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== Introduction ==
eltrola
== Story ==
= Introduction =
Victor von Doom, better known as Doctor Doom, is a character from the Fantastic Four series by Marvel. The archenemy of the Fantastic Four, Doom wears an iron mask and armor to hide his face after an accident scarred him for life. With genius level intellect and unparalleled skills in magic and sorcery, Doctor Doom is unrivaled in ability, ego, and will power.
Doom was top tier 1 year after the game was out, no longer top tier, Doom still has tools that are still very useful. Some people will say he's only useful for his Anti Air Assist, which is a very good assist, but he's much better than that.


Doom's main game is going to be zoning and keep away, you can rushdown with Doom, but lets face it, he's got a slow metal ass. You can mix it up to great effect, however.
==Gameplay==
Doctor Doom is a keepaway and zoning character designed to frustrate and torment your opponent into making rash decisions that will get them killed. His j.HP and his Photon Shot are annoying projectiles to deal with, and his combo damage is extremely good if he has a bar. His normals are excellent and reach very far, while his movement is above average, possessing an 8-way air dash, a fast ground dash, a flight mode, and a few normals and special moves to halt or alter his air momentum. Doom isn't just good on point though. His Anti-Air assist, Molecular Shield, while not functioning as a traditional anti-air assist, is one of the best assists in the game. A massive wall of rocks that go everywhere in front of him, this assist allows nearly any character to have a much easier time making their way in and locking an opponent down with lots of chip damage to boot. His DHCs are also solid and highly damaging, with grounded Photon Array being hard to punish. Overall, Doom is a very very solid character in many regards. If you like to slowly chip your opponents patience away until they're grovelling at your feet, then rule with the iron hand of Doctor Doom.
{{2 Column Flex|flex1=6|flex2=4
|content1=
{{Content Box|content='''Doctor Doom''' is a keepaway and zoning character who can use his variety of projectiles and movement to slowly chip the opponent down from afar. His main strengths are his great movement options and chip damage output, but characters that are able to maneuver around his projectiles are quite annoying to deal with.
{{ProConTable
|pros=
* '''Chip Damage:''' Doom has great chip damage with his Photon Shot and Photon Array on point, and his Molecular Shield has fantastic chip damage as an assist. Doom can certainly kill you while you're blocking, with the right team combination.
* '''Mobility:''' Doom has a solid dash, an 8 way air dash, flight, and a couple normals in the air that alter his trajectory. Doom can basically go anywhere he wants on the screen.
* '''Godly Assist:''' Doom rocks (his anti-air assist) is one of the best assists in the entire game, making some teams very strong (i.e. Team Clockwork) and making plenty of other characters go way up in viability.
* '''Infinite:''' Doom has an infinite, though it's corner only. Still, having one is better than not having one.
|cons=
* '''Low Meterless Damage:''' Doom's damage is very good for one bar, but unfortunately without a bar of meter to spend on Air Photon Array, his damage is below average.
* '''Weak to Good Mobility:''' If a character has enough movement capabilities to dodge his projectile spam, Doom is significantly harder to play.
* '''Long Recovery:''' Many of his moves take a while to whiff. This can be somewhat remedied with flight, but flight is slow, so it's only a semi-fix at best.
* '''Railroaded Combos:''' If you want to combo into his 2HP, you need to go through a medium, which can somewhat limit combo options.
}}
}}
|content2=
{{Content Box|content=
<center><youtube>6ulUMDpr4UQ</youtube></center>
}}
}}
}}


Zoning with Pink Photons in the air is one of Doom's top tools. His gun (j.hp) is useful as well, his air Super Photons is a great super to use randomly, and if you get a lucker launcher, you can use it in a air series, a slow dialed LK, LK, XX super is probably your best bet.
== Character Summary ==
{{3 Column Flex
|content1=
{{Content Box|header=Special Moves|content=
;Plasma Beam
*{{qcf}}+{{p}} {{airok}}
;Photon Shot
*{{hcb}}+{{p}} {{airok}}
;Molecular Shield
*{{hcb}}+{{k}}
;Flight
*{{qcb}}+ {{lk}}{{hk}} {{airok}}
}}
|content2=
{{Content Box|header=Hyper Combos|content=
;Electric Cage
*{{qcf}}+{{lp}}{{hp}}
;Photon Array
*{{hcb}}+{{lp}}{{hp}} {{airok}}
;Sphere Flame
*{{qcf}}+{{lk}}{{hk}}
}}
|content3=
{{Content Box|header=Assist Types|content=
;Type α - Variety Type
*Assist: {{hp}} Photon Shot
*Counter: {{hp}} Photon Shot
*Combination: Photon Array
;Type β - Anti-Air Type
*Assist: {{hk}} Molecular Shield
*Counter: {{hk}} Molecular Shield
*Combination: Sphere Flame
;Type γ - Projectile Type
*Assist: {{hp}} Plasma Beam
*Counter: {{hp}} Plasma Beam
*Combination: Electric Cage
}}
}}


He's also used for his amazing assist, his AAA is rocks, and they go everywhere, and pin, and chip. This is used in the Strider/Doom trap.
== Moves List ==


= Moves List =
=== Variable Assists ===
{{MoveData
|image= MVC2 DrDoom HCB P 01.png
|caption= Type α
|name= Variety Type
|linkname= 
|input= A1 // A2
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard= 
|Special Property= 
|Cancel= 
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Variable Assist move. Variable Counter is HP Photon Shot. Variable Combination super is Photon Array.


