UMVC3/Doctor Doom

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Doctor Doom

Umvc3 doctordoom face.jpg

Victor Von Doom, the nemesis of the Fantastic Four, is the ruler of the nation Latveria. A scientist, genius, and practitioner of the occult, Doom hides behind the mask of his metal armor which he uses to hide the scars of his own scientific miscalculations. Doom is bent on conquering the world tandum with proving his intelligence to be greater then that of his rival, Fantastic Four's Reed Richards.


In a nutshell

Doom is a strong keepaway character but his real tallent comes from his abilty to perform a mixup to inflict heavy damage. He has one of 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 air dash cancel 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.


Character Vitals

CHARACTER DATA
Health:
1,000,000
Double Jump:
No
Air Dash:
Yes
Air Dash/Jump count:
1
X-FACTOR
Level 1
Level 2
Level 3
X-Factor Damage Boost:
30.0 %
50.0 %
70.0 %
X-Factor Speed Boost:
10.0 %
20.0 %
30.0 %
X-Factor Duration:
12.0 s
17.0 s
22.0 s
MINIMUM DAMAGE SCALING
 
L Attacks
M Attacks
H Attacks
Special Moves
Hyper Combos
Normal:
20 %
20 %
20 %
20 %
25 %
X-Factor Lvl 1:
35 %
35 %
35 %
35 %
25 %
X-Factor Lvl 2:
35 %
35 %
35 %
35 %
25 %
X-Factor Lvl 3:
35 %
35 %
35 %
35 %
25 %

Move List

Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Plasma Beam M
shot front
20,000 X 8
(113,600)
proj softknockdown
Photon Array
Beta2.png Molecular Shield M
shot front
15,000 X 5 + 25,000 X 3
(111,800)
proj strk
Sphere Flame
Gamma2.png Hidden Missiles X 6
shot upward
20,000 X 6
(93,500)
proj otg
homing
Photon Array

Normal Moves

Name
Command
Damage
Notes (glossary)
Standing Light
l
55,000
dashcancel
Crouching Light
d + l
53,000
rpdfire low
dashcancel
Standing Medium
m
40,000 X 2
(72,000)
otg
dashcancel
Crouching Medium
d + m
70,000
dashcancel
Standing Heavy
h
55,000 X 2
101,700
otg
dashcancel
Crouching Heavy
d + h
80,000
softknockdown
dashcancel
Special
s
100,000
launch nocancel
Hard Kick
f + h
90,000
launch
dashcancel
Hidden Missiles
b + h
20,000 x 1 ~ 8 (20,000 ~ 113,600)
proj otg
rpdfire for more missiles
Jumping Light
air l
55,000
high
airdashcancel
Jumping Medium
air m
45,000 X 2
(81,000)
high
airdashcancel
Jumping Heavy
air h
35,000 X 5
(143,200)
proj
Jumping Special
air s
90,000
aircombofinisher
groundbounce
hardknockdown
airdashcancel
Foot Dive
air f + h
90,000
airdashcancel

Throws

Name
Command
Damage
Notes (glossary)
Forward Throw
f + h
80,000
throw hardknockdown
Back Throw
b + h
80,000
throw hardknockdown
Forward Air Throw
air f + h
80,000
airthrow hardknockdown
Back Air Throw
air b + h
80,000
airthrow hardknockdown

Special Moves

Name
Command
Damage
Notes (glossary)
Plasma Beam L
qcf + l
20,000 X 4 ~ 5
(68,600 ~ 81,700)
airok proj
otg on air version only
softknockdown
range determines hits;
closer range, more hits.
Plasma Beam M
qcf + m
20,000 X 6 ~ 8
(93,500 ~ 113,600)
airok proj
otg on air version only
softknockdown
range determines hits;
closer range, more hits.
Plasma Beam H
qcf + h
20,000 X 9 ~ 12
(122,200 ~ 143,000)
airok proj
otg on air version only
softknockdown
range determines hits;
closer range, more hits.
Molecular Shield L
"Doom Rocks"
dp + l
15,000 X 4 + 25,000 X 3
(103,100)
proj strk
Molecular Shield M
"Doom Rocks"
dp + m
15,000 X 5 + 25,000 X 4
(111,800)
proj strk
Molecular Shield H
"Doom Rocks"
dp + h
15,000 X 6 + 25,000 X 5
(118,900)
proj strk
Photon Shot
"Finger Lasers"
qcb + atk
30,000 per hit
(112,600 at 5 hits)
airok proj
atk used determines speed
Flight
qcb + s
0
airok Initiates Flight mode.

Hyper Moves

Name
Command
Damage
Notes (glossary)
Sphere Flame
dp + atk + atk
20,000 X 17 + 10,000 X 40
(340,000)
strk
Photon Array
"Finger Lasers"
qcb + atk + atk
20,000 X 25 ~ 50
( 287,900 ~ 345,800)
airok proj
otg on air version only
Mashable.
Doom's Time
"The Shower"
"The Blender"
qcf + atk + atk
440,000 ~ 479,000
hardknockdown
Level 3 Hyper.

Mission Mode

Strategy

Tips and Tricks

  • Doctor Doom's {{#motion: S}} foot dive now causes a Hard knockdown that you can easily use to go into a combo, making it a great move to throw out every once in a while.
  • 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 more strict timing requirement. 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.
  • While his slow speed and robotic feel would suggest otherwise, Dr Doom is a total combo machine. This is mainly due to the massive amount of relaunch potential from his hugely dash-cancellable air normals and 2 great OTG ground normals. A popular technique is to launch, throw out 2x {{#motion: m}} and a {{#motion: h}} Foot Dive, cancel with a {{#motion: df}} air-dash and hit with one more {{#motion: m}} before landing. This leaves you in a perfect condition to juggle and re-launch with his Hard Kick launcher without having to OTG. This is great because it does great damage and works mid-screen all of the time, unlike doing a standard 2x {{#motion: m}}, {{#motion: s}} in the air and OTGing with standing {{#motion: m}} or {{#motion: h}} which only works in the corner. It also cuts out the extra damage and hitstun scaling that comes with an OTG relaunch.

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

Basic Strategy

Doctor Doom's goal is to push an opponent into the corner. His corner combos/mixups are truly frightening when compared to his midscreen options. However, this isn't an easy task since you will have to deal with projectiles, rushdown, & your opponents' assists thrown your way. You will have to make use of his zoning moves, normals, throws, dash-cancels, jump-cancels into airdashes, & airdash cancels to push the opponent in the corner.

Advanced Strategy