User:Speedmccool25/sandbox: Difference between revisions

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(FINISHED IM INSANE IM CRAZY IM ABSOLUTELY STUPID RAAAAAHHHH)
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{{MVC2 Character Intro|char= gambit|full= Gambit|short= GAM|content=
{{MVC2 Character Intro|char= doctordoom|full=DoctorDoom|short=DRD|content=
== Introduction ==
== Story ==
== Story ==
Remy LeBeau, known by his alias of Gambit, is a mutant from the X-Men comics by Marvel. A smooth talker and a well known thief, Gambit has the ability to charge objects with kinetic energy, causing them to explode. He is an anti-hero character, sometimes working with the X-Men and sometimes working against them.
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==
==Gameplay==
Gambit is a tricky and wildly fun character with an emphasis on good spacing and zoning with his Kinetic Card and Trick Card specials. He has high damage combo conversions on point with cards and supers, and his fast ground movement - combined with Cajun Strike - makes him tricky to pin down. He is also an excellent team player, with his α-assist being a projectile that causes a pseudo-capture state, letting some characters get conversions that would otherwise be totally impossible. If you like throwing cards, being generally hard to catch, and having the best damn cape animation in the business, then try your luck with Gambit.
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.
 
== Gameplay ==
"Don't mess with the Cajun!"
{{2 Column Flex|flex1=6|flex2=4
{{2 Column Flex|flex1=6|flex2=4
|content1=
|content1=
{{Content Box|content=
{{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 wavedashing under his projectiles is very difficult for him to stop.
Gambit is a slippery character with an emphasis on zoning and playing with his throwing card specials. He generally does well in the middle slot, as he has a good assist with a strong safe DHC.
{{ProConTable
{{ProConTable
|pros=
|pros=
*'''High Damage:''' Gambit has excellent damage on point with the right connects, getting a couple of cards into his Royal Flush super can do outstanding damage for one bar.
* Is in MvC2
*'''Great Grounded Movement:''' Gambit's fast ground dash and Cajun Strike special allow him to zip across the screen to run away or approach.
*'''Team Player:''' Gambit's α-assist is a fantastic assist that allows for wonderful synergies. He also has a safe DHC in his Cajun Explosion.
|cons=
|cons=
*'''Inconsistent Combos:''' Gambit's combos, especially with cards, are a little tricky to land, and his Royal Flush super can do wildly different amounts of damage depending on where it connects on the opponent.
* Is in MvC2
*'''Meter Usage:''' Both supers are slow, and while one is a bit better for spamming, you still have to be careful as to when you decide to use it.
*'''Weird Air Normals:''' Gambit has a very high launcher, and his air normals have some strange hitboxes, making air chains a little trickier than usual to do.
}}
}}
}}
}}
|content2=
{{Content Box|content=
<center><youtube>6ulUMDpr4UQ</youtube></center>
}}
}}
}}
}}
{{Content Box|content=
<center><youtube>MRuhK4Ppuvw</youtube></center>
}}
}}
== Character Summary ==
== Character Summary ==
{{3 Column Flex
{{3 Column Flex
|content1=
|content1=
{{Content Box|header=Special Moves|content=
{{Content Box|header=Special Moves|content=
;Kinetic Card (Air OK)
;Plasma Beam (Air OK)
*{{qcf}} + {{lp}} or {{hp}}
*{{qcf}}+{{lp}} or {{hp}}
;Trick Card
;Photon Shot (Air OK)
*{{qcb}} + {{lp}} or {{hp}}
*{{hcb}}+{{p}}
;Cajun Slash
;Molecular Shield
*{{dp}} + {{lp}} or {{hp}} or {{lk}}+{{hp}}
*{{hcb}}+{{k}}
;Cajun Escape
;Flight
*Charge {{d}}, {{u}} + {{p}} (Hold away from the wall to go to the opposite wall)
*{{qcb}}+ {{lk}}{{hk}}
;Cajun Strike
*Charge {{d}}, {{u}} + {{k}} (Hold away from the wall to go to the opposite wall)
}}
}}
|content2=
|content2=
{{Content Box|header=Super Moves|content=
{{Content Box|header=Hyper Combos|content=
;Royal Flush
;Electric Cage
*{{qcf}} + {{lp}} + {{hp}}
*{{qcf}}+{{lp}}+{{hp}}
;Cajun Explosion
;Photon Array (Air OK)
*{{qcf}} or {{qcb}} + {{lk}} + {{hk}}
*{{hcb}}+{{lp}}+{{hp}}  
;Sphere Flame
*{{qcf}}+{{lk}}+{{hk}}
}}
}}
|content3=
|content3=
{{Content Box|header=Assist Types|content=
{{Content Box|header=Assist Types|content=
;Type α - Projectile Type
;Type α - Variety Type
*Assist: {{hp}} Kinetic Card
*Assist: {{hp}} Photon Shot
*Counter: {{hp}} Kinetic Card
*Counter: {{hp}} Photon Shot
*Combination: Royal Flush
*Combination: Photon Array
;Type β - Expansion Type
;Type β - Anti-Air Type
*Assist: {{lp}} Cajun Slash
*Assist: {{hk}} Molecular Shield
*Counter: {{lp}} Cajun Slash
*Counter: {{hk}} Molecular Shield
*Combination: Royal Flush
*Combination: Sphere Flame
;Type γ - Launcher Type
;Type γ - Projectile Type
*Assist: {{d}}+{{hp}}
*Assist: {{hp}} Plasma Beam
*Counter: {{d}}+{{hp}}
*Counter: {{hp}} Plasma Beam
*Combination: Royal Flush
*Combination: Electric Cage
}}
}}
}}
}}


