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    Dr. Doom by Sh0ryu_Repp4

    Updated: 12/19/12 | Printable Version | Search Guide | Bookmark Guide

    Ultimate Marvel vs. Capcom 3
    Dr. Doom Character FAQ
    Written by: Kevin Carignan (E-Mail address: Sh0ryu_Repp4@yahoo.com)
    Version History:
    Ver 1.00 - Updated FAQ submitted to GameFAQs.
    Legal Shenanigans
    All trademarks and copyrights contained in this document are owned by their
    respective trademark and copyright holders.
    This may not be reproduced under any circumstances except for personal,
    private use. It may not be placed on any web site or otherwise distributed
    publicly without advance written permission. Use of this guide on any other
    web site or as a part of any public display is strictly prohibited. and a
    violation of copyright.
    Simply put: I made this guide but I didn't make this game, Capcom did. If 
    you want to use this guide any other place besides GameFAQs just send me an 
    E-Mail and i'll tell you if you can.
    Table of Contents
    I. Introduction
    II. Notation Guide
    III. Changes from Vanilla to Ultimate MvC3
    IV. Movement
    V. Normal Moves
    VI. Special Moves
    VII. Hyper Combos
    VIII. Assists
    IX. Getting In
    X. Game Plan
    XI. Creating a Mixup on an Incoming Character
    XII Team Examples
    XIII Combo Guide
    XIV. References
    XV. Thank You, Credits, and Coming Soon
    I. Introduction
    Hello everyone, my name is Kevin and this is my second FAQ. I've visited
    GameFAQs for many years and I finally decided to take the plunge and start
    contributing. My first FAQ was a Dr. Doom guide for the original MvC3. The
    reaction to that guide was extremely positive so I decided to do an updated
    version for Ultimate Marvel vs. Capcom 3. The game has been out for a while,
    but all the information in here should prove extremely helpful to anyone
    trying to learn Dr. Doom.
    I'm not going to waste space with trivial character info and things 
    like that. I'm not here to tell you that Dr. Doom's name is Victor Von Doom,
    and that he's the archnemesis of the Fantastic Four. If you want to find that
    kind of information there are alot of better places to do so. 
    If i can help at least one person with this guide, I will feel I have done my
    job correctly. If you have any questions or comments, please send me an E-Mail
    to the address provided above. Please put "Ultimate Dr. Doom FAQ" in the
    subject line or I will mark it as spam and not read it.
    At certain points in the guide I will break topic and breifly discuss a
    certain aspect that I feel is relevant to the current section. This will
    mostly be general fighting game information or information specific to MvC 3
    that I feel is necessary for a complete understanding of the material. I will
    try to keep these "mini sections" as brief and limited as possible.
    So without further ado, It's time for me to take you for a ride. /\_/\
    (!) DISCLAIMER (!)
    While you read this guide I will assume you have a very basic understanding of
    fighting games and MvC3. Very Simple things like Blocking, Dashing, X-Factor,
    and assists. I will go over a couple of basics but if you've played at least 
    one fighting game in the past 20 years and MvC3 at least once then you should
    be just fine. Anything more advanced I will explain to you.
    II. Notation Guide
    (This is reprinted from my original Dr. Doom FAQ. All the information is the
    same so there was no need to retype everything up)
    This is the shorthand I will be using to describe all actions and moves in
    this guide. These are the standard notations for all fighting games,
    excluding ones specific to MvC3 obviously. Basically if you speak to
    someone on a fighting game message board or something similar using these
    notations you should have no trouble communicating with them. 
    These notations assume your character is facing right. Reverse them for
    characters facing left.
    These controls match the default controller type, Type A.
    - ST. = Standing: Indicates the standing position. For example ST. L
    means pressing the Light attack button while standing.
    - CR. = Crouching: Indicates any of the three crouching positions: Down,
    Down-Forward, or Down Back. For example CR. H means holding Down and pressing
    the Heavy attack button.
    - J. = Jumping: Performing an attack in the air while jumping. For example
    J. M means jumping then pressing the Medium attack button.
    - SJ. = Super Jumping: Performing an attack in the air while super jumping.
    For example SJ. H means pressing down then up quickly to super jump and
    pressing the Heavy attack button.
    - QCF = Quarter Circle Forward: Done by rolling the analog stick Down,
    Down-Forward, and Forward. Called the "Fireball Motion" because most
    projectile attacks, like Ryu's Hadoken, use this motion.
    - QCB = Quarter Circle Back: Done by rolling the analog stick Down,
    Down-Back, and Back. It is simply a Quarter Circle Forward in the
    opposite direction.
    - DP = Dragon Punch: Done by moving the analog stick Forward, Down, and
    Down-Forward. Called the "Dragon Punch Motion" because the first move
    to use this motion was the Shoryuken, or "Rising Dragon Punch" in
    Street Fighter II.
    - RDP = Reverse Dragon Punch: Done by moving the analog stick Back, Down,
    and Down-Back. It is literally a backwards dragon punch.
    - L = Light Attack: Done by pressing X on the X-Box 360 or Square on the PS3.
    - M = Medium Attack: Done by pressing Y on the X-Box 360 or Triangle on the 
    - H = Hard Attack: Done by pressing B on the X-Box 360 or Circle on the PS3.
    - S = Special Attack: Done by pressing A on the X-Box 360 or X on the PS3.
    - ATK = Any Attack Button: This means you can press any attack button except
    - ATKx2 = Any Two Attack Buttons: Pressing any two attack buttons except S.
    All Hyper Combos require two attack buttons to activate. You can also dash by
    pressing any two attack buttons instead of double tapping a direction. This
    is the preferred method of dashing.
    - P1 = Partner 1: Done by pressing LB on the X-Box 360 or L1 on the PS3.
    This button calls out your first partner, the second character on your team,
    to perform their assist. What assist they perform is determined by what you
    picked at the character select screen.
    - P2 = Partner 2: Done by pressing RB on the X-Box 360 or R1 on the PS3.
    This button calls out your second partner, the third character on your team,
    to perform their assist. What assist they perform is determined by what you
    picked at the character select screen.
    - P1 + P2 = Partner 1 and Partner 2: Pressing the Partner 1 and Partner 2
    buttons at the same time. Causes a Team Hyper Combo which depending on how
    much super meter you have will have one, two, or all three members of your
    team come on screen and perform their Hyper Combos. Which Hyper Combos your
    team performs depends on what assist you picked at the character select
    - xx = Cancel: Interrupting one move before it finishes by inputting the
    notation for another move. The classic example being Ryu's crouching medium
    kick into Hadoken in every game he's ever been in. In MvC3 you do CR. M and
    input QCF + H before Ryu retracts his leg and the kick will be cut off and
    you will perform the Hadoken. This is the most common and easiest example of
    a cancel. The complete notation being: CR. M xx QCF + H
    - * = Rapid Input: Pressing a button rapidly, also called "mashing". In MvC3
    all mashing moves require at least 3 quick button presses. For example *L
    would mean press L rapidly.
    - XFC = X Factor Cancel: Pressing L, M, H, and S at the same time activates
    X-Factor. X-Factor can be used to cancel any action standing or crouching
    even guarding. Doing so is aptly called an X-Factor Cancel or XFC. You cannot
    activate X-Factor in mid air. The most basic use of an XFC is cancelling one
    Hyper Combo into another. For example with Iron Man you can XFC one Proton
    Cannon into another for huge damage. The complete notation for that example
    being: QCF + ATKx2 xx XFC xx QCF + ATKx2.
    III. Changes from Vanilla to Ultimate MvC3
    Dr. Doom received numerous changes from the original MvC3 to Ultimate. Almost
    all of these changes were improvements (also known as "buffs") and helped keep
    Dr. Doom as one of the best characters in MvC3. In the following section I
    will list every change made to Dr. Doom and how each change affects how he
    plays in UMvC3.
    1. J.S - In the original MvC3 this was Doom's worst move, now it is his best.
    It travels much faster and causes a hard knockdown on hit which allows for
    extremely easy and damaging follow ups with ST. M and ST. H OTG.
    2. J. H -  Another one of Doom's worst moves from the original MvC3 is now
    also one of the best in his arsenal. It now travels almost full screen much
    quicker than it's original incarnation. It is now a reliable tool to close
    the distance between you and the opponent, and push them closer to the
    3. Hidden Missiles Assist - Doom's Hidden Missile assist now only fires 6
    missiles instead of 8. However this change amounts to nothing. It's still as
    effective and infuriating for the opponent to deal with as before.
    4. Forward Throw and Forward Air Throw - Doom's forward throw, both on the
    ground and in the air, now cause a hard knockdown and doesn't lift the
    opponent as high off the ground as it did before. This makes Doom's throws
    VERY effective and VERY easy to convert into high damaging combos. One throw
    can easily lead to a dead character with enough meter, especially in the
    corner. Whenever you attempt a throw with Doom always go for a forward throw.
    Unless you are in the corner and a back throw would place the opponent in the
    5. Mashable Supers - All of Doom's supers except Photon Array (Photon Array,
    Air Photon Array, and Doom's Time) cannow be mashed for additional hits and
    damage. To mash for extra hits press L,M, and H rapidly to increase the
    number of hits and damage in the super. Be careful however to not
    accidentaly press S while mashing because this could lead to an accidental X
    Factor activation. The simplest way to get the maximum amount of inputs in
    is to press the L+M+H button (RT on 360, R2 on PS3) repeatedly. This will
    give you three inputs for one button press.
    6. Doom's "Missile Silo" Glitch Removed - Shortly after Vanilla MvC3 was
    released it was discovered that Doom could "stack" his hidden missiles
    (B+H) by activating it again within one frame (1/60th of a second) of the
    previous missiles finishing. If done correctly Doom could surround himself
    with missiles in an endless supply. This glitch never saw any use in
    competitive play because it was very hard to do and there were many ways to
    get around it and beat it. Regardless of it's usefullness, this glitch has
    been removed in UMvC3.
