View Full Version : Doom vs God Tier
BshidoHEAT
02-08-2003, 04:48 PM
Lets get this shit started fellas. Post strats especially against Storm/Sent/Mag/Cable's!
I'll be posting an indepth look on Doom vs Storm pretty soon, so look out!
Dasrik
02-08-2003, 05:10 PM
I'll start with Doom vs. Sentinel.
First off, an anti-air of some sort is required if you're going to seriously take on this fight. IMO, Cyclops, Cammy and Guile are the best, but any decent one will do, actually.
If you can keep Sentinel beneath you, then firing photons is never a bad idea. But that's ONLY IF he's pinned. Otherwise, firing photons is always a BAD idea, as it is a bit too easy for him to superjump and just frying pan you.
There is a certain distance (about two steps or so in between) where Sentinel can't do anything about Doom jump roundhouse. So between shots of photons, do your best to get in that range. Helps rush his metallic ass down.
If you're on the ground and Sentinel is above you, calling out your anti-air and then ground photons is a nifty way of making sure he can't fly. Alterntely, you can pushblock the fly rush, call BH, then dash forward (to protect BH).
If Doom has an anti-air, he is good to go cuz he can actually do something about Sentinels that stay on the ground as well as Sents that fly.
Juicy G
02-10-2003, 08:31 PM
just like to add that jumping jab is good too against sent,
BshidoHEAT
02-10-2003, 08:46 PM
PLEASE TAKE NOTE: Nothing is easy with Doom... nothing is free with Doom... Doom is verstile.. but no Storm.. he can rush
down but he's no Magneto...you can't pick him up.. play with him for a week and expect to know all about him.. he takes more
time than that. But with all this said, I believe he's still a character worth learning.
Doom vs Storm
-------------------
General Tips
Well timed ground photons to stop her from running.
Df.hk will stuff her jump in's.
Tiger knee photons to keep her from typhoon xx hail.
Doom's s.fp will either trade or beat Storm pokes.
Recommened assist
Sentinel-Y
Cyc-B
BlackHeart-B
CapCom-B
Sent- Y
Covers ground.. helps Doom control space and rush down. Not to forget the chipping power of manuel rocks and drones. Also..
Storm has a hard time rushing down against it.
Cyc- B
When Doom can't set something up for himself Cyc can do it for him. Whenever Cyc hits it's a free AC into APA into the next
person, it also stuffs out a lot of assist.
BH-B
This helps stop Storm from running... if she blocks an inferno you can follow it up with some photons.
CapCom-B
Same with Blackhearts AAA.. helps stop Storm runaway (and rushdown). As an added bonus... unblockable + CapCom = free AC
easly doing over 90 points off damage ending with a APA.
---------------------------------------------------------------------------------
I asked this question to Clockw0rk (at top-players.com) and Dasrik in the general Dr.Doom thread.. so I'm just gonna take the
easy way out and repost what they said.
Originally posted by Dasrik
--------------------------------------------------------------------------------
Originally posted by BshidoHEAT
How do you fight a runaway Storm?
My main teams are Doom/Storm/Sent or Cyc (mostly Cyc) and I have Storm on Vertical Typhoon assist.. but it's still a hard
fight.
--------------------------------------------------------------------------------
Switch Storm to Alpha assist. First off, runaway Storm only works if Storm is winning. Wait for her to land (try to keep your distance), and call Sentinel as she comes back down. When she blocks them, it's your opportunity to get a hit. Usually what I
do is just dash up to them, then tap up and roundhouse. It's not much, but it's damage and sets them up to not want to block low the next time. Keep her on the ground with smart use of jump fierce and calling of Storm assist.
You can also jump up after her (still keeping your distance) and do jump fierce xx fly. If it gets blocked, go into photon array. If it hits, do roundhouse. If she push blocks it, unfly. It helps to bring her down.Alternately (and riskier), you can try to get above Storm and try to bait her into a Lightning Attack (if she hasn't done one already), and react to it with an immediate Photon Array. As I said... risky.
--------------------------------------------------------------------------------
Originally posted by Clockw0rk at www.top-players.com
BshidoHeat: I honestly don't have alot of experience with Doom v running Storm, but what I do is try to sj fierce the same
time she sj fierces to get a fly screen (which leads to you rushing her punkass down). If the fierce whiffs and she flies off
the screen, you could try to fly and fierce at the top of the screen then xx photons xx unfly. Hopefully that'll bring her
down (whether the fierce connects or not), and then you can limit her runaway with a reg jump fierce + assist (which leads to
you rushing her punkass down). If she's losing and still running away, don't bother chasing her. Just time your air/ground
photons so that she can't dodge them. Sorry for the halfassed answer =\
As for myself.. I can't add against the fight with runaway Storm... but whatever I try they've summed it up pretty well.