== Normal Moves ==
Doom's Variety type is a good assist that covers a huge area, it's good to stop jumping and flying characters and add a little chip.
}}
}}<br>
{{MoveData
|image= MVC2 DrDoom HCB K 01.png
|caption= Type β
|name= Anti-Air Type
|linkname=
|input= A1 // A2
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard= 
|Special Property= 
|Cancel= 
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Variable Assist move. Variable Counter is HK Molecular Shield. Variable Combination super is Sphere Flame.
 
This is THE assist. One of the best assists in the ENTIRE game, Doom's anti-air assist does not function like a regular anti-air assist might. Instead, this assist is EXCELLENT for lockdown, chip damage, pressure, zoning, keepaway, rushdown... anything you need to do, and rocks will help you get it done. Seriously.
 
The rocks come out slowly, and then get sent away giving characters all the time they need to continue pressure. One of the big weaknesses of this assist is you can bop Doom in the head when he comes out but once it is out it is difficult to contend with outside of a fully invincible assist. As long as Doom has time to set up the rocks, he should at worst trade with any non-invincible assist.
 
It can be difficult to consistently convert damage off of stray rocks hits but it is possible.
}}
}}<br>
{{MoveData
|image= MVC2 DrDoom QCF P 01.png
|caption= Type γ
|name= Projectile Type
|linkname= 
|input= A1 // A2
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard= 
|Special Property= 
|Cancel= 
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Variable Assist move. Variable Counter is HP Plasma Beam. Variable Combination super is Electric Cage.


== Special Moves ==
Fairly standard single hit horizontal beam assist, has limited uses.
}}
}}<br>


== Super Moves ==
=== Normal Moves ===


== Assist Moves ==
==== Ground Normals ====


=== Alpha ===
{{MoveData
|image= MVC2 DrDoom 5LP 01.png
|caption= You gotta leeeean into it
|name= Light Punch
|linkname= s.LP
|input= {{lp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Doctor Doom leans forward for a punch. Has some nice range for a light normal.
}}
}}<br>


Expansion: Photon Shot
{{MoveData
|image= MVC2 DrDoom 5MP 01.png
|caption= I mean I guess he's gotta have a few bad buttons
|name= Medium Punch
|linkname= s.MP
|input= {{mp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Doom does an uppercut with glowing energy around his hand. Mostly just combo filler.
}}
}}<br>


Good against jumpers and flyers and regain air control. Decent assist.
{{MoveData
|image= MVC2 DrDoom 5HP 01.png
|caption= Plasma Be- aw, just kidding
|name= Heavy Punch
|linkname= s.HP
|input= {{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Doom puts his hands together, wrapped in electric energy, and puts them in front of him. Causes the opponent to get sent flying away, but not knocked down. Useful as a poke.
}}
}}<br>
{{MoveData
|image= MVC2 Dr. Doom 5LK 01.png
|caption= Steppin' on ya jays
|name= Light Kick
|linkname= s.LK
|input= {{lk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Doom stomps just in front of him. Generally just a very useless normal, as his other lights either have more range, are faster, recover sooner, or have better combo options available.
}}
}}<br>


=== Beta ===
{{MoveData
|image= MVC2 DrDoom 5MK 01.png
|caption= Hey, it's Hard Kick!
|name= Medium Kick
|linkname= s.MK
|input= {{mk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Doom kicks straight upward. This is a launcher, but is more situational than his punch launcher.
}}
}}<br>


Anti-Air: Molecular Shield
{{MoveData
|image= MVC2 DrDoom 5HK 01.png
|image2= MVC2 Dr. Doom 5HK 02.png
|caption2= BIG steppies
|name= Heavy Kick
|linkname= s.HK
|input= {{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Doom does a big stomp. This move hits twice, and the first hit has enough hitstun to cancel to some of his specials. Good poke that covers a lot of space.
}}
}}<br>


This assist will do a lot things for you.It's ONE OF the best
{{MoveData
assist in the whole game. You get free damage on superjumpers. When they jump
|image= MVC2 DrDoom 2LP 01.png
in on you, call out Doom AAA and dash beneath to the other side. Always pick
|caption= Right in the balls, huh?
and abuse this assist.
|name= Crouching Light Punch
|linkname= cr.LP
|input= {{d}}+{{lp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Doom does his 5LP, but crouching. Has much less range, but a smaller hurtbox for the same speed. Could be used for defensive scrambles.
}}
}}<br>


=== Gamma ===
{{MoveData
|image= MVC2 DrDoom 2MP 01.png
|caption= I know it looks the same trust me it's different ok
|name= Crouching Medium Punch
|linkname= cr.MP
|input= {{d}}+{{mp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Doom does another punch like 5LP. The exact same animation, except it's a tiny bit slower and does more damage. Once again more combo filler.
}}
}}<br>


