Doctor Doom Combo Thread V2

Dr. GrammarDr. Grammar Fighting Game ScientistJoined: Posts: 1,726
edited April 2013 in Dr. Doom
st. = standing
cr. = crouching
j. = jumping
qcf = :qcf: = quarter circle forward
qcb = :qcb: = quarter circle back
dp = :dp: = dragon punch motion
L = :l: = light attack
M = :m: = medium attack
H = :h: = heavy attack
S = :s: = special attack
A1/A2 = :a1:/:a2: = assist
A = :atk: = any attack (L, M, or H)
- = chain
xx = cancel
> = natural follow-up
, = link
|> = land
{} x n = loops
(n) = # of hits a move should do (assume max hits if not specified)
(whiff) = no hits connect
dc = dash cancel
sjc = super jump cancel
ad* = airdash (direction)
trijump = jump forward, airdash down-forward
XFC = X-factor cancel
TAC = Team Air Combo

Notes
  • cr.L-cr.L-cr.H-S is the suggested hit-confirm because cr.L hits low, is good on block, and has more range than cr.M.
  • Hitstun deterioration in MvC3 is based on a timer, so doing your combos fast is important.
  • Doctor Doom's airdashes decelerate at the end, so if you want to land quickly from an airdash, you should whiff a jump normal to cancel the airdash animation. j.H is suggested because you gotta show off your gun.
  • Doom's cancelable multi-hitting moves are j.M (2), st.M (2), and st.H (2). Unless noted otherwise, assume max hits.
  • For most of Doom's combos, when you follow up a launcher with j.M, the j.M should be done as early as possible.

Combo starters
  • cr.L-cr.L-cr.H-S
  • front throw, dash > trijump |> st.M-f+H
  • back throw, st.H-S
  • j.S |> st.H-S

Combo enders
  • (hard knockdown) st.H xx qcf+AA
  • (hard knockdown) Air qcf+H xx qcb+AA
  • (hard knockdown) A1/2, st.H xx qcf+H xx dp+AA

Mid-screen BnB
  • cr.L-cr.L-cr.H-{S > sjc, j.M-f+H > addf, j.M |> cr.M-cr.H-} x 2, S > sjc, j.M-M-f+H > adf, j.M xx qcb+AA
    • Basic 'Buktooth' loop.
  • cr.L-cr.L-cr.H-{S > sjc, j.M-M-f+H-S > addf, j.H (whiff) |> trijump |> st.H-} x 2, S > sjc, j.M-M-f+H-S > addf {ender}
    • Corner carry loop.
  • cr.L-cr.L-cr.H-S > sjc, j.M-f+H > addf, j.M |> cr.H-S > sjc, j.M-M-f+H-S > addf, j.H (whiff) |> trijump |> st.H-S > sjc, j.M-M-f+H-S > addf, j.H (whiff) |> trijump |> {ender}
    • Improved corner carry.

Corner BnB
  • cr.L-cr.L-cr.H-{S > sjc, j.M(1)-f+H-S > add, j.H (whiff) |> st.H-} x 3, S > sjc, j.M(1)-f+H-S {ender}
    • Corner loop for babies.
  • cr.L-cr.L-cr.H-S > sjc, f+H-S > add, j.H (whiff) |> st.H-S > sjc, j.M-f+H-S > add, j.H (whiff) |> st.H-S > sjc, j.M-M-f+H-S > add, j.H (whiff) |> st.H-S > sjc, j.M-M-f+H-S {ender}
    • 'Duck Strong' corner combo.
  • cr.L-cr.L-cr.H-{S > sjc, j.L-f+H > add |> } x 4, S > sjc, j.M-M-f+H-S > add, j.H (whiff), st.H-S > sjc, j.M-M-f+H-S {ender}
    • Badass 'maziodyne' loop. For the super jump cancels, you can jump forward on the first loop, but for the rest, always jump vertically. After the 4 loops, Hard Kick (f+H) can be used for the next relaunch instead of S for easier timing. In the final (6th) launch, one j.M can be omitted for easier timing.

