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| {{Infobox Character UMVC3 | | <div style="display: flex; flex-wrap:wrap-reverse;"> |
| |name=Doctor Doom | | <div style="display: flex;flex-direction: column;flex:5;min-width:300px;padding: 10px;"> |
| |image=Umvc3_doctordoom_face.jpg
| | {{Character Subnav UMVC3|name=Doctor Doom}} |
| |health=1,000,000
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| |magicseries=Stronger+
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| |airchain=Three
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| |forwarddash=35
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| |backdash=33
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| |jump=44
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| |superjump=81
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| |walljump=No
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| |doublejump=No
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| |airdash=8-Way
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| |xfactordamage1=30
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| |xfactordamage2=50
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| |xfactordamage3=70
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| |xfactorspeed1=10
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| |xfactorspeed2=20
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| |xfactorspeed3=30
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| |minimumdamagenormal=20
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| |minimumdamagehyper=25
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| |minimumdamagexfactor=35
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| |content=
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| ==Introduction== | | ==Introduction== |
| Victor Von Doom, better known as "Doctor Doom", is a villain originating from the ''Fantastic Four'' comics. He rules the fictional nation of Latveria, and is a master of both science and magic. The armor he wears gives him access to a variety of abilities, allows him to fly, and lets him fight toe-to-toe with superpowered characters. | | Victor Von Doom, better known as "Doctor Doom", is a villain originating from the ''Fantastic Four'' comics. He rules the fictional nation of Latveria, and is a master of both science and magic. The armor he wears gives him access to a variety of abilities, allows him to fly, and lets him fight toe-to-toe with superpowered characters. |
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| }} | | }} |
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| === Unique Mechanics === | | |
| | === Unique Mechanic === |
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| All of Doom's grounded normals and command normals - except for 5S and Hidden Missiles (4H) - can be dash-canceled on hit or block. Similarly, Doom can cancel all of his aerial normals and command normals, except for his j.5H "Butter Gun" into an airdash. | | All of Doom's grounded normals and command normals - except for 5S and Hidden Missiles (4H) - can be dash-canceled on hit or block. Similarly, Doom can cancel all of his aerial normals and command normals, except for his j.5H "Butter Gun" into an airdash. |
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| Doom's grounded dashes (both forward dash and backdash) are fixed duration "hop" dashes. Unlike most characters, he can not cancel his ground dashes into crouching, or into attacks. However, Doom can still cancel his ground dashes by jumping. This gives Doom a rather unique method for traveling across the stage, called '''Triangle Jumping'''. To Triangle Jump forward, input a forward dash, then input a forwards jump with the desired timing. Lastly, as soon as Doom reaches the minimum airdash height on his jump, perform a down-forward airdash to return back to the ground. In terms of raw speed, it is fastest to jump-cancel roughly halfway through Doom's dash animation, but jumping earlier takes less overall time per repetition and is thus less risky to do in neutral.
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| Doom can combine his ability to dash-cancel normals with his ability to Triangle Jump in order to effectively cancel normals directly into a Triangle Jump. This allows Doom to maintain very strong pressure on a defending opponent, and continue to be aggressive even through pushblock. An example input sequence for this technique is shown below: <br> | | Doom can combine his ability to dash-cancel normals with his ability to Triangle Jump in order to effectively cancel normals directly into a Triangle Jump. This allows Doom to maintain very strong pressure on a defending opponent, and continue to be aggressive even through pushblock. An example input sequence for this technique is shown below: <br> |
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| If done correctly, Doom will dash-cancel his blocked sweep, then instantly cancel that dash into a jump, giving the appearance he directly jump-canceled his 2H. He will then airdash back down, remaining close to the opponent. If this sequence was done quickly enough that the opponent is still in blockstun, or tried to jump out of pressure, Doom will then attack with a 6H High Kick, which can itself be Triangle Jump canceled to continue the offensive. If the sequence is delayed slightly, the 6H input will instead throw the opponent. | | If done correctly, Doom will dash-cancel his blocked sweep, then instantly cancel that dash into a jump, giving the appearance he directly jump-canceled his 2H. He will then airdash back down, remaining close to the opponent. If this sequence was done quickly enough that the opponent is still in blockstun, or tried to jump out of pressure, Doom will then attack with a 6H High Kick, which can itself be Triangle Jump canceled to continue the offensive. If the sequence is delayed slightly, the 6H input will instead throw the opponent. |
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| }} | | |
| | === Unique Movement === |
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| | Doom's grounded dashes (both forward dash and backdash) are fixed duration "hop" dashes. Unlike most characters, he can not cancel his ground dashes into crouching, or into attacks. However, Doom can still cancel his ground dashes by jumping. This gives Doom a rather unique method for traveling across the stage, called '''Triangle Jumping'''. To Triangle Jump forward, input a forward dash, then input a forwards jump with the desired timing. Lastly, as soon as Doom reaches the minimum airdash height on his jump, perform a down-forward airdash to return back to the ground. In terms of raw speed, it is fastest to jump-cancel roughly halfway through Doom's dash animation, but jumping earlier takes less overall time per repetition and is thus less risky to do in neutral. |
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| | </div> |
| | <div style="display: flex;flex-direction: column;flex:2;min-width:350px;padding: 10px;">{{UMVC3_Character_Query|reversals=236XX}}</div></div> |
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| == Move List == | | == Move List == |
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| |onhit=- | | |onhit=- |
| |onblock=- | | |onblock=- |
| |properties={{softknockdown}}, Priority: Low, Beam Durability: 1 per frame for 8 frames | | |properties=Priority: Low, Beam Durability: 1 per frame for 8 frames |
| |description= | | |description= |
| THC Hyper: Photon Array. Recommended Assist. The gold standard against which many other assists - especially projectile assists - are compared. Doom charges up for a moment, and then unleashes a horizontal beam that covers the entire screen in front of him. The beam is elevated slightly above the ground, and although most characters can't crouch under it, many characters do have at least one low-profile attack that can go underneath it. | | THC Hyper: Photon Array. Recommended Assist. The gold standard against which many other assists - especially projectile assists - are compared. Doom charges up for a moment, and then unleashes a horizontal beam that covers the entire screen in front of him. The beam is elevated slightly above the ground, and although most characters can't crouch under it, many characters do have at least one low-profile attack that can go underneath it. |
