jump and keeps him from moving forward, the Rocks catch normal jumps if they predict beams and push him back. On block Plasma beam for chip. Rocks should beat full screen zerker slash but there is a hole he can sometimes get through. You can always cancel into super to push him back out. H Plasma beam should beat full screen zerker slash. Using Haggar punish any zerker slash with a Haggar assist, otg combo. Punish dives with Sphere flame or Haggar. Wolverine will get in though which is why you need to hyper him back to a neutral game.
Smart Wolvies will take some hits and use the roll forward to keep momentum in the air. Be careful of that into a DiveKick.

I never use Hidden missiles but you can experiment with it.

After you start winning using Haggar, take him off and try to win without. It is doable but relies mostly on keepaway. Pick a time Wolvie is grounded and go for one good mixup and finish him off.

I have been trounced by good Wolvies but have also beaten some very good ones using the above.

I play against a very good Ammy main here and she is tough for Doom. Some things to start with though.
Use HFootdive to keep her out. When she goes for jump-> dash I always react with jump HDive. It is difficult or impossible for her to throw it and it will catch a react Shuffle at the right distance. It will also beat any moves she throws, and keep you in the air away from an assist, hopefully. Usually I can’t convert from it, but it is not an approach I use it to keep her honest.
When she is grounded don’t Hdive to approach very often due to the counter. You can use HDive if you cover with a projectile assist though which is how you need to start your offense against Ammy.
You can keepaway when she decides to rush with plasma beam/rocks/photons, but not if she wants to crouch.
You can rush when she decides to crouch/hold counter by using your assist and Doom together.
Plasma beam will not be reflected by the green counter so you can use it to hold her in position if your assist is coming out. You can also cancel into Photon super really early, and she has to eat damage. The plasma beam stays on screen while you startup the Photon super, so if she reflects she must hold it or get hit, but if she holds she eats some super damage. DHC into a beam super or XFactor and kill.

Ammy has an answer to every poke and projectile but not all at once. So the game is mostly a risky rock-paper-scissors that you win by shutting down her jump->overhead/throw game, and OHKO combos when you do connect.
Her yellow counter is interesting because she has to commit to high/low, so if you are being obvious with HDives you should mix in dashxHGun land attack low/throw. Cover with assists for best results.

With Haggar on your team you should not call him unless Ammy is in the air jumping in on you. In that situation you can stay on the ground, call haggar. If he blocks it you will mostly have to block/pushblock so Haggar isn’t punished too badly but you can also try to jump SDive add to punish Ammy sticking out paws or even try to throw. Only use S or HDive in this situation to punish, every other move loses to ammy mashing.
If you are playing the match right it should feel random who is going to win/lose. I can do not better right now. Most times when I kill the dog it is because I block, XF guard cancel and hit her with a combo to death. I consider it a good use of XFactor.

In this video at 45 there is a good example of what happens when you try to throw Ammy after a whiffed Haggar

Those streams are worth going through for Moons matches to see how everyone deals with is Dog. A lot of times it is ‘Not well’ .

Thanks for the awesome advice man,

Been trying to use a lot of it today and I gotta say it is starting to pay off. I think changing how to approach the best friends is the key here. Before with Doom I was too eager to get in and show off all the fancy combos, but as you rightly said, playing it lame and actually using the photon shot super for position is actually a good idea.

I also need to start using the footdives more I feel, I think it’s a bad habit I have always trying for the tri or box jump M, seems very predictable at late but I think that’s more me than doom himself.

As for the Hidden Missiles, I wouldn’t recommend it personally, got me happy birthday’d enough times to put me off lol.

Hidden missiles works best with characters that have strong projectile games because it covers their projectile games while your projectiles cover doom as an assist. Wolverine running around with hidden missiles isn’t the ideal situation because he’s just going to run forward like an idiot and not protect doom.

I think HM also works very well with quick characters like X-23 or wolve. They kind of force the opponent to be wary of trying to punish because they will get around and punish them for trying to punish Doom. I’ve seen an X-23 player use HM and jump up and use talon to get over while the missiles were launching. It’s a pretty good tactic, unless the opponent somehow can punish doom while staying safe himself.

Yeah I would say it kinda works but you want another horizontal assist so she can have better mix ups when she gets in. It’s just it’s preferable to have a character with a projectile game when using hidden missiles so beam and teleport characters can’t just blow him up for free.

Hey how do you guys fight against magneto. I dont know how to approach him as they sit back and disruptor or hyper grav. And when they are in my face i dont know how to get them off. Any advice on this matchup. How do you approach him?

