He can DHC into most anyone if you end your combos with air photon array.
but not everyone is a good anchor.
The point was that any good anchor can DHC from Doom.
On this note I have been experimenting with Wesker(gun)/Spencer(horizontal grapple)/Doom(beam)
My main goal was to find a teammate for my usual Wesker/Doom team that I felt comfortable with and could DHC glitch. You can TAC a basic Wesker combo into Spencer, then use the Wesker gunshot assist to OTG right into super for the DHC glitch (it also works with X-23 and possibly others). Since Wesker builds so much meter you can pretty much kill the first character off a crouching L, or even an airthrow or teleport crossup with Doom beam if their HP is low enough.
Spencer also makes a good combo assist for Wesker and sometimes you can do silly things like call Spencer, do a random air or ground gunshot, and if it hits spencer will pull them in for a full Wesker combo. With Spencer on point Wesker assist can be used for unblockables, meterless combo extensions, or to easily land bionic maneuvers midscreen off an air magic series, which does more damage than bionic arm and starts the DHC glitch
Spencer/Doom stuff has already been explored and demonstrated by others so I won’t bother discussing it here
My previous team was Dormammu/Wesker/Doom which gives Dormammu two useful assists for combos, crossups, screen control, etc and when he’s gone Wesker/Doom are pretty capable together. I just felt like this team was lacking in either huge damage/DHC glitch or really obnoxious assists so I’ve been trying to come up with something better.
why dont you use spencer’s diagonal assist? I think it works just as good if not better than his horizontal one. Especially with Wesker, you would be able to catch them mid-combo and then do mixup with his command grab.
Horizontal assist is just the one I’ve been using since back when I first experimented with this team months ago, before I had figured out the OTG assist DHC glitch setups
I could try the angled assist, it would lose the potential full screen hitconfirms from doom j.H and Wesker gunshots, but it might be worth it
Someone pointed out the Spencer diag grapple leaves hard tags as a 50/50 escape, even for 1 frame grabs. For Wesker that is probably a huge hole compared to his normal air mixup. Also consider invincible moves (super, dp’s, AAAARRRRM!, etc) that are ground only. Wesker counter may negate some supers but can you cancel command throw into counter super as an option select to dragon punch? Might that eliminate hard tag options? Any super flash lets you react with a counter super.
I suspect Spencer reset is not great for Wesker. But if you can option select Command Throw/Rhino it gets interesting. Now I have to try this. You should be able to do something like QCB+A for CThrow, pause, A+A for a result that looks like Activate throw, grab frame 1, frame 2~3 activate counter. I’ve done similar so I believe the input window will allow this here.
Hard tags are always a viable escape option for grounded mix ups. It just depends if the player is willing to take the risk. It’s also why I have Haggar on my team, ha ha.
Slant shot is pretty damn good for Wesker. The only problem, IMO, is that if you run the grounded mix up off the slant shot reset you’re opening yourself up to larger risk. Getting the command grab off of that reset is sort of a pain as you either have to time it so that you avoid the hit stun on the slant shot, or you have to do a :l: state reset into kara command grab (I do mine off of :l::h:xx:hcb::h:, though there’s a whole other bunch of dangers involved in this). Anyway, if you are going to go for the grounded mix ups, I really think you need to have at least 3 bars with Wesker so that your opponent will be scared to throw out any hypers since you’ll have the back up of Wesker’s level 3.
But ignoring that, I think slant shot really shines during the incoming character part of a fight. Basically checks if your opponent is mashing attacks on the way in, lets Wesker do a very fast left-right, or prevents the opponent from air dashing out unless they really want to risk getting snatched. Also works as a decent combo extender since it doesn’t add a bunch of hits to your combo and scale it.
lol yeah but a statement like that doesn’t really help the guy so it’s best to give some suggestions. Preferably referring anchors that are REALLY compatible with Doom.
I suppose I see what you’re saying, but I think telling someone an option on how to use almost anyone is a helpful and valid answer to his question.
Personally, I like Dante as a teammate for Doom. He has at least one DHC option that works for each of Doom’s Hypers and if you’re interested in DHC trick, he is the only character that can really complete a damage reset started by Doom.