--------------------------------------------------------------------------------
Now as far as rushdown Storm goes... I believe that Storm has trouble getting past Doom with Sentinels assist... here some
general tips from Clock, also from tp.com
BshidoHEAT: My Doom rushdown game consists mostly of:
triangle jumping - main rule with Doom is to NEVER superjump when triangle jumping. He's too slow, and the superjumpcancel
splash doesn't help. Instead, use normal jump triangles (like Iron Man). Their speed is pretty deceiving and you'll prolly
catch people with regular non crossup triangles more than they'd like. Once they start catching on to that, start using cross
up triangle jumps (normal jump forward, then airdash df and short fwd when you get a little before the top of their head).
That shit is harder to block than it seems, esp since they gotta switch directions. Sent drones or Storm typhoon assists set
cross up triangle jumps really well.
Divekick - it's way faster than triangle jumping and easy to perform. If you have an assist backing you up, you can do
divekick (assist hits) xx Photon Array.
RH throw - definitely one of the best throws in the game. Use it either when someone is coming down from a sj (works good
against Cable - people are afraid of the c fierce crossup so they try to block), or when you're dashing in (people expect c
shorts). Like Mag, you can dash then qcf+k to instantly throw since Doom doesn't have a qcf+k move. After the throw, Doom has tons of options. Err, I made a huge post about it on srk (in the Doom thread iirc) but if you want me to stick it in here too
then I will!
c short - usually only if I know it's gonna hit. I honestly don't know exactly how safe his blocked c short c short c fierce
xx whatever options are (since I don't do that much anymore) but as long as you have an assist backing you up, ending with
yellow beam should be ok.
Also, a lazy tactic to do is to jump over your opponent (mostly Mag or Storm) and call Sent. Since people are so anxious to
carelessly beat up Doom, what often happens is you'll block whatever they try to hit you when you land, and then the drones
will interrupt their attack sequence, leaving them giftwrapped for you to launch (sometimes even their assist too). Make sure
you call Sent sorta early though... that way, the drones will come out even if Doom gets hit.
EDIT: Oh yeah, I forgot one. A really good trick to do when your opponent is close is to normal jump straight up, then
airdash forward over your opponent and Photon Array immediately. Since APA has no start up, that shit is super hard to block, even if you know it's coming. Make sure they're not in (or won't be by the time you do it) blockstun before the crossup or
else they'll block it automatically. Use c rh or an assist to set that up. Also, this is way safer if you have something safe
to DHC into, in case it's blocked.
EDIT2: Oh shit, I forgot something else. C RH!! If you land this and they don't roll, it sets up alot of shit including cross
up photons (see above), triangle jumps/cross up triangle jumps, rh throw, etc etc. All sorts of goodies. Also, if you have
Doom/Commando, you can c rh + Commando, and if they don't roll, corridor otgs and you can launch for BALL BUSTING DAMAGE.
My thoughts were kinda jumbled right there, so maybe I'll add more to that later.
I find that a lot of people do get really careless when rushing down Doom, opening up a lot more options for him. And like before, Sentinels assist helps against rushdown.
Along with Sent drones, you should also get used to df.hk, it really works well against Storm's jump ins, and fly xx unfly
cancel should make it hard for her to get to you.
The Dive Kick shouldn't be over looked, it's Doom's highest priority normal in the game, and you can do just slightly off the
ground, it's real deciving. Especially after a air combo air dash down forward hk throw you can play a small simple mind game
like dash in lk,lk or u.hk or unblockable c.hk or standing hk throw. Don't forget that after the u.fk ends you can call an assist and go into a photon spree or rush down.
Well.. thats it. I hope this helps :)
EDIT: I copied it from a text doc so it looks all jumbled when I CnPed it. :bluu:
Wildcat
02-11-2003, 12:04 PM
I think one aspect of Doom's game people don't use enough is random APA's.
Now, not really random, but they don't HAVE to be air comboed into to be worth it, or meant to be chip damage.
If you have a good ground covering assist like storm/sent, then Doom is a dangerous character. Call the assist, bunny-hop your ass in on them, try to mix-up w/ a sj u/f xx ad back XX super pink shit.
Doom is all about mixing up and beatingt's m the living hell out of people with super pink shit. Electric cage also nullifies a LOT of projectiles if you're facing a keep-away sent or storm. Try punishing with that.
That's my opinion anyway, I think that's a devastatingly evil part of his game. And if it doesn't connect, you're so close to them that they eat 80% of the pink shits and take a helluvalotta chip. Then DHC that shit into Hail or HSF (storm/sent we're talking here), MOB, an early timeflip, lots of stuff to DHC into safely here that do chip for ya.
