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

MVD is good if you aren’t comfortable with TAC infinites and you get a good DHC (Swords). MDV is good if you are comfortable with TAC infinites and you get anchor Vergil.

I think Vergil is better with a beam, but Missiles isn’t bad. If you want to run Vergil second, I guess Missiles would help with combo extensions.

Im just so comfortable with Drones even tho im sure I could make it work with Missiles. Im not sure

Long ago id have told you vergil prefers the beam for sure, and he still might, but ever since going really serious with Morri Doom Vergil, I find myself not wanting Vergil w/o missiles. So easy to keep them comin and comin and comin, and switching sides to protect the call and to make their descent tricky. Imo missiles could secretly be vergils very best assist. Or at the very least, MY vergils best assist.

As for the order of MDV/MVD, theory would certainly hold that MDV is ‘better.’ Without question MDV is the theoretically better team(I’m happy to explain why if you want, just didn’t want a 5 paragraph post. Lol). That said, MVD definitely works well and still yields the power that a team w/ those 3 chars should have. EightSixFour’s reasons why you’d pick one over the other is pretty on the button.

Yea i’m definitely not comfortable with TAC’s and won’t be spending time learning the infinites. Also yea I’d be looking for combo extenders for Vergil so I guess Missiles would be best for sure in that case

Thanx a lot. As for your theory I’d be glad to read it if you really don’t mind explaining.Haha
I’ve been playing Vergil and Magnus a while but Doom is new to me(this Mezio loop in the corner and his mid-screen is HARD for me so far) so I guess having him in the back would cover that weakness a bit

If I were to pick up MVD (which I might soon), I’d probably rock Missiles too, just because I prefer to turtle. I still think he’s better with a beam though.

The main benefit MVD has over MDV is DHC to swords. If you’re like me and can’t do the TAC inf reliably, this gives you an easy TOD alternative. As mentioned, I still play it as MDV though, and am certain it is, at least as far as the game’s current theory, superior. Why?

-MDV has Vergil anchor. Mind blown? But really, that’s a pretty big benefit. I actually prefer Vergil w/ an assist personally, but I’d rather set that up via Sphere Flame xx Swords/DT or TAC or some swap-in as opposed to having Vergil come in and attempt to play neutral till assist is available. But more than all that, lvl 3 Vergil is, you know, perdy good. Plus, the later in the game Vergil has to deal with his own incoming, the less chance the opponent will be in a good position to spoil it, on avg.

-MDV doesn’t have Doom anchor (by default at least. My own antics sometimes negate this advantage, hehe).

-MDV has Doom 2nd as a TAC infinite engine. So whether you use it or not, Marvel theory dictates that is just WAY more of a tactical advantage than DHC to Swords.

-MDV will, in general, give Vergil more meter. Even w/o TAC stuff you’d still have 2 characters worth of battery. But WITH the TAC stuff, it’s just a mathematical landslide. And Vergil’s power is extremely proportional to his stocked meter.

-MDV allows for a strategy I call an ‘orbit’ strategy where I put my assist character in the 2-spot and hard tag from the 1-spot to the 3-spot and vice versa when one is badly bleeding, and would rather not go with the ‘just play them till they die’ approach (especially if they have a ton of red health left). Admittedly I do this mainly with Morri Doom Vergil, but the idea has the benefit of making it so if one point should happen to die, the character that then comes in isn’t the one still trying to recover red life.

side note 1: In case you ask the logical question: who are you, why should I do what YOU do? Chris G does this too, in fact I got the idea from watching him. I just decided to give it a name lol

side note 2: Raw tags in neutral are generally dangerous. We probably get away w/ it more often w/ Morrigan on point because she tends to litter the screen w/ bullshit first. And it’s still risky. So it’s possible this whole last MDV advantage isn’t really something you want to exploit too often. lol I still like having the option.

-MDV is the order in which virtually every pro who plays it runs it (CJ Showstoppa being the only oft-streamed exception I can think of off the top of my head). This isn’t to say you should blindly follow, and can’t blaze a trail, and all that fun stuff. BUT, since we’re talking theory here, you have to consider that these strong players just know what they’re doin’, you know?

There’s prob more, but I’m sure you’ve got the idea. Also note one neat thing about a game’s theory is that it changes. So if you like MVD, and even think it’s better, prove that shit! :slight_smile:

Yeah I’m not sure if theory dictates one is better than the other, but if it does, I bet it’s the beam (simply for the speed, ground control, and left right/stuff). But yeah, I too prefer to zone and just adore missiles-Vergil. Since both are so good for him, I usually just decide based on which my point prefers.

Ive been playing a lot of Mag Doom Ammy. And I’m starting to fear my Cold Star Doom mixups when I get the CS lock are getting a bit stale. Could anyone recommend some fun tricks to keep that situation dangerous? Thanks!!

anyone got any tips for trying to get better lockdown with Doom Sent? Like in nuetral its really hard to lock someone down with drones assist with doom. I know he has hyper+drones and Molecular shield+Drones and you can even do Air L plasma+Drones call and get a confirm but its still not really giving me like good lockdown.

You should look up Dios X, he does a good job with the shell. Generally he goes for ground photons with Drones behind it and neutral Hidden missiles.

In neutral you just have to not be obvious about it, at least if them countering it is your problem. If the problem is less about getting the drones out safely and more that you’re struggling to pin them down on the ground, that’s harder to force. But here are a couple additional ways to set it up. None of them are a guarantee, of course, but the more ways you have to go about it, the more likely you’ll get used to choosing the best setup for a given situation. Also JuuM’s recommendation to study Dios X is completely correct. Not only because he plays the duo, but because when you do study him, you’ll see he very consciously created a repertoire of setups for safe Drone calls for all his characters.

Jump, H Butter gun + call Drones
Jump, H Foot Dive + call Drones, dash cancel when Dive connects
Call Drones, immediate Sphere Flame
If your Doom has access to 2 assists, conditioning them with one is a good way to make them less prepared for the other.
Jump, ADU(/F/B) to get sj height, and then mixing in Drone calls with your various Photon Shot/Plasma zoning.
And even sometimes just calling Drones then immediately sj-ing across the screen can work favorably.

Main thing is to try and “hide” or “embed” the Drone calls into your normal neutral play rather than telegraph your intent. They’ll be less on guard for it, and Drone locks will start to become the natural byproduct of your general space control. Hope this was at all helpful. :slight_smile:

Here are some examples of some of my problems also thanks for the tips defenitly noted https://www.youtube.com/watch?v=tfDmm_laioc https://www.youtube.com/watch?v=9ha_8PgnXCA