Good shit Bratty, i’ve been using doom for a week now with C.viper, magneto and doom (missiles). Thanks for posting! hit me up xbl:slychivas
Just droppin this nice lil hitconfirm/blockstring i got with doom/akuma, might be of use to someone
Go in with doom and hit them with c.l+tatsu assist, c.hxx Dash cancel the c.h with two forward tri jumps/doom wave dash
on hit- After dash cancelling c.h, tatsu will hit, and two tri jumps will get doom in range to catch them with c.m,c.h s for one buktooth loop or three corner loops. takes them half screen and does like 480k
on block- After the two wave dashes you can frame trap them with c.l/c.m and combo. you can go for a throw. delay the second addf on the second tri jump to cross up, sj. There are some overhead options, but they vary from size of the opponent. found that doing sj up addf j.m instead of the second tri jump works kinda well, going straight for that from tatsu also work, but is a bit more obvious ( and stops the combo if you did hitconfirm it) timing the second tri jump late and instead of addf to finish it, just float and then m when they recover. But yeah haven’t played too much with it, but it seemed really nice when i was!
Also any tips on dhcability for a team of wesker/doom/haggar? I really want to move haggar into second slot, but he is terrible to dhc into due to the long startup on body slam and RFF having the tendicy to whiff
DHCs with that team are a pain in the ass. Unless I think I’ve got a kill, I very rarely DHC outside of the corners. Really, the only options midscreen:
Wesker >> Doom - Photon Array
Then again, I very rarely use a hyper outside of the corners since a basic Wesker series + assist extension should carry you right to the corner. If you’ve got the corner, it’s a lot simpler/better.
Wesker (air or ground) Phantom Dance >> Doom - Sphere Flame
Doom air Plasma Beam xx Photon Array >> Wesker - Phantom Dance / Level 3 or Haggar - RFF / Body Press
Personally, I run that team in the same order. It’s just too much work to get in with Haggar, and by the time you do get in you’ll probably have given the opponent ample time to recover most/all of their red health while having Haggar taking a beating from chip.
i ask this question every freaking month but seriously. who to put with doom/haggar?
i’m really soul searching here: i['ve used the following.
spencer - i’ve had the most tournament success with spencer/doom/haggar. i really try to win this game with one character. basically do as much damage as i can with spencer backed by hidden missiles/beam (match up dependent) and then clean up with doom. If i’m forced to play with haggar, i’ve pretty much lost the game
arthur - recently messed around with doom/haggar/arthur and its interesting but its the biggest gamble. i try to win with doom backed with haggar assist, if they get through doom and haggar, i just pop that level 3 xfactor arthur with gold armor and pray that i can deal enough chip damage before that (of course they could pop x factor to negate my level 3 but, arthur in the back with meter is pretty formidable.)
amaterasu - doom/amaterasu/haggar is a cool team but its just such a gamble. basically amaterasu and haggar are there as assist abuse to help my doom mixup. granted my doom does much more damage when backed with these assists, but i rarely win these games.
dante - dante/doom/haggar seems very great on paper to me. i mean, it just seems like such a good team especially with dhc options and the assist benefits,. however, i just seriously cannot play dante. I just dont have the execution for it. I dont know what it is but freaking i just can’t play him. I try my best but i just suck and i dont know if its a practice barrier or what. I mean i’m not great with doom but i can do most of his combos and techniques consistently… but dante, jeez.
anyway. i’m sure there are other options. i’ve tried hulk, i’ve tried wesker i’ve tried c viper… but what i’ve listed above seem to be the best. wesker is great, but i just dont want to use a character so high on the tier list that people thing that i use him as a crutch to win.
You basicly said using Wesker would be TOO good, so use Wesker.
I am curious if Haggar is considered best Doom material though. He helps Doom out but Haggar is free as anchor to the point I wonder if he pays his due for the team. The jury is still out on whether Doom is a slot 1,2 or 3 character.
I’d say doom works best as point of second character. Photon Array can be used as a good safe DHC option to get your point character out.
First off, I’d say to use Arthur/Doom/Haggar. Having arthur as a sort of XF gamble I really don’t think is a good idea. I use doom with rocks for good ground cover, just a thought.