BshidoHEAT
02-11-2003, 12:26 PM
Originally posted by Wildcat
I think one aspect of Doom's game people don't use enough is random APA's.
Now, not really random, but they don't HAVE to be air comboed into to be worth it, or meant to be chip damage.
If you have a good ground covering assist like storm/sent, then Doom is a dangerous character. Call the assist, bunny-hop your ass in on them, try to mix-up w/ a sj u/f xx ad back XX super pink shit.
Doom is all about mixing up and beatingt's m the living hell out of people with super pink shit. Electric cage also nullifies a LOT of projectiles if you're facing a keep-away sent or storm. Try punishing with that.
That's my opinion anyway, I think that's a devastatingly evil part of his game. And if it doesn't connect, you're so close to them that they eat 80% of the pink shits and take a helluvalotta chip. Then DHC that shit into Hail or HSF (storm/sent we're talking here), MOB, an early timeflip, lots of stuff to DHC into safely here that do chip for ya.
Random APA's are good if Doom is by himself... if he has Storm or Sent behind him and two levels.. someones gonna get hurt.. either an assist or the point character.
The eletric cage has some weird properties because it cancels out some projectiles.
Renegade
02-11-2003, 01:43 PM
You know, I'm one of the very few people who think Doom vs Sent is relatively winnable. You prolly DO need a good AAA if he gets on you, but the point is to never let him get on you.
The butterbeam (J+FP) used with Storm-A can REALLY pin a sentinel down on the ground. It works REALLY well. It also should be used when Sentinel superjumps (and you are across the screen).
Ground Photons are essential. Ground photons (and GPA'S) can keep sentinel from flying.
Air Photon patterns work really well on sent, since he is so big.
Also, if you have Storm behind you, the match becomes a WHOLE lot different once DOom's at level 2. Then, a random APA->Hail comes out and sents hurting 50%.
I'm pretty sure you can APA any Short or RH Drones, or HSF and you'll still win out.
So, doom can win. But his game revolves around a LOT of little hits. Whereas sent gets in once, it's over.
That's why you need a really good get off me AAA to have a good chance.
Wildcat
02-11-2003, 01:49 PM
Originally posted by BshidoHEAT
Random APA's are good if Doom is by himself... if he has Storm or Sent behind him and two levels.. someones gonna get hurt.. either an assist or the point character.
The eletric cage has some weird properties because it cancels out some projectiles.
Well if they try to punish your assist and you're close enough to them doing this ghetto cross-up/rushdown game then you oughta be able to punish with no problem for 1/4+ of their life.
Dasrik
02-11-2003, 06:54 PM
Some things Doom has that no one uses:
dash jump jab - This move is great against people with no anti-air available to them. It's really hard to get around and zones the opponent the fuck out, esp. in combination with an assist like Storm or Sentinel
sj.short - If someone is beneath you, wavedash under them then sj.short to catch them. This shit beats things it really doesn't have any business competing against. GREAT vs. Sentinel.
air yellow beam - Already discussed, but seriously, use this shit.
Some more thoughts about Doom vs. Sentinel...
First off, if Sentinel is directly above you, don't even try to fight him. Block and push until you get free enough or you see an opportunity to sj.short at him (ie. Sentinel does a roundhouse). When you get him off, call an anti-air assist and superjump. Hopefully, your anti-air assist protects a good space in front of you, which gives Doom freedom to jump fierce without fear of frying pan retaliation. From there, you have to try to work Sentinel beneath you and pin him down with photons, and as you land, begin planning for a ground rush.
Sentinel's weak zone is that while he is on the ground he has a hard time dealing with aerial rush. Your air roundhouses will knock out Sentinel and outprioritize whatever he could do. So do those followed by photons. It might give him room to get out, but you're in a perfect spot to call an anti-air and bring him back down to earth again (read what I said above).
Don't bother trying to hit Sentinel with a crossup launch, since he can pretty much come down whenever he wants.
And finally, if you score a clean hit on Sentinel while he's in the corner, DO THE INFINITE, it's the most damaging thing you can do to Sentinel and it really is worth the effort (one of the rare times when I'll actually try to do his infinite).
BshidoHEAT
02-12-2003, 03:46 PM
Darsik, how do you combo into the APA after the infinite? I can only do it with Cyc... (flying hk + cyc ad down apa) but what if I already used his assist?
Originally posted by Dasrik
sj.short - If someone is beneath you, wavedash under them then sj.short to catch them. This shit beats things it really doesn't have any business competing against. GREAT vs. Sentinel.