==Colors==
== Moves List ==
First row:
*{{lp}}{{hp}}A1.
Second row:
*{{lk}}{{hk}}A2.


[[Image:Mvc2-gambit.png]]
=== Variable Assists ===
 
{{MoveData
= Moves List =
|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.
}}
}}<br>
{{MoveData
|image= MVC2 DrDoom DP 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.
}}
}}<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.
}}
}}<br>


== Normal Moves ==
=== Normal Moves ===


==== Ground Normals ====
==== Ground Normals ====


{{MoveData
{{MoveData
|image= MVC2 Gambit 5Lp 01.png
|image= MVC2 DrDoom 5LP 01.png
|caption= If only this was MvC1...
|caption= You gotta leeeean into it
|name= Light Punch
|name= Light Punch
|linkname= 5LP
|linkname= s.LP
|input= {{Lp}}
|input= {{lp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 96: Line 151:
  |Special Property=  
  |Special Property=  
  |Cancel=  
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Gambit throws out a small backhand strike. Less range than the animation suggests, but you really won't be hitting this button all that much outside of scrambles and attempting to anti-air.
  |description= Doctor Doom leans forward for a punch. Has some nice range for a light normal.
}}
  }}
  }}
 
}}<br>


{{MoveData
{{MoveData
|image= MVC2 Gambit 5MP 01.png
|image= MVC2 DrDoom 5MP 01.png
|image2= MVC2 Gambit 5MP 02.png
|caption= I mean I guess he's gotta have a few bad buttons
|caption2= Looks like a nice counterpoke... oh. Right.
|name= Medium Punch
|name= Medium Punch
|linkname= 5MP
|linkname= s.MP
|input= {{mp}}
|input= {{mp}}
|data=
|data=
Line 120: Line 173:
  |Special Property=  
  |Special Property=  
  |Cancel=  
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Gambit swats downward with his staff. Just a combo filler medium.
  |description= Doom does an uppercut with glowing energy around his hand. Mostly just combo filler.
}}
  }}
  }}
 
}}<br>


{{MoveData
{{MoveData
|image= MVC2 Gambit 5HP 01.png
|image= MVC2 DrDoom 5HP 01.png
|caption= You'd definitely lose a tooth if you got hit by this irl
|caption= Plasma Be- aw, just kidding
|name= Heavy Punch
|name= Heavy Punch
|linkname= 5HP
|linkname= s.HP
|input= {{hp}}
|input= {{hp}}
|data=
|data=
Line 143: Line 195:
  |Special Property=  
  |Special Property=  
  |Cancel=  
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Gambit swings horizontally with the staff. Causes a recoverable knockdown on hit. Nice for knocking the opponent backward for some breathing room, but completely useless for combos solo. However, the hitbox is very high up, which means it can whiff on some crouching characters. Also has the adverse effect of granting characters unfly, so be very careful with who you use this against.
  |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. Ok as a chain ender, but you can do better, generally speaking.
}}
  }}
  }}
 
}}<br>
 
{{MoveData
{{MoveData
|image= MVC2 Gambit 5LK 01.png
|image= MVC2 Dr. Doom 5LK 01.png
|caption= If only...
|caption= Steppin' on ya jays
|name= Light Kick
|name= Light Kick
|linkname= 5LK
|linkname= s.LK
|input= {{lk}}
|input= {{lk}}
|data=
|data=
Line 166: Line 217:
  |Special Property=  
  |Special Property=  
  |Cancel=  
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Gambit throws a short knee. Other than it being tied for your fastest button, this is pretty much redundant with all the other lights.
  |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>