    7. Airdash Cancels - Doom's Up Back and Down Back Airdashes can now be
    cancelled with normal attacks and special moves. However this change doesn't
    amount to much. The only attacks you would conisder using are J. M, J. H,
    J. S, and Flight. Doom only has two air specials, Air Plasma Beam and Air
    Photon Shot, and their startup is too long to get the whole move out. Even if
    you managed to get the whole move out, the angle you are at after a up back or
    down back airdash is not optimal for those moves. J. M and J. H can let you
    back off from the opponent and keep them off you as you retreat for a little
    breathing room. J. S should only be used in this situation if your opponent is
    right under you as you airdash up back or down back. Then you might be able to
    catch them  with J. S into a hard knockdown that you can combo after for huge
    damage. If they are not directly under you, you will be vulnerable as you
    recover from the J. S.
    Flight is another option, but there is a high probability you will be knocked
    out of your flight activation by an opponent's attack. So use with caution.
    Also keep in mind that you cannot block while in Flight so even if you manage
    to activate Flight you can still be easily hit by an opponent's attack.
    Escpecially by characters like Vergil, Wesker, Magneto, and Amaterasu who have
    full screen supers. If you are trying to retreat from the opponent you are
    better off just super jumping up back, then air dashing up back and firing a
    Air Photon Shot.
    If you are facing an opponent who likes to dash, air dash, or teleport
    recklessly jumping up and air dashing down back with a J. M or J. L is a good
    option. This will catch opponents trying to chase after you and lead into a
    full combo. If the opponent does nothing however you will still be able to
    recover in time and block. This is good against players who like to rush
    around using unsafe moves like Chun-Li air dashing with air Hyakuretsukyaku,
    or Wesker and Vergil teleporting without protection from an assist.
    All in all the air dash change doesn't add up to much, and will be a
    detriment more often than not. However if you find yourself in some of the
    situations mentioned above where this tactic is useful it's good to know that
    you have the option available.
    IV. Movement
    (This is reprinted from my original Dr. Doom FAQ. All this information is the
    same and unchanged so there was no need to retype everything up)
    Doom has one of the slowest walk speeds in the game. While this would be a
    huge disadvantage in most fighting games, like Super Street Fighter 4, because
    of the fast paced nature of MvC3 and Doom's many other movement options, it's
    almost inconsequential. Besides no matter which character you play with you
    won't be walking that much anyway.
    Dr. Doom has great movement options. He has an 8 way air dash which means you
    can dash in all 8 directions: Up, Down, Forward, Back, Up-Forward,
    Down-Forward, Up-Back, and Down-Back. This gives Doom plenty of ways to come
    in and strike at his opponents. His great mobility combined with his special
    moves means he can be a threat from basically anywhere on screen. 
    Doom also has a very low height restriction on his air dashes. This means when
    you jump you can dash as soon as you are in the air. This lets Doom do very
    low overheads. Overheads are attacks that must be blocked standing and all
    air attacks are considered overheads. By switching between low attacks,
    high attacks, and low overheads it will be very difficult for your opponent
    to block.
    In addition all of Doom's normals except his J. H are "Dash Cancellable".
    That means as soon as you perform a normal move you can cancel it with a
    forward or backwards dash. So if a normal is blocked Doom can dash forward
    and continue pressuring his opponent. Likewise he can dash backwards to
    escape punishment if an opponent blocks a slow normal like his CR. H.
    Because Doom has all these benefits to his mobility both on the ground and
    in the air he has one major restriction. Namely, he cannot cancel his dashes.
    Most characters can cancel their dashes with an action like an attack or
    more importantly blocking. Because of this Doom cannot wavedash. Wavedashing
    is normally done by cancelling a dash with a crouch and then quickly dashing
    again. This allows characters to get in close very quickly. 
    The good news is that Doom can do something very similar to a wavedash. What 
    you must do is dash, then cancel the dash by jumping up forward, and because
    Doom has a very low height restriction on his airdashes, dash down forward
    back to the ground. Doom can cover a full screen distance using this method
    with only 3 or 4 repetitions. The faster you do it the faster Doom will go.
    This is not a text book wavedash, but it is still very fast and covers a great
    amount of distance very quickly, so it serves the same purpose. The complete
    notation being: F + ATKx2 xx Jump Up-Forward xx Down-Forward + ATKx2.
    Also whenever you need to dash it is always better to use ATKx2 instead of
    double tapping a direction. It is quicker, easier,and more reliable. Also
    it is next to impossible to consistently wavedash or dash cancel normals
    without using ATKx2.
    V. Normal Moves
    Doom has one of the most unique sets of normal moves in the game. Besides
    having the ability to dash cancel all his normal moves excpet J. H, Doom's
    ST. M and ST. H are OTG moves. An OTG, or "Off the Ground", move is a move
    that can hit an opponent while they are laying on the ground and allows you
    to continue combos. OTG moves are most often used after knocking an opponent
    to the ground with S after an air combo. Most OTG moves are assists, special
    moves, and even a few Hyper Combos. Doom is one of just a few characters who
    has an OTG capable normal move, and he has two of them. As I said before they
    are dash cancellable.
    Doom also has three command normals in his arsenal. Command normals are
    special normal moves that activate with a direction and a normal move.
    Below is a list of Doom's normals and what they do, what they are good for,
    and what you should avoid doing with them.
    - ST. L = Basic generic jab that is dash cancellable. Nothing special about
    it. Not good to start combos with, Doom's CR. L is better served for that
    purpose. Even though it is a L attack. Doom's ST. L can be easily interuppted
    and he can be punished for a full combo.
    - ST. M = Doom's ST. M is OTG capable and dash cancellable. ST. M is faster
    than ST. H as an OTG but it is a little too fast to rely on for an OTG. It
    will miss alot if your timing is just a little off. So for an OTG stick with
    ST. H. Never use this move in an combo unless you are doing an OTG. ST. M
    has alot of recovery which can easily make you eat a full combo.
    - ST. H = Like ST. M, ST. H is an OTG capable move. It does significantly
    more damage than ST. M and is 2 hits. This is Doom's preferred OTG normal.
    The second hit will "float" the opponent a little higher in the air which
    makes following up with your S launcher much easier. 
    Like all of Doom's ST. normals they have alot of recovery and can be easily
    punished. So only bring out a ST. H if you've been doing an air combo and are
    using it to OTG your opponent back in the air.
    A note on ST. M and ST. H as OTGs
    All characters respond to being hit differently. It's not just about size,
    some characters are "heavier" than others and fall quicker while some are more
    "floaty" and hang in the air a little longer. For example Ryu and Iron Man are
    about the same size. But Iron Man is a little heavier than Ryu and falls
    quicker when being juggled in the air. Some things that will hit Ryu might not
    hit Iron Man if your timing is a little off, because he falls to the ground
    This is why it is best to use ST. H as your OTG move. The wide arc of
    Doom's foot plus the fact that it is two hits will guarantee that no matter
    who you're smacking around in the air, whether they be a giant like Sentinel
    or a tiny little guy like Arthur or Viewtiful Joe, you can rest assured that
    your combo will continue.
    Normally you are always close enough after a J. S to use a ST. H OTG afterward
    unless your opponent is at a high altitude (like after an air combo). If you
    connect with a J. S on an opponent high in the air, return to the ground and
    wavedash to get into range. You shouldn't have to wavedash more than once or
    twice to reach the opponent, but you may have to if you hit the opponent at a
    very odd angle.
    If you do happen to miss your OTG for whatever reason remember you can always
    dash cancel it Forward to keep applying pressure or Back to get some breathing
    room and start zoning your opponent.
    - S = Your standard launcher. Hit Up-Forward to follow your opponent in the
    air and begin an air combo. Like all launchers you cannot cancel it into a
    special move or hyper combo.
    It can also function as a semi decent anti air. If your opponent is jumping
    over Doom's head from past mid screen distance he can catch them in the air.
    It's not a very reliable method to anti air an opponent, but it is available
    if you ever neeed it. In this situation follow your opponent in the air going
    straight Up to make sure all your hits connect. Going up forward will cause
    you to soar right past your opponent.
    - CR. L = A simple jab that hits low and is dash cancellable. This is Doom's
    preferred combo starter along with J. M. It is quick enough that if it is
    blocked Doom can be safe from punishment.
    - CR. M = Hits low and is dash cancellable. This move is a bit slow so the
    only time it should be out is after you've connected a CR. L and are
    continuing a combo.
    - CR. H = Hits low and is dash cancellable. Again the only time this move
    should be out is following a CR. M after you've started a combo with CR. L.
    Doom's sweep can be followed up with Molecular Shield and Sphere Flame for
    a decent chunk of damage for such a simple combo.
    - J. L = A quick jab that is dash cancellable. While this move is safe enough
    to avoid punishment you should be hitting your opponent with J. M instead.
    - J. M = This move, referred to as the "M & M", is two hits and an overhead.
    This is hands down Doom's best normal by far. All your combos should start
    with either CR. L or J. M. Switching between Cr. L and J. M will make it hard
    for your opponent to block and both lead to very damaging combos. A great
    strategy with Doom is to "square jump" by jumping up and dashing forward as
    low as possible and performing a J. M close to your opponent's head. This
    can be hard to block and lead into Doom's best combos.
    - J. H = Affectionately reffered to as "The Butter Gun" this is a very unique
    normal that fires a horizontal beam that covers just about full screen.
    This is not a move to be used in combos, Doom has much better normals
    for that. This is best used to harass opponents at mid range as it builds
    decent meter and pushes the opponent to the corner where Doom's combos become
    immensely better. In UMvC3 J. H now reaches full screen much quicker than it's
    original version. It is now a reliable tool to close the distance and push your
    opponent to the corner. However do not use this move against opponents with any
    sort of projectile or beam attack as even the weakest projectile can go through
    the butter gun and hit you in the process.
    - J. F + H "Foot Dive" = This move propels Doom at an almost completey
    horizontal angle across the entire screen. This is a great move that can get
    you close to your opponent rather quickly. If it it connects it can be dash
    cancelled and followed up with J. M which leads into Doom's most damaging
    combos. If it is blocked Doom bounces back a slight distance and is free to
    do anything including block and dash. A good strategy when the Foot Dive is
    blocked is to either dash forward and try to connect with a J. M or dash
    down forward and attempt to connect a CR. L. The Foot Dive can also
    surprisingly beat out alot of attacks. In short it is a great tool in Doom's
    arsenal and integral to his entire gameplan.