Don't you mean if Doom is under someone?
YieArKungFu
02-12-2003, 04:28 PM
A good trick to use sometimes against people who try to cross-up by dashing under you when doom is about to come in after your other character dies or is snapbacked. just hk dive kick right when doom comes in and XX into photon super. It's not the best idea all the time but it works on people who think they're slick.
Dasrik
02-12-2003, 04:39 PM
Originally posted by BshidoHEAT
Darsik, how do you combo into the APA after the infinite? I can only do it with Cyc... (flying hk + cyc ad down apa) but what if I already used his assist? Do it after sj.rh. You can actually stick an assist like Cammy or Ryu into the combo by launching with the assist then starting the infinite with sj.jab -> sj.strong -> sj.rh (Commando is possible, but he often whiffs). Good to add that extra oomph of damage.
Don't you mean if Doom is under someone? [/B]Woops. I'm 100% stupid. ;)
Originally posted by YieArKungFu
A good trick to use sometimes against people who try to cross-up by dashing under you when doom is about to come in after your other character dies or is snapbacked. just hk dive kick right when doom comes in and XX into photon super. It's not the best idea all the time but it works on people who think they're slick.The thing is, almost ALL Doom players come in with roundhouse and people know this, so while it's a good trick to try sometimes, it usually doesn't work. :(
BshidoHEAT
02-19-2003, 10:15 PM
Does anyone know how to fast fly a fp?
I imagine i'd be quite helpful in Doom vs Sentinel or Storm situation.
Oh yeah I also found out against heavy characters you can end the infinite with hk xx fly wait (the screne will shift) APA... it takes a lot of time to get used to since the screen shifts.
Dasrik
02-20-2003, 12:23 AM
Same way you fastfly any other move. Tap a direction then the button. In Doom's case, superjump fierce, airdash back fierce, fly fierce plus assist is hecka good on Sentinels that try to stay on your level as long as you are ready to photons if Sentinel tries to fly beneath and under.
BshidoHEAT
02-20-2003, 09:54 AM
Originally posted by Dasrik
Same way you fastfly any other move. Tap a direction then the button. In Doom's case, superjump fierce, airdash back fierce, fly fierce plus assist is hecka good on Sentinels that try to stay on your level as long as you are ready to photons if Sentinel tries to fly beneath and under.
i've tried that... but maybe it's just me.. or is the j.fp hella slow?
BshidoHEAT
02-21-2003, 10:49 PM
Important moves
Roundhouse throw - Sets Cable up for all sorts of stuff... too fun!
Wave Dashing - If Cable is dumb enough to sj.hp + AAA + grenade wave dash that shit!
df.hk - this will beat out Cable's j.hk!! And most Cables like to think that's invincible or some shit.
unfly - if there is anytime you think that Cable has a chance to beam you... fly xx unfly that shit! (ie: d.hp xx fly xx unfly)
s.fp - I haven't tried this against a Cable too much, but it might trade/beat Cables s.fk.
--------------------------------------------------------------------------
useful assist
BH AAA - Cable has a difficult time keeping up with the Doom/BH trap.
Cyc AAA- Always useful. Goes through AHVB, goes through CapCom at times, and is useful for being a sheild and such.
Sent Ground - Good for rushdown. Doesn't die easily. Can easily bait Cable into wasting meter into killing him.
Storm Vertical Typhoon type - This is decent for trapping Cable, like j.hp + storm land, yellow beam sj photons if he stays on the ground, if he tries to jump air dash up and throw ONE photon. If you do anything else, free AHVB.
------------------------------------------------------------------------
General strategy You can either runaway from Cable, or rush his ass down. I preffer the latter. :evil:
Get Cable into the corner. With smart sj.photoning.
HK throw him a lot... this is such a good move... Cable has less to nothing mobility so it's gonna be hard for him to block resets and setups.
Wave Dash to get into gain ground on Cable.
Don't do anything other than normal jump rushdown against Cable, sj rushdown is just too slow.
----------------------------------------------------------------
*Runaway Doom* :confused:
To be completely honest, I've never seriously tried running away with Doom... if someone can correct me on this...
Runaway Doom is mainly super jump, air dash up cancel it really quick with a special move. Prefferably the yellow beam... people just need to be smart I guess running away with Doom... although I've never seen it really effective.
------------------------------------------------------------------
TBC (to be continued)
Dasrik
02-28-2003, 04:14 AM
Doom vs. Cable really depends on the dynamic of the match. First of all, you have to decide if you are winning or not. This doesn't always mean if you have more life than them or not. ie. if you have Doom/Storm with half life each vs. half life Cable/full life Commando, I'd say you're winning. Think about the matchup.