Projectile: Plasma Beam
{{MoveData
|image= MVC2 Dr. Doom 2HP 01.png
|caption= Can you tell that Doom used to be a boss character?
|name= Crouching Heavy Punch
|linkname= cr.HP
|input= {{d}}+{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Doom slams his hand into the ground, sending up a massive shockwave around him. Very important for his combo game, as it launches for a combo and combos of a two hit confirm. Absolutely COLOSSAL hitbox, covering the entirety of his body and plenty more space in front of, above, and behind him. It's a bit slow though, only being able to combo off mediums, but it has incredible coverage. Can be cancelled with flight to somewhat shorten the massive recovery. While it only has 4 active frames, if it had more this would easily be the most broken anti-air normal in the game.
}}
}}<br>
{{MoveData
|image= MVC2 DrDoom 2LK 01.png
|caption= The voiceline plays twice if this hits
|name= Crouching Light Kick
|linkname= cr.LK
|input= {{d}}+{{lk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Doom does a low kick. Very important because it's your only low; good option to use out of a dash.
}}
}}<br>


The worst of Doom's assists. Don't bother picking this one.
{{MoveData
|image= MVC2 DrDoom 2MK 01.png
|caption= I PROMISE it's a different move again
|name= Crouching Medium Kick
|linkname= cr.MK
|input= {{d}}+{{mk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Doom does another low kick. Combo filler, but important combo filler as it combos to his 2HP and is a second low.
}}
}}<br>


= The Basics =
{{MoveData
|image= MVC2 DrDoom 2HK 01.png
|caption= A sweep... with a dirty little secret
|name= Crouching Heavy Kick
|linkname= cr.HK
|input= {{d}}+{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Doom sweeps the opponent, knocking them down. Overall a very uninteresting sweep... until you know that you can superjump cancel during the STARTUP of this move. This can allow for sneaky double low into tridash overhead sequences to open up opponents or reset pressure. Blockstringing into a superjump is unheard of in this game, and for Doom, superjumping is pretty useful. Not a bad tool to have.


As stated above, Doom is best used on point as a keepaway character because he is too slow to really rushdown. The j.hp is useful to down Storm from a hailstorm and every now and then to take out Sentinel in the air, if you couple a j.hp with Sentinels drone assist, you get a mini trap that builds meter.
Can become unblockable.
}}
}}<br>


Also, Doom has a very good wavedash that can close the gap on his opponents very quickly. Doom's normal dash covers a lot of space, but his wavedash (df+pp) is leap after leap, covering full screen rather fast.  
==== Air Normals ====
{{MoveData
|image=  MVC2 DrDoom jLP 01.png
|caption= This has like 20 active frames
|name= Air Light Punch
|linkname= j.LP
|input= j.{{lp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Doom does a little punch in the air. Air combo filler or used as an air-to-air.
}}
}}<br>


His top priority moves are his standing and crouching hp, and his df RH (launcher). One of Doom's guardbreaks is j.lp, land, df RH ^ AC of choice. Use his df RH on opponents who are jumping in on you due to its high priority, i'm not entirely sure if it has the same priority as Cyclops' df RH but I can't imagine it having more.
{{MoveData
|image=  MVC2 DrDoom jMP 01.png
|caption= Bet you're glad this isn't Marvel 3 huh
|name= Air Medium Punch
|linkname= j.MP
|input= j.{{mp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Doom points his hands downward with electric energy to hit the opponent. Combo filler, which is a shame considering how huge the hitbox is.
}}
  }}<br>


As an assist, Doom's rocks cover space and provide good chip, but as an AA it is not really as useful in the AA sense as Clops or Commando, I think of it as a psuedo drones assist. Also, it counters Commando but loses to higher priority assists like Psy AA, Clops AA etc., and beam assists like Cable proj or IM proj.
{{MoveData
|image=  MVC2 DrDoom jHP 01.png
|caption= Budda gun (budda gun) gun wit da budda in it
|name= Air Heavy Punch
|linkname= j.HP
|input= j.{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= The infamous butter gun. Doom takes out a small blaster and shoots a beam across the screen. Very solid air normal, as it has infinite range and can be cancelled at any time. The beam travels a little slowly, so to get the max range you have to be superjumping or rising with a normal jump.


Also, his Photon Array Super (HCB PP) has instant start up in the air and
This is an amazing neutral control tool. Doesn't chip or do much damage but gives such good space control that it doesn't matter. Use it at super jump height to catch people jumping or flying up. Use it as part of a normal jump to hold people in place. You can combine with assists and use it to advance or retreat.
does great chip damage. His other supers should be disregarded because they have no practical use and leave Doom open for retaliation.
}}
}}<br>
 
{{MoveData
|image=  MVC2 DrDoom jLK 01.png
|caption= Crouching light kick, in the air!
|name= Air Light Kick
|linkname= j.LK
|input= j.{{lk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Doom does a downward kick. Your best normal for doing tridash pressure with, though Doom's tridash pressure isn't that great. Still nice to have regardless, as a fast overhead that hits like this is always valuable.
}}
}}<br>
 
{{MoveData
|image=  MVC2 DrDoom jMK 01.png
|caption= ...Hard Kick again?
|name= Air Medium Kick
|linkname= j.MK
|input= j.{{mk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Doom kicks upward in the air. Mostly just combo filler, like j.MP.
}}
}}<br>
 