{{MoveData
{{MoveData
|image= MVC2 Gambit 5MK 01.png
|image= MVC2 DrDoom 5MK 01.png
|caption= Wow, nice poke! Would be a shame if it was inaccessible in neutral
|caption= Hey, it's Hard Kick!
|name= Medium Kick
|name= Medium Kick
|linkname= 5MK
|linkname= s.MK
|input= {{mk}}
|input= {{mk}}
|data=
|data=
Line 189: Line 239:
  |Special Property=  
  |Special Property=  
  |Cancel=  
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Gambit throws a side kick. Just like 5MP, this is mostly just a combo filler medium.
  |description= Doom kicks straight upward. This is a launcher, but not one used very often as you have a better one. (which is a bit further down the page)
}}
  }}
  }}
 
}}<br>


{{MoveData
{{MoveData
|image= MVC2 Gambit 5HK 01.png
|image= MVC2 DrDoom 5HK 01.png
|caption= Big ol' boot
|image2= MVC2 Dr. Doom 5HK 02.png
|caption2= BIG steppies
|name= Heavy Kick
|name= Heavy Kick
|linkname= 5HK
|linkname= s.HK
|input= {{hk}}
|input= {{hk}}
|data=
|data=
Line 212: Line 262:
  |Special Property=  
  |Special Property=  
  |Cancel=  
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Gambit throws a high kick. The shortest characters in the game can crouch underneath this hitbox. Generally a good high hitstun grounded ender into LP or LK+HP Cajun Slash, but needs some help for larger conversions.
  |description= Doom does a big overhead stomp. This move hits twice, and the first hit has enough hitstun to cancel to some of his specials. Not a normal used that often.
}}
  }}
  }}
 
}}<br>


{{MoveData
{{MoveData
|image= MVC2 Gambit 2LP 01.png
|image= MVC2 DrDoom 2LP 01.png
|caption= What if stand light punch, but lower?
|caption= Right in the balls, huh?
|name= Crouching Light Punch
|name= Crouching Light Punch
|linkname= 2LP
|linkname= cr.LP
|input= {{d}}+{{lp}}
|input= {{d}}+{{lp}}
|data=
|data=
Line 235: Line 284:
  |Special Property=  
  |Special Property=  
  |Cancel=  
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Gambit throws a backhand strike, but this time while crouching. Tied for his fastest normal, and perhaps a bit better for scrambles due to it's smaller hurtbox.
  |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>


{{MoveData
{{MoveData
|image= MVC2 Gambit 2MP 01.png
|image= MVC2 DrDoom 2MP 01.png
|image2= MVC2 Gambit 2MP 02.png
|caption= I know it looks the same trust me it's different ok
|caption2= Yeah you smack that floor Gambit
|name= Crouching Medium Punch
|name= Crouching Medium Punch
|linkname= 2MP
|linkname= cr.MP
|input= {{d}}+{{mp}}
|input= {{d}}+{{mp}}
|data=
|data=
Line 259: Line 306:
  |Special Property=  
  |Special Property=  
  |Cancel=  
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Gambit swing his staff downward, but crouching. Again, not much use outside of being a combo filler medium.
  |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>


{{MoveData
{{MoveData
|image= MVC2 Gambit 2HP 01.png
|image= MVC2 Dr. Doom 2HP 01.png
|image2= MVC2 Gambit 2HP 02.png
|caption= Can you tell that Doom used to be a boss character?
|caption2= To the MOON!
|name= Crouching Heavy Punch
|name= Crouching Heavy Punch
|linkname= 2HP
|linkname= cr.HP
|input= {{d}}+{{hp}}
|input= {{d}}+{{hp}}
|data=
|data=
Line 283: Line 328:
  |Special Property=  
  |Special Property=  
  |Cancel=  
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Gambit swings upward with his staff. Your primary launcher, and combos after a Light>Medium string. Has a nice hitbox for coverage, so could be used for anti-airs, just adjust for its slower startup. Launches unusually high and vertically, making conversions awkward at first.
  |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
{{MoveData
|image= MVC2 Gambit 2LK 01.png
|image= MVC2 DrDoom 2LK 01.png
|caption= Watch ya toes, mon ami
|caption= The voiceline plays twice if this hits
|name= Crouching Light Kick
|name= Crouching Light Kick
|linkname= 2LK
|linkname= cr.LK
|input= {{d}}+{{lk}}
|input= {{d}}+{{lk}}
|data=
|data=
Line 306: Line 350:
  |Special Property=  
  |Special Property=  
  |Cancel=  
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Gambit throws a low kick. Being a low, this is pretty important for Gambit, and also can confirm into launcher. Strangely a lot slower than his other lights, but still invaluable for confirming.
  |description= Doom does a low kick. Very important because it's a low, otherwise it's not really anything special.
}}
  }}
  }}
 
