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

@ Drowsy, Zero would actually fit good seeing as how he DHCs well with Doom and Ammy. The only complaint I would have is that he doesn’t provide a good “get off” me type assist. (Doom is prone to getting rushed down) Despite me saying that, it’s not exactly necessary to have one (looks @ clockw0rk) but it is extremely advantageous to have. You’d have to mess with the order on that one though. I’d say Tron would suit him well also, but like Haggar, both of those assists (when by themselves) are pretty much helpless against the majority of the cast.

@ Kensanity, I think Doom and Hulk well together, but not great. I think Hulk benefits the most from characters with OTG assists because they give him combo-ability after an air throw. Wesker fits, though I’m not sure what spot would suit him best. Dante works pretty well too, I’d put him first or 2nd with Ammy by his side. ;p (Dante/Ammy/Doom or Ammy/Dante/Doom)

Taskmaster is another suggestion. HonzoGonzo runs Task/Ammy/Doom and it works pretty well. And I’m sure you could easily put Task as anchor if you want to use Doom on point. So yeah, those are my ideas thus far.

im not trolling but you can call me whatever you want. if you are going to pick up Doom you should check out my thread on positioning and Assist theory.

Aside from that i agree with kensanity about wesker as the last character. Ammy will serve as a good lock down for mix ups and wesker can either extend your combos for more damage or set up unblockables.

Many people are saying Haggar but you have to remember if your going to use those two on a team its best to use them in the first and second slot only. both doom and haggar aren’t the greatest of anchors so chances are if people kill your first two characters which they will, it will be much more difficult to still be able to win.

Wow I wake up to find 3 excellent replies. Thanks to all 3 of you!

I’ll mess around with Tron, Zero, Dante, and Taskmaster. Hopefully one of them will feel like a nice fit. Thanks again kensanity/k0rr1/day1god.

Zero has a “get off” assist, but it’s inconvenient because he has to activate Sougenmu first for it to work reliably.

ok i’m sold that Doom/Haggar are two characters that I was destined to play. Both have the tools and execution level that I am competent at. That said, I dont know what order to put them in nor do I know who my third character should be to complement them.

MY reasoning so far has come to this, and maybe someone here can help me fill in that spot

  1. Doom/Haggar/ANCHOR
    • for anchor, options I’ve thought of are Wesker, Dante, Phoenix. I dont play phoenix and i hate the character. Also, I am not very good with DAnte but I’m willing to learn him. I can play Wesker well, but I kind of feel he is cheap and do not know how well i appreciate his assist. Also, I’ve always played Doom as my second character, I kind of feel having him on point not only will make me lose the benefits of having him as an assist, but increase the chances that I might get blown up early in the game. Doom is usually my best character but I feel part of that comes from the fact that when he comes in at second, characters have already been dealt damage so every doom touch essentially becomes a touch of death. I dont know how this will change if I play him point

2)POINT/Doom/Haggar

  • I have messed with nearly every character in the game with this setup. I’ve tried spencer at point, thats pretty cool… just for some matchups spencer sucks, and armor piercer into bionic manuevers is not 100% for me. idk something about different otg heights really ruins this for me but i’m sure this is just a practice thing. other options are captain america (although he can’t benefit from an OTG assist with this setup), wesker, Hulk,amaterasu, c viper, Dante. I have no idea here. I like Dante and Wesker in this situation because they can take advantage of the hard knockdown from lariat very well, (just like doom). of course the glaring problem here is that i’m trying to win with the point character and Doom. if haggar is my last guy, i have a chance of winning but competent players will zone him out hard.

I just really dont know what I should do here, and I dont know which I feel more comforatble with. I mean if i have haggar in third, i’m essentially trying to win with doom and my other character, which works out well sometimes because i just push the aggression hard. But if i face a team with killer point characters like wolverine, they can just pop lvl 1 xfactor and blow up my point, making life very hard.

on the other hand, if i put haggar in the second spot and build around an anchor, well, i just dont know. something about doom on point that i just do not like.

missles or his beam there both really good rock’s dont really work out to good

I’ve been using Chris(punches/grenade)/Tron(flame)/Doom(rocks) as my main pretty much since day 1. I love the way this team feeds off of each other. I’ve been really trying to find a team that works as well with me for a bit now.

Recently I’ve been working with Doom(beam/missiles)/Modok(beam/bomb)/Spencer(H.grapple), I think this team compliments each other fairly well, and feels much more versatile than my main team when it comes to shifting character order. Both Doom and Modok benefit greatly from spencers H.grapple assist as both characters can turn a full screen projectile into a full combo of pretty decent damage. Doom can kill a lot of characters if a plasma beam/j.h>h.grapple hits full screen even if his back is to the corner. He can tri jump over the opponent as they’re getting dragged to the ground and otg into corner combo of choice. Both Doom and Modok can deal ridiculous damage via DHC glitch from Spencer. Non-glitch also add damge on fairly well.

I am, however, torn between Doom’s beam or missile assist. I think Doom’s missiles are excelent with Modok as he can protect it very well. Beam is great for Spencers approach though. I am also torn from the space control/combo ability from Modok’s Bomb and the overall utility of psionic blaster. Any suggestions?

I think Molecular Shield is great, though often unappreciated. It’s an assist that protects itself, hits in front and behind itself, acts as a screen filler that can be combo’d off of, acts as a lockdown assist, and can extend combos very well. Meta-wise: it’s great for stuffing Wolverine’s Berserker Slash mix-up, tatsu assist, Tron assist, and most teleports, including Phoenix’s.