  1. You are droppin too many combo opportunities… You GAVE up 3 armor piercers in the corner after you landed overheads 3 times in a row, you should have piercered in to combo for the extra meter build and the kill.
  2. You gave up too much damage for doom example: 7:08 you could went for the M addf M loop one more time for More damage instead of the foot dive loop…and also when u throw your most consistent way to land that sphere flame is to use standing M

You had some solid play but im gonna chop this up to being fustrated…but im going to go over some thing I think might help you to fight this team better

Captain America-first thing i noticed is that Almost all of his hypers (minus the arthur tranformation) used projectiles. My first reaction would be if i saw the screen flash with cap on the screen INSTANTLY throw out his hyper charging stars to punish or at the very least close the gap. Speaking of charging stars a safe approach would have been to call doom (beam assist ) and chargin stars in safely with cap shielding doom and doom shielding the recovery of cap. We could take this a step further and also arrange your team to have Cap/Doom right next too each other so if he calls and assist and you do hyper charging stars (just in case chris or arthur jump) you can punish with and unexpected sphere flame dhc.

Spencer- I think has huge problems with this team even with doom and cap backin him, if you try to get in your likely gonna get land mined or catch bullets or lances and doom with plasma beam can really help him if they are jumping as you wall zip. Bionic arm is a bad punish for the reasons you stated above. If you were gonna use it i would call doom first just to be safe…i honestly would have to say playing REALLY patient is gonna pay dividends for you in this match…the good thing is that if spencer gets in you should be able to kill with dhc glitch to doom or even aerial tagging to cap or doom. Spencer can mix you up pretty well between his overhead and slept on command throw, i wouldnt abuse the command throw but i would use it, its also stops jumpers too so keep that in mind with all the jumping arthur and chris do

DrDoom- Zoning is gonna be a problem in this match so i would rely on it unless you did jumping finger lasers. The top part of the screen is the hardest part of the screen for chris to hit, authur can super jump axe or bows to hit that part. Best thing i could suggest is throw photons in the air and dash in behind them. Its relatively safe covers the lower screen and will help you get in better then shield slash. Dooms rocks also act as a barrier so you can try to use that on the ground to cover and approach.

Strategy and Team setup
Cap/Doom/Spencer shield slash/plasma beam/diagonal lance shot (cant remember the name)

Your goal is to simply be patient and use Cap to ease your way in while using calling doom assist. If you predict they will jump do shield slash and call spencer to anti air those attempts. You charging stars in conjuction with dooms beam to close space and put you at space advantage. Cap is BEST at midscreen his combos do more damage being in the middle of the screen then at the corner. If you play it right you should stay on chris and authur. If they try to punish your charging stars with hypers (which they shouldnt ) you have hyper charging stars. Be aware of chris’s magnum it beats pretty much ANY regular projectile/beam in the game. Dont forget the cartwheel for Cap if you corner chris and have doom hitting chris with a beam cartwheel to the corner so your bnb can do more damage. With doom on point you should be jumping photon rays and dashing in behind cap (if hes still alive). Once you touch someone with Doom it should be instant death his combos build too much meter and deal too much damage to not kill anyone (even chris whish is his HIGHEST health charecter). Also speakin of damage dealing Authur takes 30% less damage in his transformed state. Snap in sentinal at the first chance you get his drones are a problem to deal with. Besides authur and chris are less xf3 scary then sent. Spencer is there for your level 3 comebacks and for dhc glitching with Doom and his anti airs assist.

This is just my thoughts on it hope it helps

Characters with fast projectile specials (that you can’t duck) you have to take to the air to fight. Super jump up and rain down air L or H plasma beams to take damage off of him or at least force him into the air. If he goes up to the air to shoot you that will give you room to tri dash in. If you’re using Doom first on point hopefully have a good horizontal assist to cover your approach. You can also turn on flight once you break him up from disruptahs and air dash uf, df, uf,df until you get close.

I use him as anchor or I keep him in the middle.

The two teams I have been using are: Viper(Burn Kick)/Dr. Doom(Hidden Missiles)/Sentinel(Drones) and Trish(Low Voltage)/Viper(Burn Kick)/Dr. Doom(Hidden Missiles).

its alot harder for me to deal with mags when using the second team. The first one its not as bad. Also when I take to the air and enter flight, he either uses hyper grav and catches me or gets me when an air grab and air grab from mags is like instant death

Oh ok so he’s probably abusing H hyper grab which will grab anything that isn’t at max super jump height easily. Best bet is to make sure you jump all the way to super jump height then rain down an air L plasma beam (has least recovery) and then air dash down/down forward on top of him with air M and start offense. If you know you hit him with the air L plasma beam you can do an air photon shot to ensure he can’t jump up and air throw you, then follow that with air air dash down/down forward M into pressure.

All of Magneto’s projectiles including H hyper grav don’t have much durability and lose even to Doom’s L beams. Just take to the air and rain down the L beams and then get down and fight him. Doom’s L beam will even beat Magneto’s H disruptah and that’s probably the most durable form of the disruptah. Super jumping with the diagonal beam will beat the trajectory that he can throw most of his projectiles at and force him to jump up with you or get shot out of his projectile game and then give you time to move in.

Super jump to air H photon shot specifically beats H hyper grav in durability and will allow to absorb it and then ADDF M in also. Unfortunately you kinda have to already be pretty close to him to get this to work without getting grabbed up by grav again.