}}<br>


{{MoveData
{{MoveData
|image= MVC2 Gambit 2MK 01.png
|image= MVC2 DrDoom 2MK 01.png
|caption= WOW NICE POKE WOULD BE A SHAME IF IT WAS INACCESSIBLE IN NEUTRAL
|caption= I PROMISE it's a different move again
|name= Crouching Medium Kick
|name= Crouching Medium Kick
|linkname= 2MK
|linkname= cr.MK
|input= {{d}}+{{mk}}
|input= {{d}}+{{mk}}
|data=
|data=
Line 329: Line 372:
  |Special Property=  
  |Special Property=  
  |Cancel=  
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Gambit throws a longer range low kick. Yet another combo filler medium, but this one is good because it's a second low and still allows for a confirm into launcher.
  |description= Doom does another low kick. Combo filler, but important combo filler as it combos to his 2HP and is a second low.
}}
  }}
  }}
 
}}<br>


{{MoveData
{{MoveData
|image= MVC2 Gambit 2HK 01.png
|image= MVC2 DrDoom 2HK 01.png
|caption= Didn't want that combo anyway
|caption= A sweep... with a dirty little secret
|name= Crouching Heavy Kick
|name= Crouching Heavy Kick
|linkname= 2HK
|linkname= cr.HK
|input= {{d}}+{{hk}}
|input= {{d}}+{{hk}}
|data=
|data=
Line 352: Line 394:
  |Special Property=  
  |Special Property=  
  |Cancel=  
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Gambit's sweep. Not really a big reason to be hitting this one, except at near the tip ranges of 2MK where it's the only ender. A cancel into HP Cajun Slash can OTG after this if they don't tech roll, otherwise no conversion is available.
  |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.
}}
  }}
  }}
 
}}<br>


==== Air Normals ====
==== Air Normals ====
{{MoveData
{{MoveData
|image= MVC2 Gambit j.LP 01.png
|image=  
|caption= ANOTHER ONE?!
|caption=  
|name= Jumping Light Punch
|name= Air Light Punch
|linkname= j.LP
|linkname= j.LP
|input= j.{{lp}}
|input= j.{{lp}}
Line 376: Line 417:
  |Special Property=  
  |Special Property=  
  |Cancel=  
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Yet another quick backhand strike. Mainly just for air combos, but has some nice active frames so could potentially be used for air-to-air purposes.
  |description=
}}
  }}
  }}
 
}}<br>


{{MoveData
{{MoveData
|image= MVC2 Gambit j.MP 01.png
|image=  
|image2= MVC2 Gambit j.MP 02.png
|caption=  
|caption2= I'll be honest this one's just ok
|name= Air Medium Punch
|name= Jumping Medium Punch
|linkname= j.MP
|linkname= j.MP
|input= j.{{mp}}
|input= j.{{mp}}
Line 400: Line 439:
  |Special Property=  
  |Special Property=  
  |Cancel=  
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= A swat upward in the air. Not really useful outside of combo filler.
  |description=
}}
  }}
  }}
 
}}<br>


{{MoveData
{{MoveData
|image= MVC2 Gambit j.HP 01.png
|image=  
|caption= Brain damage
|caption=  
|name= Jumping Heavy Punch
|name= Air Heavy Punch
|linkname= j.HP
|linkname= j.HP
|input= j.{{hp}}
|input= j.{{hp}}
Line 423: Line 461:
  |Special Property=  
  |Special Property=  
  |Cancel=  
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= A jump attack with a juicy hitbox. Your go-to air-to-ground attack, and can chain into j.HK afterward for an additional hit. Try superjumping and whiff cancelling this into Kinetic Cards for a sequence that may be tough to get in on. Pretty good, though Gambit isn't really able to abuse this as much as he'd like to.
  |description=
}}
  }}
  }}
 
}}<br>


{{MoveData
{{MoveData
|image= MVC2 Gambit j.LK 01.png
|image=  
|caption= Crouch light kick, in the air!
|caption=  
|name= Jumping Light Kick
|name= Air Light Kick
|linkname= j.LK
|linkname= j.LK
|input= j.{{lk}}
|input= j.{{lk}}
Line 446: Line 483:
  |Special Property=  
  |Special Property=  
  |Cancel=  
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= A kick with some ok range. Generally going to be used as combo filler, but could be used as an air-to-air like j.LP.
  |description=
}}
  }}
  }}
 
}}<br>


{{MoveData
{{MoveData
|image= MVC2 Gambit j.MK 01.png
|image=  
|caption= Sonic the Hedgehog lookin' ahh
|caption=  
|name= Jumping Medium Kick
|name= Air Medium Kick
|linkname= j.MK
|linkname= j.MK
|input= j.{{mk}}
|input= j.{{mk}}
Line 469: Line 505:
  |Special Property=  
  |Special Property=  
  |Cancel=  
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= An upward kick. Also mainly combo filler.
  |description=
}}
  }}
  }}
 