{{MoveData
|image=  MVC2 DrDoom jHK 01.png
|caption= It's familiar... y'know?
|name= Air Heavy Kick
|linkname= j.HK
|input= j.{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Doom rockets toward his opponent with his legs extended in front of him at about a 45 degree angle. One of two footdives Doom has for maneuvering. Can be cancelled with specials, supers, and air dashes before it hits the opponent. This puts Doom into a normal jump state, meaning you can call assists even if you superjumped. Good for positioning or setting up assists.
}}
}}<br>
 
==== Command Normals ====
{{MoveData
|image=  MVC2 DrDoom j2HK 01.png
|subtitle= Foot Dive
|caption=
|name= Jumping Down Heavy Kick
|linkname= j.2HK
|input= j. {{d}}+{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel= None
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Doom rockets down with his legs extended at about a 75 degree angle. Has all the same cancel and frame data properties as j.HK. Use for movement or setting up pink stuff.
}}
}}<br>
 
=== Universal Mechanics ===
 
{{MoveData
|image= MVC2 Dr. Doom 2HP 01.png
|caption=
|name= Universal Launcher (Punch)
|linkname= Universal Launcher (Punch)
|input= {{df}}+{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property= Launcher (high)
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Doom does his 2HP. Little to no differences with this one, still a great move.
}}
}}<br>
 
{{MoveData
|image= MVC2 DrDoom 5MK 01.png
|caption=
|name= Universal Launcher (Kick)
|linkname= Universal Launcher (Kick)
|input= {{df}}+{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property= Launcher (away)
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Doom does his Hard Kick. Considering how high the hitbox goes, this could be used as a surprise anti-air sometimes.
}}
}}<br>
 
{{MoveData
|image= MVC2 DrDoom P Throw 01.png
|caption= He really lasers you in the chest
|name= Throw (Punch)
|linkname= Throw (Punch)
|input= {{f}}+{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Doom picks the opponent up and fires a laser through them, sending them up and away. If the opponent doesn't tech roll, it's possible to combo off this throw with OTG, so it's not a bad tool to have.
}}
}}<br>
 
{{MoveData
|image= MVC2 DrDoom K Throw 01.png
|caption= Gives you the dunk
|name= Throw (Kick)
|linkname= Throw (Kick)
|input= {{f}}+{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Doom picks the opponent up and slams them into the ground, sending them upward. Not as useful as his punch throw, but still nice.
}}
}}<br>
 
{{MoveData
|image= MVC2 DrDoom Air P Throw 01.png
|caption= Lasered in the air
|name= Air Throw (Punch)
|linkname= Air Throw (Punch)
|input= j.{{f}}+{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Basically the same thing as his punch throw, but in the air. Notably though, with good timing and use of airdash it's possible to convert off this throw for a combo in the corner with no OTG needed. Needless to say this makes landing this incredibly rewarding near the corner for Doom.
}}
}}<br>
 
{{MoveData
|image= MVC2 DrDoom Air K Throw 01.png
|caption= To the ground you go
|name= Air Throw (Kick)
|linkname= Air Throw (Kick)
|input= j.{{f}}+{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Doom throws the opponent to the ground. Sends straight down, could potentially try some weird left-right mixups, but punch throw is just so much better.
}}
}}<br>
 
{{MoveData
|image= MVC2 DrDoom jLK 01.png
|caption=
|name= Variable Attack (raw tag)
|linkname= Variable Attack
|input= {{lp}}+{{lk}} // {{hp}}+{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= A pretty standard tag attack.
}}
}}<br>
 
{{MoveData
|image= MVC2 DrDoom 5MP 01.png
|caption= Weird choice but ok
|name= Snapback
|linkname= QCF+A1/A2
|input= {{qcf}} + A1 / A2
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description= Doom's snapback is painfully average. It's not particularly fast, not particularly big, and not particularly good at anything specific.
}}
}}
 
=== Special Moves ===
{{MoveData
|image= MVC2 DrDoom QCF P 01.png
|image2= MVC2 DrDoom Air QCF P 01.png
|caption2= IMMA FIRIN MAH LAZER
|name= Plasma Beam
|linkname= Plasma Beam
|input= {{qcf}} + {{p}} {{airok}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Doom fires a yellow laser in front of him horizontally, or downward in the air. Doom's Plasma Beam only does one hit, so it won't compete with other beams. Occasionally finds use as an ender.
}}
}}
 
 
{{MoveData
|image= MVC2 DrDoom HCB P 01.png
|image2= MVC2 DrDoom Air HCB P 01.png
|caption2= Pink stuff
|name= Photon Shot
|linkname= Photon Shot
|input= {{hcb}} + {{p}} {{airok}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Doom fires a row of laser all around him, or down and away from him in the air. Doom's Photon Shot is a core aspect to his gameplay, specifically the air version. The ground version is good, but VERY slow to come out and has a blindspot above him. The air version is much faster, sends five projectiles at a great angle, and recovers pretty quick. You are going to see a LOT of these if you play Doom, so get used to doing this input.
}}
}}
 