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| Plasma Beam provides a very respectable amount of lockdown, and can be used by rushdown characters to cover their approach, or keep the opponent in place while they set up their offense. It has respectable durability at 8 total points, and will can usually at least negate other common assists or projectiles, if not beat them outright. Since it has decent startup and instantly reaches fullscreen when active, it is commonly used as a counter-call to an opponent's assist. Many players will choose to save Plasma Beam until they see one of the opponent's assist icons dim (indicating an assist has been called), and then send out Doom in response. By using Plasma Beam in this way, you can prevent your opponent's own Doom from ever successfully using their Hidden Missiles. | | Plasma Beam provides a very respectable amount of lockdown, and can be used by rushdown characters to cover their approach, or keep the opponent in place while they set up their offense. It has respectable durability at 8 total points, and will usually at least negate other common assists or projectiles, if not beat them outright. Since it has decent startup and instantly reaches fullscreen when active, it is commonly used as a counter-call to an opponent's assist. Many players will choose to save Plasma Beam until they see one of the opponent's assist icons dim (indicating an assist has been called), and then send out Doom in response. By using Plasma Beam in this way, you can prevent your opponent's own Doom from ever successfully using their Hidden Missiles. |
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| Plasma Beam's lengthy active duration also makes it fairly useful as a combo extension tool. One weakness of Plasma Beam is that - although it does do solid damage - it also adds eight hits to the combo counter. A confirm off Doom Beam will start already heavily impacted by Damage Scaling, hurting the damage potential of the entire rest of the combo. | | Plasma Beam's lengthy active duration also makes it fairly useful as a combo extension tool. One weakness of Plasma Beam is that - although it does do solid damage - it also adds eight hits to the combo counter. A confirm off Doom Beam will start already heavily impacted by Damage Scaling, hurting the damage potential of the entire rest of the combo. |
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| The gap between when Missiles are initially called and when they are no longer active on stage is the longest of any assist in the game. This can be taken advantage of to perform extensions that are not possible with any other assist. Many characters can call Doom Missiles just before ending their combo with a Hyper - the missiles will fall back down on the opponent just as the hyper ends, allowing the point character to follow-up with another Hyper or even possibly a longer extension. | | The gap between when Missiles are initially called and when they are no longer active on stage is the longest of any assist in the game. This can be taken advantage of to perform extensions that are not possible with any other assist. Many characters can call Doom Missiles just before ending their combo with a Hyper - the missiles will fall back down on the opponent just as the hyper ends, allowing the point character to follow-up with another Hyper or even possibly a longer extension. |
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| | Lastly, Hidden Missiles is special cancellable when used as a Cross-over Counter. This is not especially useful as a punish or reversal tool but can be used to get Doom back onto point for only one bar fairly safely when cancelled into flight. |
| }} | | }} |
| }} | | }} |
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| |description= | | |description= |
| Hits twice. Doom creates a small burst of energy below himself. It's a solid pressure tool that supports Doom's goal of staying above the opponent. Since it can hit twice or be canceled early, and chains into itself, j.5M gives Doom a lot of leverage to adjust the timing on his Air Combos when necessary. | | Hits twice. Doom creates a small burst of energy below himself. It's a solid pressure tool that supports Doom's goal of staying above the opponent. Since it can hit twice or be canceled early, and chains into itself, j.5M gives Doom a lot of leverage to adjust the timing on his Air Combos when necessary. |
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| | Despite how it may look, this move also has coverage above Doom, which can catch air teleports. It also has a slight backwards hitbox, which can be used after a boxdash for crossups. |
| }} | | }} |
| }} | | }} |
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| |onhit=+24 | | |onhit=+24 |
| |onblock=+12 | | |onblock=+12 |
| |properties={{chipdamage}}, {{nocancel}} (except into j.5S), Priority: Low, Beam Durability: 1 per frame for 1 frame | | |properties={{chipdamage}}, {{nocancel}} (except into j.5S), Priority: Low, Beam Durability: 1 per frame for 1 frame, scales by 0.9 |
| |description= | | |description= |
| You messed up your footdive input, didn't you? | | You messed up your footdive input, didn't you? |
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| Buttergun can be used to supplement Doom's keepaway game, since it is aimed directly ahead. Doom's other aerial projectiles are aimed downwards, and can be evaded by opponents who reach the same aerial height as him. It is fairly safe to use during regular jumps, as Doom will land-cancel the recovery. If the beam makes contact with the opponent, Doom can chain into j.5S. Otherwise, it is uncancelable except by X-Factor Activation. | | Buttergun can be used to supplement Doom's keepaway game, since it is aimed directly ahead. Doom's other aerial projectiles are aimed downwards, and can be evaded by opponents who reach the same aerial height as him. It is fairly safe to use during regular jumps, as Doom will land-cancel the recovery. If the beam makes contact with the opponent, Doom can chain into j.5S. Otherwise, it is uncancelable except by X-Factor Activation. |
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| For use in combos, Buttergun is very slow, hits at an awkward height, and has almost no useful cancel options. In aircombos, it rendered mostly useles by j.6H Footdive. j.5H is notable for having a huge amount of untech time on hit. Even from nearly full-screen, it is possible for Doom to connect a stray Buttergun hit, rejump, and then confirm into a real combo before the opponent can recover. This is also very helpful for TAC infinites. | | For use in combos, Buttergun is very slow, hits at an awkward height, and has almost no useful cancel options. In aircombos, it rendered mostly useless by j.6H Footdive. j.5H is notable for having a huge amount of untech time on hit. Even from nearly full-screen, it is possible for Doom to connect a stray Buttergun hit, rejump, and then confirm into a real combo before the opponent can recover. This is also very helpful for TAC infinites. |
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| Unlike most normals, the initial startup of j.5H can not be canceled into a dash. The primary consequence of this is that Doom can not perform an air Plink Dash (only relevant in Flight Mode) using H inputs, and has to plink L~M exclusively. It is also a good idea to perform general airdashes with L+M to avoid getting accidental Butterguns from sloppy inputs. | | Unlike most normals, the initial startup of j.5H can not be canceled into a dash. The primary consequence of this is that Doom can not perform an air Plink Dash (only relevant in Flight Mode) using H inputs, and has to plink L~M exclusively. It is also a good idea to perform general airdashes with L+M to avoid getting accidental Butterguns from sloppy inputs. |
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| |onhit=- | | |onhit=- |
| |onblock=+18 | | |onblock=+18 |
| |properties={{aircombofinisher}}, {{hardknockdown}}, {{airdashcancel}}, {{nocancel}} (except by Airdash) | | |properties={{aircombofinisher}}, {{hardknockdown}}, {{airdashcancel}}, {{nocancel}} (except by Airdash), {{groundbounce}}(When used outside of a launch combo) |