Do we have any Trish players here? I’m currently running experiments with Wesker/Trish/Doom. The goal is to push players to the corners with Wesker’s butterfly combos, ending in hard knockdown with :qcf: :l: so that I can bust out Round Harvest to force opponent to stay grounded. Hard tag Doom, quick unblockable with Wesker/Doom.

Anyway, just wanted opinions on how well Trish/Doom (heck, even Wesker/Trish for that matter) mesh. From a quick…hour of playtime, I feel like it’s better to go Trish with Doom assist rather then the other way around. So far, I’ve been sticking to plasma beam assist.

I’ve been experimenting with 2 teams: Doom(beam)/Haggar/Wesker and Doom(missile)/Haggar/Taskmaster (H.Shot)
With Wesker, you get more mix up and unblockables via lariot and gun, both wesker and doom can easily otg from lariot at almost any range/timing, and wesker xf3 (nuff said).

With Task, you get a better zoning game with Doom and Task, Task can still easily otg off of lariot in corner (slightly harder to do that if lariot hit at the farthest range and you are in block stun), arrows provide a pretty good tool to get in and stay in, and XF3 task does some massive chip or off of air throw (aside from the obvious combo like everyone else).

I usually readjust the team (pre- or during fight) to have Doom face DPh obvious reason, and missile + task is surprisingly good against phoenix H ball spam and back teleport - stay close to her, when she sj and shoots the fireball, just run right below her, call doom, and do up arrow hyper: the arrows cover your front (when they fall) and allow you to combo after the hyper, doom covers your back, and the hyper itself hits up. The Wesker variant would most likely rely more on snap in mix ups vs phoenix teams.

As for Haggar, you naturally have ranged support from either doom/task, and wesker gives you unblockable pipe.

The problem with the teams would be the lack (?) of DHC glitch, but tbh that’s getting fixed anyway and I don’t want to get used to a team that will have obsolete techniques.

OTG plasma beam > array > Haggar punch hyper is not bad for what it’s worth, as is the body press hyper (at a certain timing, you can combo sphere flame into the press and have the press hit multiple times).

Whether or not Day1God is trolling, he does have a good point that Doom is not as good an anchor as some other people (wesker being a perfect example), he also needs assists to help him get in, and get those incoming/snap-in mixups.

The team i’ve been running is Deadpool (A) / Wolverine (B) / Doom (B/Y)

many successful hax up in this team.
get em to the corner, bolo loop with deadpool then DHC trick into wolverine and have two amazing assist to cover any approach.
Doom himself working well with quick work (as someone has already said) wolverine there for obv tier whore reasons. This is my 2nd most successful team on t3h xbox live.

Okay guys I’ve recently learned a combo with Cap that takes advantage of Doom’s Hidden Missile assist to chain supers for big damage. I like this ability and want to have a good team that harnesses it. Unfortunately, I’m in a rut as to who to put in the middle of the team.

My question for you guys is, which characters do you think benefit a lot from Hidden Missiles?

hulk, haggar, spencer.
anyone who can generate a hard knockdown on their own,
for instance, spencer can do vertical grapple, call doom missiles to OTG on way up, another vertical grapple into hard knockdown, missiles hit on way down, then follow up however.

haggar can do same thing. generate a knockdown, missiles otg on way up, lariat to cause another hard knockdown, missiles otg on way down relaunch or whatever.

outside of combos, obviously these help restrict vertical movement. like keep characters like chris and taskmaster on teh ground so that you can mix up high/low/throw. not sure how much this helps tho as opponents can just hyper on reaction due to how long the assist stays out,. kind of want to call it when u knock them down or something

This is something I was considering. With Cap on point, even if someone wants to tag Doom with a super for calling missiles, I have Hyper Charging Star to punish any sort of projectile. So my 2nd character would hopefully have the same capability. I was also looking for a character whose assist helps Cap for crossups (projectile or something of that nature). I know this is extending a bit beyond just Doom but his hidden missile assist is key. So I guess the list is -

  1. Has a projectile or similar assist that allows Cap to generate left/right mixups with his cartwheel.
  2. Works well using Doom’s Missiles either to get in or as a combo extender.
  3. Has a way to punish those who would try to punish Doom.

I definitely tried out Haggar, that’s my boy, but his inability to punish people when they want to tag my assist is kind of a letdown. I was actually kind of thinking Spencer, as he has Bionic Arm to counter any attempts and he DHCs into Doom well (and Cap). Trouble here is while he has good assists for mixups, there’s nothing there to make the cartwheel threatening. I’ve actually been trying out Akuma (fireball assist)…but for some reason, I keep thinking Arthur would be perfect in this role. Anyone have any thoughts on Arthur backed by Hidden Missiles?

dude, arthur with doom missiles is godlike. seriously he controls horizontal space so well.

The problem is, how it stands right now, is that arthur’s projectiles can be beat out by other character’s stuff pretty easily. His role as keepaway needs a supplemental assist that helps keep them off of him and keeps them at a distance. I would love for him to have much better movement, but right now if someone’s on him he’s basically done.

what can beat out arthur’s zoning tools easily? plasma beam gets eaten up by lances, i feel like his tools are very quick and durable. in fact, this is probably one of my toughest fights is dealing with arthur/chris/sentinel.

I didnt mean to say that doom owns him free, but if you’re looking for projectiles you can do better than arthur. You don’t just want lots of projectiles, but mobility incase you aren’t in a good spot to try to get back into the right zoning spot. he lacks that

Here’s my team:
Tron / Haggar / Doom
[media=youtube]mvk6kbFMTSM[/media]

good stuff, for the DHC trick to doom, you can go King Kobun, wait a second, then DHC to doom so the KK will hit them on the way down. Makes it easier to combo afterwards imo.