Mid-screen TAC

Corner TAC
Post edited by Dr. Grammar on
#SFxT @ Rizon - It's better than SRK
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Comments

  • Dr. GrammarDr. Grammar Fighting Game Scientist Joined: Posts: 1,726
    Reserved
    #SFxT @ Rizon - It's better than SRK
  • Dr. GrammarDr. Grammar Fighting Game Scientist Joined: Posts: 1,726
    Reserved

    I'm not going to finish/maintain this myself, so post more combos, videos, damage numbers, etc.
    #SFxT @ Rizon - It's better than SRK
  • SehMehNovSehMehNov Crazy Russian Joined: Posts: 57
    Hello Dr.Grammar, thank you for starting a new thread, much appreciated. below are my videos, let me know if you want notations for any of them






    these are my additions, if anyone can break 1 mil with no extra meter/xfactor/asissts, id love to see it happen.
    "It's only after you've lost everything that you're free to do anything."
  • maziodynemaziodyne Demi-Fiend Joined: Posts: 7,746
    has anyone gotten OTG Sphere Flame to work? I imagine you could with certain DHC Glitch setups done low enough to the ground. (Dante Crazy Dance -> DT -> Sphere Flame?) I can do: ...j.M, j.M, Hdive, Sdive, addb, whiff j.H, Sphere Flame into Devil Trigger and combo extension after that. I can do the same thing with just jump Plasma Beam H xx APA into Devil Trigger for more damage, so it's just for style pretty much.
  • kensanitykensanity Joined: Posts: 1,672
    has anyone gotten OTG Sphere Flame to work? I imagine you could with certain DHC Glitch setups done low enough to the ground. (Dante Crazy Dance -> DT -> Sphere Flame?) I can do: ...j.M, j.M, Hdive, Sdive, addb, whiff j.H, Sphere Flame into Devil Trigger and combo extension after that. I can do the same thing with just jump Plasma Beam H xx APA into Devil Trigger for more damage, so it's just for style pretty much.
    the downward part of sphere flame hits otg? so can u get relaunches off of that? I'm thinking sphere flame dhc hyper battering ram (modok, no mashing), launcher etc... oooh can't wait to get home!
  • maziodynemaziodyne Demi-Fiend Joined: Posts: 7,746
    I -thought- it hit OTG, but that may be just something random that happened in training mode. I don't know if they were just really low to the ground when falling but I blinked and it looked like it hit OTG. meh, it's something to experiment with anyway, since you get a followup afterwards if your character has an OTG.
  • maziodynemaziodyne Demi-Fiend Joined: Posts: 7,746
    oh, and simple fix for people dropping the fourth rep in my loop: just add in a cr.M before S, then go into j.M, Hdive, j.S, blah blah blah. a lot more consistent and you actually get a tad bit more damage by omitting one of the j.Ms.
  • BoeyoyoBoeyoyo Gesellschaft Deckhand Joined: Posts: 72
    I -thought- it hit OTG, but that may be just something random that happened in training mode. I don't know if they were just really low to the ground when falling but I blinked and it looked like it hit OTG. meh, it's something to experiment with anyway, since you get a followup afterwards if your character has an OTG.

    The down part doesn't hit OTG.
    Tron/Frank/Vergil
  • sjohnst2sjohnst2 Joined: Posts: 1,496
    One tip on landing the mazio midscreen loop ( s, j.L f.H addf land c.M S) is to cancel the dash with M mid way. land faster. Seen marlinpie do it with just f.H addf S, and pretty sure he was using that too. Timing is tricky but I would describe it "As you seen doom leave the screen press M and tap again to c.M".
  • shiro-chanshiro-chan junior theorist ;D Joined: Posts: 90
    i think with these combos we really dont need more with doom. if hes anchor just use a lvl3 to finish off caracters wit more life or just one reset. if hes not anchor then a dhc and anyones dead. pretty sure you guys are gonna end up squeezing out that last bit of damage to make 1 mil and its great cuz i really think this game is gonna last hopefully as long as mvc2 so in the end its gonna be routine to have it but at the moment your work is done. work on execution and start coming up with some mixups and resets. only thing you could hope for now is easier combos with that damage. tho tbh in matches i dont use these yet. but thats cuz i recently got a stick again and my execution so my execution is lacking but these are some of the funest combos i know. and i play magneto infront of doom lol
    mvc3: wesker/dante/akuma
    umvc3: taskmaster/wesker/doom~magneto/doom/wesker~doom/magneto/taskmaster~wesker/dante/doom~zero/any/any

    bb:csex: lambda/makoto
  • fiddlestixfiddlestix Joined: Posts: 309
    Heres a break down of Marlin pie's new TAC combos:
    Down TAC:
    air :l:, :l:, :m:, :m: (1 hit) xx :l: plasma beam, :m:, :f::h:, :l:, :l:, :uf: AD, :l:, :l:, :m: xx fly, :m:, :m:, :f: AD, :m:, :m:, :f: AD, :l:, :l:, :m:, :m:, :h:, :m: (1 hit), :m: (1hit), :l: plasma, :m:, land, :h: Rocks xx Sphere Flame.

