Notation | Meaning |
---|---|
(Leave a space) cancel from the previous normal to the following. | |
, | Link from the previous move to the following. |
> | Cancel the previous move into the following special / super move. |
~ | Cancel special into set followup or plink previous attack into the following. |
dl. / delay | Delay the following move. |
whiff | Must whiff the following move. |
land | Must land on the ground before the next move. |
rejump | Must land then jump again before the next move. |
j. / sj. | Move is done in a jump / superjump. |
jc / sjc | Cancel previous move into a jump / superjump. |
ia./tk. | Instant Air or Tiger Knee Special or Super Move. |
XX | Any two attack buttons excluding S. |
NXX | Dash / Airdash in N direction. |
X+S | Any other attack button and S pressed at the same time. |
AA | Anti-Air |
[X] | Hold input |
-X- | Release input |
(N) | Connect with only the Nth hit of this attack. |
(Move) | Move is optional. |
[sequence] x N | Repeat sequence N times. |
Combos
Solo Combos
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.)
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:
- 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.
- 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.
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.)
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.
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.)
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.
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.)
Video Timestamp. Corner only. Like the above combo, this is an optimization of the intermediate loop, getting additional reps for slightly more damage.
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)
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.
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.)
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.
Sample Team Combos
Doom/Vergil #1, Doom/Vergil #2, Doom/Vergil #3, Doom/Vergil #4
Thor/Doom #1, Thor/Doom #2, Thor/Doom #3
TAC Infinites
Full Tutorial
Example TACs
Midscreen-to-Corner
All sides
Alternate Tutorial
Swag TAC
Beginner Combos
- Work on all or nearly all characters.
- Require little to no resources (Meter, Assists, Character Specific Stocks).
- Need minimal adjustments for positioning or starter.
The bnb Doom combo. j.5H whiffs can be replaced with j.5M whiffs, both serve the same function of retaining the airdash momentum. OTG state is very long, sometimes you don't even need to extend the airdash momentum in the corner. Tri-dashes are necessary midscreen. Delay the second j.M midscreen to be above the character. Can also replace the j.236H with OTG 5H xx 236XX for level 3.
Corner variation of previous combo.
Core Combos
- Works against a selected set of characters.
- Can require adjustments for positioning and resources.
- Are expected to be consistently performable by a skilled player who main the character.
Optimized corner route utilizing j.L > H Footdive > 5S rejump loops. The enemy character should not hit the ground until after the third loop, hence no 5H OTGs until then. _
Assist Extensions
Character specific notes
Some combos require adjustments or do not work on specific characters. These are documented here.
- OTG pickups using stand M > S does not work on some characters. This is particularly noteworthy when tagging into Doom. Capcom characters this applies to:
Frank, Phoenix Wright, Strange, Trish, Viper
For Frank, you can use M > Hard Kick(HS also works but is tight). For the others, use HS. Some characters may also require an extra microstep even when MS works, generally the smaller characters.
- For routes using Vergil's Lunar Phase ground bounce into tagging Doom in, Tron will often get clipped by the raw tag, preventing Doom from doing an OTG pickup. Fix this by delaying the tag slightly when comboing her.
- For the midscreen combo j.MM > Foot Dives, some characters require timing adjustments. Tron requires more delay on the second j.M. Small bodies require considerably less delay.