Although I’ve yet to make a believe out of some on why Doom should only be played on point i will still now add on to my mission objective. Assuming we all begin to understand what I’m saying the next step is to know what assist maximize Doom’s potential.
Although i like to lean more towards a rush down oriented Doom he is proficient in both rush down and keep away. Now before i start i will briefly define keep away and rush down because it seems most people on SRK do not understand the meanings.
Rush Down: A Strategy in which the main goal is to eliminate space in between you and your opponent. By applying constant pressure the general goal is to limit your opponents time to think and stop your approach which remaining as safe as possible.
Keep Away: Another Strategy in which the main goal is to keep as much distance from your opponent as possible. Because of the nature of this strategy it is important to use safe moves that will still do damage whether it be chip or on hit it doesn’t matter the damage is still done. As long as the opposing character stay at a safe distance the strat will be successful.
*Note: Before i go into how Doom can use these I would also like to comment that in this game keep away is harder to be successful with then rush down however it is still possible and still very effective.
Ive thought alot about which assists compliment doom the most and their are quite a few but due to my own laziness I’ve only pursued a few. The first thing you must understand is that the way in which you use Doom as well as your assists, is match up based. You never want to assume you can use the same strategy on every team, this is a mistake i made early in the game. The best way to learn what to do is by experience, play a variety of people including bad people until you find a strategy against each type of team that will work at least 70-80% of the time depending on your ability to perform.
For now i will use my Team as a template because that is currently the only team i can beat most teams with.
Doom, Dormammu, Sentinel (ive recently been considering changing the order to Doom, Sentinel, Dorm because i think Dorm is a better anchor, however that is another story)
On this team my assist serve a few uses, i will go over them one by one:
**Sentinel: (Sentinel Force (Charge) A)
He is my most often call assist because of how good drones are. His one set back is the drones disappear if he is hit at Anytime that he is out. After reading the guide it said it was a certain frame window but in my experience the drones have even been in the process of hitting the point character and then an assist hit sentinel as he was leaving and the drones disappeared (sooo rediculous >_>). So essentially the only time you want to use drones is when you:
have a knock down and your opponent cannot stop the drones
are at a safe distance and know that your opponent cannot hit sentinel with either a projectile or an assist. (you know they can’t use an assist once they’ve just come in or just used their assist)
have put the opponent in enough block stun that they cannot do anything until the drones have made contact.
Outside of these situations if you are using drones it is highly risky and i definitely ill-advise it. With that being said what should you do once the drones are out? This is essentially the main strategy of my team. Use Doom’s movement and great special moves to allow drones to come out, then once drones are out use the mix-up opportunity to kill the character. I feel this is the most efficient way to use drones and Doom is one of the best characters to take advantage of that.
Im not going to go over all the ways to do this but the most common way i do this is:
make space by using footsies then call hidden missiles. Once the missiles are being launched i call drones because missiles is a normal. this buys plenty of time for me to approach from even full screen while my opponent is forced to block drones and missiles.
*Dormammu: (Dark Hole) A)
Dark hole is great for many uses unlike sentinel. Of course i only use it at close-mid range but it is much harder to judge when to call him as oppose to sentinel which is why i end up using sentinel more. At close range dark hole can be used as a lock down tool as it keep people in guard stun for a good amount of time but this is risky because the opponent can hit Dormammu before the hole becomes active. It can also be used while Doom is retreating to help give me space so i can call sentinel. I can easily combo off dark hole even if it hits anti-air and although it scales damage pretty hard it still gets the job done. I will now say in theory the best ways i believe to use dark hole:
When an opponent is cornered, the dark hole serves as a great lock down for 1-2 seconds. allows for one free mixup.
During midscreen combos where Doom does less damage dark hole can bump it up by about 100k which is decent.
While Doom is tri-jump backing, Dark hole can cover him on the ground long enough for him to then cover Dorm with plasma beam or photon shot.
When starting a block string, you can call Dorm to hold a character in place while you approach again after being push blocked.
[*]Dark hole also has small but decent durability enough so that he can block certain projectiles like a hadouken, soul fist, unibeam l, etc.
Like i said due to the range of when you use this assist, its a little risky and you’ll have to use your discretion. This assist i find to be slightly less useful then sentinel but due to sentinels lack of spammablility i must rely on both.
I wanted to talk about the theory in using other assists but i got so caught up in my own. I will continue to talk about other characters who well support doom in another thread later, But the characters off the top of my head who i think greatly complement Doom are:
Haggar: Double Lariot
Chun-Li: … Lightning legs (japanese name having assists ass chun-li >_>)
Wesker: low gun
Super Skrull: Tenderizer
Ammy: Cold Star
Spencer: Grapple Claw
Trish: ground trap