    His up TAC is more finnicky and harder to get the right position:
    :m: (wait til as late as possible for it to still hit), delay :m: xx :l: plasma beam, and then the same as down TAC after the plasma beam

    Does Ludicrous damage (like 600k) post TAC. Godlike

    seen here

    8:46 Up TAC
    16:09 Down TAC
    He doesn't finish in these examples, but I been messing around with it and it is pretty.
  • maziodynemaziodyne Demi-Fiend Joined: Posts: 7,746
    funny little thing I found when developing a new combo concept. in the corner, normally you can only get up to 2 reps of the corner loop after my j.L ~ Hdive loop. however, I found out that if you manage to get the opponent high enough above Doom before launching, you can actually hit the opponent with j.M on the way down then relaunch with S right away. this lets you get a 3rd relaunch for more meter build and roughly the same amount of damage.

    (corner)
    Hdive, addf, cr.L, cr.H, S, [j.L ~ Hdive, add]x2, S, j.L ~ Hdive, add, cr.M, S, j.M, Hdive, j.S, add, j.M (2 hits), S, j.M, Hdive, j.S, add, j.H (whiff), st.H, S, j.M, j.M, Hdive, j.S

    the timing to get the last j.M is pretty tight. you need to do this combo as quickly as possible in order to break 1m with an assist extension into Sphere Flame (I only used Bolts assist, but another assist will likely do more damage). managed to get up to 1.01m with my team configuration, but if you have more assists that aren't affected by HSD, then by all means go for it.

    I'll probably have a video soon if I have the time. you can also get a third j.L ~ Hdive rep at the beginning if you're fast enough, but you won't get the third relaunch. just for swag mostly.
  • luan87usluan87us Joined: Posts: 1,162
    Anyone know what is that loop marlin pie always do after a hit confirm? I think he jump up and down doing medium into H footdive but really fast.
    "YOU KNOW YOU CAN'T BEAT MY BISON."
  • CrankyCranky Joined: Posts: 22
    I have created a video that demonstrates all 3 versions of dooms double plasma beam TAC combos: (Quality is bad, just demonstration)


    The down and up exchanges should be known, because MarlinPie uses them, but the side exchange is one, that I haven't seen yet in matches. I know that MarlinPie has a similar side exchange combo, where he does an air dash to down/back, but that one was inconsistent when I tested it. Credits go mainly to MarlinPie of course.

    The Notations are:
    Up Exchange:
    delayed :m:, delayed :m: xx :l: plasma beam, :m:, :h: foot dive, :l:, :l:, :uf:air dash, :l:, :l:, :m: xx fly, [:m:, :m:, :f: air dash ]x3, :l:, :l:, :m:, :m:, :h: (automatic unfly), :m: (1hit), :m: (1hit) xx :l: plasma beam, delayed :m:, land, :h: molecular shield xx sphere flame

    Side Exchange:
    delayed :m: (1hit), :d: air dash (wait for the airdash to finish), :m: (1hit) xx :l: plasma beam, :m: xx fly,
    :l:, :l:, :m: (1hit), :uf: air dash, :l:, :l:, :m: (1hit), :f: air dash, :l:, :l:, :m: (1hit), :uf: air dash, :l:, :l:, :m:, :m:, :h: (automatic unfly), :m: (1hit), :m: (1hit) xx :l: plasma beam, delayed :m:, land, :h: molecular shield xx sphere flame

    Down Exchange:
    :l:, :l:, :m:, :m: (1hit) xx :l: plasma beam, :m:, :h: foot dive, :l:, :l:, :uf:air dash, :l:, :l:, :m: xx fly, [:m:, :m:, :f: air dash ]x2, :l:, :l:, :m: (1hit), :uf: air dash, :l:, :l:, :m:, :m:, :h: (automatic unfly), :m: (1hit), :m: (1hit) xx :l: plasma beam, delayed :m:, land, :h: molecular shield xx sphere flame

    The main idea behind all the TAC's is, that you want your opponent to fall into the plasma beam, so you hit them twice. The second hit causes soft knockdown.