 
{{MoveData
|image= MVC2 DrDoom HCB K 01.png
|caption= Rocks
|name= Molecular Shield
|linkname= Molecular Shield
|input= {{hcb}} + {{lk}} or {{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Doom summons a bunch of rocks around him, then fires them out away from him horizontally. Doom's Molecular Shield, as a point character, is a move you should almost never be doing. It's incredibly slow, committal, doesn't do a lot of damage, and isn't particularly big. Can be used for a otg combo.
}}
}}
 
 
{{MoveData
|image= MVC2 DrDoom QCB KK 01.png
|caption= To the skies!
|name= Flight
|linkname= Flight
|input= {{hcb}} + {{lk}}{{hk}} {{airok}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Doom's Flight is fine, but not really anything special. It lasts about 6.5 seconds, puts you in normal jump mode, gives you free movement and infinite air dashes, all the stuff that normally happens with flight. The problem is that it's very slow both in terms of startup and movement speed, so it really isn't used all that much. Perform the motion again to cancel flight early.
 
Flight gives access to assists, but you can already use the footdive for that. Useful option to have in neutral but the most important use for this is his corner infinite.
}}
}}
 
=== Hyper Combos ===
 
{{MoveData
|image= MVC2 DrDoom QCF PP 01.png
|caption=
|name= Electric Cage
|linkname= Electric Cage
|input= {{qcf}} + {{lp}}{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard=
|Special Property= 
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Doom sends a ball of electricity out, and if it makes contact with the opponent, puts them into a field of energy that hits repeatedly before sending them away. Good for grounded DHC's after, does a crap ton of chip if you mash it out.
}}
}}<br>
   
   
Doom also has an unblockable, two guard breaks, and an infinite but that should be covered in the appropriate section (the advanced section). So curse Richards and enjoy playing Doom!
{{MoveData
|image= MVC2 DrDoom HCB P 01.png
|image2= MVC2 DrDoom Air HCB P 01.png
|caption2= The REALLY GOOD one
|name= Photon Array
|linkname= Photon Array
|input= {{hcb}} + {{lp}}{{hp}} {{airok}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard=
|Special Property= 
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Doom sends out a volley of lasers in all directions on the ground, or down and away from him in the air, in a set of five shots each. On the ground this super is pretty good for chip and coverage, though it's kinda slow. The air version, though, is easily Doom's best super. If all the hits connect, this can do an INCREDIBLE amount of damage for one bar. It's also very good for meterdumping, stalling or going for chip. In addition, the air version of this move specifically has one other dirty thing going for it. It's frame 4, but if the opponent is not blocking already by the freeze, it is ''post flash unblockable.'' What was already a good super becomes very annoying with this in mind. If you have meter to waste with Doom (and you will from all the j.HP and Photon Shots you'll be throwing), use it on this super. This move can be quite unsafe if you are too close to the opponent  when they block it.
 
Great DHC option, when DHCing out of this the lasers will stay out and continue to travel.
}}
}}<br>
 
{{MoveData
|image= MVC2 DrDoom QCF KK 01.png
|image2= MVC2 DrDoom QCF KK Projectile 01.png
|caption2=
|name= Sphere Flame
|linkname= Sphere Flame
|input= {{qcf}} + {{lk}} + {{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard=
|Special Property= 
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Doom fires a ball of flame into the air, which travels up a set distance before it disappears. An incredibly underwhelming super, as it doesn't do a lot of damage, is hard to land, it's pretty slow, and has no DHC options afterward for almost all characters. You can basically forget he has this and nothing will change.
}}
}}<br>
 
== Other ==
 
=== Taunt ===
 
[[Image: MvC2 DrDoom Taunt.png]]
"*evil laugh*"
 
=== Colors ===
First row: {{lp}}, {{hp}}, A1. Second row: {{lk}}, {{hk}}, A2.
 
[[Image:Mvc2-drdoom.png]]


= Advanced Strategy =


[[Category:Marvel Vs. Capcom 2]]
{{Navbox-MVC2}}
[[Category:Dr. Doom]]
[[Category: Marvel Vs. Capcom 2]]

Latest revision as of 22:39, 14 September 2024

Introduction

Story

Victor von Doom, better known as Doctor Doom, is a character from the Fantastic Four series by Marvel. The archenemy of the Fantastic Four, Doom wears an iron mask and armor to hide his face after an accident scarred him for life. With genius level intellect and unparalleled skills in magic and sorcery, Doctor Doom is unrivaled in ability, ego, and will power.

Gameplay

Doctor Doom is a keepaway and zoning character designed to frustrate and torment your opponent into making rash decisions that will get them killed. His j.HP and his Photon Shot are annoying projectiles to deal with, and his combo damage is extremely good if he has a bar. His normals are excellent and reach very far, while his movement is above average, possessing an 8-way air dash, a fast ground dash, a flight mode, and a few normals and special moves to halt or alter his air momentum. Doom isn't just good on point though. His Anti-Air assist, Molecular Shield, while not functioning as a traditional anti-air assist, is one of the best assists in the game. A massive wall of rocks that go everywhere in front of him, this assist allows nearly any character to have a much easier time making their way in and locking an opponent down with lots of chip damage to boot. His DHCs are also solid and highly damaging, with grounded Photon Array being hard to punish. Overall, Doom is a very very solid character in many regards. If you like to slowly chip your opponents patience away until they're grovelling at your feet, then rule with the iron hand of Doctor Doom.