| |description= | | |description= |
| Doom straightens out his body, then dives downwards at a slight angle. The is one of the most iconic and impactful attacks in UMvC3, and is a core part of Doom's kit. Footdive has a large hitbox that completely covers Doom from the waist down, making it extremely difficult to challenge when the opponent is below Doom. | | Doom straightens out his body, then dives downwards at a slight angle. The is one of the most iconic and impactful attacks in UMvC3, and is a core part of Doom's kit. Footdive has a large hitbox that completely covers Doom from the waist down, making it extremely difficult to challenge when the opponent is below Doom. |
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| Doom swings one leg upwards in an arcing kick. 6H acts as a launcher, comparable to his 5S. It deals less damage than 5S but is faster and reaches higher, allowing it to connect at times when 5S would drop, such as late in a combo or after an anti-air 5L. | | Doom swings one leg upwards in an arcing kick. 6H acts as a launcher, comparable to his 5S. It deals less damage than 5S but is faster and reaches higher, allowing it to connect at times when 5S would drop, such as late in a combo or after an anti-air 5L. |
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| 6H is also Doom's forward throw OS, and it is much, much better than his backthrow OS (Hidden Missiles). As a bonus, the upward-aimed kick will also catch opponents who try to chicken guard or jump out of your throw attempt, allowing you con maintain pressure on them. | | 6H is also Doom's forward throw OS, and it is much, much better than his backthrow OS (Hidden Missiles). As a bonus, the upward-aimed kick will also catch opponents who try to chicken guard or jump out of your throw attempt, allowing you to maintain pressure on them. |
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| Hard Kick is an excellent choice for Doom to Dash Cancel when pressuring the opponent, due to its lengthy blockstun. Doom has ample time to complete a tri-dash and resume attacking or throwing the opponent while they remained locked down by the kick. | | Hard Kick is an excellent choice for Doom to Dash Cancel when pressuring the opponent, due to its lengthy blockstun. Doom has ample time to complete a tri-dash and resume attacking or throwing the opponent while they remained locked down by the kick. |
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| |onhit=- | | |onhit=- |
| |onblock=- | | |onblock=- |
| |properties={{otg}}, mashable, {{chipdamage}}, {{nocancel}} (except Team Hyper) Priority: Low, Durability: 1 per missile | | |properties={{otg}}, mashable, {{chipdamage}}, {{nocancel}} (except Team Hyper) Priority: Low, Durability: 1 per missile, scales by 0.9 |
| |description= | | |description= |
| Doom gestures, and missiles are launched from the ground immediately behind him. By default, only one missile is launched, but continuing to press H can fire additional missiles in succession, up to a total of eight. The missiles are initially fired directly upwards. Upon reaching superjump height, they suddenly change direction to track the opponent. | | Doom gestures, and missiles are launched from the ground immediately behind him. By default, only one missile is launched, but continuing to press H can fire additional missiles in succession, up to a total of eight. The missiles are initially fired directly upwards. Upon reaching superjump height, they suddenly change direction to track the opponent. |
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| Although Hidden Missiles is an incredible assist, it is not particularly strong when Doom is on point. Doom is vulnerable while launching the missiles, which do not offer any real protection to Doom until they begin to fall back down on the opponent. If Doom is using missiles and an opponent decides to rush him down, Doom cannot cancel the attack to protect himself, except into a THC. When Doom is the only remaining character on the team, Hidden Missiles canceled into a Team Hyper Photon Array is a decent way to convert meter into safe chip damage, but if Doom has other teammates alive, this strategy becomes very expensive. | | Although Hidden Missiles is an incredible assist, it is not particularly strong when Doom is on point. Doom is vulnerable while launching the missiles, which do not offer any real protection to Doom until they begin to fall back down on the opponent. If Doom is using missiles and an opponent decides to rush him down, Doom cannot cancel the attack to protect himself, except into a THC. When Doom is the only remaining character on the team, Hidden Missiles canceled into a Team Hyper Photon Array is a decent way to convert meter into safe chip damage, but if Doom has other teammates alive, this strategy becomes very expensive. |
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| Doom can call one or two missiles after a kill or Snapback to act as a sort of psuedo-assist and support his oncoming mixup. | | Doom can call one or two missiles after a kill or Snapback to act as a sort of pseudo-assist and support his oncoming mixup. |
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| Hidden Missiles can hit OTG, both on the way up and on the way down. It is not really practical for Doom to use missiles as an OTG on the way down due to the amount of time they take to return to the ground. However, it is possible for Doom to position himself so that Missiles will hit an opponent OTG on the way up, which can be used in an advanced extension at the end of his combos. | | Hidden Missiles can hit OTG, both on the way up and on the way down. It is not really practical for Doom to use missiles as an OTG on the way down due to the amount of time they take to return to the ground. However, it is possible for Doom to position himself so that Missiles will hit an opponent OTG on the way up, which can be used in an advanced extension at the end of his combos. |
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| | Hidden Missiles are not subject to hitstun deterioration. |
| }} | | }} |
| }} | | }} |
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| Although Plasma Beam reaches fullscreen, it has limited vertical range and is easily evaded by jumping. It pins Doom in place for a full second and is dangerous to use as a keepaway tool. It is primarily used to score some additional chip damage in situations where it is guaranteed to connect, such as while the opponent is locked down by an assist. If an opponent blocks Photon Array (214XX) from far enough away, Doom will recover in time to force them to block a Plasma Beam as well. | | Although Plasma Beam reaches fullscreen, it has limited vertical range and is easily evaded by jumping. It pins Doom in place for a full second and is dangerous to use as a keepaway tool. It is primarily used to score some additional chip damage in situations where it is guaranteed to connect, such as while the opponent is locked down by an assist. If an opponent blocks Photon Array (214XX) from far enough away, Doom will recover in time to force them to block a Plasma Beam as well. |
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| | All versions of Plasma Beam are not subject to hitstun deterioration. |
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| }} | | }} |
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| Air Plasma Beam is mainly notable for being able to hit OTG. It is typically used as a combo ender, since many of Doom's combo routes lead to him floating above a knocked down opponent. Doom can OTG with Air Plasma Beam and then cancel into a shotgunned Air Photon Array to get great damage for 1 bar. If spaced correctly, it's possible to get the opponent to bounce on the beam, and only get hit twice. Similar to Dormammu's flame carpet, if you get this bouncing hit, there's a massive amount of hitstun. This is primarily used in air to air conversions, and TAC infinites. | | Air Plasma Beam is mainly notable for being able to hit OTG. It is typically used as a combo ender, since many of Doom's combo routes lead to him floating above a knocked down opponent. Doom can OTG with Air Plasma Beam and then cancel into a shotgunned Air Photon Array to get great damage for 1 bar. If spaced correctly, it's possible to get the opponent to bounce on the beam, and only get hit twice. Similar to Dormammu's flame carpet, if you get this bouncing hit, there's a massive amount of hitstun. This is primarily used in air to air conversions, and TAC infinites. |