    Hope this helps and more doom players actually use these TACs in matches, because really there is no reason not to. They aren't that hard, deal ridiculous amounts of damage and build a lot of bar. It is easily possible to kill Thor with one tac and one bar with most of the cast.
  • Captain PlanetCaptain Planet Joined: Posts: 273
    I think any hit of plasma beam will force soft knockdown. It's moreso you want a delay between 2 plasma beam hits to force the opponent's body to stay higher than Doom's. I will be stealng that side switch off the side TAC; nice to know you don't have to use the air dash right away.
  • wnewne Fucking purple. Joined: Posts: 3,357
    Anyone know what is that loop marlin pie always do after a hit confirm? I think he jump up and down doing medium into H footdive but really fast.

    after launcher, do M (1 or 2 hits), H foot dive, addf, M (1 hit), land, jump immediately, M, H foot dive addf, land, cr. m, cr. h launcher, blah blah finisher. I've been practicing this recently, its super fun and really cool to do (obviously not optimized). Also I could have sworn in one of the last matches at the break, marlinpie snuck in a third M, H footdive before connecting the cr. m
    I'm wet.
  • SF-Chump91SF-Chump91 Jobbin to the locals. Joined: Posts: 20
    funny little thing I found when developing a new combo concept. in the corner, normally you can only get up to 2 reps of the corner loop after my j.L ~ Hdive loop. however, I found out that if you manage to get the opponent high enough above Doom before launching, you can actually hit the opponent with j.M on the way down then relaunch with S right away. this lets you get a 3rd relaunch for more meter build and roughly the same amount of damage.

    (corner)
    Hdive, addf, cr.L, cr.H, S, [j.L ~ Hdive, add]x2, S, j.L ~ Hdive, add, cr.M, S, j.M, Hdive, j.S, add, j.M (2 hits), S, j.M, Hdive, j.S, add, j.H (whiff), st.H, S, j.M, j.M, Hdive, j.S

    the timing to get the last j.M is pretty tight. you need to do this combo as quickly as possible in order to break 1m with an assist extension into Sphere Flame (I only used Bolts assist, but another assist will likely do more damage). managed to get up to 1.01m with my team configuration, but if you have more assists that aren't affected by HSD, then by all means go for it.

    I'll probably have a video soon if I have the time. you can also get a third j.L ~ Hdive rep at the beginning if you're fast enough, but you won't get the third relaunch. just for swag mostly.
    This may be scrub sounding but what does "addf" mean? Im not to familiar with the terms. I take it that "Hdive" is Forward Heave Footdive?
  • Lord_RaptorLord_Raptor Joined: Posts: 8,809
    Air Dash Down Forward
    Are you right? Are you READY!?
  • SF-Chump91SF-Chump91 Jobbin to the locals. Joined: Posts: 20
    Air Dash Down Forward

    thanks that helped.

    Now If its not to much trouble can i get now newbie/bnb combos
  • Lord_RaptorLord_Raptor Joined: Posts: 8,809
    Scroll up, go back pages, read, practice.
    Are you right? Are you READY!?
  • 23mikey23mikey Joined: Posts: 449
    i can do the tacs before the plasma beams, i just cant get the "deadly descent" as i like to call it when you do J.M x 2, plasma beam J.M plasma beam rocks... any tips to get that to work consistently? They just seem to pop out
    PSN: Clint_Beastwoood
    UMVC3: Dorm/Doom/Ammy
    Zero/Dante/Strider
  • SiriusBlackSiriusBlack Nice Joined: Posts: 4,096
    i can do the tacs before the plasma beams, i just cant get the "deadly descent" as i like to call it when you do J.M x 2, plasma beam J.M plasma beam rocks... any tips to get that to work consistently? They just seem to pop out

    It's about how many hits you get off the gun, which is determined by the opponent's height when the beam first hits. If you only get two hits, it won't work. I believe if you get all four hits it doesn't work either. They have to be at a height where the beam hits near dead center of their character model. After some repetition you get an eye for when you've done it properly.
    Wolv/Spencer/Akuma or Wesker/Doom/Spencer
    Spencer/Doom/Ammy or Mag/Doom/Ammy because A-bomb
    http://i48.tinypic.com/1fwva0.png
  • Duck StrongDuck Strong Yin to all Yang Joined: Posts: 7,783 ✭✭✭✭✭ OG
    The down part doesn't hit OTG.

