How would a team of Vergil/Doom/Nova do? My Doom isn’t the best now otherwise i would have been running him on point for dat Spiral Swords DHC
A little late but I had to respond to this, both because I’ve been playing Doom Strange Sent andcan give some relevant advice, and because I call the team The Paradox (because it’s a pair of docs), so was shocked when I saw Kensanity’s reply (“the only paradox here”) lol Anyway, I definitely play Bolts with Strange, no question here. And beam with Doom. I have 2 basic game-plans depending on how they’re reacting, but most of my games end up employing both and switching back n forth.
The first is to projectile zone like crazy with Doom+drones+bolts. I’ve been working on this a LOT, and you’d be shocked how well Doom can keep a full screen lock if you’re smart about it. I’m sure really good players can crack it eventually, but a disturbing percentage of opponents I’ll kill with little more than a beautiful tapestry of Doom’s move repertoire. And if they are able to escape the trap, it’s not like I can’t immediately shift gears.
The second is when I go rushing with Doom, usually after they’ve been softened up by game plan A, and my goal is to land a hit with Doom and TAC or DHC to Strange. At this point the opponent realizes the horrible truth: Strange is actually the point of the team, and go I apeshit using the beam and drones for rampant teleport mixups, with SoVs for good measure if they think hitting buttons might help them.
I won’t elaborate on the Strange play since this is a Doom thread, but if Strange dies, I get to Doom-Sent again, and if Doom dies, Sent’s not so bad, especially if I still have XF. Fucking LOVING this team.
Doom alone can create an almost full screen lock on less mobile characters, all you need is sent drones to do a full one. The bolts assists seems somewhat redundant if you’re running sent because they serve the same purpose: lockdown for mixups, lockdown for full screen zoning, and a bit of protection against teleports behind you. Unless you use strange as a bit of a get-off-me assist but either way, doom doesn’t really need one, and that assist won’t cut it when you need a true get-off-me.
Unless I’m missing a key difference in the bolts assist, I think Eye would fit your team more, so when you catch them super jump, you can call Strange and hidden missile. When they don’t super jump that’s even easier.
It’s more that I can alternate them faster, and that they operate differently so it keeps the opponent off balance. Truly I can operate with JUST drones, but since I have another team-mate, might as well add another tool. Eye could work for defense, but usually when they try to approach I’ll be doing other stuff like ground photon arraw or Sphere Flame (depending how theyre approaching)
Also, what kind of pattern do you have in mind for this full screen lock? Can it be repeated without holes? I try to simulate this best I can, so if you know a good sequence Id love to hear it.
Depends on the mobility options of the character I’m trying to zone so its hard to me to give you any one method. Most I can do is give a generalized one.
Ground photon array + drones -> slow missiles->plasma beam. That’s usually the sequence I go for and can more or less leave them at full screen again depending on how they got caught in that sequence. Drones cover teleports to your back. Missiles will cover straight forward super jumps and photon array will cover some low air dashes.
Right. This is the kind of thing I’ve been doing, though slightly different sequences. And I change it up a lot depending on the flow. Really I don’t want to repeat a pattern, so they never have the timing quite right to escape (hence why sometimes Bolts over Drones is helpful). I use a lot of different things to bridge assist call to assist call, in approx order of most used to least used:
plasma H, ground array L, air array L, missiles, H rocks, jump H gun sometimes changing a button (like H arrays) just to, again, not give them a detectable pattern.
And for the air moves I’ll vary between normal jump, normal jump dash upback (or back or up), and super jump, yadda yadda… basically trying to cover a drones call, and keep their space locked until I can cover another drone or bolts call, while never quite repeating myself so as to not have a detectable pattern. Then while all this is going on, there’s the constant threat of Foot Dive H and S, or tri jumps into box jump M or cL. Not to mention popping them with hyper array or Sphere Flame if they get button pressy.
Yea, sounds like you pretty much know what you’re doing so I’ll try not bore you with stuff you probably already know. With sent drones one of the things I like to do is normal jump, dash upback, fly, call drones, and try to cross them up with the drones since they can’t see it.
Just in theory I would assume that if you do ground photon shot and call Eye, if they’re not teleporters, you pretty much have a free pass to do whatever you want after that. And I would think Eye would create better corner pressure and incoming mix-ups than bolt.
For super jump air stuff, I don’t see enough dooms utilize fly/unfly stuff. I like to do super jump, photon shot, F+H, fly, photon shot, and then see how your opponent reacts to that.
Then you can either S, plasma beam, or unfly dash in. It puts you in good positioning relatively low to the ground and close enough to the opponent to be ambigious mixup on descent.
