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{{MoveListRow | Crouching Medium | d + m | 70,000 | dashcancel }} | {{MoveListRow | Crouching Medium | d + m | 70,000 | dashcancel }} | ||
{{MoveListRow | Standing Heavy | h | 55,000 x2 | otg dashcancel }} | {{MoveListRow | Standing Heavy | h | 55,000 x2 | otg dashcancel }} | ||
{{MoveListRow | Crouching Heavy | d + h | 80,000 | low dashcancel }} | {{MoveListRow | Crouching Heavy | d + h | 80,000 | low dashcancel softknockdown}} | ||
{{MoveListRow | Hard Kick | f + h | 90,000 | launch airdashcancel }} | {{MoveListRow | Hard Kick | f + h | 90,000 | launch airdashcancel }} | ||
{{MoveListRow | Hidden Missiles | b + h | 20,000 per hit | Mash for up to 8 missiles}} | {{MoveListRow | Hidden Missiles | b + h | 20,000 per hit | nocancel chipdamage <br> Damage scales by 0.9 <br> Cancels only into THC <br> Mash for up to 8 missiles}} | ||
{{MoveListRow | Standing Special | s | 100,000 | launch }} | {{MoveListRow | Standing Special | s | 100,000 | launch }} | ||
{{MoveListRow | Jumping Light | air l | 55,000 | high airdashcancel }} | {{MoveListRow | Jumping Light | air l | 55,000 | high airdashcancel }} | ||
{{MoveListRow | Jumping Medium | air m | 81,000 | high airdashcancel }} | {{MoveListRow | Jumping Medium | air m | 81,000 | high airdashcancel }} | ||
{{MoveListRow | Jumping Heavy | air h | 35,000 per hit | nocancel}} | {{MoveListRow | Jumping Heavy | air h | 35,000 per hit | nocancel chipdamage <br> Damage scales by 0.9 }} | ||
{{MoveListRow | Foot Dive | air f + h | 90,000 | {{MoveListRow | Foot Dive | air f + h | 90,000 | airdashcancel}} | ||
{{MoveListRow | Jumping Special | air s | 90,000 | supercancel airdashcancel}} | {{MoveListRow | Jumping Special | air s | 90,000 | supercancel airdashcancel}} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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===Hyper Moves=== | ===Hyper Moves=== | ||
{{MvC3MoveListHeader}} | {{MvC3MoveListHeader}} | ||
{{MoveListRow | Photon Array | {{#motion: qcb + atk + atk}} | 20,000 | {{MoveListRow | Photon Array | {{#motion: qcb + atk + atk}} | 287,900 (20,000 x 25) | airok <br> Damage scales by 0.95 }} | ||
{{MoveListRow | Sphere Flame | {{#motion: dp + atk + atk}} | 340,000 | | {{MoveListRow | Sphere Flame | {{#motion: dp + atk + atk}} | 340,000 (20,000 x 17 + 10,000 x 40) All hits <br> 91,400 (10,000 x 12) Indirect | Damage scales by 0.95 }} | ||
{{MoveListRow | Doom Time | {{#motion: qcf + atk + atk}} | 440,000 | | {{MoveListRow | Doom Time | {{#motion: qcf + atk + atk}} | 440,000 (10,000 for first hit) | Attack ends after first hit on block | level3 }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Revision as of 14:32, 25 March 2011


Dr. Doom
In a nutshell
Doom is a keepaway character with some sneaky ways to get in close and inflict damage. He has the best beam projectile in the game, and his fast startup Molecular Shield can really help keep would-be attackers off of him. His ability to {{#motion:airdashcancel}} many of his air normals gives him excellent mixups after blocked Dive Kicks, and his throws can lead to big damage combos. If a strong keepaway character with sneaky close range tricks is your style, join Doom's army.
Attributes
Doom's health is slightly above average, weighing in at an admirable 1,000,000 hit points. His walk speed is the worst of all characters in the game bar Chris Redfield, Thor, Dormammu and Haggar, with all of whom he is tied. His damage output (average damage of all Doom's normals) is above average at 78,000, falling just short of the hard-hitters like Tron-Bonne and thus crowning him king of the middle division. Despite having quite a tall frame and posture, his hitbox is very average--again labelling him a very middle-of-the-road character. His poor speed is compensated for by an 8-way air dash (into and out of which almost all of his air normals can cancel) and a ground dash that can be cancelled into by most of his ground normals.
Video Walkthrough
Move List
Assist Types
Normal Moves
Damage scales by 0.9
Cancels only into THC
Mash for up to 8 missiles
Damage scales by 0.9
Special Moves
113,600 (20,000 x 8) m
143,000 (20,000 x 12) h
111,800 (15,000 x 5 (close range) + 25,000 x 4) m
118,900 (15,000 x 7 (close range) + 25,000 x 4) h
Hyper Moves
Damage scales by 0.95
91,400 (10,000 x 12) Indirect
Apprentice Combos
Strategy
Tips and Tricks
- Both versions of his dive kick can be canceled into an air dash for additional pressure and mixups. The H version can be canceled into an air dash at a low height, while the S version has a much higher height requirement, and therefore cannot be dash canceled after hitting a standing opponent. Doing an air dash downward after slamming the opponent down allows you to OTG with s.{{#motion: h}}.
- Doom gets the combo of his choice after a forward throw in the corner, but he gets a huge combo starting with standing Medium off of his backward throw even midscreen. Be cautious about pressing back and Heavy if you are unsure, as the Hidden Missiles move could come out and leave you wide open.
- Doom can only use his Photon Array once per jump. As such, his dominance is much more suited to ground play. Make sure you mix in Plasma Beams and his Heavy Gun to keep people guessing when you do jump.
- When using Doom's Hidden Missiles, call an assist to cover him.
- When using Doom's Hidden Missiles assist, try calling him from full screen and then dashing in so the camera zooms a bit. Doom will be left off screen and your opponent wont even see the missiles coming!
- Though Doom's dash isn't cancelable, you can cancel any of his ground attacks into a front or back dash. This can help you continue the pressure or retreat. If you jump cancel the dash, you can even combo.
- Doom's assists are really good in this game, each with their own optimum context. His Plasma Beam assist is a great slow-startup beam useful for keepaway and setting up cross up unblockables. The Hidden Missiles assist is a great one for just throwing out when it's safe as it does the full 8 shots and is his most damaging assist of all, coupled with a massive delay between firing and hitting giving you a lot of time to start a combo or teleport etc. His molecular shield has really quick startup and is good for those get-the-hell off me situations, but does the least damage of the three.
Combos
Corner only: j.{{#motion: f + h}}, {{#motion: df + atk + atk}}, c.{{#motion: m}}, c.{{#motion: h}}, {{#motion: s}}, j.{{#motion: f + h}}, j.{{#motion: s}}, {{#motion: d + atk + atk}}, s.{{#motion: h}} (2 hits), {{#motion: s}}, j.{{#motion: m}} (2 hits), j.{{#motion: m}} (2 hits), j.{{#motion: f + h}}, j.{{#motion: s}}, {{#motion: d + atk + atk}}, s.{{#motion: h}} (2 hits), {{#motion: dp + h}}, {{#motion: dp + atk + atk}} or {{#motion: qcf + atk + atk}} - 760,000~ damage with level 1 ender, 999,000~ damage with level 3 ender