    Hmm, I was pretty sure it did. Need to check.
    My youtube channel (various MVC3 vids etc.):

    http://www.youtube.com/user/CrouchStrong?feature=mhsn
  • masonmason Joined: Posts: 681
    I find that side TAC combo pretty consistent, but on smaller characters it's either very tight or doesn't work at all. Is there a more consistent similar combo other than straight dash down-forward into fly into m&ms?
    Laughter 7: Well, this is strange. At the GodsGarden that just went down, Momochi picked Dhalsim (beat Daigo 10-8 too!). Is this mofo ever coming back to Gouki?!
  • Viciou$Viciou$ I'm not finished yet! Joined: Posts: 232
    After seeing Marlin Pie and Cranky's Double Plasma TACs I decides to make these
    Tekken Tag Tournament 2 - Lei/Jaycee
    Ultimate Marvel vs Capcom 3 - Storm/Super Skrull/Akuma
    PSN - Akushitsu
    Av by Savaii
  • FuLLBLeeDFuLLBLeeD KC SRK Supreme Godking Joined: Posts: 2,158
    Hello Dr.Grammar, thank you for starting a new thread, much appreciated. below are my videos, let me know if you want notations for any of them

    these are my additions, if anyone can break 1 mil with no extra meter/xfactor/asissts, id love to see it happen.

    I know this is a really late reply but I would like notations for these.
  • shiro-chanshiro-chan junior theorist ;D Joined: Posts: 90
    i got to 986,800 solo 1 bar this weekend. its off of cr. H but cr.L cr.H starter still nets you 940k~

    cr.L cr.H [S (instant) j.L j.6H ADD j.M/H (whiff) cr.H] x2 S (instant) j.L j.6H ADD j.M/H (whiff) cr.M cr.H [S j.M (2 hits) j.6H j.S ADD j.M/H (whiff) s.H] x2 xx 623L molecular shield xx photon array

    you could also add another j.M (2 hits) and end in sphere flame and IIRC it'll give you 904k~

    the cr.H timing is kinda strict. i double tap L+M when j.6H gits and the moment i see them start to fall i press cr.H

    gonna play doom the next 10 years

    inspiration from sehmehnov, credit to me ;D still working on 1 mil. not sure how i can push the damage more posted this in the old thread but thot id put it here too
    i dont have recording equipment but if someoned record it thatd help and its not ridiculously long for all the damage like some other caracters, tho im not complaining magneto and dante are the shit
    mvc3: wesker/dante/akuma
    umvc3: taskmaster/wesker/doom~magneto/doom/wesker~doom/magneto/taskmaster~wesker/dante/doom~zero/any/any

    bb:csex: lambda/makoto
  • joomcizzlejoomcizzle Joined: Posts: 88
    MarlinPie's new midscreen TAC he performed this past weekend at KOF 2. Was waiting for someone to post it to youtube. All I gotta say is..lol!

    !
  • Viciou$Viciou$ I'm not finished yet! Joined: Posts: 232
    I'm stealing that what what what lol
    Tekken Tag Tournament 2 - Lei/Jaycee
    Ultimate Marvel vs Capcom 3 - Storm/Super Skrull/Akuma
    PSN - Akushitsu
    Av by Savaii
  • SnatcherSnatcher The True Enemy Joined: Posts: 920 ✭✭✭✭✭ OG
    I don't see anything in the OP for throw combos, so here's a backthrow combo with full corner carry, applicable on all characters I've tried it on.



