Marvel vs Capcom 3/Dr. Doom: Difference between revisions

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(jumping S cannot be air dash canceled →‎Normal Moves)
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{{MoveListRow | Jumping Heavy |  air h | 35,000 per hit | nocancel}}
{{MoveListRow | Jumping Heavy |  air h | 35,000 per hit | nocancel}}
{{MoveListRow | Foot Dive |  air f + h | 90,000 per hit | airdashcancel}}
{{MoveListRow | Foot Dive |  air f + h | 90,000 per hit | airdashcancel}}
{{MoveListRow | Jumping Special |  air s | 90,000 | airdashcancel supercancel}}
{{MoveListRow | Jumping Special |  air s | 90,000 | supercancel}}
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Revision as of 08:44, 15 February 2011

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Dr. Doom

Doomface.jpg

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.


Video Walkthrough

Move List

Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Plasma Beam
{{#motion: shot front}}
113,600
{{{AlphaSuper}}}
Beta.png Hidden Missiles
{{#motion: shot upward }}
20,000 per hit
{{{BetaSuper}}}
Gamma.png Molecular Shield
{{#motion: shot front}}
101,100
{{{GammaSuper}}}

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Air Dash
Any direction + atk + atk in the air
Standing Light
l
55,000
dashcancel
Crouching Light
d + l
53,000
low dashcancel
Standing Medium
m
40,000 x2
otg dashcancel
Crouching Medium
d + m
70,000
dashcancel
Standing Heavy
h
55,000 x2
otg dashcancel
Crouching Heavy
d + h
80,000
low dashcancel
Doom Kick
f + h
90,000
launch dashcancel
Hidden Missiles
b + h
20,000 per hit
Mash for up to 8 missiles
Standing Special
s
100,000
launch
Jumping Light
air l
55,000
high airdashcancel
Jumping Medium
air m
81,000
high airdashcancel
Jumping Heavy
air h
35,000 per hit
nocancel
Foot Dive
air f + h
90,000 per hit
airdashcancel
Jumping Special
air s
90,000
supercancel

Special Moves

Name
Command
Damage
Special Properties (glossary)
Plasma Beam
{{#motion:qcf + atk }}
{{#motion:81,700 l
113,600 m
143,000 h}}
airok
Photon Shock
{{#motion:qcb + atk }}
30,000 per hit
airok
Molecular Shield
{{#motion:dp + atk }}
22,500 per hit
Flight
{{#motion:qcb + s }}
Lasts 3 seconds

Hyper Moves

Name
Command
Damage
Special Properties (glossary)
Photon Array
{{#motion: qcb + atk + atk}}
20,000 per hit,
25 hits for 287,900
airok
Sphere Flame
{{#motion: dp + atk + atk}}
340,000
Doom Time
{{#motion: qcb + atk + atk}}
440,000

Strategy

Tips and Tricks

  • Both versions of his dive kick can be followed with an air dash for additional pressure and mixups. The H version can be canceled into an air dash, while the S version cannot, although 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.

Basic Strategy

Advanced Strategy