< UMVC3 | Doctor Doom
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. |
Beginner Combos
Basic, simple combos with few requirements or restrictions.
- Work on all or nearly all characters.
- Require little to no resources (Meter, Assists, Character Specific Stocks).
- Need minimal adjustments for positioning or starter.
Doctor Doom Basic Solo Combo
Easy
2L > 2M > 2H > 5S , jc j.M > j.M > j.6H , j.5S xx airdash down forward j.H (whiff), land, jump forward, airdash downforward, OTG 5H > 5S , jc j.M > j.M > j.6H , j.5S xx airdash down forward j.H (whiff), land, jump forward, airdash downforward, OTG 5H > 5S , jc j.M > j.M > j.6H , j.5S xx airdash down forward j.H (whiff), land, OTG j.236H xx (j.214XX) (mash)
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.
Doctor Doom Slightly Optimized Corner Variation
Easy
2L > 2M > 2H > 5S , jc j.M > j.6H , j.5S xx airdash down forward j.H (whiff), land, OTG 5H > 5S , jc j.M > j.6H , j.5S xx airdash down forward j.H (whiff), land, OTG 5H > 5S , jc j.M > j.6H , j.5S xx airdash down forward j.H (whiff), land, OTG 5H > 5S , jc j.M > j.M > j.6H , j.5S xx airdash down forward j.H (whiff), land, OTG j.236H xx (j.214XX) (mash)
Corner variation of previous combo.
Core Combos
Core combos that balances reward with execution and reliability.
- 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.
Doctor Doom Solo Corner Combo
2L > 2M > 2H > 5S , jc j.L > j.6H xx airdash down j.H (whiff) > 5S , jc j.L > j.6H xx airdash down j.H (whiff) > 5S , jc j.L > j.6H xx airdash down j.H (whiff) > 5S , jc j.M > j.M > j.6H , j.5S xx airdash down forward j.H (whiff), land, 5H > 5S , jc j.M > j.M > j.6H , j.5S xx airdash down forward j.H (whiff), land, OTG j.236H xx (j.214XX) (mash)
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. _