    EDIT: forgot the damn notation, not that it's hard to glean from watching.

    throw, f.H, j.M, j.f.H, j.S, [tridash, s.H(1), f.H, j.M, j.M, j.f.H, j.S]x 2, ender.
  • RBrandonRBrandon Joined: Posts: 3
    I have created a video that demonstrates all 3 versions of dooms double plasma beam TAC combos: (Quality is bad, just demonstration)


    Down Exchange:
    :l:, :l:, :m:, :m: (1hit) xx :l: plasma beam, :h: foot dive, :l:, :l:, :uf:air dash, :l:, :l:, :m: xx fly, [:m:, :m:, :f: air dash ]x2, :l:, :l:, :m: (1hit), :uf: air dash, :l:, :l:, :m:, :m:, :h: (automatic unfly), :m: (1hit), :m: (1hit) xx :l: plasma beam, delayed :m:, land, :h: molecular shield xx sphere flame

    Looking at your video is it suppose to be this:

    Down Exchange:
    :l:, :l:, :m:, :m: (1hit) xx :l: plasma beam,-->:m:<--, :h: foot dive, :l:, :l:, :uf:air dash, :l:, :l:, :m: xx fly, [:m:, :m:, :f: air dash ]x2, :l:, :l:, :m: (1hit), :uf: air dash, :l:, :l:, :m:, :m:, :h: (automatic unfly), :m: (1hit), :m: (1hit) xx :l: plasma beam, delayed :m:, land, :h: molecular shield xx sphere flame??
  • Duck StrongDuck Strong Yin to all Yang Joined: Posts: 7,783 ✭✭✭✭✭ OG
    Anyone have a wall to wall backthrow combo? I found something that works, but it's really hard :(.
    My youtube channel (various MVC3 vids etc.):

    http://www.youtube.com/user/CrouchStrong?feature=mhsn
  • shiro-chanshiro-chan junior theorist ;D Joined: Posts: 90
    you can do the wall carry from week 1. i think you need to use hard kick tho or the HSD gets too high
    mvc3: wesker/dante/akuma
    umvc3: taskmaster/wesker/doom~magneto/doom/wesker~doom/magneto/taskmaster~wesker/dante/doom~zero/any/any

    bb:csex: lambda/makoto
  • electricelectric Big French Bruiser Joined: Posts: 482
    Anyone have a wall to wall backthrow combo? I found something that works, but it's really hard :(.
    Isn't there one... two posts above your post? Or am I missing something?
  • Duck StrongDuck Strong Yin to all Yang Joined: Posts: 7,783 ✭✭✭✭✭ OG
    Man do I feel stupid :sweat:.

    Is that consistent? The one I'm doing is hard as balls, but it does more damage.
    My youtube channel (various MVC3 vids etc.):

    http://www.youtube.com/user/CrouchStrong?feature=mhsn
  • sjohnst2sjohnst2 Joined: Posts: 1,496
    Is the situation that you are facing the corner and land a backthrow instead of forward throw? You can jump dash down forward M S right? Or just train yourself to use forward throw :)
  • shiro-chanshiro-chan junior theorist ;D Joined: Posts: 90
    or learn to double tridash after forward throw, which i still need practice >.>
    mvc3: wesker/dante/akuma
    umvc3: taskmaster/wesker/doom~magneto/doom/wesker~doom/magneto/taskmaster~wesker/dante/doom~zero/any/any

    bb:csex: lambda/makoto
  • SnatcherSnatcher The True Enemy Joined: Posts: 920 ✭✭✭✭✭ OG
    Man do I feel stupid :sweat:.

    Is that consistent? The one I'm doing is hard as balls, but it does more damage.

    It's pretty consistent, only requires a change on MODOK, as you need to do s.L, f.H after back throw and need omit a hit from the second j.M you do after the first s.M, f.H. What is the combo you've been doing?
  • PurpleRainPurpleRain 4 life Joined: Posts: 145
    Any tips on M&Ms i keep dropping it after i go into flight
    Pad Player
    UMVC3: Magneto/Doom/Skrull
  • LouieBHLouieBH Delta Red Joined: Posts: 579
    i got to 986,800 solo 1 bar this weekend. its off of cr. H but cr.L cr.H starter still nets you 940k~

    cr.L cr.H [S (instant) j.L j.6H ADD j.M/H (whiff) cr.H] x2 S (instant) j.L j.6H ADD j.M/H (whiff) cr.M cr.H [S j.M (2 hits) j.6H j.S ADD j.M/H (whiff) s.H] x2 xx 623L molecular shield xx photon array

    you could also add another j.M (2 hits) and end in sphere flame and IIRC it'll give you 904k~

    the cr.H timing is kinda strict. i double tap L+M when j.6H gits and the moment i see them start to fall i press cr.H

    gonna play doom the next 10 years

    inspiration from sehmehnov, credit to me ;D still working on 1 mil. not sure how i can push the damage more posted this in the old thread but thot id put it here too
    i dont have recording equipment but if someoned record it thatd help and its not ridiculously long for all the damage like some other caracters, tho im not complaining magneto and dante are the shit

    Im joining you on this one doom for life im sick of people saying magneto swag have they never seen victor go to work?!