    - J. S "Foot Dive" = In the original MvC3 this was Doom's worst move, now it is
    his best. It has all the benefits of the J. F+H Foot Dive and also travels much
    faster and causes a hard knockdown on hit which allows for extremely easy and
    damaging follow ups with ST. M and ST. H OTG. It is also much safer on block
    than before. You are only vulnerable if you are below the height requirement to
    airdash. In short this is Doom's best move and leads into huge damage.
    - ST. F + H "Hard Kick" = Doom has two launchers, the standard S version that
    every character has and the F + H Hard Kick. The Hard Kick is not a useful
    move. It is much easier to use S as a launcher and after a ST. H OTG the S
    launcher will connect every time while the Hard Kick can miss quite
    frequently. The only feasible use for the Hard Kick is as an anti air when
    the opponent jumps at you from mid screen or further. Any closer than that and
    your opponent will simply travel right over it. But even in this situation
    Doom has better options like his J. H Butter Gun. Like the S Foot Dive you
    should avoid this move entirely.
    - ST. B + H "Hidden Missiles" = This is arguably Doom's best move and possibly
    the best move in the entire game. Hidden Missiles is an uncancellable normal
    attack in which Doom snaps his fingers and fires a missile that can track the
    opponent to a slight degree for a total of 8 missiles. These missiles have a
    myriad of uses from forcing your opponent to block, knocking your opponent out
    of his own combo, providing cover for you to attack behind, or providing
    cover for Doom to switch out to another character safely. The downside to this
    attack is that it takes a long time to come out. The best thing to do is cover
    Doom with a beam assist like Iron Man's Unibeam or Arthur's Dagger Toss. Never
    commit to a Hidden Missile unless you can get it out safely. It's usually
    impossible to get all 8 missiles out safely so it's better to fire off just 2
    or 3. It'll still get the job done with less risk to you. The best time to use
    Hidden Missiles is after a snapback, throw, or when you K.O. a character and
    you won't need an assist to cover you. If you're opponent becomes scared to
    attack and starts blocking or just stops moving, this is your opportunity to
    dash in and attempt a throw or try to land a combo.
    VI. Special Moves
    The Difference Between "Projectiles" and "Beams"
    Please note that "Projectiles" and "Beams" are two different things. A
    projectile is like Ryu's Hadoken, Zero's Hadangeki, Chun-Li's Kikoken, Trish's
    Low Voltage, and Taskmaster's Aim Master. A beam is like Magneto's
    Electromagnetic Disruptor, Doom's Plasma Beam, Thor's Mighty Spark and Iron
    Man's Unibeam. A projectile moves independent of the character that fired it,
    and a beam is a continuous flow of energy that is connected to the character
    that fired it. Projectiles are weaker than beams, but the character that fired
    the projectile is still free to move around. A beam is still connected to the
    character that fired it, meaning that if the character is hit the beam will
    stop from firing. This can happen alot if you recklessly use slow beam attacks
    like Doom's Plasma Beam and Thor's Mighty Spark. Most of the time these terms
    are interchangeable but when the difference is important, it will be noted.
    - Plasma Beam (QCF + ATK) = Doom's Plasma Beam is one of, if not the, best
    projectile attacks in the game. It can easily blow through 90% of the other
    projectiles in the game. Plasma Beam can easily win a firefight between two
    beam attacks. It does a great amount of damage and also inflicts alot of chip
    damage. The H version does the most damage and goes through almost all the
    projectiles in the game. The H version is the only version you should be
    using, but it does take some time to fire off. You should only use the Plasma
    Beam when you're sure it will connect. A very fast beam like Magneto's
    Electromagnetic Disruptor can hit Doom as he is starting up his Plasma Beam.
    Two characters are able to completely crouch under Plasma Beam, Amaterasu and
    Morrigan. Against these two you're better off using Molecular Shield or Air
    Photon Shot.
    - Photon Shot (QCB + ATK) = Photon Shot is one of Doom's best moves. Doom 
    firesfive lasers from his fingertips that cover almost the entire screen.
    It can hit opponents on the ground and in the air. The L version is the only
    one you should be using as the L, M, and H versions all do the same amount of
    damage but the L version recovers much quicker. The only part of Doom that is
    vulnerable is directly above his head. If an opponent is halfway across the
    screen or closer, stop using Photon Shot as even the L version does not
    recover fast enough for Doom to defend himself. At midscreen an opponent can
    simply jump over Photon Shot and use an aerial attack to punish Doom. This is
    especially dangerous against characters like Dante and Wolverine who have very
    good aerial attacks that lead into full combos and can easily kill Doom.
    Photon Shots are great to use to keep opponents away and stop them from
    beginning their offense. This move is also great when used with a long range
    assist like Sentinel's Hyper Sentinel Force or Iron Man's Unibeam. Photon Shot
    is not meant to be used against other projectiles, use Plasma Beam H for that.
    Photon Shot's intended purpose is to limit your opponent movement and
    therefore stop their offense.
    - Molecular Shield (DP + ATK) = Also called "Rocks" for obvious reasons.
    Molecular Shield creates a shield around Doom that absorbs projectiles. It
    will not absorb beams however as the beam will only be partially absorbed by
    the Molecular Shield and continue on to hit Doom. Molecular Shield will then
    fire 4 rocks at the opponent. Molecular Shield does good chip damage and has
    very quick startup. This makes it useful for going through projectiles when
    you don't have time to blow through them with  Plasma Beam H, and has the
    additional benefit of firing 4 rocks back at your opponent to keep applying
    pressure. The L version of Molecular Shield is much faster than the H version,
    but the projectile absorbing shield around Doom lasts much longer with the H
    version. Use your own discretion when deciding which version to use based on
    the distance from your opponent and the amount of projectiles you need to
    - Air Plasma Beam (Air QCF + ATK) = Air Plasma Beam is not one of Doom's best
    moves but it still has a few limited purposes. Air Plasma Beam fires at too
    low of an angle to be truly effective. You could super jump towards an
    opponent who is far away to catch them off guard. But that tactic isn't very
    effective since it's very easy to see coming, and the opponent can just dash
    dash under it. But against opponents who dash towards you too much, teleport
    too predictably, or use too many unsafe moves that bring them towards you like
    Haggar's Violent Axe or Hulk's Gamma Charge you can jump up quickly and punish
    them with an Air Plasma Beam and cancel into an Air Photon Array for decent
    damage. Also you can fire Air Plasma Beam 3 times in the air but you won't
    find much use for that.
    Air Plasma Beam is also OTG capable. This allows Doom to end long combos
    (which he is VERY good at making) with great damage. If you have meter,
    which you definitely should have at the end of Doom's longer combos, you
    can follow up an OTG Air Plasma Beam with an Air Photon Array. This is also
    a great position for DHCs. You can DHC into any super that isn't a power up,
    counter, or throw and it will connect. You will want to use Air Plasma Beam H
    to get out the most damage. You can only use Air Plasma Beam as an OTG at a
    very low altitude. Thankfully all of Doom's combos put the opponent in the
    perfect position for this.
    - Air Photon Shot (Air QCB + ATK) = Air Photon Shot is Doom's best special
    move since it serves his overall gameplan the most. The only way an opponent
    can avoid this attack is by super jumping over it or dashing under it before
    the attack even comes out which is very hard to do on reaction. Just like the
    ground version you should only be using the L version for the same reasons.
    Doom can only fire one Air Photon Shot while airborne. You can still do two
    more special moves in the air like normal, but because Air Plasma Beam is
    mostly useless, you can use Flight to maneuver freely around and gain better
    positioning. Or the best option which is to follow up with a F + H Foot Dive
    to travel behind your beams. One of Doom's best tactics is to super jump
    forward, fire off a L Air Photon Shot, and air dash down forward or F + H Foot
    Dive behind the cover of your beams to start your offense.
    - Flight (QCB + S) = Doom has a very short flight mode of only 100 frames, or
    about 2 seconds. This limits it's use to extending certain combos. But
    integrating Flight into Doom's combos increases their length and damage
    exponentially. This is a pretty adanced tactic however, and i wouldn't
    recommend attempting it until you are more comfortable with Doom and MvC 3 in
    VII. Hyper Combos
    - Photon Array (QCB + ATKx2) = The ground version of Photon Array is Doom's
    worst hyper combo. It covers up almost the entire screen but even when you're
    right next to the opponent it does a pathetic amount of damage. Doom has much
    better combo options so avoid this Hyper Combo entirely. Can also be mashed
    for additional hits and damage. Can be mashed for up to 345,800 damage.
    - Air Photon Array (Air QCB + ATKx2) = This is Doom's best Hyper Combo,
    commonly called "The Finger Lasers". Most of Doom's combos leave him in the
    air so ending them with Air Photon Array is your best option. To get the most
    damage out of this move make sure your opponent is directly in front of Doom's
    fingers. After you connect with an Air Photon Array you can DHC into virtually
    any character's Hyper Combo extremely easily. As long as it is not a non
    hitting Hyper Combo (like Dante's Devil Trigger transformation or Hsien-Ko's
    Rimoukon power up) or a throw Hyper Combo (like Haggar's Final Haggar Buster
    or Thor's Mighty Punish). Can also be mashed for additional hits and damage.
    Can be mashed for up to 345,800 damage.
    - Sphere Flame (DP + ATKx2) = This is Doom's most unique hyper combo. He
    fires a giant ball of plasma straight into the air, and once the ball reaches
    to the top it explodes into a volley of twenty projectiles that fall back down
    to the ground. This is mostly used in combos after a Molecular Shield L after
    an extended combo. If it fully connects the opponent is sent to the very top
    of the screen and the volley of twenty projectiles all connect at once for
    massive damage. Afterwards the opponent recovers in the air, which is the
    perfect time to fire off some Hidden Missiles (perhaps into another Sphere
    Flame), fire off some Photon Shots, and generally just set up your offense
    as the opponent falls back down. If the Sphere Flame misses the twenty
    projectiles will generally keep Doom safe from any punishment, except for
    things like full screen instant hyper combos (Gravity Squueze, Ace Attorney),
    and moves that go through projectiles (X-23's Weapon X Prime or Captain
    America's Hyper Charging Star for example). This move is also very effective
    for protecting Doom's one weakspot, the area directly above his head. None
    of his moves cover that particular area and crafty opponents will try to
    capatilize on this. Usually by super jumping or teleporting to that area.