Doctor Doom is a keepaway and zoning character who can use his variety of projectiles and movement to slowly chip the opponent down from afar. His main strengths are his great movement options and chip damage output, but characters that are able to maneuver around his projectiles are quite annoying to deal with.

Strengths Weaknesses
  • Chip Damage: Doom has great chip damage with his Photon Shot and Photon Array on point, and his Molecular Shield has fantastic chip damage as an assist. Doom can certainly kill you while you're blocking, with the right team combination.
  • Mobility: Doom has a solid dash, an 8 way air dash, flight, and a couple normals in the air that alter his trajectory. Doom can basically go anywhere he wants on the screen.
  • Godly Assist: Doom rocks (his anti-air assist) is one of the best assists in the entire game, making some teams very strong (i.e. Team Clockwork) and making plenty of other characters go way up in viability.
  • Infinite: Doom has an infinite, though it's corner only. Still, having one is better than not having one.
  • Low Meterless Damage: Doom's damage is very good for one bar, but unfortunately without a bar of meter to spend on Air Photon Array, his damage is below average.
  • Weak to Good Mobility: If a character has enough movement capabilities to dodge his projectile spam, Doom is significantly harder to play.
  • Long Recovery: Many of his moves take a while to whiff. This can be somewhat remedied with flight, but flight is slow, so it's only a semi-fix at best.
  • Railroaded Combos: If you want to combo into his 2HP, you need to go through a medium, which can somewhat limit combo options.
MVC2 doctordoom art.png

Character Summary

Special Moves

Plasma Beam
  • Qcf.png+P.png Airok.png
Photon Shot
  • Hcb.png+P.png Airok.png
Molecular Shield
  • Hcb.png+K.png
Flight
  • Qcb.png+ Lk.pngHk.png Airok.png
Hyper Combos

Electric Cage
  • Qcf.png+Lp.pngHp.png
Photon Array
  • Hcb.png+Lp.pngHp.png Airok.png
Sphere Flame
  • Qcf.png+Lk.pngHk.png
Assist Types

Type α - Variety Type
  • Assist: Hp.png Photon Shot
  • Counter: Hp.png Photon Shot
  • Combination: Photon Array
Type β - Anti-Air Type
  • Assist: Hk.png Molecular Shield
  • Counter: Hk.png Molecular Shield
  • Combination: Sphere Flame
Type γ - Projectile Type
  • Assist: Hp.png Plasma Beam
  • Counter: Hp.png Plasma Beam
  • Combination: Electric Cage

Moves List

Variable Assists

Variety Type
A1 // A2
MVC2 DrDoom HCB P 01.png
Type α
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Variable Assist move. Variable Counter is HP Photon Shot. Variable Combination super is Photon Array.

Doom's Variety type is a good assist that covers a huge area, it's good to stop jumping and flying characters and add a little chip.


Anti-Air Type
A1 // A2
MVC2 DrDoom HCB K 01.png
Type β
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Variable Assist move. Variable Counter is HK Molecular Shield. Variable Combination super is Sphere Flame.

This is THE assist. One of the best assists in the ENTIRE game, Doom's anti-air assist does not function like a regular anti-air assist might. Instead, this assist is EXCELLENT for lockdown, chip damage, pressure, zoning, keepaway, rushdown... anything you need to do, and rocks will help you get it done. Seriously.

The rocks come out slowly, and then get sent away giving characters all the time they need to continue pressure. One of the big weaknesses of this assist is you can bop Doom in the head when he comes out but once it is out it is difficult to contend with outside of a fully invincible assist. As long as Doom has time to set up the rocks, he should at worst trade with any non-invincible assist.

It can be difficult to consistently convert damage off of stray rocks hits but it is possible.


Projectile Type
A1 // A2
MVC2 DrDoom QCF P 01.png
Type γ
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Variable Assist move. Variable Counter is HP Plasma Beam. Variable Combination super is Electric Cage.

Fairly standard single hit horizontal beam assist, has limited uses.


Normal Moves

Ground Normals

Light Punch
Lp.png
MVC2 DrDoom 5LP 01.png
You gotta leeeean into it
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Doctor Doom leans forward for a punch. Has some nice range for a light normal.


Medium Punch
Mp.png
MVC2 DrDoom 5MP 01.png
I mean I guess he's gotta have a few bad buttons
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Doom does an uppercut with glowing energy around his hand. Mostly just combo filler.


Heavy Punch
Hp.png
MVC2 DrDoom 5HP 01.png
Plasma Be- aw, just kidding
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Doom puts his hands together, wrapped in electric energy, and puts them in front of him. Causes the opponent to get sent flying away, but not knocked down. Useful as a poke.


Light Kick
Lk.png
MVC2 Dr. Doom 5LK 01.png
Steppin' on ya jays
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Doom stomps just in front of him. Generally just a very useless normal, as his other lights either have more range, are faster, recover sooner, or have better combo options available.


Medium Kick
Mk.png
MVC2 DrDoom 5MK 01.png
Hey, it's Hard Kick!
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Doom kicks straight upward. This is a launcher, but is more situational than his punch launcher.