    Is this the most damaging combo available to doom?


    Also i think we should have something on air to air confirms doom's abare is awesome if we can get something optimized for each one it would be good
  • shiro-chanshiro-chan junior theorist ;D Joined: Posts: 90
    @ LouieBH
    magneto swag isnt like victor swag. victors got more variety, magnetos got like 3 things that he switches up sadly. its the most damage i can come up with and really isnt hard at all if you play doom.

    for air to air you could always do a buktooth. if u hit a j.L or j.M, just 6H ADDF j.M into almost anything. if your too low for that try to do the midscreen combo. go into 6H ADDF j.H (whiff) cr.L/M OOOOOOOOOOOORRRR you could do anything into S and just do whatever your j.S combo is. tho usually itd be less damage and much less amazing sexy flying all over you dooooom lol

    @PurpleRain
    if its on a tac you can always use j.L j.M (delay) j.M and go from there. but youd have to omit one air dash if your using 3 and just do: j.L j.M (delay) j.M ADF j.M j.M ADF j.L j.L j.M j.M j.H
    mvc3: wesker/dante/akuma
    umvc3: taskmaster/wesker/doom~magneto/doom/wesker~doom/magneto/taskmaster~wesker/dante/doom~zero/any/any

    bb:csex: lambda/makoto
  • SynikaLSynikaL Melee Prophet Joined: Posts: 1,697
    Heres a break down of Marlin pie's new TAC combos:
    Down TAC:
    air :l:, :l:, :m:, :m: (1 hit) xx :l: plasma beam, :m:, :f::h:, :l:, :l:, :uf: AD, :l:, :l:, :m: xx fly, :m:, :m:, :f: AD, :m:, :m:, :f: AD, :l:, :l:, :m:, :m:, :h:, :m: (1 hit), :m: (1hit), :l: plasma, :m:, land, :h: Rocks xx Sphere Flame.

    His up TAC is more finnicky and harder to get the right position:
    :m: (wait til as late as possible for it to still hit), delay :m: xx :l: plasma beam, and then the same as down TAC after the plasma beam

    Does Ludicrous damage (like 600k) post TAC. Godlike

    seen here

    8:46 Up TAC
    16:09 Down TAC
    He doesn't finish in these examples, but I been messing around with it and it is pretty.


    What's the key to linking the M after the H (Laser) towards the end? Hella inconsistent for me. I know the Laser needs to hit a certain way for the hitstun to last long enough for M to connect, but nothing I try makes it consistent.
    "Grandad, this food is destructive!"
    "Boy, what is wrong with you? This food is your culture."
    "Then the culture's destructive."

    -The Boondocks
  • shinryukenshinryuken Buttons, I press them. Joined: Posts: 72
    I have created a video that demonstrates all 3 versions of dooms double plasma beam TAC combos: (Quality is bad, just demonstration)



    These are driving me crazy. On the down exchange, the dummy keeps flipping out before the 1st plasma beam. So my questions are...Should I be doing the initial L,L,M,M as fast as possible? And is the first M one hit, or 2?
    Diversifying your portfolio with fixed-income investments can cushion the effect of market volatility-This message was brought to you and paid for by the Balrog Army of America.Our fight moneeyyyy!!!
  • CrankyCranky Joined: Posts: 22
    The first M is 2 hits, but on some characters it is easier with just 1 hit. Also you need to do it as fast as possible, the m after the plasmabeam has to be fast too, but you can delay the f+h footdive a little for better positioning for the follow up l,l's. These look really tricky, but they are actually not that hard once you understand the key parts of the combo. Don't try to learn everything at once, first learn to do the l,l,m,m xx l plasmabeam part, then do an exchange and just do a combo where you can land f+h into l,l xx aduf, then learn the fly combo etc until you got every part of the combo down.
  • SynikaLSynikaL Melee Prophet Joined: Posts: 1,697
    What's the key to linking the M after the H (Laser) towards the end? Hella inconsistent for me. I know the Laser needs to hit a certain way for the hitstun to last long enough for M to connect, but nothing I try makes it consistent.