    Use Sphere Flame as a high damage counter attack to these types of
    strategies. This works extremely well against characters who can reach that
    sweet spot very easily through teleports (Wesker, Vergil, Strider Hiryu).
    Sphere Flame is also Doom's only hyper combo that is not mashable for extra
    hits and damage.
    - Doom's Time (QCF + ATKx2) = Like all level 3 Hyper Combos, Doom's Time has
    some invincibility and is not affected by "damage scaling". Normally the
    longer a combo goes on the less damage it does. This is called "Damage
    Scaling", and is a system implemented in all modern fighting games. It's
    intended purpose is to prevent one long combo from killing a character, or
    even an entire team which was a big complaint people had about Marvel vs.
    Capcom 2. While these combos still exist iv MvC 3 they are much harder to come
    by and even harder to actually do. Level 3 Hyper Combos ignore this failsafe
    and deal their full amount of damage no matter how long the combo is.
    Naturally this makes adding a level 3 at the end of a very long, damaging
    combo a very effective strategy if you have the meter. For some characters
    this is very easy to do and for others it is more difficult. Characters like
    Ryu, Dante, Wesker, and Iron Man have incredibly easy setups into their level
    3 Hyper Combos.
    Doom can fairly easily combo into his level 3, you just have to adjust his
    standard combo a bit to set it up. Doom's Time has a few other uses as well.
    Doom's Time is very fast and can be added to the end of a long combo where
    other attacks would miss. The only reliable way to do this is in the corner.
    Luckily most of Doom's combos put the opponent in the corner. Doom's Time is
    also Doom's only invincible move. Most characters have some sort of
    invincible move they can use to bail them out of trouble, the classic example
    being the Shoryuken. You could reasonably use Doom's Time as a defensive move.
    If you are being pressured with a constant barrage of attacks you could use
    Doom's Time to interrupt the opponent and catch them in your Hyper Combo. This
    is very risky though because if you miss you are very vulnerable and can be
    punished very easily and you will have lost 3 bars of super meter in the
    Although you could technically accomplish this I would not recommend it. It is
    much more effective to block correctly and use advancing guard, or at the very
    least use an invincible assist to bail you out of trouble like Haggar's Double
    Lariat or Tron Bonne's Gustav Fire. Doom's Time can only hit an opponent on the
    ground or slightly above the ground in the same area as the little portal he
    summons at the beginning of the Hyper Combo, about 3 to 4 character lengths in
    front of him. This also limits it's defensive uses. But when using Doom's
    combos the opponent will inevitably be pushed in the corner so positioning
    won't be a problem. Can also be mashed for additional hits and damage. Can be
    mashed for up to 470,000 damage.
    VIII. Assists
    All three of Doom's assists have their own specific uses and no matter who is
    on your team Doom has an assist that can be beneficial to you.
    - Plasma Beam (Alpha Assist) = This is one of, if not the, best beam assists
    in the game. It beats out most other beams in the game and does a good amount
    of damage and chip damage as well. The Plasma Beam is best used with
    characters who can teleport or switch sides quickly like Wesker, Dante,
    Phoenix, or Dormmamu. This lets you cross up opponents and create some
    situations that are very hard to block. Doom is vulnerable when he first
    appears to fire the Plasma Beam so make sure you can protect him and don't
    throw out the assist at random.
    - Hidden Missile (Beta Assist) = Hidden Missile is Doom's best assist and one
    of the best assists in the game. It is especially good for teams that like to
    keep people far away. The assist summons Doom and he fires 6 missiles. Doom
    does not move for a long time after the missiles fire and is extremely
    vulnerable. So this is not something you should just throw out at random.
    Assists take much more damage than point characters and can be killed with
    even a simple, basic combo. Also characters like Sentinel specialize in
    catching two characters at once, both the assist character and the point
    character together. (A little fun fact: Catching two characters in a combo at
    once is referred two as a "Happy Birthay" since you get free presents.) You
    can cover this vulnerability by dashing forward when you call the assist. This
    will move Doom off screen to continue firing his missiles.
    Also if timed correctly the Hidden Missiles assist can be used as an OTG attack.
    The timing is strict but can be worth learning if no one else on your team has
    an OTG assist like Wesker's Samurai Edge (Lower). Time the assist so that as
    soon as the opponent hits the ground Doom's missiles will pop them back up.
    Like I said the timing is tricky but once you learn it, it becomes a reliable
    OTG assist. The missiles can catch your opponent when they least expect it,
    like during a combo. Frequent use of theis assist can be difficult to deal
    with. Eventually they will start blocking at some point to try to avoid the
    missiles, which is your cue to get in close and go for a throw, overhead, low
    attack, etc. When summoning Doom it's best to cover him with a long range
    projectile attack like Iron Man's Unibeam, or Sentinel's Sentinel Force.
    - Molecular Shield (Gamma Assist) = Molecular Shield is the least useful of
    Doom's assists, but can still be useful in specific situations. Molecular
    Shield has very quick startup and is good to get an opponent off you and give
    you some breathing room if you're being smothered with attacks. Because the
    rocks fire out afterward you can gain some considerable distance from your
    opponent and can allow characters like Iron Man, Arthur, and Taskmaster to do
    what they do best, keep opponents at a distance. Molecular Shield can also be
    used to keep an opponent in the air after an OTG attack. Some characters
    cannot follow up their own OTG attacks without an assist, like Wolverine. For
    these characters an assist like Molecular Shield will allow them to continue
    their combo. It is also great for keeping opponents pinned down. If an
    opponent blocks a Molecular Shield assist, they will be stuck blocking for
    quite some time, just enough time to get close and attempt a throw, overhead,
    low attack, teleport, etc.
    Hidden Missile gets my vote for Doom's best assist. It has the most uses and
    is unlike any other assist in the game. Plasma Beam is a close second as it is
    a very good beam assist, but there are more benefits in general to the Hidden
    Missiles than just a standard beam assist. But if you really have your heart
    set on having a beam assist on your team I would suggest any of the following:
    - Iron Man's Unibeam
    - Magneto's Electromagnetic Disruptor
    - Sentinel's Sentinel Force
    - Taskmaster's Aim Master (H. Shot)
    - Arthur's Dagger Toss
    - Trish's High Voltage
    IX. Getting In
    One of the most overlooked, but most important aspects of MvC 3 (and fighting
    games in general) is the art of getting in on your opponent. It's easy to get
    caught up in the super complex, 1,000,000+ damage combos, but none of it means
    squat if you can't actually hit the opponent. Every character has their own
    way to get to their opponent and start dealing damage. Some characters don't
    even need to be close to their opponent to start dealing damage. In this
    section I will cover the tactics Doom uses to close in on the opponent and
    start dealing some damage.
    Doom's best way to get to the opponent is through the air. Doom has excellent
    mobility in the air. His main way to get around is his 8 way airdash. Doom can
    airdash in all 8 directions: up, down, forward, back, up forward, down
    forward, up back, and down back. As i have said before Doom has a very low
    height restriction on his airdashes. You can normal jump and as soon as you
    are off the ground you will be able to dash. This allows you access to Doom's
    extended mobility options and fantastic J. M attack while still remaining very
    close to the ground. Doom's best tactic is to super jump towards the opponent
    and fire off an Air Photon Shot L and airdash down forward behind the Photon
    Shot toward the opponent using the Photon Shot as cover to keep you safe as
    you advance toward your opponent. The only way your opponent can really try to
    avoid this is to super jump over it or wave dash under it. Both of these
    options require very fast reflexes and are still not completely reliable ways
    to avoid both the Photon Shot and Doom. Whether the Photon Shot hits or not is
    irrelevant. It's purpose is to keep you safe and allow you to airdash behind
    it to attack your opponent almost completely safely.
    Against different kinds of characters you have to switch how you approach your
    opponent. Not all strategies work against all the different kinds of
    characters. If you are fighting against characters who do not have any kind of
    projectile or beam attack like: Haggar, Wolverine, X-23, or She Hulk you can
    jump towards them from mid screen and hit them with your J. H "Butter Gun".
    The laser beam can be instantly destroyed if it comes into contact with
    literally any other projectile or beam attack in the game. Also it only covers
    about half the screen when fired at maximum range. This is normally a bad
    strategy, but against these kind of projectile-less characters who have to get
    in close to deal damage this can become a very frustrating tactic to deal
    with. Be careful though and don't abuse this tactic too much as eventually
    your opponent will see it coming and get around it, normally with some sort of
    invincible move.
    A Brief Primer on "Mix-Ups"
    One thing alot of newer players to fighting games don't realize is that a good
    strategy is not one that is repeated over and over again. No matter how good
    something is, if your opponent knows you're going to do something, they can
    counter it. This is the golden rule of fighting games. A truly good strategy
    is one that can be changed and "mixed up" to completely overwhelm your
    opponent so they don't know what to do next. This normally comes in the form
    of switching between low attacks, over heads, and throws all of which must be
    blocked differently. How exactly you mix up these options is completely up to
    the player. Characters that can switch between these options very quickly are
    very good since they can leave your opponent completely stupefied. Dr. Doom is
    one of those characters.
    Against zoning characters designed to keep you far away like Iron Man,
    Dormammu, Taskmaster, or Arthur you have to change up your strategy and
    mindset greatly. Plasma Beam H can blow through most projectiles the opponent
    will throw at you, even some of the stronger ones in the game like Iron Man's
    Unibeam H, Arthur's Dagger Toss, or Taskmaster's Aim Master L. Plasma Beam H
    has a pretty long start up period so you need to make sure you are safe before
    you fire one off.
    A Quick Note on the Concept of "Safety"
    A problem i see with alot of newer players is the frequent use of "unsafe"
    attacks. You have to make sure what you are doing is safe before you do it.
    Otherwise you will be punished for it, and in a game like MvC3 a single
    mistake can easily mean a dead character (or two). You're basically handing
    the opponent the match with a sign saying "Hit Me!".
    For example i see alot of novice Dante players rushing towards their opponent
    with his QCB + H "Jet Stream" or QCB + M "Revolver". These are very powerful
    moves that deal alot of damage but they are also extremely unsafe and can be
    seen coming a mile away. So I block the attack and go into my combo of choice.