Heavy Kick
Hk.png
MVC2 DrDoom 5HK 01.png
MVC2 Dr. Doom 5HK 02.png
BIG steppies
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Doom does a big stomp. This move hits twice, and the first hit has enough hitstun to cancel to some of his specials. Good poke that covers a lot of space.


Crouching Light Punch
D.png+Lp.png
MVC2 DrDoom 2LP 01.png
Right in the balls, huh?
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Doom does his 5LP, but crouching. Has much less range, but a smaller hurtbox for the same speed. Could be used for defensive scrambles.


Crouching Medium Punch
D.png+Mp.png
MVC2 DrDoom 2MP 01.png
I know it looks the same trust me it's different ok
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Doom does another punch like 5LP. The exact same animation, except it's a tiny bit slower and does more damage. Once again more combo filler.


Crouching Heavy Punch
D.png+Hp.png
MVC2 Dr. Doom 2HP 01.png
Can you tell that Doom used to be a boss character?
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Doom slams his hand into the ground, sending up a massive shockwave around him. Very important for his combo game, as it launches for a combo and combos of a two hit confirm. Absolutely COLOSSAL hitbox, covering the entirety of his body and plenty more space in front of, above, and behind him. It's a bit slow though, only being able to combo off mediums, but it has incredible coverage. Can be cancelled with flight to somewhat shorten the massive recovery. While it only has 4 active frames, if it had more this would easily be the most broken anti-air normal in the game.


Crouching Light Kick
D.png+Lk.png
MVC2 DrDoom 2LK 01.png
The voiceline plays twice if this hits
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Doom does a low kick. Very important because it's your only low; good option to use out of a dash.


Crouching Medium Kick
D.png+Mk.png
MVC2 DrDoom 2MK 01.png
I PROMISE it's a different move again
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Doom does another low kick. Combo filler, but important combo filler as it combos to his 2HP and is a second low.


Crouching Heavy Kick
D.png+Hk.png
MVC2 DrDoom 2HK 01.png
A sweep... with a dirty little secret
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Doom sweeps the opponent, knocking them down. Overall a very uninteresting sweep... until you know that you can superjump cancel during the STARTUP of this move. This can allow for sneaky double low into tridash overhead sequences to open up opponents or reset pressure. Blockstringing into a superjump is unheard of in this game, and for Doom, superjumping is pretty useful. Not a bad tool to have.

Can become unblockable.


Air Normals

Air Light Punch
j.Lp.png
MVC2 DrDoom jLP 01.png
This has like 20 active frames
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Doom does a little punch in the air. Air combo filler or used as an air-to-air.


Air Medium Punch
j.Mp.png
MVC2 DrDoom jMP 01.png
Bet you're glad this isn't Marvel 3 huh
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Doom points his hands downward with electric energy to hit the opponent. Combo filler, which is a shame considering how huge the hitbox is.


Air Heavy Punch
j.Hp.png
MVC2 DrDoom jHP 01.png
Budda gun (budda gun) gun wit da budda in it
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

The infamous butter gun. Doom takes out a small blaster and shoots a beam across the screen. Very solid air normal, as it has infinite range and can be cancelled at any time. The beam travels a little slowly, so to get the max range you have to be superjumping or rising with a normal jump.

This is an amazing neutral control tool. Doesn't chip or do much damage but gives such good space control that it doesn't matter. Use it at super jump height to catch people jumping or flying up. Use it as part of a normal jump to hold people in place. You can combine with assists and use it to advance or retreat.


Air Light Kick
j.Lk.png
MVC2 DrDoom jLK 01.png
Crouching light kick, in the air!
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Doom does a downward kick. Your best normal for doing tridash pressure with, though Doom's tridash pressure isn't that great. Still nice to have regardless, as a fast overhead that hits like this is always valuable.


Air Medium Kick
j.Mk.png
MVC2 DrDoom jMK 01.png
...Hard Kick again?
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Doom kicks upward in the air. Mostly just combo filler, like j.MP.


Air Heavy Kick
j.Hk.png
MVC2 DrDoom jHK 01.png
It's familiar... y'know?
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Doom rockets toward his opponent with his legs extended in front of him at about a 45 degree angle. One of two footdives Doom has for maneuvering. Can be cancelled with specials, supers, and air dashes before it hits the opponent. This puts Doom into a normal jump state, meaning you can call assists even if you superjumped. Good for positioning or setting up assists.


Command Normals

Jumping Down Heavy Kick
Foot Dive
j. D.png+Hk.png
MVC2 DrDoom j2HK 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- None - - -

Doom rockets down with his legs extended at about a 75 degree angle. Has all the same cancel and frame data properties as j.HK. Use for movement or setting up pink stuff.


Universal Mechanics

Universal Launcher (Punch)
Df.png+Hp.png
MVC2 Dr. Doom 2HP 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Launcher (high) - - - -

Doom does his 2HP. Little to no differences with this one, still a great move.


Universal Launcher (Kick)
Df.png+Hk.png
MVC2 DrDoom 5MK 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Launcher (away) - - - -

Doom does his Hard Kick. Considering how high the hitbox goes, this could be used as a surprise anti-air sometimes.