}}<br>


{{MoveData
{{MoveData
|image= MVC2 Gambit j.HK 01.png
|image=  
|caption= Stanky foot
|caption=  
|name= Jumping Heavy Kick
|name= Air Heavy Kick
|linkname= j.HK
|linkname= j.HK
|input= j.{{hk}}
|input= j.{{hk}}
Line 492: Line 527:
  |Special Property=  
  |Special Property=  
  |Cancel=  
  |Cancel=  
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= A horizontal kick. This one's not really as good for jumping in, as it doesn't have a low hitbox. Generally a button you don't hit outside superjumping and whiffing to build meter or chaining after j.HP.
  |description=
}}
  }}
  }}
}}<br>


 
==== Command Normals ====
=== Universal Mechanics ===
{{MoveData
{{MoveData
|image= MVC2 Gambit 2HP 01.png
|image=  
|caption= Literally a worse version of 2HP
|caption=  
|name= Launcher
|name= Direction + Button Name
|linkname= 3HP
|linkname=  
|input= {{df}}+{{hp}}
|input= Direction + Button Icon
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 515: Line 549:
  |Guard=  
  |Guard=  
  |Special Property=  
  |Special Property=  
  |Cancel=  
  |Cancel= None
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Gambit swings upward with his staff. The same as 2HP with the same damage, except it's lacking it's second hitbox, making it far worse for coverage with literally no benefits. Don't ever do this.
  |description=  
}}
  }}
  }}
}}<br>




== Special Moves ==
=== Universal Mechanics ===


{{MoveData
{{MoveData
|image= MVC2 Gambit Ground QCF P.png
|image=  
|image2= MVC2 Gambit Air QCF P.png
|caption=  
|caption2= Did anyone else think he said "credit card"
|name= Universal Launcher (Punch)
|name= Kinetic Card
|linkname= Universal Launcher (Punch)
|linkname= QCF+P
|input= {{df}}+{{hp}}
|input= {{qcf}} + {{lp}} or {{hp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= -
  |Damage=  
  |Startup= -
  |Startup=  
  |Active= -
  |Active=  
  |Recovery= -
  |Recovery=  
  |Guard= -
  |Guard=  
  |Special Property= -
  |Special Property= Launcher (high)
  |Cancel= -
  |Cancel=  
  |Adv. Hit= -
  |Adv. Hit=
  |Adv. Guard= -
  |Adv. Guard=
  |Adv. Pushblock= -
  |Adv. Pushblock=
  |description= Gambit holds up some glowing playing cards, then flings them across the screen. The hitbox going across the screen is invisible - on the ground, the cards fly horizontally, in the air they fly down at a 45 degree angle. On hit these hold the opponent in place for a while, allowing for some conversions. This special slows your momentum in the air, which can let you stall for time for a bit. The light version starts faster and ends slower, heavy starts slower and ends faster. An integral part of Gambit gameplay is throwing a bunch of cards, so get used to doing these in all kinds of situations.
  |description= Every character has at least one of the two, sometimes both.
}}
  }}
  }}
 
}}<br>


{{MoveData
{{MoveData
|image= MVC2 Gambit Ground QCB P.png
|image=  
|caption= Out of my sky, pest!
|caption=  
|name= Trick Card
|name= Universal Launcher (Kick)
|linkname= QCB+P
|linkname= Universal Launcher (Kick)
|input= {{qcb}} + {{lp}} or {{hp}}
|input= {{df}}+{{hk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= -
  |Damage=  
  |Startup= -
  |Startup=  
  |Active= -
  |Active=  
  |Recovery= -
  |Recovery=  
  |Guard= -
  |Guard=  
  |Special Property= -
  |Special Property= Launcher (away)
  |Cancel= -
  |Cancel=  
  |Adv. Hit= -
  |Adv. Hit=
  |Adv. Guard= -
  |Adv. Guard=
  |Adv. Pushblock= -
  |Adv. Pushblock=
  |description= Gambit holds up some glowing playing cards, then flings them upward across the screen at a 45 degree angle. The hitbox going across the screen is invisible. Not possible to do in the air, unlike Kinetic Card. Still very nice for controlling the air space. You'll probably be doing this more than normal Kinetic Card because it's such a good angle to cover, so this is a move not to be forgotten about.
  |description= Every character has at least one of the two, sometimes both.
  }}
  }}
  }}
  }}<br>
 


{{MoveData
{{MoveData
|image= MVC2 Gambit DP LP 01.png
|image=  
|caption= Smack that guy over there!
|caption=  
|name= LP Cajun Slash
|name= Throw (Punch)
|linkname= DP+LP
|linkname= Throw (Punch)
|input= {{dp}} + {{lp}}
|input= {{f}}+{{hp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= -
  |Damage=  
  |Startup= -
  |Startup=  
  |Active= -
  |Active=  
  |Recovery= -
  |Recovery=  
  |Guard= -
  |Guard=  
  |Special Property= -
  |Special Property=  
  |Cancel= -
  |Cancel=  
  |Adv. Hit= -
  |Adv. Hit=
  |Adv. Guard= -
  |Adv. Guard=
  |Adv. Pushblock= -
  |Adv. Pushblock=
  |description= Gambit lunges forward and swipes quickly with his staff. Your most consistent combo ender on the ground that actually gives a knockdown, and combos from all of your lights and chains. If you're not sure what will hit, this will.
  |description= Every character has at least one of the two, sometimes both.
}}
  }}
  }}
 