    Anyone?
    "Grandad, this food is destructive!"
    "Boy, what is wrong with you? This food is your culture."
    "Then the culture's destructive."

    -The Boondocks
  • shinryukenshinryuken Buttons, I press them. Joined: Posts: 72
    The first M is 2 hits, but on some characters it is easier with just 1 hit. Also you need to do it as fast as possible, the m after the plasmabeam has to be fast too, but you can delay the f+h footdive a little for better positioning for the follow up l,l's. These look really tricky, but they are actually not that hard once you understand the key parts of the combo. Don't try to learn everything at once, first learn to do the l,l,m,m xx l plasmabeam part, then do an exchange and just do a combo where you can land f+h into l,l xx aduf, then learn the fly combo etc until you got every part of the combo down.

    Thanks man. This was exactly what I did while waiting for a reply. Very sound advice, as I'm currently comfortable with the up TAC, and the down TAC all the way up until the H/butter gun portion. From there, I'm 50/50 with my timing for now. More lab work will fix that though.
    Diversifying your portfolio with fixed-income investments can cushion the effect of market volatility-This message was brought to you and paid for by the Balrog Army of America.Our fight moneeyyyy!!!
  • Duck StrongDuck Strong Yin to all Yang Joined: Posts: 7,783 ✭✭✭✭✭ OG
    Dunno why people always end the TAC combo with super. Finishing with foot dive then doing an assist extension will often kill for no meter if the previous character's combo was long/damaging enough. I think it's good practice to figure out which characters can be killed this way depending on your team's make up.
    My youtube channel (various MVC3 vids etc.):

    http://www.youtube.com/user/CrouchStrong?feature=mhsn
  • CrankyCranky Joined: Posts: 22
    Thats because you can't dashcancel the S at the end of the tac and not every team has an assist that is quick enough to extend after a st.m/h otg.
    Most of the time doom himself can barely otg after doing a j.s that wasn't dashcanceled.
    Also if you had to use doom assist to get in, you can't use the assist of the character in the 2nd slot after a tac. If that's the assist you need to be able to extend, it won't work.
    Instead of the s at the end, I think it's better to call an assist before doing molecular shield at the end, that way you can bridge the gap for the assist call with an attack and depending on the assist you can get another molecular shield or even a j.s into h air plasmabeam or l molecular shield into sphereflame.

    @SynikaL:
    The Laser has to hit 3 times for you to be able to link the m afterwards.
    Most characters have to be at the same height as doom for the laser to hit 3 times, but some have to be slightly higher. After enough practice you get a feeling for the height, as doing l,l,m,m at the end of the fly combo gives you enough time to adjust the height.
  • SnatcherSnatcher The True Enemy Joined: Posts: 920 ✭✭✭✭✭ OG
    Dunno why people always end the TAC combo with super. Finishing with foot dive then doing an assist extension will often kill for no meter if the previous character's combo was long/damaging enough. I think it's good practice to figure out which characters can be killed this way depending on your team's make up.

    I haven't tested it myself, but shouldn't it be possible to end your combo with "j.M, j.f.H, j.S, *ender of choice*". Instead of "j.M, H rocks xx super"?
  • SynikaLSynikaL Melee Prophet Joined: Posts: 1,697
    @SynikaL:
    The Laser has to hit 3 times for you to be able to link the m afterwards.
    Most characters have to be at the same height as doom for the laser to hit 3 times, but some have to be slightly higher. After enough practice you get a feeling for the height, as doing l,l,m,m at the end of the fly combo gives you enough time to adjust the height.


    I've found it has to hit 4 times, which is essentially the full laser. You have to aim it for the midsection, or as you said, he opponent has to be parallel with Doom.


    Thanks.
    "Grandad, this food is destructive!"
    "Boy, what is wrong with you? This food is your culture."
    "Then the culture's destructive."

    -The Boondocks
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