    When the Dante player gets back up (if he's still standing) what do you suppose
    he does? He goes right into another Jet Stream/Revolver. What this Dante player
    should be doing is trying to poke me with his CR. L or outstanding ST. M
    attack. If he connects one, then he can go into his Jet Stream/Revolver or a
    different, longer, more damaging combo (which Dante is very good at).
    Attacks are either safe or unsafe and you should never commit to an unsafe
    attack unless you are already hitting your opponent and it will still connect.
    Of course if your opponent misses an unsafe attack feel free to use a high
    damage unsafe attack of your own to punish him. Your normal moves are the key
    to making sure your attacks will connect. Your L, M, H, and for some
    characters even S attacks. Normally L attacks are safe, M attacks are
    sometimes safe, and H/S attacks are almost always unsafe. This is very
    character dependant and it's up to you to find out which attacks are safe to
    use. This also applies to your special moves and hyper combos as
    well, as even they are safe and unsafe.
    You have to make sure you have enough space between the opponent and time to
    fire the Plasma Beam H. Eventually you will be able to tell when is the right
    time and when is the wrong time to fire just naturally. Of course to be
    completely certain you can always use a long range assist to cover you like
    Sentinel's Sentinel Force or Iron Man's Unibeam.
    Zoning characters who can't break through your constant barrage of Plasma Beam
    H will have to either jump and fire at you from the air, or change their
    tactics altogether and come after you directly. This is exactly what you want
    them to do. Advance forward and pressure them with Super Jump Photon Shots,
    Hidden Missiles, and throws to push them into the corner where Doom's combos
    and offense become twice as strong. Strong beam characters backed by a beam
    assist, or a strong beam character beefed up with X Factor will easily go
    through your Plasma Beam H and will almost always hit you as well. Iron Man
    and Arthur form a particularly deadly duo who can blow through any projectile
    or beam in the game with ease and still have plenty of juice left over. X
    Factor makes these two impossible to deal with from the front.
    If you don't have a good beam assist to back up your Plasma Beam H you will
    have to confront the opponent directly. This is something Doom can do very
    easily and doesn't put him at a significant disadvantage. Since your opponent
    will be putting all his effort in defeating your onslaught of Plasma Beam H
    this would be the perfect opportunity to employ your strategy of super jumping
    towards your opponent, firing an Air Photon Shot L, and air dashing behind it.
    It will be difficult for your opponent to switch from the mindset of defeating
    your Plasma Beam H to suddenly defending against your attacks from the air.
    If your lucky you might catch the assist in your attack as well and combo two
    characters at once.
    If you do catch two characters at once that would be an ideal time to use X
    Factor or DHCs to knockout both characters at once. In that situation you
    will want to do anything you can to squeeze out as much damage as possible and
    knock out both characters. It's always worth it as your opponent will only be
    left with one character to finish the fight. For alot of characters this is a
    huge disadvantage and almost impossible to overcome.
    Even if you don't catch the opponent's assist you can be sure that since they
    already used their powerful beam assist you won't have to worry about it
    popping up again for at least a few moments.
    Another alternative method is to use your projectile absorbing Molecular
    Shield H. This won't stand up to a beam character and a beam assist together
    but against just one character it's something to consider. As a bonus if your
    Molecular Shield H does absorb the incoming projectiles it will fire 4 rocks
    towards your opponent which can give you enough momentum to start firing your
    Plasma Beam H again. You can also call a beam assist of your own while doing
    the Molecular Shield H for extra power and cover.
    You could fire a few Hidden Missiles (no more than 3). These missiles can be
    used as cover to attack behind like Air Photon Shot L. You can also attack
    behind the cover of both a Hidden Missile and an Air Photon Shot L, although
    this isn't always possible. If you are able to, and have enough time and
    space between your opponent, then go for it. Otherwise try not to deliberately
    go for this double cover method as you will most likely get hit during the
    process. The missiles can knock the opponent out of firing their projectile
    attack or force them to block the incoming missiles. Take this opportunity to
    advance towards your opponent and push them towards the corner, or if nothing
    else have them block a Plasma Beam H and take some hefty chip damage.
    Another new and effective option of getting in is using Doom's J. S Foot Dive.
    Due to the increased usefulness of this move in UMvC3 this is now a viable
    strategy. If the J. S connects you have an open invitation to wavedash in and
    use ST. H to OTG the opponent into a long and damaging combo. However if the
    J. S is blocked there are two scenarios that can happen afterward. If you are
    above the height requirement to airdash, simply airdash back down to the ground.
    You will be safe from counterattack and be able to block or set up your offense
    again. But if you are below the height requirement to airdash you are a sitting
    duck. You only have two options to protect yourself:
    1. Call an assist simultaneously with J. S to cover yourself if it is
    2. Cancel into Air Photon Array. Air Photon Array is unsafe on block so you will
    need to DHC into your next characters fastest and safest super. That's two meter
    you need to burn just to keep one move safe.
    As a general rule of thumb never use J. S when you are below your airdash height
    requirement which is a little less than Doom's normal jump. This is easy to keep
    track of since this is pretty low to the ground anyway. Just don't be reckless
    and think before you act.
    Another thing to consider is that J. S brings you back down to the ground
    faster than just airdashing back down when you are at a high altitude. After an
    Air Photon Shot L you can use J. S to return to the ground before the Air Photon
    Shots do. You can then follow this up with any of your other offensive options.
    Go low, go for a throw, box jump J. M, or even just fire another Air Photon Shot
    or a Plasma Beam H.
    Remember the key is to mixup all these different ways to come at your opponent
    and keep them guessing. You don't want your opponent to know which avenue
    you're going to take to approach them. If they don't know how you're getting
    in, they won't know how to defend against it.
    One last thing on the subject of getting in. If you attack your opponent and
    they use advancing guard on any of your normal moves (which are your standing,
    crouching, and jumping L, M, and H moves) you can avoid being pushed back by
    dash cancelling your normal move as soon as you opponent activates advancing
    guard. The best attacks to dash cancel are CR. H and F + H Hard Kick as they
    leave your opponent blocking the longest and give you the most time to dash
    cancel through the adavncing guard. After you pass through the advancing guard
    your best option is to cancel the dash with a jump and then air dash forward
    and attack with J. M. The best time to dash cancel would be as soon as the
    actual "push" of the advancing guard activates. This will vary depending on
    when your opponent actual initiates the advancing guard. The timing is tricky
    at first but eventually you will be able to dash on reaction to the advancing
    X. Gameplan
    Doom's main goal is to push the opponent towards the corner. Doom becomes a
    much more powerful character in the corner. His combos deal more damage and it
    is more difficult to defend against his air based offense. Also Doom's forward
    throw and air forward throw both lead into extremely damaging combos in the
    corner. All the tactics covered in the "Getting In" section slowly back your
    opponent to the corner right where you want them.
    Every character in the game uses their super meter differently. Doom is unique
    in that he can build alot of meter but he doesn't have to use it to be
    effective. This makes him great on teams with other characters that need to
    use alot of meter to be effective. Characters like Dante, Magneto, and the
    most meter hungry character in the game, Phoenix. If Doom does choose to use
    meter he can end all his combos with Air Photon Array. This is a fantastic
    hyper combo to DHC with as literally any hyper combo that isn't a power up
    move, counter, or throw will connect afterward. Sphere Flame is good to use
    after any combo that ends with CR. H or Molecular Shield. Even a very simple
    combo of:
    CR. L, CR. M, CR. H, Sphere Flame
    does a decent amount of damage. Sphere Flame also has a unique quirk in that
    when you X Factor Cancel one Sphere Flame into another it does more damage
    than it technically should. Technically, if you did the math, it shouldn't be
    doing that much damage, but it does. What this means is that this is very good
    when you definitely, absolutely need to knock out a character. If you really
    need to knock out a character, especially if it's the last character on your
    opponent's team or if Doom is the last character on your team, it is definitely
    worth using your X Factor in this situation.
    Many opponents will try to jump over your Plasma Beams and Photon Shots. The
    only spot Photon Shot does not cover is directly above Doom's head. If the
    opponent tries to jump or teleport to that "dead zone" cancel into Sphere Flame
    for a high damage countermeasure. Even if the opponent blocks the Sphere Flame
    they will be stuck blocking either the Sphere Flame itself or the following
    plasma rainstorm. During which you are free to move and reasess your gameplan.
    You can start zoning again, start up your offense, or even tag in another
    character. You can tag in another character by using a Crossover Attack
    (holding down either Assist button) or DHCing after the Sphere Flame with your
    next characters quickest, safest super. Characters with non hitting or power up
    supers like Dante and Vergil's Devil Trigger, or Wolverine's Berserker Charge
    work best for this.
    One drawback to Doom's arsenal is that he has no quick, invincible moves he
    can use to get an opponent away from him. The only option Doom has is his
    level 3 super, Doom's Time. If you're being smothered by attacks you can try
    to activate Doom's Time as your opponent is recovering from their attack.
    Doom's Time is very fast, and has invincibility at the beginning of the
    attack. It only hits in a very specific area directly in front of Doom about
    3 to 4 character lengths in front of him, but it will not hit if the opponent
    is too high off the ground. 3 bars of meter is alot to burn on a guess though.
    In this type of situation you're better off resorting to general defensive
    measures. Use advancing guard every chance you get to lower chip damage and
    push the opponent back to gain some breathing room. Keep in mind that
    advancing guard is not as effective when you are in the corner as there isn't
    as much room for your opponent to be pushed back.
    However a very effective strategy to blow through virtually any attack by the
    opponent is by activating X Factor while blocking the opponent's attack and
    using Doom's Time. This cancels your own blockstun (the period you spend
    actually blocking the opponent's attack) and allows you to punish moves that are
    normally safe. Your opponent will still be commited to their attack and any
    remaining active frames (the part of the attack that can actually hit you) will
    be eaten up by the startup invincibility of Doom's Time. If your opponent is
    doing anything except blocking when you activate X Factor they will be hit by
    Doom's Time.
    One thing you will have to learn to be effective with Doom is how to anti air
    your opponent to keep them from getting close to you in the first place. The
    most damaging option is to air throw the opponent backwards which leads into a
    full combo. However this is not always possible since you have to be very
    close to the opponent and the throw can still be broken by the opponent. Also
    characters with good air to air attacks like Iron Man and Wolverine can hit
    you before they are even in your throw range. S can be used to anti air
    opponents who come in directly above or behind you. Which is something
    characters with good mobility options like Wesker and Dante can do frequently.