}}<br>


{{MoveData
{{MoveData
|image= MVC2 Gambit DP HP 01.png
|image=  
|image2= MVC2 Gambit DP HP 02.png
|caption=  
|image3= MVC2 Gambit DP HP 03.png
|name= Throw (Kick)
|caption3= Smack that guy a few times!
|linkname= Throw (Kick)
|name= HP Cajun Slash
|input= {{f}}+{{hk}}
|linkname= DP+HP
|input= {{dp}} + {{hp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= -
  |Damage=  
  |Startup= -
  |Startup=  
  |Active= -
  |Active=  
  |Recovery= -
  |Recovery=  
  |Guard= -
  |Guard=  
  |Special Property= -
  |Special Property=  
  |Cancel= -
  |Cancel=  
  |Adv. Hit= -
  |Adv. Hit=
  |Adv. Guard= -
  |Adv. Guard=
  |Adv. Pushblock= -
  |Adv. Pushblock=
  |description= Gambit hops into the air and swipes a few times with his staff. Less combo friendly than LP Cajun Slash. The first hit can OTG off sweep, and does some nice damage, though it's hard to find a good time to use this.
  |description= Every character has at least one of the two, sometimes both.
}}
  }}
  }}
 
}}<br>


{{MoveData
{{MoveData
|image= MVC2 Gambit DP HP 02.png
|image=  
|image2= MVC2 Gambit DP LKHP 02.png
|caption=  
|image3= MVC2 Gambit DP LKHP 03.png
|name= Air Throw (Punch)
|caption3= I didn't even know this was a thing
|linkname= Air Throw (Punch)
|name= LK+HP Cajun Slash
|input= j.{{f}}+{{hp}}
|linkname= DP+LK+HP
|input= {{dp}} + {{lk}} + {{hp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= -
  |Damage=  
  |Startup= -
  |Startup=  
  |Active= -
  |Active=  
  |Recovery= -
  |Recovery=  
  |Guard= -
  |Guard=  
  |Special Property= -
  |Special Property=  
  |Cancel= -
  |Cancel=  
  |Adv. Hit= -
  |Adv. Hit=
  |Adv. Guard= -
  |Adv. Guard=
  |Adv. Pushblock= -
  |Adv. Pushblock=
  |description= Gambit does a three hit staff combo, but stays grounded. Good for combos, but not as consistent as LP Cajun Slash. Also no conversions to supers again, so this one is fine but nothing special.
  |description= Every character has at least one of the two, sometimes both. Unless you're Thanos.
}}
  }}
  }}
 
}}<br>


{{MoveData
{{MoveData
|image= MVC2 Gambit Charge Jump.png
|image=  
|image2= MVC2 Gambit Charge P Attack.png
|caption=  
|caption2= *ST Claw voice* YEOOoooOOOW!
|name= Air Throw (Kick)
|name= Cajun Escape
|linkname= Air Throw (Kick)
|linkname= Charge D, U+P
|input= j.{{f}}+{{hk}}
|input= Charge {{d}}, {{u}} + {{lp}} or {{hp}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= -
  |Damage=  
  |Startup= -
  |Startup=  
  |Active= -
  |Active=  
  |Recovery= -
  |Recovery=  
  |Guard= -
  |Guard=  
  |Special Property= -
  |Special Property=  
  |Cancel= -
  |Cancel=  
  |Adv. Hit= -
  |Adv. Hit=
  |Adv. Guard= -
  |Adv. Guard=
  |Adv. Pushblock= -
  |Adv. Pushblock=
  |description= Gambit jumps away to the wall, then flips off of it to dive toward the opponent. Which direction you press up determines what wall you jump to. Pressing straight up jumps to the wall in front of you. Pressing away from the wall while you're on it allows you to jump to the other wall and jump off that one. You can press a punch button during this flip at any time to perform the attack. The attack portion is gimmicky, but works well as an escape option and to get around things that may trouble some characters.
  |description= Every character has at least one of the two, sometimes both. Unless you're Thanos.
  }}
  }}
  }}
  }}<br>
 