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| | All versions of Air Plasma Beam are not subject to hitstun deterioration. |
| }} | | }} |
| }} | | }} |
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| |version=L | | |version=L |
| |subtitle={{dp}} + {{l}} | | |subtitle={{dp}} + {{l}} |
| |damage=15,000 x4 + 25,000 x3 | | |damage=15,000 x3 + 25,000 x4 |
| |guard=Mid | | |guard=Mid |
| |startup=7 | | |startup=7 |
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| |version=H | | |version=H |
| |subtitle={{dp}} + {{h}} | | |subtitle={{dp}} + {{h}} |
| |damage=15,000 x6 + 25,000 x5 | | |damage=15,000 x6 + 25,000 x4 |
| |guard=Mid | | |guard=Mid |
| |startup=13 | | |startup=13 |
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| |startup=15 | | |startup=15 |
| |active=106 | | |active=106 |
| |recovery=- | | |recovery=0 |
| |onhit=- | | |onhit=- |
| |onblock=- | | |onblock=- |
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| Like with Photon Shot, Photon Array is very safe and has excellent coverage. It is a tool for Doom to forcefully retake momentum while dealing moderate chip damage, since it is advantageous on block. It can be used as a safe DHC to evacuate to/from another point character, or as an emergency cancel option if Doom whiffs another attack and is in danger of being punished. | | Like with Photon Shot, Photon Array is very safe and has excellent coverage. It is a tool for Doom to forcefully retake momentum while dealing moderate chip damage, since it is advantageous on block. It can be used as a safe DHC to evacuate to/from another point character, or as an emergency cancel option if Doom whiffs another attack and is in danger of being punished. |
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| Photon Array is notable for being one of very few projectile attacks in the game that can fire behind the character using it. As a result, it can be used to protect Doom from an Astral Vision Morrigan's fireball patterns, something very few characters can do. Photon Shot also includes projectiles fired backwards, but does not have enough durability to negate Soul Fists, whereas Photon Array is High priority and will blow through them. | | Photon Array is notable for being one of very few projectile attacks in the game that can fire behind the character using it. As a result, it can be used to protect Doom from an Astral Vision Morrigan's fireball patterns, something very few characters can do. Photon Shot also includes projectiles fired backwards, but does not have enough durability to negate Soul Fists, whereas Photon Array is High priority and will blow through them. Typically in combos most of Photon Array's backwards projectiles will not hit(because they're fired behind you while the other char is in front), however it is possible to get almost all of them to hit on big body characters(eg Hulk), causing massive damage. |
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| |data= | | |data= |
| {{AttackData-UMVC3 | | {{AttackData-UMVC3 |
| |damage=20,000 x25 ~ x50 (each side) | | |damage=20,000 x25 ~ x50 |
| |guard=Mid | | |guard=Mid |
| |startup=10+1 | | |startup=10+1 |
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| |properties={{strk}}, Priority: High, Durability (ascending): 1, Beam Durability (descending): 1 per frame for 2 frames per projectile | | |properties={{strk}}, Priority: High, Durability (ascending): 1, Beam Durability (descending): 1 per frame for 2 frames per projectile |
| |description= | | |description= |
| Doom produces a sphere of energy and sendings it flying directly upwards. Once the sphere reaches superjump height (takes 40 frames), it explodes, causing an arc of projectiles to rain back downwards toward the ground. The projectiles reach the ground after roughly 26 frames. | | Doom produces a sphere of energy and sends it flying directly upwards. Once the sphere reaches superjump height (takes 40 frames), it explodes, causing an arc of projectiles to rain back downwards toward the ground. The projectiles reach the ground after roughly 26 frames. |
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| If the initial sphere hits an opponent, it will carry them upwards alongside itself, and the opponent will also be hit by every projectile from the explosion. This deals very high damage - comparable to a point-blank fully mashed Photon Array - but it is much worse for enabling DHCs due to how high it juggles the opponent. Conversely, Sphere Flame is much better to DHC into than Photon Array in most cases, since it will deal very close to full damage regardless of spacing, as long as it connects at all. | | If the initial sphere hits an opponent, it will carry them upwards alongside itself, and the opponent will also be hit by every projectile from the explosion. This deals very high damage - comparable to a point-blank fully mashed Photon Array - but it is much worse for enabling DHCs due to how high it juggles the opponent. Conversely, Sphere Flame is much better to DHC into than Photon Array in most cases, since it will deal very close to full damage regardless of spacing, as long as it connects at all. |
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| |data= | | |data= |
| {{AttackData-UMVC3 | | {{AttackData-UMVC3 |
| |damage=440,000 | | |damage=440,000 ~ 482,000 |
| |guard=Mid | | |guard=Mid |
| |startup=4+0 | | |startup=4+0 |
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| |onhit=- | | |onhit=- |
| |onblock=-27 | | |onblock=-27 |
| |properties=Invuln until frame 9, {{hardknockdown}}, ignores damage scaling | | |properties=Invuln until frame 9, {{hardknockdown}}, mashable, ignores damage scaling |
| |description= | | |description= |
| Cinematic level 3 hyper. Doom gestures, and a containment cell appears that will trap the opponent's character if it hits. The cinematic deals heavy unscaled damage and ends in a Hard Knockdown. | | Cinematic level 3 hyper. Doom gestures, and a containment cell appears that will trap the opponent's character if it hits. The cinematic deals heavy unscaled damage and ends in a Hard Knockdown. |
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| Doom's Time is primarily used to secure a kill in situations where a 1-bar combo ender will not suffice. Doom can fairly easily tack a Level 3 onto any normal BnB combo by ending with an OTG 5H canceled direclt into Level 3. | | Doom's Time is primarily used to secure a kill in situations where a 1-bar combo ender will not suffice. Doom can fairly easily tack a Level 3 onto any normal BnB combo by ending with an OTG 5H canceled direcly into Level 3. |
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| Level 3 is also Doom's only reversal, and it is serviceable when used this way. It has full invul through its active frame, and is very fast to start up. It also has zero frames of post-flash startup, meaning if an opponent in range is not already blocking when the superflash begins, the hyper can not be blocked (and it also can not be reacted to with DHCs or X-Factor). Level 3's weakness as a reversal is its extremely poor vertical range. The hitbox consists only of a small crackling of electricity on the ground, and it is basically impossible for this hyper to connect on an airborne opponent. | | Level 3 is also Doom's only reversal, and it is serviceable when used this way. It has full invul through its active frame, and is very fast to start up. It also has zero frames of post-flash startup, meaning if an opponent in range is not already blocking when the superflash begins, the hyper can not be blocked (and it also can not be reacted to with DHCs or X-Factor). Level 3's weakness as a reversal is its extremely poor vertical range. The hitbox consists only of a small crackling of electricity on the ground, and it is basically impossible for this hyper to connect on an airborne opponent. |
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| |properties={{hardknockdown}} | | |properties={{hardknockdown}} |
