You May Be of Some Use to Me: The Dr Doom Team thread

I actually really like Spidey/Doom/Strange over Spidey/Doom/Ammy. Will post more in the spidey forums as I play this team more, but the coverage of bolts seems to benefit spidey a lot more than the blockstun of cold star.

I came in here to ask what players think about Doom/Bolts actually. Butter gun + bolt seems like an excellent way to gain control of the match and help Doom get in, just like Butter gun + unibeam, except attached to an anchor that is easier to be fraudulent with.

Bolts might cover specifically what Spidey wants to do better…but Cold Star has faster start up which is better for Doom specifially since he’s not too worried about the scaling. Doom/Ammy THC is better than Doom/Strange THC which the Doom/Ammy bomb is huge for clearing up projectile floods and stopping rushdown attempts. Strange is an ok anchor for super mashing but he’s not as strong in the neutral or with mix ups or frame traps as Ammy is. He gives great support to a team but if it comes down to him he just doesn’t have the maneuverability or normals of other anchors. Not having a double jump or air dash sucks for trying to escape mid screen or corner incoming mix ups also.

If you just want to benefit Spidey and give Doom a good assist/THC…then it’s good enough. Not better than Doom/Ammy for Doom though and not a better anchor than Ammy either. Definitely going to be some matchups where you’ll have to DHC Strange in on point. Especially against the more projectile flood heavy teams. Which if you don’t win Doom is going to have to basically run forward and hope he lands something if he lands safely.

I agree that the doom/ammy thc and ammy anchor are both superior to doom/strange and strange anchor. But the full screen lockdown of bolts solves so many of doom’s neutral problems (without using meter) that doom/bolts still feels like a very under explored pairing to me. I’m gonna work on more tech before posting any more though.

Bolts assist is still under explored with most of the cast so yeah.

If anyone ran Dante/Dorm/Doom, who would start on point? I assume Doom would be the best point and Dante would be the anchor for better DHC synergy flow. Regarding assist synergy, wouldn’t it be a bit redundant to have both Jam Session and Hidden Missiles when Plasma Beam helps out with much-needed horizontal control? Though having both Jam & Missiles makes Dormammu a “Dark Spell Machine”.

I ran it, its a fun team. I dont think theres any specific way you /have/ to play it in but heres my thoughts after using it for a bit

  1. Get ready to be frustrated because Dante and Dorm both lose to mauling really hard, you’ll find yourself suffocating and grasping for space against good players frequently. You’ll probably body average/intermediate players though if you know how to utilize your tools.

  2. I prefer Dante/Dorm/Doom because I feel its important to give Dante a damaging DHC to work with. You’ll eventually need to DHC him out which is nice because you end up with a Stalker Flare on screen+What projectile Dante was tossing out, and Devil Trigger for when/if your Dorm dies, which means you get to Vortex out of most mixups on incoming. Dorm is typically a better XF2 user as well, and you get to give Dante 2 combo extensions with Dark Hole/Missiles, tons of meter build for when Dorm comes in.

  3. To be honest, Doom is the most practical anchor, I would considering switching to Dorm anchor or at least DHCing Doom in to let it ride on XF3 Dorm if you really need to depending on the matchup or how they use their resources. Dante anchor is sick in theory and nice in practice but he probably just wont put out the same results as Doom.

  4. Missiles and Jam Session is not redundant. Missiles takes awhile to startup and is very vulnerable, Jam Session is your immediate space control and lockdown assist. I think Dante with missiles is way better than with Plasma beam as well, switch to PBeam only if your opponent has a team designed for stopping missiles ( which is very difficult to do, you can twister+call missiles and protect Doom with 50 points of durability within 13 frames, or empty cancel reverb shock and fill the screen with near instant 25-50 durability ). You also get insane lockdown strings with empty canceling weasel shot+missiles and air tricking over, missiles will land right as your weasel shot is done with.

Thats all I can think of for now. Well no its not, but I have an exam I need to study for hah.