    If the S connects simply follow the opponent into the air for a standard air
    A key part of Doom's offense is his J. F + H and J. S Foot Dive. This is an
    amazing move that serves many purposes. It moves Doom almost completely full
    screen at an almost horizontal angle. You can cover alot of distance this way
    and if you use a good assist to back it up it becomes even better. A beam assist
    like Iron Man's Unibeam or Sentinel's Sentinel Force work great to protect Doom
    as he glides across the screen and keep the opponent pinned down. To expand on
    that strategy you could use an assist like Dante's Jam Session or Dormammu's
    Purification to control both the horizontal and vertical space on the screen.
    The F + H Foot Dive can be cancelled into special moves and can be done
    extremely low to the ground like Doom's airdashes. It can even be cancelled
    into an airdash which is one of Doom's main offensive tactics and is even used
    in most of his combos. If your Foot Dive is blocked and you don't cancel it
    into anything Doom will bounce off the opponent and is free to do anything,
    including block. As you fall from bouncing off the opponent you could fire a
    butter gun to keep the opponent pinned and continue your offense. However do
    not do this against characters with any sort of projectile or beam attack, no
    matter how weak it is, as it will instantly destroy the butter gun and hit you
    in the process. Besides the butter gun after being bounced back after a
    blocked Foot Dive you can air dash forward with J. M or airdash down forward
    and go for a CR. L low attack. There is one last bit of information on the
    Foot Dive. Against an opponent in the corner, if the Foot Dive hits the wall
    behind the opponent Doom will automatically switch sides in the corner. This
    can create a cross up that is nearly impossible to defend against when using
    a beam assist or a good space controlling assist (like Akuma's Tatsumaki
    Zankyaku or Chun Li's Hyakuretsukyaku). This is a very high level tactic for
    Doom and a beginner player won't be able to pull it off. However once you
    become more experienced with Doom it will be an invaluable tool in your
    These strategies work for the J. F+H Foot Dive as well as the J. S Foot Dive.
    The only difference is that you must be above the airdash height requirement
    to cancel the J. S Foot Dive into anything. As a general rule don't use either
    Foot Dive when you are below the airdash height requirement.
    Once you have gotten close to your opponent, whether by cancelling a Foot Dive
    or behind the cover of an Air Photon Shot L, your go to move is J. M. Both hits
    of J. M are overheads (meaning they must be blocked standing) and allow you to
    combo afterwards. Used by itself J. M is not hard to defend against but you can
    create effective mix ups by using J. M as your starting point. Here are some
    mixups you can create with J. M:
    Instead of airdashing forward and using J. M, you can airdash down forward to
    return to the ground almost instantly and attack with a low hitting CR. L. If
    it hits you can go into a full combo, if it doesn't you can stop attacking to
    keep yourself safe. Instead of a CR. L you can also attempt to throw the
    opponent backwards if you are away from the corner which also leads into a
    full combo. If you are near the corner you can throw your opponent into the
    corner for a much more damaging combo.
    You can also cancel the first hit of the J. M into another J. M. The reason
    you would do this is because the startup of the second J. M is too slow to
    actually hit the opponent before Doom returns to the ground. This lets you
    return to the ground almost instantly and go into a CR. L. Using this tactic
    you can go from a high attack (that must be blocked standing) to a low attack
    (that must be blocked crouching) almost instantly. This is very difficult for
    an opponent to block.
    If your opponent uses advancing guard against your J. M attack you can cancel
    it into a F + H Foot Dive and continue your offense as normal.
    Lastly if your opponent is very low on health you can deal some massive chip
    damage by doing a Plasma Beam H, cancelled into a Photon Array, and followed
    by another Plasma Beam H. Keep in mind that if the opponent still has their
    X Factor they can activate it to avoid the chip damage and punish either the
    Photon Array or the second Plasma Beam H.
    XI. Creating a Mixup on an Incoming Character
    Creating a mixup on an incoming character after a previous character is
    knocked out, or snapped out with a snap back is a very important strategy in
    UMvC3. Characters who can create effective mixups on incoming characters are
    very strong in UMvC3. If a mixup is good enough an entire match can turn into
    K.O.ing one character and then creating two effective mixups to catch the next
    two characters on a team. This is a huge threat to characters who tend to get
    snapped in alot like Wesker, Vergil, and Phoenix. Players like to snap in
    characters like this early so they don't have to deal with a Level 3 X Factor
    Wesker or Vergil, or 5 meter Phoenix at the end of a round. Doom can create
    great mixups on an incoming character. Combine this with the fact that Doom
    can create long, extended combos that can kill a character off of one touch.
    Doom can theoretically take down an entire team with one extended combo, and
    two mixups afterward. Below I will give an example of three different kinds of
    mixups you can perform on incoming opponents. With enough thought and
    creativity you can create many more varied, and more effective mixups than
    these. But it's a good place to start:
    - Against an opponent who comes in attacking, dashing, or attempting to
    teleport: You can knock them out of the start up of their attempted attack
    with a well timed J. L, or J. M into J. S. After the J. S you can go into a
    full combo. Another safer option is to use the J. H "Butter Gun". Firing from
    max range keeps you safe if the opponent blocks, and if the attack connects
    you can go into J. M, or J. S into a full combo. Against airdash characters in
    particular J. M is very effective at stopping airdashes.
    - Against an opponent who comes in blocking: One option is to air dash down
    forward underneath the opponent to cross up with ST. S. The middle area of
    this attack is very wide, and hard for the opponent to determine where to
    block correctly. Another option when in the corner is to super jump into the
    corner and air dash straight down with J. M. In this situation J. M will
    cross up due to it's odd hitbox. You can also choose not to cross up with
    J. M to confuse your opponent even further.
    With certain assists Doom can airdash and create a mixup. Long range assists
    like any beam assist, Hawkeye's Quick Shot (Greyhound), Frank's Shopping Cart,
    and Vergil's Rapid Slash combined with J. M create a very effective mixup.
    Also assists that attack at an odd angle like Rocket Raccoon's Pendulum, Ghost
    Rider's Heartless Spire, Dr. Strange's Eye of Aggamotto, and Firebrand's Hell
    Spitfire H can create a confusing mixup as well. One extremely effective assist
    against airborne characters is Strider Hiryu's Vajra assist. If Vajra connects
    on an opponent they placed at your feet, just waiting for a ST. H OTG into a
    full combo.
    Also never forget the option of just simply going for an air throw. Being able
    to combo off of an air throw is VERY important in UMvC3 and Doom can follow
    either a forward or back air throw extremely easily with a ST. H OTG. But
    always remember to throw the opponent towards the corner. Every little inch
    you can force the opponent towards the corner is better for you in the long
    XII. Team Examples
    MvC3 is a team based fighting game. No matter how good one character is, in
    order to be effective all three characters on your team must function
    together as a whole to win. Naturally some characters work better together
    than others and Doom is no exception. In this section I will cover what
    characters work well with Doom and can form an effective team together.
    Beam assists can be beneficial to every team in the game. In Doom's case his
    airdash based offense becomes much more effective with a good beam assist
    backing him up. They make your Foot Dives safer, set up your Foot Dive corner
    cross up, make firing Hidden Missiles safer, and can give you the last push
    you need to win a projectile firefight when Plasma Beam H alone is not enough.
    The best beam assists for Doom to choose from are as follows:
    Iron Man - Unibeam
    Magneto - Electromagnetic Disruptor
    Sentinel - Sentinel Force (Charge)
    Taskmaster - Aim Master (H. Shot)
    Arthur - Dagger Toss
    A low hitting assist can be extremely beneficial for Doom as it can
    potentially turn all your J. M attacks into unblockable attacks. When a high
    attack and a low attack hit at the same time it becomes unblockable since you
    can't block both high and low at the same time. Since Doom's J. M is key to
    his offense and very easy to connect with, this becomes an extremely effective
    strategy for Doom. The only low hitting assists in the game are:
    Felicia - Rolling Buckler
    She Hulk - Torpedo
    Wesker - Samurai Edge (Lower)
    X-23 - Ankle Slice
    Wesker and She Hulk are best suited for this purpose as their assists come out
    very fast and can be timed to hit simultaneously with J. M with greater
    accuracy. Both these assists are OTG attacks which doesn't mean much to Doom
    since he has his OTG normals. But this can be greatly beneficial to the third
    character on your team since they will have an OTG assist to extend their
    To execute the unblockable technique press the assist button just before you
    airdash and press M so that the assist and your J. M hit at roughly the same
    time. This will take some time in training mode to perfect but the result is
    more than worth it. In training mode set the dummy to "All Guard". If the
    dummy blocks the attack you need to adjust your timing. Practice enough so
    that the timing becomes second nature and you can execute it in battle without
    having to think about it.
    One last assist to consider is Chun Li's Hyakuretsukyaku. This assist serves
    multiple purposes for Doom's gameplan. It can setup Doom's Foot Dive corner
    cross up like a beam assist. But if your opponent happens to block it, it
    puts them in enough blockstun so that you can dash in close and begin your
    airdash mixups, or fire off a few Hidden Missiles or Plasma Beam H safely.
    The real benefit that seperates this from other assists is that it lets Doom
    perform a significantly higher damage combo in the corner. Doom's standard
    corner combo does about 650,000 damage. Now that's alot of damage, but a
    similar combo with Chun Li's assist does almost 920,000 damage. That's
    almost 270,000 extra damage just for picking Chun Li. To put that in
    perspective a large majority of characters in the game would only have about
    80,000 health left if they weren't already dead. Doom's Plasma Beam L does
    more damage than that. With X Factor activated there's no question that it
    would K.O. every character in the game. If this sounds like an ace in the
    hole you'd like to have on your team, then consider adding Chun Li.
    However Chun-Li herself is not a very good character. It's up to you whether
    you want to sacrifice a slot in your roster just for the purpose of helping
    Doom. I personally wouldn't recommend it, but ultimately it's up to you.