| |description= | | |description= |
| Doom grips the opponent in one hand, but the follow-up action depends on whether the throw is a Forward Throw or Back Throw. A Forward Throw will cause Doom to blast the opponent with energy, sending them flying across the screen. In a Back Throw, Doom slams the opponent into the ground directly behind him, causing them to bounch high into the air before landing for a Hard Knockdown. Note that despite the animation, Back Throw does not use or consume a Ground Bounce. | | Doom grips the opponent in one hand, but the follow-up action depends on whether the throw is a Forward Throw or Back Throw. A Forward Throw will cause Doom to blast the opponent with energy, sending them flying across the screen. In a Back Throw, Doom slams the opponent into the ground directly behind him, causing them to bounce high into the air before landing for a Hard Knockdown. Note that despite the animation, Back Throw does not use or consume a Ground Bounce. |
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| Back Throw is very easy to confirm from any screen position. In fact, it actually gives Doom so much time to convert that Doom can reposition to the opposite side of the opponent if preferred. Afterwards, a simple OTG 5M or 5H chained into launcher starts the combo. | | Back Throw is very easy to confirm from any screen position. In fact, it actually gives Doom so much time to convert that Doom can reposition to the opposite side of the opponent if preferred, or if your timing is good, pick up a 5L. After they hit the ground, a simple OTG 5M or 5H chained into launcher starts the combo. |
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| Forward Throw can also be consistently converted into a combo from any screen position, but doing so is more advanced due to the distance Doom needs to cover to reach the opponent. The standard way to convert a Forward Throw with Doom is by using a Triangle Dash. To start, input a regular forward dash as soon as Doom recovers from the throw animation. Approximately halfway through Doom's forward dash, cancel the dash into a forward jump. Then, as soon as Doom reaches his minimum airdash height, perform a down-forward airdash. This should place Doom back on the ground, close enough to the opponent to connect an OTG 5M. [https://youtu.be/06mQgDMditU Video Guide]. | | Forward Throw can also be consistently converted into a combo from any screen position, but doing so is more advanced due to the distance Doom needs to cover to reach the opponent. The standard way to convert a Forward Throw with Doom is by using a Triangle Dash. To start, input a regular forward dash as soon as Doom recovers from the throw animation. Approximately halfway through Doom's forward dash, cancel the dash into a forward jump. Then, as soon as Doom reaches his minimum airdash height, perform a down-forward airdash. This should place Doom back on the ground, close enough to the opponent to connect an OTG 5M. [https://youtu.be/06mQgDMditU Video Guide]. |
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| |properties={{hardknockdown}} | | |properties={{hardknockdown}} |
| |description= | | |description= |
| Doom's Airthrow mirrors Doom's Ground Throw, with the Back Throw sending the opponent straight down towards the ground behind Doom, while Forward Throw sends the opponent flying a good distance away. As with the grounded throws, Air Back Throw is easy to convert but option selects a very weak attack (j.5H Buttergun), while Air Forward Throw is difficult to conver but option selects a strong attack (j.6H Footdive). | | Doom's Airthrow mirrors Doom's Ground Throw, with the Back Throw sending the opponent straight down towards the ground behind Doom, while Forward Throw sends the opponent flying a good distance away. As with the grounded throws, Air Back Throw is easy to convert but option selects a very weak attack (j.5H Buttergun), while Air Forward Throw is difficult to convert but option selects a strong attack (j.6H Footdive). |
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| Converting a Forward Air Throw depends on the height that the throw connects: | | Converting a Forward Air Throw depends on the height that the throw connects: |
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| |data= | | |data= |
| {{AttackData-UMVC3 | | {{AttackData-UMVC3 |
| |damage=27,000 | | |damage=30,000 |
| |guard=OH | | |guard=OH |
| |startup=- | | |startup=- |
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| }} | | }} |
| }} | | }} |
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| == Team Position == | | == Team Position == |
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| === Notable Synergies ===
| | == Notable Shells == |
| | <tabber> |
| | |-| Morrigan + Doom = |
| | [[File:UMVC3 Morrigan Icon.png|center|100px]] |
| | <center>[[File:Gamma.png|20px]]</center> |
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| Just about every character in the game would love to have one of Doom's assists backing them up, and he is a safe pick to support almost any team. That said, a handful of characters particularly like to be paired with Doom (or Doom particularly likes to be paired with them).
| | Morridoom might be the single most powerful shell in the game. While this mostly can be chalked up to Doom's incredible support for Morrigan's primary gameplan in Hidden Missiles, Dark Harmonizer assist is also very powerful for Doom, turning him from a pretty-good battery to one of the most powerful batteries in the entire game. Doom with Harmonizer can build 2.5 bars off most touches, and when combined with a meter-hungry third like Vergil, the duo can be incredibly strong. |
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| | [https://replaytheater.app/?game=umvc3&c1=Morrigan&p1c2=Doctor+Doom Replay Theater Footage] |
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| '''Morrigan:''' The infamous "Morridoom" shell that swept every major tournament for over a year. Doom's "hidden missiles" assist perfectly covers the superjump height that is otherwise a weak point in Morrigan's fireball game. If Doom happens to find himself tagged in, his playstyle aligns exactly with what Morrigan wants. Doom can run away and build meter using Flight and projectile specials, then throw out one of his safe Level 1 Hypers to DHC back to Morrigan with Astral Vision. A well-executed Morrigan/Doom team is borderline impenetrable.
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| '''Players to Watch:''' ChrisG (Morrigan/Doom/Vergil), JRosa (Morrigan/Doom/Strider), Escalante (Magneto/Morrigan/Doom)
| | === Players to Watch === |
| | {{PlayersToWatchTableHeader-UMVC3}} |
| | {{PlayersToWatchTableRow-UMVC3 |
| | | name = NYChrisG |
| | | charaColorOne = {{CharaColor-UMVC3|Morrigan|1}} |
| | | charaColorTwo = {{CharaColor-UMVC3|Doctor_Doom|1}} |
| | | charaColorThree = {{CharaColor-UMVC3|Vergil|1}} |
| | | region = East Coast |
| | | status = Inactive |
| | | notes = |
| | | replaysLink = [https://replaytheater.app/?game=umvc3&p1=ChrisG Replay Theater]<br> |
| | }} |
| | {{PlayersToWatchTableRow-UMVC3 |
| | | name = Escalante |
| | | charaColorOne = {{CharaColor-UMVC3|Magneto|2}} |
| | | charaColorTwo = {{CharaColor-UMVC3|Morrigan|2}} |
| | | charaColorThree = {{CharaColor-UMVC3|Doctor_Doom|2}} |
| | | region = East Coast |
| | | status = Active |
| | | notes = |
| | | replaysLink = [https://replaytheater.app/?game=umvc3&p1=Escalante Replay Theater] |
| | }} |
| | |}|-| Doom + Vergil = |
| | [[File:UMVC3 Vergil Icon.png|center|100px]] |
| | <center>[[File:Gamma.png|20px]]</center> |
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| '''Amaterasu:''' Dr. Doom's level 1 hypers have extremely short duration. Meanwhile, Ammy's level 1 "Okami Shuffle" hyper is one of the longest in the game. This leads to a uniquely powerful synergy when both characters are used in a Team Hyper Combo. When Doom calls a THC with Ammy behind him, he recovers from his hyper very quickly, and can freely act while the opponent remains locked down by Ammy's hyper for several more seconds. In this time, Doom can cross-up the opponent, go for high/low mixups, or even throw them. If Doom opens up the opponent during this time, he can easily build enough meter to THC again.
