This definately fits the theme of the team thread.
I’ve played Zero/Doom/Dante in that order since about EVO and feel I can rep Doom questions. My Dante is awful though so I leave Zero/Dante to EvilToaster.
Zero has an easy 970k combo with 2 meters using Doom Sphere flame DHC so TOD’s abound.
Combowise Zero can use Plasma beam assist as an end-combo extender [OTG, assist, launch, buster, lightning, dive] and as a mid combo bridge [OTG, assist, stuff, launch]. The soft knockdown is awesome here compared to Iron Guy.
So even if you don’t need the horizontal to get in it is nice. Doom beam is also on screen long enough that you can use it as full screen lockdown for at least one attempt to mixup. Very easy to combo after a hit.
Lots of times I’ve been able to call Doom, jump dash into overhead, blockstring, call dante , ground command dash and Dante hits them into a combo. Very little risk since Doom clears the screen of drones/whatever.
Doom Stuff: Doom can match Zero’s TOD damage from anywhere on the screen. Clockwork and co don’t use real Doom combos in matches. In the Doom combo thread anything by Duck Strong is gold. I myself have also contributed key combos that bring Doom from high Damage to TOD anywhere. You should be able to get at least 800k from anywhere on screen for one bar, and 950k-1M if you DHC to Zero. He builds 2 bars plus in each combo. He can TOD wesker for 3 bars by himself. When you can TOD anyone with Doom he becomes scary. When learning combos don’t neglect that you can start the combos off a random air to air j.M into full combo. Being able to do that turns some heads for some reason. People think Doom can only combo from the ground.
Doom excels in mixups once he is in. He can trijump with ambiguous j.L/c.L against most of the cast for High/Low. He can left/right with jump Dash M and jump dash j.Sfootdive. His left/right jump dash SFootdive works in the corner, so there is safe place for the opponent. If you jump without a dash you can land 3 hits overhead with j.M j.M. You can cancel ground attacks into dash jump, and then do any of the above or simply dash backthrow. HFootdive is extremely high in priority to the point you can just throw that out unless Wesker is on screen.
You can get ambiguous 2hit overhead/c.L with well timed super jump up/back addf j.M low to the ground.
All this stuff gets people holding up/back, but Dante jam session is good at holding them on the ground and aiding in mixups otherwise.
Doom mixups on incoming characters are effective. j.M is not throwable or escapable except by invincible super. People don’t know that. It also leads to full combos and dead characters.
j.M delay j.M if not pushblocked will be an 2hit overhead when the opponent lands and setup a fuzzy guard situation on block. If pushblocked you have already called Jam Session for you to get back in and go for throw/watch them land into any of the 4-5 mixups in the above paragraphs.
Doom damage off Jam session is not great and only TOD with a level three or DHC. Many times I will snapout and mixup the next character, TOD, and finish off the first.
An experimental entry mixup is to superjump j.L, addf j.M, into full combo. If they don’t block they eat a full combo. if they block/pushblock the j.L you can air dash through the push and throw/mixup. Same if they pushblock j.M, dash through and mixup. This doesn’t require an assist until you need to mixup, and then assists will help greatly.
The general gameplan of how I play this team is to let Zero touch the first character and kill him with a DHC to Doom. Corner mixup the next character with Doom and TOD him, and then finish the match. If Zero dies I am comfortable with Doom with XF2 to kill off lots of the cast. Magneto and Wesker are problems. Ideally I want Zero to fight them. XF guard cancels work on Mags/Wesker though.