    Doom and Wesker are two characters that work exceptionally well together, not
    just for the unblockable setups but together as a whole. Wesker and Doom both
    build alot of meter without necessarily having to use it. But if they choose
    to use their meter their combos become much more damaging, especially in
    Wesker's case. Doom's Plasma Beam assist benefits Wesker in nearly every way,
    and they are both great at mixing up the opponent. When using Doom I highly
    suggest considering putting Wesker on your team as well.
    On the flip side of this equation any team can be benefited greatly by having
    Doom on it. Like i said earlier, every team can benefit from having a beam
    assist and Doom has the best beam assist in the game. Other characters can
    use Doom to set up their offense and make their moves safe, as well as assist
    in their own projectile firefights. Hidden Missiles is one of the best assists
    in the game and is a great help to characters that like to keep thermselves at
    a distance and play defensively. Characters like Morrigan, Deadpool, and
    Dormammu benefit greatly from Hidden Missiles. The reality is that it helps
    ANY character because once the missiles are out the opponent has to deal with
    them in some way. Whether that be block them, run away from them, or end up
    getting hit by them. This gives any character a chance to set up their own
    gameplan so the opponent now has to worry about the point character and the
    (literally) looming threat of incoming missiles. Also Doom is great to do a
    TAC (Team Aerial Combo) into and can extend TAC combos tremendously.
    One thing to consider when forming a team is how well all your characters DHC
    into each other. Other characters cannot DHC into Doom very well. Most of the
    time Doom's supers will either do little damage or miss completely. However
    Doom can DHC into other characters extremely well. Any combo that ends in Air
    Photon Array can DHC into literally any other super in the game that isn't a
    throw or power up move. Air Photon Array is great for starting DHCs and Sphere
    Flame is good for ending a DHC. Since most characters will end their super
    next to the opponent Doom can come in and knock the opponent into the sky. The
    exception to this being characters with beam supers, but in the corner the
    character firing the beam super will most likely be very close to the opponent
    and able to DHC into Sphere Flame. DHCing through your entire team, ending
    with Doom's Sphere Flame, and X Factor cancelling into another Sphere Flame is
    a very flashy technique that'll cost 4 meters and your X Factor. But it's
    surprisingly easy to pull off and if you have the meter and absolutely need to
    knock out a character it's something to consider.
    When you are building a team you need to decide how you are going to use your
    super meter. Will it all be used by one character? Will you use it for a
    particular DHC setup? Or do you have a very fast super which you will use
    defensively to punish the opponent's mistakes? Doom can build alot of meter
    with his combos but he doesn't have to use it to be effective. This makes him
    great on a team with characters who need alot of meter to be effective like
    Magneto, Dante, Felicia, or Phoenix.
    It's always a good idea to know what your gameplan is before you go into a
    match. Whether that be how you use your super meter, your character specific
    strategies, or team lineup. Now obviously things don't always go according to
    plan, but you will make your life alot easier if you at least have an idea of
    what you should be doing.
    XIII. Combo Guide
    In this section I will cover some of Doom's important combos. These are the
    combos you will be doing the most. I will list them in order from easiest to
    the most difficult. Do not worry if you cannot do all these combos at once. In
    fact you won't be able to. That's normal, just practice these combos over and
    over, and don't skip ahead to the more difficult combos if you haven't
    mastered the easier ones. You will only end up frustrating yourself and
    stunting your growth. Work on the combos one at a time and before you know it
    you'll be able to do them blindfolded. I'm not even kidding.
    1. CR. L, CR. M, CR. H, S, M (Both Hits), M (Both Hits), F + H Foot Dive, Air
    Dash Forward, M (Both Hits), Air Photon Array
    This is a very basic combo with Doom using Dash Cancels.
    2. Air F + H Foot Dive, Air Dash Forward, J. M (Both Hits), Land, CR. L,
    CR. M, CR. H, Sphere Flame
    This is Doom's most basic combo starting from a F + H Foot Dive.
    3. (Away From Corner) Back Throw, ST. L, CR. M, S, M (Both Hits),
    M (Both Hits), F + H Foot Dive, Air Dash Forward, M (Both Hits), Air Photon
    This is Doom's most basic throw combo away from the corner.
    4. (In The Corner) Forward Throw, CR. M, S, M (Both Hits), M (Both Hits),
    F + H Foot Dive, Air Dash Forward, M (Both Hits), Air Photon Array
    This is Doom's most basic throw combo in the corner.
    5. Air F + H Foot Dive, Air Dash Forward, J. M (Both Hits), Land, CR. M,
    CR. H, S, M (Both Hits), F + H Foot Dive, Air Dash Down Forward,
    M (Both Hits), Land, CR. M, CR. H, Doom's Time
    This is Doom's standard combo into his Level 3. When airdashing down forward
    after the F + H Foot Dive wait as long as possible before hitting the
    opponent with J. M. This way the opponent will be low enough to connect with
    the CR. M afterward.
    6. (In The Corner) Air F + H Foot Dive, Air Dash Down Forward, CR. M, CR. H,
    S, F + H Foot Dive, S, Down Dive, ST, H (Both Hits), S, M (Both Hits),
    M (Both Hits), F + H Foot Dive, S, Down Dash, ST. H (Both Hits), Molecular
    Shield, Sphere Flame or Doom's Time
    This combo utilizes Doom's unique OTG normal moves. Going from S to the Down
    Dash is a bit tricky at first but you'll get the hang of it. You can end this
    combo with Doom's Time instead of Sphere Flame if you have the meter.
    7. CR. L, CR. M, CR. H, S, M (Both Hits), F + H Foot Dive, Air Dash Down
    Forward, M (Both Hits), Land, CR. M, CR. H, S, M (Both Hits), F + H Foot Dive,
    Air Dash Down Forward, M (Both Hits), Land, CR. M, CR. H, S, M (Both Hits),
    M (Both Hits), F + H Foot Dive, Air Dash Forward, M (Both Hits), S
    This combo takes alot of practice to learn but you can do alot of damage
    without using any meter. Plus this combo builds almost one and a half bars of
    meter by itself. Again make sure when airdashing down forward after the first
    two Air F + H Foot Dives to wait as long as possible before hitting the
    opponent with J. M. This way the opponent will be low enough to connect with
    the CR. Ms afterward. If you want to burn a little meter for extra damage you
    could end the combo with Air Photon Array instead of S which is an excellent
    start for DHCs. Or after the final CR. H instead of relaunching the opponent
    again you could end the combo with Sphere Flame.
    8. (In The Corner) CR. L, CR. M, CR. H, S, F + H Foot Dive, S, Land, ST. H
    (Both Hits), S, M (Both Hits), M (Both Hits), F + H Foot Dive, Air Dash
    Forward, M (Both Hits), S, S, Land, ST. H (Both Hits), S, M (Both Hits),
    M (Both Hits), F + H Foot Dive, Air Dash Forward, M (Both Hits), S, Land,
    ST. H (Both Hits)
    This is another combo that involves Doom's OTG normals. For this combo to
    connect fully your opponent must be completely against the corner. This combo
    sets up a great mixup as well. You can dash cancel the ST. H and call a beam
    assist or an assist like Chun Li's Hyakuretsukyaku or Akuma's Tatsumaki
    Zankyaku and continue your offense like normal. You can jump cancel the dash
    and go into a J. M overhead, go for a low CR. L, or attempt a throw. You could
    also attempt to air throw the opponent as they recover in the air from your
    ST. H attack.
    9. (In The Corner) Forward Air Throw, M (Both Hits), Land, CR. M, CR. H, S,
    F + H Foot Dive, S, Land, ST. H (Both Hits), S, M (Both Hits), M (Both Hits),
    F + H Foot Dive, S, Land, ST. H (Both Hits), Sphere Flame
    If you were to land an air throw after a ST. H like in the previous example,
    this would be the combo to follow up with.
    10. (Away From Corner) Backwards Throw, ST. H (Both Hits), S, M (Both Hits),
    F + H Foot Dive, Air Dash Down Forward, Air M (Both Hits), Land, CR. M, CR. H,
    S, M (Both Hits), F + H Foot Dive, Air Dash Down Forward, M (Both Hits), Land,
    F + H Hard Kick, M (Both Hits), M (Both Hits), F + H Foot Dive, Air Dash
    Forward, M (Both Hits), S
    This is a more advanced version of combo #3. Once you have mastered that combo
    you can work on this one to squeeze some more damage out of your back throw.
    11. (In The Corner) Forward Throw, CR. M, CR. H, S, M (Both Hits), F + H Foot
    Dive, S, Land, ST. H (Both Hits), S, M (Both Hits), M (Both Hits), F + H Foot
    Dive, Forward Dash, M (Both Hits), S, Land, ST. H (Both Hits), Sphere Flame
    This is a more advanced version of combo #4. Once you have mastered that combo
    you can work on this one to squeeze some more damage out of your forward throw
    in the corner.
    12. (In The Corner) CR. L, CR. M, CR. H, S, F + H Foot Dive, S, Land, ST. H
    (Both Hits), S, M (Both Hits), M (Both Hits), F + H Foot Dive, Air Dash
    Forward, M (Both Hits), S, S, Land, ST. H (Both Hits), S, M (Both Hits), M
    (Both Hits), F + H Foot Dive, Air Dash Forward, M (Both Hits), S, S, Land,
    Call Chun Li Hyakuretsukyaku Assist, ST. H, Dash Forward, Plasma Beam H,
    Sphere Flame.
    This is a corner combo using Chun Li's assist like I mentioned in the Team
    Examples section. It does much more damage than Doom's standard corner combo,
    at almost 1,000,000 damage. It's something to consider when forming a team.
    When your opponent is being juggled by Chun Li's assist, let them fall
    slightly before hitting them with Plasma Beam H to get the most damage out of
    the combo.
    13.Wesker Samurai Shot (Low) Assist, Jump, Forward Air dash, J. M (Both Hits),
    Land, CR. M, CR. H, S, M (Both Hits), M (Both Hits), F + H Foot Dive, Forward
    Air Dash, M (Both Hits), Air Photon Array
    This is a combo starting from an unblockable set up with Wesker. This is
    another great DHC starter that can go into Wesker's Phantom Dance, or if you
    have the meter Wesker's level 3 Lost In Nightmares. When DHCing into Wesker's
    level 3 make sure your opponent is as low to the ground as possible so it will
    connect. Lost In Nightmares is one of the most powerful level 3 supers in the
    game so adding it to the end of Doom's combo can easily K.O. almost any
    "Ultimate Combos"
    While Doom still has all his combos from Vanilla MvC3 some of his changes in
    UMvC3 give him access to some new and extremely damaging combos. Due to the
    improved utility of J. S you will find alot of combos can start off a J. S.