| | As one of the most powerful, most iconic, and most flexible shells in the game, Doom/Vergil is an incredible pairing. With safe DHCs either way, kill combos off just about any touch, and one of the best anchors in the game to back him up, Vergil is an excellent partner for Victor Von and elevates him into a remarkable threat. Doom helps Vergil quite a bit in return, turning various awkward confirms into kills thanks to his excellent hard tag game. All in all, the pair are very strong and Doom/Vergil is an iconic top tier shell for a reason. |
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| '''Players to Watch:''' MarlinPie (Viper/Doom/Ammy), Zak Bennet (Firebrand/Doom/Ammy), FullSchedule (Viper/Doom/Ammy)
| | [https://replaytheater.app/?game=umvc3&c1=Vergil&p1c2=Doctor+Doom Replay Theater Footage] |
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| '''Strider Hiryu:''' Hiryu's "Vajra" assist causes a hard knockdown if it hits an airborne opponent. Its great tracking and nearly infinite vertical range make it a scary assist to face in neutral, but not many characters can efficiently capitalize on the knockdown it causes. Doom has no shortage of strong OTG-capable attacks, so nearly any Strider hit can be consistently confirmed into a full combo. In addition, Strider usually does not want to be on point unless he is the last character alive and has lots of meter. Having Doom on the team means that Strider has access to easy DHC options to use as an escape if he gets snapped in.
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| '''Players to Watch:''' JRosa (Morrigan/Doom/Strider), Clockwork (Vergil/Doom/Strider), DeadXPride (Vergil/Doom/Strider)
| | === Players to Watch === |
| | {{PlayersToWatchTableHeader-UMVC3}} |
| | {{PlayersToWatchTableRow-UMVC3 |
| | | name = NYChrisG |
| | | charaColorOne = {{CharaColor-UMVC3|Morrigan|1}} |
| | | charaColorTwo = {{CharaColor-UMVC3|Doctor_Doom|1}} |
| | | charaColorThree = {{CharaColor-UMVC3|Vergil|1}} |
| | | region = East Coast |
| | | status = Inactive |
| | | notes = |
| | | replaysLink = [https://replaytheater.app/?game=umvc3&p1=ChrisG Replay Theater]<br> |
| | }} |
| | {{PlayersToWatchTableRow-UMVC3 |
| | | name = FrankieG |
| | | charaColorOne = {{CharaColor-UMVC3|Magneto|2}} |
| | | charaColorTwo = {{CharaColor-UMVC3|Doctor_Doom|2}} |
| | | charaColorThree = {{CharaColor-UMVC3|Vergil|2}} |
| | | region = East Coast |
| | | status = Active |
| | | notes = |
| | | replaysLink = [https://replaytheater.app/?game=umvc3&p1=FrankieG Replay Theater] |
| | }} |
| | {{PlayersToWatchTableRow-UMVC3 |
| | | name = Romora |
| | | charaColorOne = {{CharaColor-UMVC3|Zero|3}} |
| | | charaColorTwo = {{CharaColor-UMVC3|Doctor_Doom|3}} |
| | | charaColorThree = {{CharaColor-UMVC3|Vergil|3}} |
| | | region = Southwest |
| | | status = Active |
| | | notes = |
| | | replaysLink = [https://replaytheater.app/?game=umvc3&p1=Romora Replay Theater] |
| | }} |
| | |} |
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| '''Other Players to Watch:''' RayRay (Magneto/Doom/Sentinel), Coach Steve/Insayyane (Nova/Spencer/Doom), FChamp (Magneto/Doom/Phoenix, Magneto/Doom/Dormammu), Miniboss (Spencer/Doom/Strange), ApologyMan (Firebrand/Skrull/Doom, Skrull/Frank/Doom), DiosX (Doom/Storm/Sentinel), Winrich (Wolverine/Doom/Vergil), Paradigm (Haggar/Dormammu/Doom), Joey D (Zero/Doom/Vergil), Romora (Zero/Doom/Vergil), Prodigy (Magneto/Doom/Phoenix), MameSpider (Spider-Man/Doom/Vergil)
| | |-| Magneto + Doom = |
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| Note: This list is deliberately incomplete. Doom is likely the single most played character in UMvC3, and his versatility and naturaly team synergy mean that the overwhelming majority of tournament players have at least dabbled in learning Doom.
| | [[File:UMVC3 Magneto Icon.png|center|100px]] |
| | <center>[[File:Alpha.png|20px]]</center> |
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| == Combos ==
| | The Master of Magnetism and the Lord of Latveria are a tried-and-true pair, and work together in either order. Doom supports Magneto through three excellent assists, a stellar hard tag game, and strong DHC and TACs. Magneto supports doom mostly through his exceptional assist, Disruptor, which Doom can use to cover approaches or in his combos. While the pairing is usually strongest with Doom behind Magneto, it's worth considering in either order and is iconic for a reason. |
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| === Solo Combos === | | [https://replaytheater.app/?game=umvc3&c1=Magneto&p1c2=Doctor+Doom Replay Theater Footage] |
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| <code><nowiki>2L > 2H > 5S sjc. j.5M > j.5M > j.6H > j.5S xx Airdash Down-forward xx j.5H (whiff), land, 5H > 5S sjc. j.5M > j.5M > j.6H > j.5S xx Airdash Down-forward xx j.5H (whiff), land, 5H > 5S sjc. j.5M > j.5M > j.6H > j.5S xx Airdash Down-forward, j.236H xx j.214XX (758,000 damage for 1 bar, builds 1.5 bars of meter.)</nowiki></code> <br>
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| [https://youtu.be/nc4jvXj8rUQ?t=30 Video Timestamp (Midscreen).] Basic Footdive loop. Deals great damage for a 1 bar solo combo and is very meter-positive. The basic Footdive loop works both Midscreen and in the Corner, but requires some small modifications to work Midscreen: | | === Players to Watch === |
| *When performing the Air Combo sequence, connect the first j.5M as early as possible, then delay the second j.5M slightly, this will position the opponent at the correct height for the j.6H > j.5S sequence to connect.
