I need some insight on my team I’m prepping for Evo. I’m playing around with team order and so far I’ve been torn between these two:
team 1 - Cap (charging star) / Task(H arrow) / Doom(missile)
team 2 - Cap (charging star) / Doom(missile) / Task(H arrow)
team 1 Pros:
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[]Missiles backing Task lead to unblockable set ups and and very strong chip pressure
[]Missiles extend Task combos and make linking 2 hypers much more consistent than the tiger knee solo method
[]Task can DHC off cap doing CS > hyperCS midscreen
[]Task can combo ground throws with Cap assist
[]Task can make use of both assist better than Doom
[]**I’ve been told Task is a much stronger anchor since Doom has bad match ups 1 on 1
[/LIST]
team 2 Pros:
[LIST]
[]Doom can safely DHC Cap hypers if blocked or whiffs
[]Task assist greatly helps Doom get in and start pressure
[]Switching to Doom in 2nd helps counter run away (EX: Trish) or bad Cap MU’s (fuckin douchey mcdouche #1 Zero)
[]Doom can TOD without X-factor, whereas Task cannot without assists and DHCs
[/LIST]
My strongest character is Cap by far, my Task is fairly good, and my Doom is VERY new and needs some work before EVO. Any insight would be helpful. I’ve heard Doom is a great anchor and that he’s a bad one and I’m simply not good enough yet to make my own decision on that yet. I also don’t know how bad Doom needs assist where as Task is fine without assist but becomes VERY strong with missiles to back him up.
My main team was your team 1. Except with Task with Parabolic arrows. [because I mess up with H]
You can also extend your otg shield slash to super, if you dont already know.
Basically it’s Cap’s BNB then call missles otg shield slash xx Super missiles hit into charging star xx Super [in corner or near corner]
When I run your second team, I like the parabolic arrows because it forces them to super jump. I have plasma beam coming out, call assist and arrows cover normal jump heights. You can bait a super jump to grab or something.
H assist is very solid. That’s the default team I go to.
Mags doesn’t really do anything for Dr. Doom, whereas Mags gets his best rushdown and keepaway assist, +2 meter ToDs off TACs, combo extension, and pretty solid DHCs. Mag and Doom are great together ( Not as autopilot for rushdown due to the delayed impact of missiles, compared to Drones ), but I wouldn’t recommend putting Magneto behind Doom, unless you plan on DHCing in Mags.
I used to say Doom was a pretty weak anchor early in Ultimate, and I still think he is, but the prevalence of Hawkeye anchors has dropped dramatically in my experience so hes a bit more stable now. You need a solid point Doom before you can try him on anchor though.
I’m trying to run Doom on point and was trying to figure out which combinations work best. I’m having a difficult time picking up Ammy, so as beastly as that combo is, I’m trying to look at other options. Any suggestions? Right now I’m looking at Doom, Spencer, Dante/Akuma.
Doom with Doom Hidden missile assist would be godlike. Akuma is a nice substitute for Ammy. Sentinel is the other amazing assist for Doom. Strider is workable.
Yeah I decided to go with doom anchor. I find this team swaps around a lot so i can be pretty fluid on how i counter my match ups in game. I have a LOT of synergy with cap and missiles…and there’s some dirty stuff people don’t know about them yet.
I normally like V arrows, but H is the best for this team. Cap needs a horizontal assist, no getting around that. It gives him free reign to spam CS for pokes into hyper, resets off them trying to punish and getting eaten by arrows, and free pressure strings after they’re forced to block arrows. If you want to zone you can do task assist then either tigerknee SS’s or SS H on the ground. You also have the basic assist + roll once you adjust to the timing since the arrows are slow.
I highly suggest learning to use H arrows as missiles covers your super jump and are insanely good for both characters. If you go beam on doom, i suggest V arrows for Task since you get better coverage and it helps cap get at characters who can play super jump back keep away. V arrows also leads to some very sneaky cap resets on characters coming in.
So would Dante/Doom/Akuma be a nice substitute for Dante/Doom/Ammy? Ammy seems too intimidating to learn actually, but it was suggested to me in the Dante thread. (Or maybe Dante/Doom/Phoenix, but i’m not sure about Doom/Phoenix synergy.)
Akuma functions as a get off me which is nice. He also locks down long enough for a mixup and comes out fast to startup pressure. You lose THC setups from ammy which is really nice to have.
Akuma with dante teleport is a hard to block mixup all by itself. Maybe not end game best but very solid.
I basically have two team new Doom team ideas (this will be like my 6th team with doom on it lol) but idk which team i should stick with. Either Skrull/Doom/Dormammu or Doom/Dormammu/Ammy (though i gotta work on ammy more) what do you guys think? I just want a team that has Dorm and Doom together since they’re my two best but this’ll be the first time I put them together on same team lol
I suggest using Dormammu as point in the Dorm/Doom/Ammy team. So you can utilize the Doom/Ammy THC without having to use 3 meters, and also have mixups and zoning with Dorm + Hidden missiles/Cold shower. Dorm with Hidden Missiles can keep you out for days.
I mean I know Akuma is a much better anchor, but Doom is my best character and i had my fair share of Doom comebacks. I tried Akuma last but didnt suit me well
Also Akuma with hidden missiles is way better than Doom with Tatsu. Doom has a real hard time confirming off of tatsu whereas missiles really aid Akumas screen control and gives him lockdown for overhead shenanigans.
Sup guys, I’m trying to learn mvc3, I mostly play sf4.
Anyway I really like Doom as a character, I’m not a huge fan of the way he plays but his design is cool enough for me to ignore that.
I want to run Doom, Vergil, Strider in that order, does that team work with Doom on point? My theory is that Doom can hitconfirm off Vajra assist with a full bnb, and Vergil + Strider also have great synergy from what I hear, but my real question is, can Vergil’s rapid slash give Doom the right amount of cover to start a mix up or anything like that? Thx.
I’m playing with Doom/Nova/Strider. I’m not sure if i should go with my current order or go to Nova/Doom/Strider. Not sure if i want Nova with a horizontal beam assist or Doom with a overhead assist for unblockable setups after hit-confirming with abc then call Nova,dash cancel,jump cancel,tridash,c.light then both centurian rush and c.heavy hitting at the same time for the unblockable. I’m fairly new to Nova hope you guys could help me out on which order to choose.
I’d run vergil first. Dooms beam can help with tele mixups. Very solid. Its personal preference but I feel vergil benefits more from plasma because he doesn’t give a shit about scaling and rapid slash is a bit more of a combo extender nowadays.