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

From SuperCombo Wiki
(Move details)
(The 'combo machine' tip and trick)
Line 78: Line 78:
* 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.
* 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.
* 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 ===
=== Combos ===

Revision as of 00:37, 31 March 2011

Marvel vs Capcom 3MvC3Logo.png
Marvel vs Capcom 3/System GuideMarvel vs Capcom 3#Game ElementsMarvel vs Capcom 3#CharactersMarvel vs Capcom 3/SystemsMarvel vs Capcom 3#Fun Stuff.21Marvel vs Capcom 3/StrategyMvC3HeaderButtons.png


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.


Attributes

Doom's health is slightly above average, weighing in at an admirable 1,000,000 hit points. His walk speed is the worst of all characters in the game bar Chris Redfield, Thor, Dormammu and Haggar, with all of whom he is tied. His damage output (average damage of all Doom's normals) is above average at 78,000, falling just short of the hard-hitters like Tron-Bonne and thus crowning him king of the middle division. Despite having quite a tall frame and posture, his hitbox is very average--again labelling him a very middle-of-the-road character. His poor speed is compensated for by an 8-way air dash (into and out of which almost all of his air normals can cancel) and a ground dash that can be cancelled into by most of his ground normals.

Video Walkthrough

Move List

Assist Types

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

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 softknockdown
Hard Kick
f + h
90,000
launch airdashcancel
Hidden Missiles
b + h
20,000 per hit
nocancel chipdamage
Damage scales by 0.9
Cancels only into THC
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 chipdamage
Damage scales by 0.9
Foot Dive
air f + h
90,000
airdashcancel
Jumping Special
air s
90,000
supercancel airdashcancel

Special Moves

Name
Command
Damage
Special Properties (glossary)
Plasma Beam
{{#motion:qcf + atk }}
81,700 (20,000 x 5) l
113,600 (20,000 x 8) m
143,000 (20,000 x 12) h
airok
Photon Shock
{{#motion:qcb + atk }}
30,000 per hit
airok
Molecular Shield
{{#motion:dp + atk }}
103,100 (15,000 x 3 (close range) + 25,000 x 4) l
111,800 (15,000 x 5 (close range) + 25,000 x 4) m
118,900 (15,000 x 7 (close range) + 25,000 x 4) h
Flight
{{#motion:qcb + s }}
Lasts 3 seconds

Hyper Moves

Name
Command
Damage
Special Properties (glossary)
Photon Array
{{#motion: qcb + atk + atk}}
287,900 (20,000 x 25)
airok
Damage scales by 0.95
Sphere Flame
{{#motion: dp + atk + atk}}
340,000 (20,000 x 17 + 10,000 x 40) All hits
91,400 (10,000 x 12) Indirect
Damage scales by 0.95
Doom Time
{{#motion: qcf + atk + atk}}
440,000 (10,000 for first hit)
Attack ends after first hit on block

Apprentice Combos

Strategy

Tips and Tricks

  • 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 higher height requirement, and therefore cannot be dash canceled after hitting a standing opponent. 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

Advanced Strategy