Layout credits go to Kanta-Kun
See his magneto infinite thread here:
b) The correct version
Notations for this thread:
st. - Standing
cr. - Crouching
j. - Jumping (neutral)
jf. - Jump Forward
jb. - Jump Back
ad - Air Dash
ADD- air dash down
ADDF- air dash downforward
ADU-Air dash up
ADB- airdash back
ADDB- air dash downback
ADUB- air dash upback
ADUF- Air dash up forward
[land] - Character lands from the air
[delay] - slight dead time between inputs
[TAC HIT] - The initial hit that a character comes in from an exchange
IF IT JUST SAYS j:m:, IT MEANS IT’S 2 HITS BY DEFAULT
Character size notations:
(s) - Small character (RR, Joe, Ammy, etc)
**(m) **- Medium character (Wesker, Nova, Vergil, etc)
**(l) **- Large character (Dormammu, Doom, Strange, etc)
(xl) - Xtra Large character (Sentinel, Nemesis, Hulk)
What is extremely unique about doctor doom’s infinites is the fact that you can make adjustments on the spot for different sized characters using visual cues and spacing your j. ms intelligently.
1)What is a team arial combo?
A team arial combo is a feature in mvc3 that lets you exchange characters with no penalty. It is a very good option if you need to crack up some more damage and although hated by many players, tacs bring very unique options.
How can doctor doom take advantage of TACS?
Doctor doom is perhaps the easiest character to “style” with during a TAC. The reason his crazy combos work during team arial combos is due to the fact that all hitstun deterioration is ignored while in the air, and until the player performing the tac touches the ground. This means that many combos that would normally not work, work during the tac state. Doctor doom can take advantage of the TAC state by extending the duration that he is in the air using flight, air dashes, plasma beams, etc.
What is a tac infinite and how does it work?
Right before evo 2012, someone discovered a flaw in the tac combo system. (A flaw in a capcom fighter, surprising isn’t it?) Basically, if you land a normal and land on the ground during the hitstop of a normal then rejump immediately, the tac state will be stored, and it will ignore the fact that you touched the ground. This means you can rejump and do a full jump loop. Now to take it a step further, if you land on the hitstop of a normal during that jump loop, you will continue to preserve the tac state. This leads to easy infinites out the ass. Here is a good explanation of the tac infinite by Eviltoaster
B. The correct version
This was the first (?) variation found for a doctor doom infinite, and to this day people keep linking me this video. The truth of the matter is that this variant is useless as the TAC “whiff” produced to cause a groundbounce CAN be countered. Do not use this version.
don’t use this
Here is the correct infinite that has no counter whiff. The starters are optional as there are much easier ones. Continue reading to find the starter that best suits you!
The basic idea is that you want to combo into the laser gun very close to the ground. The way you want to check if you are low enough is to see if you can air dash up. If you cannot, you are low enough. Once you combo into the butter gun, you want to link a j. L as low as possible so that you land on the hitstop. After that, you want to immediately jump and do this:
[j:l:j:m:j:m::qcb::s: (flight) J:m:j:m:AD j:m:j:m:AD j:m:j:m:ADD j:m: j:m: j:h: [delay] j:l: [land] rejump] (repeat in brackets)