I use Strange on point with eye as assist, but I don’t use doom on that team. Instead I use Hawkeye and I do scatter shot + Eye, or jump back triple shot + Eye to force the opponent’s options, so I’m guessing its same with doom (photon shot, jump h gun).
On the one hand, yes I do feel I know what I’m doing, but on the other hand, everything you listed after saying that was new stuff to me LOL And cool ideas too, such as making the drones cross up by whiffing a Foot Dive. I also should utilize the unfly stuff you’re taking about more too. I never actually canceled foot dive to Fly, I always try to air dash off it <shrug>.
While Eye is definitely good for corner pressure, Bolts are excellent for Welcome setups from afar. After a kill, shoot up some missiles and call a well timed Bolts, you get to start your trap for free. Not to mention two other Bolts benefits: 1. They have a nice gap between them that make people think they can escape but they cant. 2. They don’t pop you up if they hit you on the ground, so if they land, you get a full ground combo. Really I think a case could be made for Eye and for Bolts, so I think we’re both right.
Damn, can’t wait to mess with that Fly Unfly stuff Even though I’ve got a decent basis for the trap, I’m ALWAYS down to hear other people’s patterns and sequences. Because either it will be new and I’ll learn, or it will be the same and I’ll be validated. So if you’ve got other traps, don’t hold back!
Haha, can’t be giving away all my trade secrets now. All I can say is no one has a style of doom like mine from what I’ve seen.
Footdive forward is a great way to travel because no one in their right mind will jump towards a foot diving doom especially if you haven’t dashed yet. It’s hard to punish and preserves your dash. Cancelling it into fly lets you open up a bag of tricks :).That fly unfly stuff should give you a ton of new ideas so I’ll let you brew up some cool stuff for that.
In unrelated news, I can’t wait to see how Marlinpie develops his doom. So far he’s not very solid with him at all, but his style is already full blast. Hope he doesn’t become just another doom.
I doubt any character MarlinPie plays will become “just another” anything lol. Totally agree that I can’t wait to see what he does with that team. He’s the type of player that really shines when he gets his hands on characters with a ton of tools available, like Doom and Viper.
Thoughts on Storm - Whirlwind/Skrull - Orbital Grudge/Doom - Hidden Missiles?
I’d rather have Skrull anchor than Doom. Lets you do Storm/Doom exchanges too. Otherwise looks pretty solid to me.
Of course you can give away the secrets! Man, I played a close friend last night and he ragequit on me and sent about 20 salty texts, it was awesome! LOL I felt bad he was angry, but since that’s the point of my team, him telling me its “way more annoying than phoenix ever was” put a huge smile on my face!
I messed with the foot dive xx flight a little. Definitely good to mix up movement, but wasnt able to do much in the way of slick offensive tricks. Is there a faster way to get back to the ground from it than an air S? I’ll try dash straight down, but I imagine it could be floaty, I didn’t test it.
Marlin’s Doom will be SO sick. And we will all be better for getting to see it in action.
Any thoughts on my team, Nemesis/Doom/Hawkeye? So far I’m having some success with it, DHC synergy seems to be working well.
As I mentioned in a previous post, I’m doing really well with a Deapool, Tasky, Doom team.
I’m just curious about the following two questions (not specifically pertaining to my team):
- What are the best assists for Doom on point?
- What characters are best dhc partners with Doom?
Thanks in advance.
How do you guys deal with Hulk/Sent combo… mashing H and spam Gamma charge is really annoying. And on top of things off he has hypers to make him safe… Granted i dont have a problem when he has no meter or when he’s not paired with sent…but it gets me mad salty and nervous dealing with this strategy, and the salt and nervous makes me play worse which is not recommended.
No one around me plays those characters together. Sent in general you don’t be where his drones are. super jump away and block I guess.
Sent stays on screen forever, you can just throw a beam in his face every time he gets called. If you have meter and something that can deal with the reversal Gamma Crush that’s bound to come when you do this, you could just throw a super as well. When I played Skrull, I used to meteor smash > inferno Sent assists every time I saw them. Makes people stop calling drones reeeeal fast.
I just recently picked up Doom (hidden missile assist) and have been using him as anchor. I have Wesker (Gunshot assist) on point and Hawkeye (horizontal arrows assist) second.
I seem to have a terrible time doing keep-away when I have Doom and Hawkeye left. My opponent just seems to close in on my hawkeye too fast (despite the hidden missiles). I’m wondering if my team would be better with another secondary character. Who works well with Wesker and Doom?
Also, a bit off topic but does anyone know a reliable Dr. Doom BNB and is there anything else I should know about Doom?
if u want to fix anchor problems, just put wesker in the back. run doom on point or even hawkeye