Throw (Punch)
F.png+Hp.png
MVC2 DrDoom P Throw 01.png
He really lasers you in the chest
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Doom picks the opponent up and fires a laser through them, sending them up and away. If the opponent doesn't tech roll, it's possible to combo off this throw with OTG, so it's not a bad tool to have.


Throw (Kick)
F.png+Hk.png
MVC2 DrDoom K Throw 01.png
Gives you the dunk
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Doom picks the opponent up and slams them into the ground, sending them upward. Not as useful as his punch throw, but still nice.


Air Throw (Punch)
j.F.png+Hp.png
MVC2 DrDoom Air P Throw 01.png
Lasered in the air
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Basically the same thing as his punch throw, but in the air. Notably though, with good timing and use of airdash it's possible to convert off this throw for a combo in the corner with no OTG needed. Needless to say this makes landing this incredibly rewarding near the corner for Doom.


Air Throw (Kick)
j.F.png+Hk.png
MVC2 DrDoom Air K Throw 01.png
To the ground you go
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Doom throws the opponent to the ground. Sends straight down, could potentially try some weird left-right mixups, but punch throw is just so much better.


Variable Attack (raw tag)
Lp.png+Lk.png // Hp.png+Hk.png
MVC2 DrDoom jLK 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

A pretty standard tag attack.


Snapback
Qcf.png + A1 / A2
MVC2 DrDoom 5MP 01.png
Weird choice but ok
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Doom's snapback is painfully average. It's not particularly fast, not particularly big, and not particularly good at anything specific.

Special Moves

Plasma Beam
Qcf.png + P.png Airok.png
MVC2 DrDoom QCF P 01.png
MVC2 DrDoom Air QCF P 01.png
IMMA FIRIN MAH LAZER
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Doom fires a yellow laser in front of him horizontally, or downward in the air. Doom's Plasma Beam only does one hit, so it won't compete with other beams. Occasionally finds use as an ender.


Photon Shot
Hcb.png + P.png Airok.png
MVC2 DrDoom HCB P 01.png
MVC2 DrDoom Air HCB P 01.png
Pink stuff
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Doom fires a row of laser all around him, or down and away from him in the air. Doom's Photon Shot is a core aspect to his gameplay, specifically the air version. The ground version is good, but VERY slow to come out and has a blindspot above him. The air version is much faster, sends five projectiles at a great angle, and recovers pretty quick. You are going to see a LOT of these if you play Doom, so get used to doing this input.


Molecular Shield
Hcb.png + Lk.png or Hk.png
MVC2 DrDoom HCB K 01.png
Rocks
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Doom summons a bunch of rocks around him, then fires them out away from him horizontally. Doom's Molecular Shield, as a point character, is a move you should almost never be doing. It's incredibly slow, committal, doesn't do a lot of damage, and isn't particularly big. Can be used for a otg combo.


Flight
Hcb.png + Lk.pngHk.png Airok.png
MVC2 DrDoom QCB KK 01.png
To the skies!
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Doom's Flight is fine, but not really anything special. It lasts about 6.5 seconds, puts you in normal jump mode, gives you free movement and infinite air dashes, all the stuff that normally happens with flight. The problem is that it's very slow both in terms of startup and movement speed, so it really isn't used all that much. Perform the motion again to cancel flight early.

Flight gives access to assists, but you can already use the footdive for that. Useful option to have in neutral but the most important use for this is his corner infinite.

Hyper Combos

Electric Cage
Qcf.png + Lp.pngHp.png
MVC2 DrDoom QCF PP 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Doom sends a ball of electricity out, and if it makes contact with the opponent, puts them into a field of energy that hits repeatedly before sending them away. Good for grounded DHC's after, does a crap ton of chip if you mash it out.


Photon Array
Hcb.png + Lp.pngHp.png Airok.png
MVC2 DrDoom HCB P 01.png
MVC2 DrDoom Air HCB P 01.png
The REALLY GOOD one
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Doom sends out a volley of lasers in all directions on the ground, or down and away from him in the air, in a set of five shots each. On the ground this super is pretty good for chip and coverage, though it's kinda slow. The air version, though, is easily Doom's best super. If all the hits connect, this can do an INCREDIBLE amount of damage for one bar. It's also very good for meterdumping, stalling or going for chip. In addition, the air version of this move specifically has one other dirty thing going for it. It's frame 4, but if the opponent is not blocking already by the freeze, it is post flash unblockable. What was already a good super becomes very annoying with this in mind. If you have meter to waste with Doom (and you will from all the j.HP and Photon Shots you'll be throwing), use it on this super. This move can be quite unsafe if you are too close to the opponent when they block it.

Great DHC option, when DHCing out of this the lasers will stay out and continue to travel.


Sphere Flame
Qcf.png + Lk.png + Hk.png
MVC2 DrDoom QCF KK 01.png
MVC2 DrDoom QCF KK Projectile 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Doom fires a ball of flame into the air, which travels up a set distance before it disappears. An incredibly underwhelming super, as it doesn't do a lot of damage, is hard to land, it's pretty slow, and has no DHC options afterward for almost all characters. You can basically forget he has this and nothing will change.


Other

Taunt

MvC2 DrDoom Taunt.png "*evil laugh*"

Colors

First row: Lp.png, Hp.png, A1. Second row: Lk.png, Hk.png, A2.

Mvc2-drdoom.png



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