| | {{PlayersToWatchTableHeader-UMVC3}} |
| *After landing on the ground at the end of each Air Combo, you will need to perform a Triangle Dash to reach the opponent with your OTG. Jump forward and then airdash Down-forward once you reach minimum airdash height. <br>
| | {{PlayersToWatchTableRow-UMVC3 |
| | | name = FilipinoChamp |
| | | charaColorOne = {{CharaColor-UMVC3|Magneto|1}} |
| | | charaColorTwo = {{CharaColor-UMVC3|Dormammu|1}} |
| | | charaColorThree = {{CharaColor-UMVC3|Doctor_Doom|1}} |
| | | region = West Coast |
| | | status = Inactive |
| | | notes = |
| | | replaysLink = [https://replaytheater.app/?game=umvc3&p1=FilipinoChamp Replay Theater]<br>[https://youtu.be/CrzUTXPFdJk vs TerryBogard @ Final Round 18] |
| | }} |
| | {{PlayersToWatchTableRow-UMVC3 |
| | | name = Milky |
| | | charaColorOne = {{CharaColor-UMVC3|Magneto|2}} |
| | | charaColorTwo = {{CharaColor-UMVC3|Doctor_Doom|2}} |
| | | charaColorThree = {{CharaColor-UMVC3|Dante|2}} |
| | | region = East Coast |
| | | status = Active |
| | | notes = |
| | | replaysLink = [https://replaytheater.app/?game=umvc3&p1=Milky Replay Theater] |
| | }} |
| | |} |
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| | |-| Doom + Dante = |
| | [[File:UMVC3 Dante Icon.png|center|100px]] |
| | <center>[[File:Alpha.png|20px]]</center> |
| | The two best supports in the game go together like Peanut Butter and Jelly. Doom uses Jam Session extremely well, and Dante's Follow My Lead in Million Dollars is perhaps the best in the entire game. Dante also loves Doom's support in return, using Plasma Beam extremely well in both combos and neutral. Whether played as Doom/Dante or Dante/Doom, this is one of the best and most flexible double support shells in the game. |
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| <code><nowiki>2L > 2M > 2H > 5S sjc. j.5L > j.6H xx Airdash Down-forward, land, 2M > 2H > 5S sjc. j.5L > j.6H xx Airdash Down-forward, land, 2M > 2H > 5S sjc. j.5L > j.5L > j.5M > j.6H > j.5S xx Airdash Downforward xx j.5H (whiff), land, 5H > 5S sjc. j.5M > j.5M > j.6H > j.5S xx Airdash Down-forward xx j.5H (whiff), j.236H xx j.214XX (786,000 for 1 bar, builds 1.8 bars of meter.)</nowiki></code> <br>
| | [https://replaytheater.app/?game=umvc3&c1=Doctor+Doom&p1c2=Dante Replay Theater Footage] |
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| [https://youtu.be/nc4jvXj8rUQ?t=47 Video Timestamp (Midscreen).] Intermediate Footdive loop. Like the previous combo, it works both Midscreen and in the corner. The midscreen version does not require any particular modifications, but the timing is more strict. If you are having trouble connecting the 2M > 2H relaunch sequence, you can use 2L > 2M instead, which is easier for slightly less damage. <br>
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| <code><nowiki>2L > 2M > 2H > 5S sjc. j.5M > j.6H > j.5S xx Airdash Down xx j.5H (whiff), land, 5H > 5S sjc. j.5M > j.6H > j.5S xx Airdash Down xx j.5H (whiff), land, 5H > 5S sjc. j.5M > j.6H > j.5S xx Airdash Down xx j.5H (whiff), land, 5H > 5S sjc. j.5M > j.5M > j.6H > j.5S xx Airdash Down, j.236H xx j.214XX (849,000 for 1 bar, builds 1.9 bars of meter.)</nowiki></code> <br>
| | === Players to Watch === |
| | {{PlayersToWatchTableHeader-UMVC3}} |
| | {{PlayersToWatchTableRow-UMVC3 |
| | | name = Milky |
| | | charaColorOne = {{CharaColor-UMVC3|Magneto|1}} |
| | | charaColorTwo = {{CharaColor-UMVC3|Doctor_Doom|1}} |
| | | charaColorThree = {{CharaColor-UMVC3|Dante|1}} |
| | | region = |
| | | status = Active |
| | | notes = |
| | | replaysLink = [https://replaytheater.app/?game=umvc3&p1=Angelic Replay Theater] |
| | }} |
| | {{PlayersToWatchTableRow-UMVC3 |
| | | name = Dylnyan |
| | | charaColorOne = {{CharaColor-UMVC3|Zero|2}} |
| | | charaColorTwo = {{CharaColor-UMVC3|Dante|2}} |
| | | charaColorThree = {{CharaColor-UMVC3|Doctor_Doom|2}} |
| | | region = West Coast |
| | | status = Active |
| | | notes = |
| | | replaysLink = [https://replaytheater.app/?game=umvc3&p1=Dylnyan Replay Theater] |
| | }} |
| | {{PlayersToWatchTableRow-UMVC3 |
| | | name = Miya |
| | | charaColorOne = {{CharaColor-UMVC3|M.O.D.O.K.|3}} |
| | | charaColorTwo = {{CharaColor-UMVC3|Dante|3}} |
| | | charaColorThree = {{CharaColor-UMVC3|Doctor_Doom|3}} |
| | | region = JPN |
| | | status = Active |
| | | notes = |
| | | replaysLink = [https://replaytheater.app/?game=umvc3&p1=Miya Replay Theater] |
| | }} |
| | |} |
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| [https://youtu.be/nc4jvXj8rUQ?t=65 Video Timestamp.] Corner only. This is an optimization of the basic Footdive loop, taking advantage of the fact that you can perform each rep faster in the corner, to complete four (shorter) loops instead of the usual three. <br>
| | |-| Doom + Ammy = |
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| <code><nowiki>2L > 2M > 2H > 5S sjc. j.5L > j.6H xx Airdash Down, land, 5S sjc. j.5L > j.6H xx Airdash Down, land, 5S sjc. j.5L > j.6H xx Airdash Down, land, 5S sjc. j.5L > j.6H xx Airdash Down, land, 5S sjc. j.5L > j.5M > j.6H > j.5S xx Airdash Down xx j.5H (whiff), land, 5H > 5S sjc. j.5M > j.5M > j.6H > j.5S xx Airdash Down, j.236H xx j.214XX (908,000 for 1 bar, builds 1.95 bars of meter.)</nowiki></code> <br> | | [[File:UMVC3 Amaterasu Icon.png|center|100px]] |
| | <center>[[File:Beta.png|20px]]</center> |
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| [https://youtu.be/nc4jvXj8rUQ?t=83 Video Timestamp.] Corner only. Like the above combo, this is an optimization of the intermediate loop, getting additional reps for slightly more damage. <br>
| | Okami Shuffle? More like Oki Shuffle. Like Dante, Doom/Ammy is an iconic combination and its power largely boils down to her incredible Follow My Lead -- though Doom is also an able user of Cold Star assist in neutral as well. Ammy uses Beam and Missiles well, and the pair have strong two-way synergy. |