If you still have work to do in the match, then you're going to have to close distance to Cable, and best way to go about this on the ground. You have a bunch of moves that beat Cable's, but still have that pesky anti-air to worry about. Bait it out. Now you can decide whether to take on Cable directly or hit his assist. You might take on Cable, but a simple kick launch to his assist will make him nervous if you do it often enough, and if for example you have Doom/Storm, you have the trump card of launching into photons and basically daring him to try to stop you. You have the potential to kill Cable off of a roundhouse throw, so keep on the lookout for that.
If you're winning, then you don't have to do too much work. Take to the skies and rain down some pink shit, and maybe a yellow beam or two. Fun thing to do is to leave Cable unprotected and superjump and do a yellow beam; usually too fast for Cable to SJ. on reaction and get you, although if he's come up with you, you would be dumb to do anything). Chip with occasional photon array. You won't have to worry about meter too much, since this is usually a midgame fight you play and the assist character won't be too much of a hassle. Don't forget your guy in the back, if it's Storm you get to get away with a lot more.
Overall, remember that Cable has AHVB and respect it and you should do fine. Most Dooms lose to Cable because they fear AHVB and think there's nothing they can do and just do dumb shit anyway and, of course, die. A lot of times, doing nothing vs. Cable is the best strat.
BshidoHEAT
02-28-2003, 11:12 AM
Originally posted by Dasrik
Take to the skies and rain down some pink shit, and maybe a yellow beam or two.
Good shit Darsik,
But I hardly use the sj.yellow beam, is that move REALLY important? How good is that?
Basically, I just use it on the ground for my Doom/Storm trap (to make up for the lag Storm has) What good does it do in the air?
Dasrik
02-28-2003, 11:55 AM
Originally posted by BshidoHEAT
But I hardly use the sj.yellow beam, is that move REALLY important? How good is that? 1. Its recovery is a lot quicker than photons.
2. It generally covers the same area that the opponent will be in anyway, faster to boot.
3. It looks just like air photons on startup, so you can bait out AHVBs and other supers.
Overall, air photons have the best spread but if your goal is only to close out a space to the opponent, yellow beam is best.
jballa1
03-01-2003, 11:17 AM
I hope this helps but to stop rushdown opponents u can use
tiger knee yellow beam xx APA good damage people never see it coming hope that helps.
BshidoHEAT
03-12-2003, 01:03 PM
Comming soon...
Originally posted by BshidoHEAT
Comming soon...
UH-OH:lol:
BshidoHEAT
03-16-2003, 09:14 PM
Originally posted by mixup
UH-OH:lol:
I can probably take on 99% of Magnetos in Florida... just because I lose to your Magneto doesn't mean my Doom is that bad! :lol:
Although I wil admit Allen's Magneto has good luck against me :lol:
Blind-Side
03-21-2003, 09:34 PM
OOOO NOOOO!!!
sup bsh (ben?) i wana have a doom fight wit u. i have'nt been playing mvc2 lately but he's still good...hopefully i can go down there soon :D
oo wait fwb is having a turny april 5, u shold get all da O-town and tampa pep to come (and get ownd...in sc2/t4 )
BshidoHEAT
03-26-2003, 03:18 PM
Originally posted by Blind-Side
OOOO NOOOO!!!
sup bsh (ben?) i wana have a doom fight wit u. i have'nt been playing mvc2 lately but he's still good...hopefully i can go down there soon :D
oo wait fwb is having a turny april 5, u shold get all da O-town and tampa pep to come (and get ownd...in sc2/t4 )
John how you doin man? ;)
I haven't heard from ya'll in a while... how are you peeps doin?
SC2 is boring!!!! :p Come down to Orlando or back to TL again it was fun having you ;)
BshidoHEAT
03-29-2003, 12:09 AM
For a good example of a runaway Doom, you gotta watch the TSD3 vids of Justin Wong vs Xecutioner.. Yellow Beam, yellow beam, yellow beam, yellow beam (Cable SJ's), yellow beam xx APA...
It's an effective runaway tactic.. but only when you have meter.
TheOne
04-07-2003, 02:31 PM
Originally posted by BshidoHEAT
For a good example of a runaway Doom, you gotta watch the TSD3 vids of Justin Wong vs Xecutioner.. Yellow Beam, yellow beam, yellow beam, yellow beam (Cable SJ's), yellow beam xx APA...
It's an effective runaway tactic.. but only when you have meter.
When you fight a cable with your doom and you do the yellow beam can't cable just jump in the air and do his AHVB doesn't that go through the yellow beam?
Dasrik
04-07-2003, 02:56 PM
You can airdash and yellow beam and float in the un-AHVBable range for quite some time.
