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    Dr. Doom by TBui

    Updated: 11/21/00 | Printable Version | Search This Guide

    MARVEL VS CAPCOM 2: NEW AGE OF HEROES
    CHARACTER GUIDE: DR. DOOM
    
    11/21/00
    
    By Trung Bui
    
    COPYRIGHT  2000 TRUNG BUI
    THIS FAQ IS THE PROPERTY OF ONE, TRUNG BUI, AND MAY NOT BE USED WITHOUT 
    CONSENT FROM SAID AUTHOR.
    
    Version History: 
    Ver. 1.0: First edition
    
    
    
    TABLE OF CONTENTS:
    
    1) COPYRIGHT
    
    2) DR. DOOM EXPLAINED
    
    3) MOVE LIST
    
    4) ASSISTS
    
    5) STRATEGIES
    
    6) COMBOS
    
    7) THANKS
    
    
    
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    1) COPYRIGHT
    
    THIS FAQ AND/OR GUIDE IS PROPERTY OF TRUNG BUI AND MAY NOT BE 
    DISTRIBUTED WITHOUT MY PERMISSION OR CONSENT. DOING SO WOULD BE A MAJOR 
    COPYRIGHT INFRINGEMENT AND WOULD HURT MY FEELINGS. THIS IS MY WORK AND 
    YOU SHOULD NOT TAKE IT, PERIOD. THANKS FOR AGREEING AND ENJOY THE FAQ!
    
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    2) DR. DOOM EXPLAINED
    
    First thing to know about Doom, is that he has one of the best keep 
    away abilities in the whole game, almost all of his moves are used as 
    keep away or to stop dash ins. Doom, in my opinion is one of the best 
    characters in the whole game. Another thing to notice is Doom's ability 
    to become versatile; he's got three supers that are very useful, and 
    very powerful. You will choose wise if you choose doom.
    
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    3) MOVE LIST
    
    Launcher: c. HP
    S.: Standing
    J.: Jumping
    C.: Crouching
    D.: Dash in
    SJ: Superjump
    QCF: Down, Down-Forward, Forward
    QCB: Down, Down-Back, Back
    HCF: Back, Down-Back, Down, Down-Forward, Forward
    HCB: Forward, Down-Forward, Down, Down-Back, Back
    DP: Forward, Down, Down-Forward
    LP: Low Punch
    HP: High Punch
    LK: Low Kick
    HK: High Kick
    XX: Cancel
    P: Punch
    2P: 2 Punches
    K: Kick
    2K: 2 Kicks
    A1: Assist 1
    A2: Assist 2
    DHC: Dual Hyper Combo
    THC: Triple Hyper Combo
    
    
    SPECIAL ATTACKS:
    
    Plasma Beam: QCF + P	Air or Ground
    
    Plasma Beam is Doom's main projectile move. He winds up his hands, 
    slaps them together and a yellow beam come out. It's got quick start-up 
    and quick recovery, it's got for dash ins and also very powerful. The 
    air version, Doom fires the beam at a 45-degree angle. The difference 
    between the LP and HP version is the strength of the beam, LP fires a 
    weak beam, and the HP version fires a strong beam, with a longer delay, 
    so beware. I only use this for keep away and ending ground combos.
    
    Photon Shot: HCB + P	Air or Ground
    
    This move is one of Doom's best, he crosses his hands and short, purple 
    beams come out of each of his fingers, this is a great move, on the 
    ground or in the air. It's great for ending air combos because of the 
    powerfulness of the thing. I use this to end air combos and for keep 
    away. 
    
    Molecular Shield: HCB + K
    
    This is probably one of the most powerful moves in the game. Doom 
    summons on his powers of science and conjures up rocks. This is one of 
    the best moves in the game because of the overall usefulness of it, 
    it's great for keep away, dash ins, and block damage, this move causes 
    massive block damage. The best way to utilize this move is to assist 
    with it or to end a combo, that's how you best abuse the shield. 
    
    Flight: QCB + 2K
    
    This causes Doom to fly around, I don't use it because you are 
    vulnerable in the air, you can't block.
    
    HYPER COMBOS:
    
    Electric Cage: QCF + 2P
    
    This is Doom's projectile super. He starts up as he does a Plasma Beam, 
    but instead he fires a round ball of electricity, and if it hits, he 
    Doom shakes his hands and electrocutes the opponent. It's really good 
    and powerful, but I prefer the Photon Array more.
    
    Photon Array: HCB + 2P	Air or Ground
    
    This is quite possibly Doom's coup de grace; it's useful in the air or 
    on the ground. It's just like Photon Shot, but it lasts longer and does 
    more damage. If you use it to end air combos, it's going to be the best 
    thing you ever did. 
    
    Sphere Flame: QCF + 2K
    
    This is Doom's PURE anti air super. He raises one hand above his head 
    and a flame comes out, if it hits an opponent, it'll go all the way up, 
    Superjump height and then the opponent will fall down, where you can 
    OTG the person and continue. This is an extremely hard super to land 
    because of the poor horizontal range and the way it leaves Doom 
    vulnerable to attack. Use this when opponents are jumping in to attack 
    you, other than that, don't rely on it too much.
    
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    4) ASSISTS
    
    Here are Doom's assists, one of the best in the game!
    
    ALPHA: Photon Shot/Photon Array
    
    This performs a HP Photon Shot and Photon Array for a DHC or THC. This 
    is a good assist, it stops dash ins like that! 
    
    BETA: Molecular Shield/Sphere Flame
    
    This performs a HK Molecular Shield and a Sphere Flame for a THC or 
    DHC. This is Doom's BEST assist! It causes massive block damage, lots 
    of hits and lots of damage. I HIGHLY recommend it.
    
    GAMMA: Plasma Beam/Electric Cage
    
    This performs a HP Plasma Beam and performs an Electric Cage for a THC 
    or DHC. It's good for dash ins as well and can cause some good damage, 
    but I don't use it too much.
    
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    5) STRATEGIES
    
    First thing to note, Doom is FLEXIBLE, he can be used as a combo 
    character, keep away, and pixy. I usually play Doom up close and keep 
    away, mostly because I combo a lot with everyone or I'm too lazy to 
    combo. To win a match using Doom, try to combo with him, he causes lots 
    of damage in his air combos and his ground combos are excellent as 
    well, try to be creative, that's what the game is about, creativity! 
    
    VS. ABYSS:
    
    1st form: Molecular Shield, Plasma Beam, and combos. 
    
    2nd form: Plasma Beam, Photon Shot when bubbles come out.
    
    3rd form: Electric Cage, Photon Array or a DHC or THC.
    
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    6) COMBOS
    
    1. C.LK, C.HP, SJ, LP, LK, LP, LK, HP.
    
    2. C.LK, C.HP, SJ, LP, LK, LP, LK, HK.
    
    3. C.LK, C.HP, SJ, LP, LK, LP, LK, PHOTON SHOT.
    
    3. C.LK, C.HP, SJ, LP, LK, LP, LK, PHOTON ARRAY.
    
    MORE TO COME!
    
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    7) THANKS
    
    Parents: You know why
    
    Friends: You know who you are
    
    Capcom: For making such a kick ass game!
    
    Tilt: For having this game
    
    God: Just because
    
    Life, liberty and the pursuit of happiness: I need this!