Right now I’m considering Cap/Doom/Ammy, because Cap with missiles lets him do otg missiles super then missiles otg into another hyper charging star. Also, Cold Star gives Cap left right mixups with cartwheel. Also considering Dante/Doom/Ammy.
Anyone using Doom/Akuma at all? It though confirming off of Akuma assist with Doom, but there should be other things that they can do together. I haven’t really seen anything using Doom/Akuma. Only one is Chris G and it’s usually just his Morrigan doing all the work.
I tried using it. It helps Doom for lockdown purposes, though its knockback effect is too far for Doom to capitalize unless in corner. Doom needs opponents in standing/hard knockdown state to do his damage. Seems like the only assists you should be using to really backup Doom are Drones, Cold Star, and Vajra.
This is the conclusion I’ve come to also. It’s so tough trying to come up with a unique team.
You can hit confirm with like double tridash hard kick, but its not always practical.
I can imagine the opponent being launched extremely high after the double tridash Hard Kick and the possibility of missing the initial j.M.
Both cheech and tenguegg referenced the doom ammy thc tactic above, which is exactly what I came in here to ask about. I’ve been rockin task akuma doom and f’n loving it, but as cold star is also great for task (and possibly the best assist for doom), I’ve been exploring task doom ammy as an alt.
Question is, could anyone break down exactly how doom wants to handle the thc setup? I figured it would just be “hit 2 buttons at the same time, go!” But its far more complex. On hit, I’m assuming the idea is to sH pick up otg, combo, etc. On block obviously trijump mixups are where it’s at, but since okami has such wkward behavior, what exactly are we looking to do and when? Opening them up at the times allows okami to straight up c-c-c-combo breaker for them.
I guess what I’m asking is, is there a specific method r, dare I use the forbidden term… “flow chart” for getting the most out of the thc? Seems a strat of playing a battery like we’re running phoenix then cashing in 2 meters at a time once the battery dies could be uber powerful. But how should one conduct oneself after pressing the magic buttons together?? Thanks!
Making it a bit more complicated than it seems, you just zone them out and wait for them to press anything and react and they’re pretty muchh instantly screwed. I mean I personally never try to use it to set up mixups because Cold Star can do that on its own so if my entry-mixup fails then I just back off and throw stuff on the screen until they press something.
The best time to go for your mixup ( if you messed up and they were able to block ) is on the final thunderbolt, since they literally can’t see you or their character.
But yeah, I run mags/doom/ammy and because 1 down TAC leads me to me having 5 bars and their point being dead, I just leave Doom in and wait for them to do something and just snipe them, and on their 3rd character I almost always get the hit with my entry mixup or I just XFGC>Throw>ToD them. Definitely a fan of the team as I get so much excess meter that Mags can’t really use very efficiently.
Please explain 5 meters for one down tag, and please explain the welcome mixup to which you’re referring. Thanks!
Magneto BnB builds 1.5-2 meters pretty free, Doom TAC builds 1-1.5 meters as well, down TAC is another meter.
My entry mixups? Call ammy, dash up j.L or j.M, if they pushblock, dash up grab, or just keep attacking through blockstun with dash cancels until I can call Ammy again then I usually go for crossup footdive or j.M overhead.
Would you mind typing out the doom tac ure using? I. Can’t seem to find a transcript of one. Also, do you play nline at all? I only ask because I seem to fail my mag combo 90% online, and 10% offline. Lame-o
The TACs I use are in the V2 Dr. Doom Combo thread, front page. I don’t play online and i hardly play offline, only time I play is when majors roll around.
Been running Rocket Raccoon/Hulk/Doom for a while now, but as I play higher skilled players, I find that this team struggles a bit. I am currently trying to further develop my Doom/RR/Strider team. Doom on point has access to Log Trap and Vajra, which has been working AMAZINGLY. RR can mix up and trap with Hidden Missiles and combo after airborne Vajra. Strider of course makes a superb anchor, but can also play very well when backed by Log trap. No one ever blocks wall cling into Log on incoming. I’ve also been setting up tricky air resets with Missiles.
Huh, just found that you can cancel his Hidden Missiles crossover counter into any hyper once he is on the ground. So with 2 meters it makes crossover counter safe or if you delay it, you can get missiles with a sphere flame for full screen madness. I’ve found a pretty good use for it which is to get out of a Firebrand unblockable setup.
how well would a spencer, doom, skrull team do? i was thinking of this team because i already play spencer, doom, sentinal but my sentinal is so freeeeeeeeeeeeeee! lol i’m exaggerating but my sentinal is bad against the common anchors, wesker, vergil, etc…
what do you guys think of magneto doom sent? sounds like its pretty good til sent comes in. i would run ammy but that shit scales way too hard for magnus
Pretty generic Magneto team. Have fun never having a good anchor I suppose. I like Mag/Doom/Ammy a bit better.
generic magnus team is exactly what i want, honestly his point game is all about missiles and drones
i guess with missiles i could use cold star just for doom
I’m trying to run Doom in two teams:
C.Viper (Burn Kick) / Doom (Missiles) [maybe beam would be better?] / Dante (Weasel Shot)
and
Chris (guns) / Doom (Missiles) / Dante (Weasel Shot) [or maybe jam session?]
Any suggestions for both of these teams?
It’s the team that lets you make mistakes and helps you capitalize on any mistake your opponent does