I played Dante/Dorm/Doom for a bit and dropped it because I’m a pansy and can’t play Dante, but I think it’s probably the Dorm/Doom shell’s 2nd best point character (after Magneto). You definitely want Dante up front; he builds meter like crazy and Dormammu is a zillion times better when he can throw out a random Chaotic Flame or reset the screen with Stalking Flare. He also gets great combo extension from Dark Hole and Missiles (if you want I can show you a combo that builds 3 bars on its own, but the damage is pretty mediocre). I’ve never seen the exact team run before, but VXDante is a Japanese player who runs Dante/Doom/Phoenix if you want to get an idea of how to use Missiles with Dante and Jam Session with Doom.

Oh right, why I came here: I want to run a point Doom team, and I’ve been looking at Doom/Ammy/Vergil. This kind of builds on Clockwork’s old team with a better anchor and free use of meter. Decent idea? Or does Doom need another BFF assist in back to help him be relevant on point?

I would say so, thats why its so painful to make a point Doom team, because the only characters that support him well tend to not work together very well or require you to be a specialist with that character/the shell to be dominant.

Doom/Ammy/Vergil is okay, but you’re basically just throwing away ammy if Doom ever dies ( well kind of, shes a self sufficient character but…eh, I don’t think its worth it ). You also have phenomenally less kill potential because Doom is going to have to end up DHCing into Ammy or end up burning 3 bars for a kill. The hits are going to be hard enough to come by so you have to make them count.

Doom is just one of those characters that absolutely needs a fast AA assist and a slow/high lockdown horizontal assist, so fortunately that gives you a lot of options actually, it just sucks when you have to play those characters after Doom goes down. Bolts, Unibeam, Drones, Weasel Shot, Cold Star basically let Doom dominate that horizontal/normal jump height. Vajra is okay with Doom, I prefer Jam Session because its easier to set up fuzzy guards and dash cancel blockstrings with it since it comes out so fast.

The most “fun” team for Doom that i’ve played is Doom/Sentinel/Dante. Its not really a great team at all but its just fun to play. You get double combo extensions from Drones/Jam Session, and it just so happens to be enough to let Doom hit 1m-1.05m off a clean hit with the extensions. You get a powerful DHC with Plasma Storm with some decent Happy BDay capabilities, some of the best horizontal/vertical space control, you can set up fuzzy guards for days and go ham with rushdown all day if you can read pushblocks properly, and this teams runaway/lame game is top notch as well. When Doom goes down, you get to hard drive out of the incoming mixup and Sent/Dante or Dante/Sent is probably the easiest and more fun way to play Sent or Dante.

You will lose a lot though, if you run into a bad matchup, you get absolutely annihilated. Theres a reason why you don’t see Doom on point that often, a lot of them actually.

Yeah Ammy is the weak link I guess. I’ve played the Doom/Ammy shell for going on 6-7 months now, and Doom since halfway through Vanilla. I’m really comfortable with the pairing, enough to put them up front, but there’s just so few characters I play that really support Ammy in the back BESIDES DOOM. So she’s there to give Doom the THC and then build meter and die or DHC safely into Vergil, with Rapid Slash doing next to dick for her. Alternatively, the team feels like Doom/Ammy best friends featuring Sparda Insurance. So I dunno, maybe they’re doomed (heh) to sit in the 2nd and 3rd slot forever.

You could try doom/ammy/sentinel, ammy has pretty good synergy with sentinel, drones help her in all 3 of her stances and plasma storm helps increase her damage in a dhc. The beauty of the team is that other than sentinel/ammy, pretty much every order of this team works really well. If you really wanna run a point doom team(with ammy second) you could do a lot worse.

So I’m really trying to level up my doom. Right now my strategy mainly is to zone with him and foot dive in, but I’m trying to learn how to go on the offense with him and I just get stuffed trying to dash in or easily advanced guarded. Are there any tutorials or good videos to reference on solo Doom offense? I feel like my hit confirms and coverage when going in are all wrong and when I play other dooms it feels like they have a set ups and flow charts to adjust by. Any advice? What do I do against characters with strong normals like Wesker or Dante?

Currently left with ???/Dorm/Doom<div><br></div><div>For ??? I’m switching between Ghost Rider and Hulk. Any other suggestions welcome, I’m gonna try Wolverine or Skrull later</div>

What’s the general consensus on Doom backed by bolts (Strange)? Also who are dooms best partners besides Ammy and Vergil?