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| <code><nowiki>2L > 2M > 2H > 5S sjc. j.5M xx Airdash Down-forward xx j.5M, rejump, j.5M > j.6H xx Airdash Down-forward, land, 2L > 2M > 2H > 5S sjc. j.5L > j.5L > j.5M > j.5M > j.6H > j.5S xx Airdash Down xx j.5H (whiff), land, 5H > 5S sjc. j.5M > j.5M > j.6H > j.5S xx Airdash Down, j.236H xx j.214XX (777,000 damage for 1 bar, builds ~1.7 bars of meter)</nowiki></code> <br>
| | [https://replaytheater.app/?game=umvc3&c1=Doctor+Doom&p1c2=Amaterasu Replay Theater Footage] |
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| [https://youtu.be/nc4jvXj8rUQ?t=99 Video Timestamp.] Sideswitch combo. Useful if Doom lands a hit while cornered, to instead place the opponent into the corner for better damage and mixup potential. <br> | | === Players to Watch === |
| | {{PlayersToWatchTableHeader-UMVC3}} |
| | {{PlayersToWatchTableRow-UMVC3 |
| | | name = Marlinpie |
| | | charaColorOne = {{CharaColor-UMVC3|C._Viper|1}} |
| | | charaColorTwo = {{CharaColor-UMVC3|Doctor_Doom|1}} |
| | | charaColorThree = {{CharaColor-UMVC3|Amaterasu|1}} |
| | | region = East Coast |
| | | status = Inactive |
| | | notes = |
| | | replaysLink = [https://replaytheater.app/?game=umvc3&p1=Marlinpie Replay Theater] |
| | }} |
| | {{PlayersToWatchTableRow-UMVC3 |
| | | name = Zak Bennet |
| | | charaColorOne = {{CharaColor-UMVC3|Firebrand|2}} |
| | | charaColorTwo = {{CharaColor-UMVC3|Doctor Doom|2}} |
| | | charaColorThree = {{CharaColor-UMVC3|Amaterasu|2}} |
| | | region = UK |
| | | status = Inactive |
| | | notes = |
| | | replaysLink = [https://replaytheater.app/?game=umvc3&p1=Zak+Bennet Replay Theater] |
| | }} |
| | {{PlayersToWatchTableRow-UMVC3 |
| | | name = Rokmode |
| | | charaColorOne = {{CharaColor-UMVC3|Morrigan|3}} |
| | | charaColorTwo = {{CharaColor-UMVC3|Doctor_Doom|3}} |
| | | charaColorThree = {{CharaColor-UMVC3|Amaterasu|3}} |
| | | region = West Coast |
| | | status = Active |
| | | notes = |
| | | replaysLink = [https://replaytheater.app/?game=umvc3&p1=Rokmode Replay Theater] |
| | }} |
| | |} |
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| <code><nowiki>2L > 2M > 2H > 5S sjc. j.5L > j.6H xx Airdash Down, land, 2H > 5S sjc. j.5L > j.6H xx Airdash Down, land, 2H > 5S sjc. j.5L > j.6H xx Airdash Down, land, 2M > 2H > 5S sjc. j.5M > j.6H > j.5S xx Airdash Down xx j.5H (whiff), land, 5H > 5S sjc. j.5M > j.6H > j.5S xx Airdash Down xx j.5H (whiff), land, 5H xx 623L xx 214XX (972,000 for 1 bar.)</nowiki></code> <br>
| | |-| Doom + Strider = |
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| [https://youtu.be/dRRJWnC_M4A Video Timestamp.] Corner-only optimized Footdive loop. Also demonstates an altenrate ender where Doom lands and uses an OTG 5H canceled into L Molecular Shield to place an opponent at the correct height for a grounded Photon Array. If timed incorrectly, this does much less damage than the standard ender, so consider taking the safe route. <br> | | [[File:UMVC3 Strider Hiryu Icon.png|center|100px]] |
| | <center>[[File:Gamma.png|20px]]</center> |
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| [https://youtu.be/NarXjTmezKk Variant Corner Combo.] <br>
| | Strider Hiryu's Vajra assist causes a Hard Knockdown, and Doom has one of the best kits for converting that into a kill in the entire game. Strider also quite enjoys having Doom's support behind him, using Plasma Beam in particular very well. Excellent pair. |
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| [https://youtu.be/9bD_OQXmInk Throw Conversions] <br> | | [https://replaytheater.app/?game=umvc3&c1=Doctor+Doom&p1c2=Strider Replay Theater Footage] |
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| [https://youtu.be/F0HgYIscpqA Style Combos] <br> | | === Players to Watch === |
| | {{PlayersToWatchTableHeader-UMVC3}} |
| | {{PlayersToWatchTableRow-UMVC3 |
| | | name = Marvelo |
| | | charaColorOne = {{CharaColor-UMVC3|Nova|1}} |
| | | charaColorTwo = {{CharaColor-UMVC3|Doctor_Doom|1}} |
| | | charaColorThree = {{CharaColor-UMVC3|Strider_Hiryu|1}} |
| | | region = East Coast |
| | | status = Active |
| | | notes = |
| | | replaysLink = [https://replaytheater.app/?game=umvc3&p1=Marvelo Replay Theater] |
| | }} |
| | {{PlayersToWatchTableRow-UMVC3 |
| | | name = DeadXPride |
| | | charaColorOne = {{CharaColor-UMVC3|Vergil|2}} |
| | | charaColorTwo = {{CharaColor-UMVC3|Doctor_Doom|2}} |
| | | charaColorThree = {{CharaColor-UMVC3|Strider_Hiryu|2}} |
| | | region = West Coast |
| | | status = Active |
| | | notes = |
| | | replaysLink = [https://replaytheater.app/?game=umvc3&p1=DeadxPride Replay Theater] |
| | }} |
|
| |
|
| | </tabber> |
|
| |
|
| === Sample Team Combos === | | == Alternate Colors == |
|
| |
|
| [https://www.youtube.com/playlist?list=PLoC6n5fbqdLMW-q-rJXIxYEEfUhKPb-5E Playlist of Doom/Ammy Synergy] <br>
| | {{Chara-Colors-UMVC3}} |
|
| |
|
| [https://youtu.be/1ASqerU-jP8 Doom/Vergil #1], [https://youtu.be/6yQwC9AgfIY Doom/Vergil #2], [https://youtu.be/zwcBog9pkNg Doom/Vergil #3], [https://youtu.be/sA6OalsV_Uo Doom/Vergil #4] <br>
| | == Hitspheres and Hurtspheres == |
| | |
| [https://youtu.be/vH-r5qTGc4w Nova/Doom] <br>
| |
| | |
| [https://youtu.be/ih_kUAUbzzM Thor/Doom #1], [https://youtu.be/ZxNpBwj_iEs Thor/Doom #2], [https://youtu.be/czThFGL3ZC4 Thor/Doom #3] <br>
| |
| | |
| === TAC Infinites === | |
| | |
| [https://youtu.be/5w6FnzQlesM Full Tutorial] <br>
| |
| [https://youtu.be/jU8zmDYl_QI Example TACs] <br>
| |
| [https://youtu.be/Z8sInGJ_uN4 Midscreen-to-Corner] <br>
| |
| [https://youtu.be/6hwDxWZ3nWw All sides] <br>
| |
| [https://youtu.be/PzgOaEpNs8s Alternate Tutorial] <br>
| |
| [https://youtu.be/C3sO6DVANX0 Swag TAC] <br>
| |
| | |
| == Alternate Colors ==
| |
|
| |
|
| [[File:Doom_colors.jpg]]
| | {{#ev:youtube|5R0mnQxB15Y}} |
|
| |
|
| | <br> |
| {{Content Box|content= | | {{Content Box|content= |
| {{Navbox-UMVC3}} | | {{Navbox-UMVC3}} |
| }} | | }} |