    J. S is arguably Doom's best move and is very good to throw out to catch your
    opponent off guard. The other change that affects Doom's combo ability is that
    his forward ground throw and forward air throw now cause a hard knockdown.
    Also the throws don't lift the opponent very high in the air. This makes it
    extremely easy to use Doom's ST. H and ST. M to OTG the opponent into a very
    long and damaging combo. The only thing to be wary of is if you air throw the
    opponent very high in the air. You will have to either air dash straight down
    to continue the combo, or if they are extremely high in the air you will have
    to use a J. S to return back to the ground. All of these combos are quite long,
    so don't worry if you can't do them right away. Just keep practicing them until
    they are second nature.
    1. (Midscreen) CR. L, CR. M, CR. H, S, M (Both Hits), M (Both Hits), F+H Foot
    Dive, S, Land, Wavedash Once, ST. H (Both Hits), S, M (Both Hits), M (Both Hits
    , F+H Foot Dive, S, Land, Wavedash Once, ST. H (Both Hits), S, M (Both Hits), M
    (Both Hits), F+H Foot Dive, Air Photon Array (or with 3 meter after the last S:
    Land, ST. H (Both Hits), Doom's Time)
    2. (In Corner) CR. L, CR. M, CR. H, S, M (Both Hits), M (Both Hits), F+H Foot
    Dive, S, Air Dash Down, ST. H (Both Hits), S, M (Both Hits), M (Both Hits), F+H
    Foot Dive, S, Air Dash Down, ST. H (Both Hits), S, M (Both Hits), M (Both Hits),
    F+H Foot Dive, S, Air Dash Down, Air Plasma Beam H, Air Photon Array (or with 3
    meter after the last S: Land, ST. H (Both Hits), Doom's Time)
    3. (Midscreen) After Ground Throw or Air Throw, ST. H (Both Hits), S, M (Both
    Hits), M (Both Hits), F+H Foot Dive, S, Land, Wavedash Once, ST. H (Both Hits),
    S, M (Both Hits), M (Both Hits), F+H Foot Dive, S, Land, Wavedash Once, ST. H
    (Both Hits), S, M (Both Hits), M (Both Hits), F+H Foot Dive, Air Photon Array
    (or with 3 meter after the last S: Land, ST. H (Both Hits), Doom's Time)
    4. (In Corner) After Ground Throw or Air Throw,, ST. H (Both Hits), S, M (Both
    Hits), M (Both Hits), F+H Foot Dive, S, Air Dash Down, ST. H (Both Hits), S,
    M (Both Hits), M (Both Hits), F+H Foot Dive, S, Air Dash Down, ST. H (Both
    Hits), M (Both Hits), M (Both Hits), F+H Foot Dive, S, Air Dash Down, Air
    Plasma Beam H, Air Photon Array (or with 3 meter after the last S: Land, ST. H
    (Both Hits), Doom's Time)
    When peforming Doom's midscreen combos you have to make sure that when you do
    the J. M's that both hits connect and you "float" up as high as possible. This
    ensures that both the F+H Foot Dive and J. S will connect, allowing you to
    return to the ground and wavedash forward to continue the combo. The
    wavedashing is obviously the hardest part of the midscreen combos. It's much
    easier in the corner because there's no place for your opponent to fly back for
    you to chase after. There is a trick to make these combos a little easier.
    After the J. S when on your way back down to the ground, whiff a J. M. This
    makes Doom fall back to the ground much faster, and makes the wavedash followup
    much easier.
    As you can see all of Doom's combos can be changed to add his Level 3 Hyper at
    the end. Doom's Time is very powerful and does not affect damage scaling,
    which is good considering how many hits Doom piles up before he even uses
    meter. Adding Doom's Time to the end of a combo can K.O. almost any character
    in the game without even using X Factor. But with X Factor, even at Level 1,
    it will most definitely K.O. any character in the game.
    Another variation Doom can go into during his combos is after the last ST. H
    OTG perform a Molecular Shield L, then cancel into Sphere Flame. This does
    slightly more damage and also leaves the opponent open for possible mixups
    afterward. So why isn't it used to end all of Doom's combos? Because it's not
    good for DHCs. The added damage from this combo variation isn't worth it when
    you conisder that you can end it the standard way and DHC into your next
    character for much more damage in the long run. The only DHCs you can perform
    after the Sphere Flame variation are vertically aimed or full screen supers.
    If your team consists of the following characters then it might be something
    to consider:
    - Dr. Strange (Spell of Vishanti)
    - Hawkeye (Gimlet or Kiss of Fire)
    - Iron Fist (Volcanic Roar)
    - Vergil (Dimension Slash)
    - Hulk (Gamma Crush)
    - Magneto (Gravity Squeeze)
    - Storm (Hail Storm)
    - Taskmaster (Legion Arrow M+H)
    - Amaterasu (Okami Shuffle)
    - Arthur (For The Princess)
    - Haggar (Giant Haggar Press)
    - Ryu (Shinku Hadoken aimed straight up)
    - Wesker (Phantom Dance)
    - Zero (Rekkoha)
    - Jill (Machine Gun Spray)
    These are alot of combos to keep track of so don't feel overwhelmed right off
    the bat. Start at #1 and work your way down until you are confident that you
    can execute each one in an actual match.
    When practicing combos in Training Mode set the dummy to "Auto Guard".
    This makes it so that if you miss the next hit in your combo the dummy will
    block. If this happens you know you need to adjust your timing.
    A good training method that I frequently use is the "Ten Times Method".
    This means that you practice whatever combo you are working on and try to do
    it ten times in a row. If you mess up, for whatever reason, you start over.
    If you are able to do the combo ten times in a row without making a mistake
    then I would say you are ready to use it in an actual match against a real
    Here's another helpful technique for practicing combos. If you are having
    trouble with a specific part of the combo, like airdash cancelling a F + H
    Foot Dive, instead of working on the whole combo just practice that specific
    part.I would suggest using the ten times method. Once you have that specific
    part down you can continue working on the rest of that combo.
    All combos can be broken down into "sections". With a particularly difficult
    combo you can work on each section individually. Once you can do all the
    sections individually, string them together into the whole combo. With higher
    difficulty combos this is basically required.
    Also remember to mash all combos that end in Air Photon Array or Doom's Time.
    Some of these combos are very difficult and can be frustrating when you
    continue to fail doing them. The best advice I can give you is to stay calm
    and just have patience. If you are getting frustrated, just walk away and come
    back to it later. Trying to practice while frustrated or angry will get you
    nowhere and often actually make you worse. You won't be able to do everything
    right off the bat. Keep a level head and just do your best. Besides it will
    all be worth it when you see the look on your opponent's face as he's swatted
    around the screen like a ragdoll for 50+ hits. Trust me. /\ _ /\
    XIV. References
    In this section I will provide a list of resources that will help you in your
    journey and MvC3.
    - www.shoryuken.com - This is your one and only stop for all things fighting
    games. News, Strategies, Tips, Articles, and the best fighting game forum on
    the net. Also check out their podcast Wake Up SRK. It is always chock full of
    goodies and top tournament players and other notables in the fighting game
    community are often interviewed. I highly suggest joining the forums and
    participating in the conversations. There is a section for MvC3 as well as for
    every character in the game. I would definitely recommend checking out the Dr.
    Doom section in the forum, it's simply fantastic. Also check out the MvC3
    Hyper Guide for in depth information on the game as a whole and all the
    - www.youtube.com/user/miles923 - This is Maximillian. He produces the best
    tutorials on the web with a unique mix of humor and great information on MvC3.
    I can't recommend his Dr. Doom tutorial *insert direct link to video* any
    - http://sonichurricane.com/?page_id=1702 - While this isn't specific to MvC3
    an amazing player named Maj wrote this series of articles on one of the most
    overlooked, underrated, and important aspect of fighting games, Footsies. Good
    footsies is what seperates good players from great players and great footsies
    is what seperates great players from tournament champions. Read this now.
    - http://shoryuken.com/forum/index.php?forums/domination-101.98/ - Seth Killian
    was Capcom's "Special Advisor" for all their fighting game related ventures up
    until very recently. But before that he was like everyone else, a fan. But 
    unlike everyone else he was also a fantastic player and Street Fighter
    tournament champion. This series of articles is quite old and most were written
    in the heyday of Marvel vs. Capcom 2. Despite that there is plenty of fantastic
    information for players of today's games. There's a reason Capcom listens to
    this man. Find out why here.
    There is much more information out there for you to find but these are some
    great places to start. You can find more helpful information through these
    XV. Thank You and Coming Soon
    Wow I can't believe I actually wrote my second FAQ.
    Big Thanks/Shout Outs go to:
    Capcom: For finally making the 10 year pipe dream of MvC3 a reality. Without
    them we'd still be playing Karate Champ.
    Me: For actually finishing something I set out to do!
    You: The reader for well, reading! A great man once said "No thought holds
    any real value until it is spoken or written". But it still doesn't mean squat
    unless someone listens or reads it.
    Zero Ping of South Florida: For being awesome. Next time I'll bring the salt.
    My Friends: Including but not limited to: Anthony Caruuli, Juan Morales, Trey
    Mack, Erick Theman, Ray Money, Chris Ridgeway, Adam (The Matador), Yams, and
    Tommy White and William Nguyen (the best T.O.'s in SFL). If i forgot
    anyone... tough! lol
    My Mom: For listening to me drone on and on and on about a whole bunch of
    things and for telling me that if I can do something better, than do it.
    Coming Soon: (Maybe...)
    If people respond positively to this FAQ I would like to write more for other
    fighting games like Street Fighter X Tekken, Super Street Fighter IV: Arcade
    Edition, Persona 4 Arena, and King of Fighters XIII. But we'll see where the
    road takes us...
    If anybody has any questions, comments, or feedback, please feel free to
    e-mail me at the address at the top of this FAQ. Make sure to put "Dr. Doom
    FAQ" in the subject line so i don't delete it.
    Stay Salty My Friends...