Well vergil really isn’t a good partner for doom by any definition of the word, people don’t run him because he helps doom, people run him cuz he’s lvl 3 vergil and a significantly better anchor than doom. He doesn’t give doom anything, the THC between the two of them is just not very good, and doom has a hard time converting off his assist, which isn’t very good to begin with.

In regards to bolts, I think doom gets some mileage off bolts, it has a long enough hit stun that he can tri-dash over there and get a combo off it. Flashmetriod was running doom/strange at winterbrawl, maybe if you look up some of his videos you’ll see something you like.

Finally, in regards to what other assists doom benefits from, well sentinel, ammy, strider, and arthur off the top of my head. He either needs a slow moving assist, or an assist with a lot of hit-stun since he isn’t as fast as magneto.

( ゚д゚)

While they’re not BFFs, they DO have some synergy.

  • Doom + Rapid Slash is stupidly hard to get out of on incoming. And it’s not THAT hard to convert off of Rapid Slash, especially if you’re good with confirming off of j.C.
  • Speaking of which, butter gun + rapid slash covers nj height really well.
  • Doom B&B into swords (but who doesn’t have this)
  • Vergil also gives Doom a janky Ammy-style “follow my lead”, which depending on how it hits, leads to hard knockdown (I don’t main Vergil so I don’t know the specifics, just that I’ve done it before).

In short,

Thanks a bunch for the clarification. So is x/Doom/Jam Session by any means an “endgame” shell?

Well I’m sure they have some synergy, its hard to find any pairing that doesn’t have some synergy but hommie was putting vergil in the same line as ammy, I’m sorry I can’t stand for that lol. And I’m pretty sure mid-screen, its borderline impossible(if not completely impossible) for doom to convert of rapid slash, it pushes them to far back, too fast, I don’t think even magneto can convert off it but thats another discussion.

The doom vergil THC, is significantly worse than doom/ammy because vergil doesn’t last nearly as long so doom never gets an actual mixup(unless he x-factors). It does however cause a hard knockdown, so if you happen to get someone pushing buttons you do get a combo.

I will give you the incoming mix-up, that shit is pretty dirty.

And finally, DHC into swords and combo extension doesn’t really qualify as “synergy”, almost anyone can use any assist to extend their combo. I’m sure I sold vergil a little short, but my overall point was, if your looking for support for doom, vergil shouldn’t even be in the discussion.

doom/vergil(rapid) synergy:

  • DHC finger lasers or upshot from full screen > swords or devil early, teleport = Free mix up.
  • a1, j.H, tridash in/H beam/j.H again = great way to approach
  • a1, H beam, H beam = good zoning pressure string
  • a1, sj(back).qcb+L = GTFO
  • blocked rapid in corner lets doom mix up for free
  • THC > XFC = ammy tech
  • Upshot > devil trigger, H trick, j.S, s.Hf.H, M trick, etc…

The synergy is mostly zoning tactics and hypers. The offensive potential beyond free mix up opportunities is limited. However it is to be noted switching to vergil/doom on the fly (because these two have tons of ways to tag in for free) gives VERY strong options. Vergil while a better anchor, is stronger with doom assist than doom is with vergil assist. So play the match up, sometimes Doom is not a bad anchor choice and you cna always retag him back in.

So I’m currently having a bit of a character crisis. I’ve been playing doom/sentinel to great effect for the past year or so, but have had issues finding a suitable point character for the pairing, I’ve tried wolverine and nova but the former was far to basic for my liking, while the latter surprisingly lacked in damage output. So now I’m back on the market looking for a point, I’m trying to find someone who can at least hit a mill after the sphere flame dhc but I really don’t want to use magneto, he’s a staple of my region and I’m not too fond of mirror matches. I would also like someone with decent match-ups against the more popular point character(magneto, zero, and wolverine) but this second part isn’t as necessary as the first.

The people I’m currently considering are:
Wesker
Spencer
Dormammu(would put doom on point and probably run him second)
Maybe dante

But honestly I’m open to anyone not named magneto, vergil(very boring), zero(lack the execution) and the two characters I gave up on.

What do you think of Nova?