VolTRON
04-07-2003, 07:35 PM
Originally posted by Dasrik
You can airdash and yellow beam and float in the un-AHVBable range for quite some time.
Yea but if Cable has CapCom he can't do that.
BshidoHEAT
04-07-2003, 11:54 PM
There's not enough bandwith on SRK to explain this match... but I'll do my best.
Important Moves
s.fp- Should be using this move anyway... this move is especially good against Magneto, since it's fast and hits Magneto before he can dash in and c.lk.
Ground Photos- Covers the ground quick and easly... and it's hard to get around. G.Photon's and Sentinel drones are also annoying to Magneto players.. but make sure he's far away though. (duh!)
j.hk- Instant overhead. This move out prioritizes many of Magneto's ground moves. A good strat for this move is j.hk+drones then dash to the other side photon procede to rushdown.
j.lk- This move is QUICK.. I've caught many Magneto's by surprised by this move.
j.fp- in conjunction with sent drones and ground photons this move also important, this gives Doom an almost instant weapon that goes across the screen (think of it as a pseudo uni beam). As an added bonus.. if someone gets hit by it multiple times, you can land xx Electric Cage.
df.fk- This launcher you should be using a lot more than the d.fp it's his fastest launcher and an it's one frame launch is really helpful.
------------------------------------------------------------------------------------
Useful assist
Cyclops AAA - The all important and useful assist. Cyclops is one of Doom's overal best assisters. Against Magentos, Cyclops + ground photons and other keep away moves is hard to get around. Also, if you manage to get Magento to block Cyc, rush him down! Cyc puts a decent amount of block stun on an opponent since he hits more than once.
Sentinel Ground - I'd say this is the best anti-rushdown assist, it covers the area right above Doom's head, and then moves across the screen just getting in the way of everything, which means bad things for Magneto. Once Magneto sees this assist comming from close up, he'll usually send out his AAA, or try to cross you up, or both. Prepare for that.
An important thing that Sent-ground does is also stop Magneto from continuing to combo you. So if you get hit by psy but psy doesn't hit Sent, Mags can't do much but try to possition himself for another offensive attempt.
And like mentioned above, j.fp + drones works wonders on Magnetos. This can get fairly annoying to Magnetos, so they'll move around trying to avoid it (he'll most likely sj out of it sometime) so, give him some ground photons to think about.
Another thing I like about Sent-ground is that if DOom is in a tight possition and a drone hits something you can DHC into Storm (via Roman Candle) and in most situations it'll connect.
Psylock AAA - She's really good against a sugar high Magneto, but good Magneto's will bait her. It's important when you use Psylock that you don't use her too much. Magneto has that deadly triple fierce combo (drop AAA, launch fp, ad.df fp, fk). Or launch into hail or whatever. The good thing about her is that she covers both sides, taking away cross up options, and one hit is automatic s.lk, d.fp combo APA.
Other good assist
Cammy, CapCom is decent, Cable, and Guile
------------------------------------------------------------------------------------
General Strategy
Ok, your going up against the biggest rushdown whore in the game. What are you gonna do? Runaway? Rushdown? Combination of the both?
I usually try to rushdown/trap. For example, I'll start my j.fp + drones routine to get Magneto to sit there, then when the drones close in on Magneto I'll run up to Magneto and see what he does (most likely try to ward you off w/ AAA)... that's when you can fry his assist. If that Magneto isn't so fast to pull the assist trigger, make him think twice by rushing him down. Normal jump rushdown w/ j.lk is quick! Or you can go for the instant overhead j.fk.
Make sure Magneto doesn't gain ground on you, thats where he wins in this fight. If you find yourself on the defensive often, and Magneto is jumping all over your head, give him a Roman Candle, this super is Doom's quickest and it covers the area right above his head. If you happen to miss, DHC into someone else.
If you happen not to have a enough super to DHC, I suggest you go for a j.fk, if Mag's is under you. If he's above you, try a df.hk or j.lp. Most of the time a good timed j.fk will work.
Runaway Doom
Once again, I've yet to see this tactic work against anyone with assist, but it looks like it really has the annoying potential that Storm runaway has. When Magneto sj's then airdashes you can blast him in the face with photons.
Conclusion
Most of this match, your gonna have to play cat and mouse. Keepaway and rushdown. Try to bait his assist out, photon xx hail that shit. Make sure you keep Doom healty so Storm can use him. Storm/Doom = top tier! :p
ShiN WildcaT
04-08-2003, 10:01 AM
Bshido, your avatar is too pimp...
BshidoHEAT
04-08-2003, 01:52 PM
Originally posted by ShiN WildcaT
Bshido, your avatar is too pimp...
