Doom has way too many tools to say that we’ve cracked most of what he has to offer. His main issue will pretty much always be the fact that he can’t cancel his dash into normals which limits his ability to pressure people with tight block strings in the same way that other high tiers do. It forces him to kinda commit to zoning or rushing in a way that a character like Magneto or Wesker doesn’t necessarily have to do as much (unless we figure out some dash cancel technique without assist that fixes this). Yet…it’s still better than a character like say Dormammu who has the same issue but can’t even cancel their dash into normals (the tradeoff being having special moves and supers that are more threatning on point).
The situation can be remedied a bit immediately by playing Doom on point with strong assists but then you’re missing out on his sick assists for your point. On my team of Dante/X23/Doom, Doom easily has the best assists of the 3 and both Dante and X23 benefit a lot from Doom’s beam assist so I’ve kinda just forced myself to learn how to use him on point with XF ready incase I didn’t already use it with X23 and just clean up shop with it. He gets a lot of interesting benefits when he’s stocked with XF3 or has it in use.
That’s basically what Clockwork is trying to put together but the only thing he’s really got down is something that starts off a 15 frame start up normal. I’m sure there’s plenty of stuff we’re not thinking of that we could do with Doom even without an assist but for right now Doom’s assists are so strong as it is that until the game really starts to get figured out someone who is good with their first 2 and makes strong use of Doom’s assists can do well in tourneys.
For people who are trying to play Doom on point…yeah there’s still a lot to learn when you’re trying to compete with characters that can do stuff that seems more consistent pressure wise at tourneys like Wesker or Magneto. If you’re like me and have him mostly as assistance for your point and secondary characters then for now I’m fine just kinda knowing enough about him to get him to clean up the scraps of a team with XF. His SJ forwards or backwards (preferably backwards) ADDF game is really strong because it allows him to pressure with a 2 hit normal that can break through XF guard cancels if they guard cancel on the first hit and since it’s 2 hits you can create really dirty high low games with cancelling the first hit of M by pressing M again and then going for a c.L. Creates a literal 50/50 high low game where if they block high or low too long for even a split second they’ll get hit and put in a combo. It’s small tricks like that that I really haven’t seen even of most of the tournament footage of Dooms out there and it’s the little things like that that people need to put together to make Doom’s offense on point more fearsome when he has no more points to assist. Which of course that same pressure when backed with assists is more fearsome.
I guarantee you once some high level Japanese players put some shit together with Doom you’ll see shit you’ve never seen before. He’s the kind of open ended character for potential like that.
**The general magic of Dr.Doom is he’s one of or if not probably the ONLY character in the game where you can put him in any spot on the team and he has the capability of doing something right. ** Point with assists, anchor backing up points with ANY of his assists, in the middle, inbetween…Doom always has something he can do that can significantly benefit a team no matter where he is. Which can’t be said about quite a few of the other characters in the game.
On the c.L, c.H confirm thing I’ve been trying to practice in training mode hit confirming a block or hit reliably since you you can piano OS the string any way so it only comes out on a hit or block and get a very brief c.L whiff if you don’t make contact. In a serious match I still go for my c.L, s.M confirm most of the time becuase I’m used to the year long confirm it gives you but c.L, c.H has a bit more range and with learning to confirm the hit or block will make it viable enough. I figure his s.M and s.H’s are probably good for giving you more time to pass through advance guards since they are double hit normals so I might still end up using s.M sometimes at closer range just to get a longer block string/hit confirm.