{{MoveData
{{MoveData
|image= MVC2 Gambit Charge Jump.png
|image=  
|image2= MVC2 Gambit Charge K Attack.png
|caption=  
|caption2= DIIIIVEKICK, THE MOST AMAZING FIGHTING GAME EXPERIENCE ON THE PLANET
|name= Variable Attack (raw tag)
|name= Cajun Strike
|linkname= Variable Attack
|linkname= Charge D, U+k
|input= {{lp}}+{{lk}} // {{hp}}+{{hk}}
|input= Charge {{d}}, {{u}} + {{lk}} or {{hk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= -
  |Damage=  
  |Startup= -
  |Startup=  
  |Active= -
  |Active=  
  |Recovery= -
  |Recovery=  
  |Guard= -
  |Guard=  
  |Special Property= -
  |Special Property=  
  |Cancel= -
  |Cancel=  
  |Adv. Hit= -
  |Adv. Hit=
  |Adv. Guard= -
  |Adv. Guard=
  |Adv. Pushblock= -
  |Adv. Pushblock=
  |description= Gambit jumps away to the wall, then flips off of it to divekick toward the opponent. Which direction you press up determines what wall you jump to. Pressing straight up jumps to the wall in front of you. Pressing away from the wall while you're on it allows you to jump to the other wall and jump off that one. Unlike Cajun Escape, once you have decided to jump again or not, you will automatically followup with a divekick off the wall. The LK version dives closer to the wall, the HK version dives further from the wall. This attack is a bit better than Cajun Escape, and allows Gambit to stuff some things that may be tricky to otherwise.
  |description=  
}}
  }}
  }}
 
}}<br>
 
== Hyper Combos ==


{{MoveData
{{MoveData
|image= MVC2 Gambit QCF PP.png
|image=  
|caption= We're playing 52 card pickup, and YOU'RE the one to do it!
|caption=  
|name= Royal Flush
|name= Snapback
|linkname= QCF+PP
|linkname= QCF+A1/A2
|input= {{qcf}} + {{lp}} + {{hp}}
|input= {{qcf}} + A1 / A2
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= -
  |Damage=  
  |Startup= -
  |Startup=  
  |Active= -
  |Active=  
  |Recovery= -
  |Recovery=  
  |Guard= -
  |Guard=  
  |Special Property= -
  |Special Property=  
  |Cancel= -
  |Cancel=  
  |Adv. Hit= -
  |Adv. Hit=  
  |Adv. Guard= -
  |Adv. Guard=  
  |Adv. Pushblock= -
  |Adv. Pushblock=  
  |description= Gambit crouches down, then throws a bunch of kinetic cards at the enemy, trapping them in place. Gambit snaps his fingers and the cards explode. Does pretty good damage for a level 1, and is very DHC friendly if you can set it up. Can vary in damage quite a bit depending on where the opponent gets hit by the cards, but overall this is a great damage engine super.
  |description= .
  }}
  }}
  }}
  }}


=== Special Moves ===
{{MoveData
{{MoveData
|image= MVC2 Gambit Air QCF P.png
|image=  
|image2= MVC2 Gambit Explosion Pillar.png
|caption=  
|caption2= Magnetic Shock- wait no, wrong character
|name= Special Move Name
|name= Cajun Explosion
|linkname= Special Move Name
|linkname= QCF+PP
|input= Motion + Button Icon
|input= {{qcf}} or {{qcb}} + {{lk}} + {{hk}}
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= -
  |Damage=  
  |Startup= -
  |Startup=  
  |Active= -
  |Active=  
  |Recovery= -
  |Recovery=  
  |Guard= -
  |Guard=  
  |Special Property= -
  |Special Property=  
  |Cancel= -
  |Cancel=  
  |Adv. Hit= -
  |Adv. Hit= -
  |Adv. Guard= -
  |Adv. Guard= -
  |Adv. Pushblock= -
  |Adv. Pushblock= -
  |description= Gambit flips to the wall, then throws some Kinetic Cards into the ground, which explode into pillars of energy which cross the screen. Depending on which way you input the quarter-circle, Gambit will jump to the wall the motion ended on. (i.e., QCF jumps to the wall in front, QCB jumps to the wall behind) Slow to start up, but screen clearing and does pretty good damage for a level 1. As the startup is skipped in a DHC and Gambit recovers very quickly, this works very well as a safe DHC for swapping out.
  |description=  
}}
  }}
  }}
}}<br>


=== Hyper Combos ===


== Variable Assists ==
{{MoveData
{{MoveData
|image= MVC2 Gambit Ground QCF P.png
|image=  
|caption= Type α
|caption=  
|name= Projectile Type
|name= Hyper Combo Name
|linkname= A1//A2
|linkname= Hyper Combo Name
|input= A1//A2
|input= Motion + Button Icon
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
  |Damage= -
  |Damage=  
  |Startup= -
  |Startup=
  |Active= -
  |Active=
  |Recovery= -
  |Recovery=
  |Guard= -
  |Guard=  
  |Special Property= -
  |Special Property=
  |Cancel= -
  |Cancel=  
  |Adv. Hit= -
  |Adv. Hit=
  |Adv. Guard= -
  |Adv. Guard=
  |Adv. Pushblock= -
  |Adv. Pushblock=
  |description= Gambit holds up some glowing playing cards, then flings them across the screen. The hitbox going across the screen is invisible as the cards fly horizontally. On hit these hold the opponent in place for a while, allowing for conversions with the point character that would not be possible otherwise. Does excellent damage and allows for INCREDIBLE new combos and mixups. By far Gambit's best assist, and you should almost always be choosing it.
  |description=
}}
  }}
  }}
}}<br>