Thanks :D
uber_soldat
04-11-2003, 07:46 PM
I've noticed I have success against Cable/Sent/Capcom if I use Doom-B/BH-B/Sent-G in that order. Doom/BH-B seems to give Cable/Capcom-B quite a few problems because his tendencies (stay away in his corner) is also his downfall. BH's assist makes it impossible for him to AHVB without getting hit, and the fact that Capcom's assist doesn't reach on my side of the screen takes him out of the equation.
Another nice thing I heard is that Yellow Beam cuts through super armor, so if Sent thinks he can punish your assist, yellow beam that shit!
My general rush down tactic with Doom is dash, c. jab, c. forward + Sent-G, then repeat with that and try to get an overhead in using SJ, dash d/f short, forward, dash, c. jab, c. forward, c. fierce xx whatever.
Doom is pretty cool. And also, Doom's APA xx BH's HOD takes off a lot of damage on point and assists, and it chips AND is safe.
Devil X
04-25-2003, 11:16 AM
here is my doom vs magneto strategy
-step one, pray
-step two, RUN
-step three, hope magneto gets tired from all the dashin/airdashing, needs to take a breather and i kill the old jew.
avoid this match up at all costs.
sentinel is not as bad, even though i feel sentinel wrecks him it takes alot long to do especially if doom has a good aa. mags just kills his fat ass.
i run away with doom against everyone except storm since he cant run from hail now can he :lol: all i do with doom is superjump +fierce, airdash up and yellow beam till i build meter to get his ass out!!!
ok for you brave folks, you can always safely attack someones AA by df+king that shyt and superjumping which will allow doom to block immediately, what you do after this is up to you. dive kick is dooms highest priority move besides super photons. when mags is all over me i usually jump at him with divekicks, alot of times i'll get lucky and hit if not it'll throw mags to the pavement. doing any standing attacks is pointless, mags dash low short will beat ANYTHING doom does on the ground, standing fierce, df+k, anythinggggggggg. hiding behind drones wont work against superior mag players either since doom is such a huge and slow moving target, strider will wreck his ass anyways!!!!!!!!!!!!!!
Ouroborus
04-26-2003, 03:52 PM
Originally posted by Devil X
i run away with doom against everyone except storm since he cant run from hail now can he :lol: all i do with doom is superjump +fierce, airdash up and yellow beam till i build meter to get his ass out!!!
:lol: :lol: :lol: , I'm beginning to run with Doom too after seeing Jwong ran from Xecutioner's Cable. damn, his runaway is pretty good, i have to say.
FOBio
04-26-2003, 08:54 PM
how'd he run away???
oh, and how do people bust out two photon shots in a row? they super jump, photon shot, photon shot, air dash u/b, photon shot, photon shot, dive kick xx photon shot photon shot... i think. people CAN do two photon shots in a row, right? i thought i saw it before, but i'm not sure... nobody uses doom like that where i'm from.
VolTRON
04-26-2003, 08:57 PM
Runaway Doom is...
sj.fp (no laser) ad.u xx yellow beam like 5-6 times... and if anyone jumps at you... xx APA fo freee!
BshidoHEAT
08-11-2003, 11:32 PM
Any new Doom tactics found at Evo?
Slave
09-17-2003, 09:42 PM
I'd live to hear how Clockwork used his doom against Justin. That should be interesting.
-Rob
Nevermind
09-24-2003, 11:50 PM
Anyone know where any good doom vids are? Visual aids help this noob :). I noticed TSD3 vids were mentioned, which tourney was that? Please help da noob!!!
Magnetic Hail
09-25-2003, 03:52 AM
http://forgo.net/daily/media_mvc2_mwc5.shtml
Tape 4
Match 4
Viscant vs Ortiz
BshidoHEAT
03-28-2004, 11:04 AM
Damn Marvel, now it's calling me back...
I need updated strats people!!!!! :D
Dasrik
03-28-2004, 12:57 PM
I have some new anti-Magneto shit... well, not really new, but I have an autopilot which works sufficiently well on Mag/not-Psy.
It's basically, run in a lot and s.fierce a few times to start, then the mixup begins - c.rh or jump roundhouse? Don't even think about the c.rh being unblockable. The point here is to get Mags scared so you can wavedash into roundhouse throw for mixup, or go for desperation triangle jump which you can easily launch.
You can do this on Mag/Psy too but you need to do a lot of empty jumping around first to bait out Psycock.