For ammy, I really don’t think haggar is a good assist for her, she just doesn’t go well with him and can’t otg> combo. I use Ammy/Doom/Tron and it does very well with DHC’s and tron is about the same if not better as an anchor imo.
I think Doom is versatile enough that it doesn’t really matter where you put him without the context of a team. Based on your other team members, you can decide where he works best.
Doom on point has mixups but doesn’t control the screen alone like Wesker/Zero/Magneto might. You need to account for that with the second character.
Doom/Haggar/Phoenix - A different take on Wesker/Haggar/Phoenix . Doom is a more executional Two–meters-off-Haggar character. Sadly I just don’t think he has the dominance of Wesker to really pull it off without a lockdown assist. Play more lame than rushdown.
Doom/Dorm/Haggar - Kevin Bacon posted a match video in the Doom Video thread recently. Dorm provides a decent lockdown assist for mixups while Haggar protects your position/runaway. Dorm has weaknesses covered by Haggar for synergistic assist use, and can use Doom assist (any, but beam or rocks work well). This is a team with sense. Being able to use Dorm makes this team work well. Dorm is positionally difficult because he must guess your opponents move and obstruct it. Guess wrong and die. Unless Haggar saves you.
Zero/Doom/Dante\Haggar\Tron - I use this right now. Zero doesn’t need anyone but will benefit from Dante/Doom for lockdown/rushdown. Haggar helps Doom more than Zero but you can make most everything safe to try with Haggar/Tron. Zero is executional for combo damage. Low life is unforgiving. Rekoha and sphere flame DHC for full damage, and a corner kill with Zero is an opportunity for Doom mixups. So far a decent Doom team, though probably not the best Zero team. Zero is one of those characters where the limit is you, not the character.
Spencer/Doom/Haggar - I don’t recommend this team for long term. Spencer as anchor doesn’t offer Doom much as an assist, and Spencer on point is kind of weak compared to the S tier. Spencer is a weak Spiderman, at least how I want to play him. Or is a weak Dante. This team is great though for blowing up someone’s gimmick easily. I think this is a good candidate for a “No Effort” team, meaning I can win easily against easy opponents. It’s a great Goto team if you suspect someone’s team is weak overall but just can’t see the solution to breaking it with your main one.
X23/Arthur/Doom - I want to throw this out there as a fun side team. A lot of synergy on this team. DHCglitch starter into Arthur who can finish on his own or let Doom hard tag in for a big damage combo. Mixups all over the screen. Two keepaway characters and two rushdown characters (Doom counts twice). Three characters who can OTG. Unblockables available. Makes Arthur look playable. Also a legitimate chance to use Arthur assist with his Gold Armor on. Sub X23 for Spencer if you just need DHCglitch without a learning curve. Don’t play Arthur on this without DHC glitch.
The first team i ever used in this game was doom/dorm/haggar. messed around with it a little last night, might go back to it. but after not using dorm for like 5 months, takes a while to get used to his play style. oh well, easier than learning dante shit from scratch which is heavily impeded by my lack of execution.
I tried spencer/arthur/doom last week to take advantage of the DHC glitch and doom hard tag., but i am trying to stray away from it as the glitch will be removed in ultimate. i guess this is all moot since in ulti i’ll prolly go hulk/doom/strange or doom/strange/phoenix wright so, maybe i should just tier whore till november. thanks for the advice though and i’m gonna continue to mess around with different options!
currently playing Viper/Mag/Doom and I have to say Hidden Missiles is makes this team wayyyyy ridiculous once you know your spacing. Magneto at the proper distance can cover Doom assist with disruptahs and use Magnetic Blast for frame advantage and lockdown once the missiles hit. midscreen, Viper rapid seismos + HM assist = truly frightening. not to mention I’ve also found out a couple of really sneaky resets using missiles assist, like this one:
Spoiler
[media=youtube]KRNxv4ALslE[/media]
a true corner lockdown. Mags is free to move around because the missiles hit just as the opponent recovers. from here, you can go into a quick high-low to open up your opponent into another hyper grav loop.