{{MoveData
|image= MVC2 Gambit DP LP 01.png
|caption= Type β
|name= Expansion Type
|linkname= A1 // A2
|input= A1 // A2
|data=
{{AttackData-MVSC2
|Damage= -
|Startup= -
|Active= -
|Recovery= -
|Guard= -
|Special Property= -
|Cancel= -
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Gambit lunges forward and swipes quickly with his staff. A pretty mediocre assist, as it doesn't really add a whole lot to a team to use it, and card assist is just so, SO much better. Unless you have something really juicy in mind, stick to card assist.
}}
}}


== Other ==


{{MoveData
{{MoveData
|image= MVC2 Gambit 2HP 01.png
|image=  
|image2= MVC2 Gambit 2HP 02.png
|caption=  
|caption2= Type γ
|name= Direction + Button Name
|name= Launcher Type
|linkname=  
|linkname= A1 // A2
|input= Direction + Button Icon
|input= A1 // A2
|data=
|data=
  {{AttackData-MVSC2
  {{AttackData-MVSC2
Line 804: Line 802:
  |Guard=  
  |Guard=  
  |Special Property=  
  |Special Property=  
  |Cancel=  
  |Cancel= None
  |Adv. Hit=  
  |Adv. Hit=
  |Adv. Guard=  
  |Adv. Guard=
  |Adv. Pushblock=  
  |Adv. Pushblock=
  |description= Gambit swings upward with his staff. There is quite literally no reason to pick this. Do not bother.
  |description=  
}}
  }}
  }}
}}<br>


=== Taunt ===
static image goes here, unless youre jin or something


= The Basics =
== Beginner Overview ==
== Advanced Overview ==


=== Colors ===
First row: {{lp}}, {{hp}}, A1. Second row: {{lk}}, {{hk}}, A2.


==Bread-and-Butter Combos==
[[Image:Mvc2-drdoom.png]]


= Advanced Strategy =


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

Revision as of 03:24, 7 July 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.

Gameplay

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 wavedashing under his projectiles is very difficult for him to stop.

Strengths Weaknesses
  • Is in MvC2
  • Is in MvC2
MVC2 doctordoom art.png

Character Summary

Special Moves

Plasma Beam (Air OK)
  • Qcf.png+Lp.png or Hp.png
Photon Shot (Air OK)
  • Hcb.png+P.png
Molecular Shield
  • Hcb.png+K.png
Flight
  • Qcb.png+ Lk.pngHk.png
Hyper Combos

Electric Cage
  • Qcf.png+Lp.png+Hp.png
Photon Array (Air OK)
  • Hcb.png+Lp.png+Hp.png
Sphere Flame
  • Qcf.png+Lk.png+Hk.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.


Anti-Air Type
A1 // A2
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.


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.


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. Ok as a chain ender, but you can do better, generally speaking.


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 not one used very often as you have a better one. (which is a bit further down the page)


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 overhead stomp. This move hits twice, and the first hit has enough hitstun to cancel to some of his specials. Not a normal used that often.


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 a low, otherwise it's not really anything special.


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.


Air Normals

Air Light Punch
j.Lp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Medium Punch
j.Mp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Heavy Punch
j.Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Light Kick
j.Lk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Medium Kick
j.Mk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Heavy Kick
j.Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Command Normals

Direction + Button Name
Direction + Button Icon
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- None - - -



Universal Mechanics

Universal Launcher (Punch)
Df.png+Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Launcher (high) - - - -

Every character has at least one of the two, sometimes both.


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

Every character has at least one of the two, sometimes both.


Throw (Punch)
F.png+Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Every character has at least one of the two, sometimes both.


Throw (Kick)
F.png+Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Every character has at least one of the two, sometimes both.


Air Throw (Punch)
j.F.png+Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Every character has at least one of the two, sometimes both. Unless you're Thanos.


Air Throw (Kick)
j.F.png+Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Every character has at least one of the two, sometimes both. Unless you're Thanos.


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


Snapback
Qcf.png + A1 / A2
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

.

Special Moves

Special Move Name
Motion + Button Icon
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Hyper Combos

Hyper Combo Name
Motion + Button Icon
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -




Other

Direction + Button Name
Direction + Button Icon
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- None - - -


Taunt

static image goes here, unless youre jin or something


Colors

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

Mvc2-drdoom.png



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