KaiSingrz
03-28-2004, 03:17 PM
My main strat against magneto is to back Doom up with two types of assists:
an assist with ground coverage (storm or sentinel)
an anti air (Captain Commando or Cyke)
drop the ground assist, super jump, and spray him. mix in the jump back finger laser. If magneto super jumps, wait for him to air dash forward. From there, if i feel lucky, i can go for a cross up fierce launcher. The timing on that is VERY strict considering the huge hit box on magneto's rk. Or i can just call my anti air assist. One way or another, i eventually want to land a super on magneto and finish him with the DHC to hailstorm or HSF.
My main problem with this strat is that it requires me to pick a team outside of my main team (strider/cyke/Doom). Strider projectile actually does a soso job of covering the ground (bird can slap magneto in the face if he's standing). But it's rare when i want to even use doom vs. magneto if i'm without a good ground assist.
vs. Sentinel, my strat is get the fuck out of there and let someone else handle this fight. :lol:
BshidoHEAT
03-28-2004, 03:29 PM
Holy shit some replies!
I thought SnT were dead too! :p
Cool-Breeze
03-31-2004, 12:33 PM
Does this man seriously have a FastFly Combo?
These days its Hard for me too find a Good Doom and what I mean by that is one that fights and not jump pink shit all day, my friends Sorry ass Hell has one and hao-Gui they can fight like the dickines but is he versitile enough for like Mag Storm DD or cammy CyC Marrow:bluu:
ThE CRoW
04-23-2004, 05:19 AM
Q on Sent vs. Doom
I'm asking One on One incase it's down to the last man.. what can you do against sent? I just find myself doing the J. Hp or photon array alot since everytime I tried anything on the ground on sent, I'd usually get stomped.. any help is appreciated.
Devil X
04-29-2004, 12:31 PM
push him the fuck off of you and run. he cant really lock you down without assists. you can pushblock his stomps, backdash and superjump , airdash up and build meter for free. if he comes at you super his fat ass. on your way down use sj short if they try to come underneath you with anything, it will almost always beat out anything sent is trying to do. dont do jump guns so much or anything along those lines unless youre way across the screen, even then use jump gun low to the ground so you dont get hsfed. when sents in close stomping the only real option you have is to hit him with a jump jab, forward land and go from there. doing anything else is not worth the risk because 9/10 youll get out prioritized. block/pushblock or jump jab vs stomp. put in your damage by using photon super chip damage when you get the opportunity. also dont forget to unblockable his fat ass, d+rh, buffer hcb. you see the unblockable hit and they dont roll out, hit'em with the rocksXXcancel to pa super. good luck!
ThE CRoW
04-29-2004, 01:56 PM
Originally posted by Devil X
push him the fuck off of you and run. he cant really lock you down without assists. you can pushblock his stomps, backdash and superjump , airdash up and build meter for free. if he comes at you super his fat ass. on your way down use sj short if they try to come underneath you with anything, it will almost always beat out anything sent is trying to do. dont do jump guns so much or anything along those lines unless youre way across the screen, even then use jump gun low to the ground so you dont get hsfed. when sents in close stomping the only real option you have is to hit him with a jump jab, forward land and go from there. doing anything else is not worth the risk because 9/10 youll get out prioritized. block/pushblock or jump jab vs stomp. put in your damage by using photon super chip damage when you get the opportunity. also dont forget to unblockable his fat ass, d+rh, buffer hcb. you see the unblockable hit and they dont roll out, hit'em with the rocksXXcancel to pa super. good luck!
Yeah, I only do the Hp fullscreen. I'm unfamiliar with how his unblockable works. Which part is unblockable?
FOBio
04-30-2004, 08:40 AM
i believe it's the heel part of his leg. and the other character can't be blocking anything. so if you have an assist hitting him before, he'll be able to block it. if you use crounching short before it, it won't work. hope that helps.
ThE CRoW
04-30-2004, 09:44 AM
Originally posted by FOBio
i believe it's the heel part of his leg. and the other character can't be blocking anything. so if you have an assist hitting him before, he'll be able to block it. if you use crounching short before it, it won't work. hope that helps.
thanks for the help. so it has to be his heel that his the opp.?
BshidoHEAT
04-30-2004, 11:01 AM
Devil X has a good post. Another option if Sent tries to stay away from you is ground photons. On the ground against a lot of people that hold up back, try s.lp, \/ c.hk it sets up the unblockable sometimes.
ThE CRoW
05-05-2004, 07:50 AM
Originally posted by BshidoHEAT
Devil X has a good post. Another option if Sent tries to stay away from you is ground photons. On the ground against a lot of people that hold up back, try s.lp, \/ c.hk it sets up the unblockable sometimes.
thanks
vBulletin® v3.7.3, Copyright ©2000-2008, Jelsoft Enterprises Ltd.