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Dr Doom Guide by Sigfriedsfriend

Version: 1.0 | Updated: 04/24/2011

MM      M    AA    RRRRR   V           V  EEEEEEE  L
M M    MM   A  A   R    R   V         V   E        L
M  M  M M  A    A  R    R    V       V    E        L
M   MM  M  AAAAAA  RRRRR      V     V     EEEE     L
M       M  A    A  R   R       V   V      E        L
M       M  A    A  R    R       V V       E        L
M       M  A    A  R     R       VV       EEEEEEE  LLLLLLL

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C        A  A  P    P C       O     O M M    MM           3
C       A    A PPPPPP C       O     O M  M  M M           3
C       AAAAAA P      C       O     O M   MM  M        3333
C       A    A P      C       O     O M       M           3
C       A    A P      C       O     O M       M           3
CCCCCCC A    A P      CCCCCCC OOOOOOO M       M     3333333

Marvel Vs Capcom: Dr Doom Guide

Written By: Darin Dye     <gamemaster53539@yahoo.com>

Completed On: 4/22/2011

Version History

 1.0 - All fields filled out

                           LEGAL STUFF
This game was created by Capcom and the other affiliated parties. All 
rights to the game go through them.

This guide was created by me. As such, all rights to guide are mine. Further
usage of this guide is easy, just shoot me an e-mail and I'll tell you if you
can use this guide or not (e-mail is above). 

1.0) Background
   1.1) Game Profile
   1.2) Extended Profile
   1.3) Alternate Costumes
   1.4) In-Game Dialogue
   1.5) Titles
2.0) Movelist
   2.1) Assist Attacks
   2.2) Basic Attacks
   2.3) Skills
   2.4) Hyper Combos
3.0) Strategies
   3.1) Team Hyper Combos
   3.2) Solo Battle
4.0) Mission
5.0) Contact Information

Button Layout:::

Square = Light Attack (L)
Triangle = Medium Attack (M)
Circle = Heavy Attack (H)
X = Special Attack (S)

   (Atk) = means hit any attack button (L), (M), or (H)
   (Atk Atk) = means his any 2 attack buttons (L+M), (M+H), (L+H), etc

R1 = Partner 2 (P2)
L1 = Partner 1 (P1)
Select = Taunt

NOTE: Directional inputs are as follows

789 \    7 = up and away ,  8 = up , 9 = up and forward
456  >   4 = back , 5 = none , 6 = forward
123 /    1 = down and away , 2 = down , 3 = down and forward

1.0) Background
  This is section of the guide is completely worthless, but may be 
entertaining if you are looking to learn about who the character is. In the
following sections I provide the little snapshot the game gives him and info
I know about him based on the games I've played.

1.1) Game Profile
(This came from the game, unless otherwise noted, so credit goes to the
makers of the game for this section.)

Real Name: Victor von Doom

Occupation: Monarch of Latveria, Would-Be Conqueror

   Doom is a genius in physics, robotics, cybernetics, genetics, weapons
technology, bio-chemistry, and time travel. He is also self-taught in the
mystic arts. Doom is a natural leader, a brilliant strategist, and a sly

   His armor is loaded with gimmicks, including a high-powered blaster on
his waist holster. He has also personally invented some nasty surprises.

   The masked genius scientist who plots for world domination. While his
physical strength is only average at best, the technologically advanced
weapons he develops, as well as his sinister plans have given his super
hero foes plenty to worry about.

First Appearance: Fantastic Four #5 (1962)

Intelligence      |  6/7   
Strength          |  4/7 
Speed             |  5/7     
Stamina           |  6/7   
Energy Projection |  6/7      
Fighting Ability  |  4/7    

1.2) Extended Profile
This part is all coming off my recollection of the character from the 
original stories he is apart of. Careful, there will be spoilers.

Dr Doom is the main antagonist to the Fantastic Four. The genius that he is
has made him one of the most feared villans in all of history. Every time
the Fantastic Four beat him they always fell to his ploy... they defeated
a fake Doom.

First introduced into the MVC series in the second game, Doctor Doom has been
a nasty character to go up against. With his incredibly damaging Molecular
Shield attack, players could win matches through chip damage alone. No longer
the case (or at least not as extreme as before), players must go on the
offensive with Doom... but he wreck some havoc. 

Though he hasn't changed a whole lot since MVC 2, his Sphere Flame super has
greatly been advanced by now exploding once it reaches its critical height.
Before Sphere Flame was just a fun way to call in Captain Commando, now it is
a game ender all on its own. His other super, Photon Array, is still a boss
killer. Getting up close and unleashing that special can remove almost half
of Galactus's health if X-factor is applied.

Unfortunately that's all I know about Dr Doom (sorry).

1.3) Alternate Costumes

Costume 1 (X): Standard
  - His traditional look as he appears in the Fantastic Four.

Costume 2 (Tri): White w/ Blue Cape
  - Self explanitory

Costume 3 (Sqr): Black w/ Red Cape
  - Little red riding hood's father is mad... and he shoots plasma!?

Costume 4 (R1): Chrome w/ Black Cape
  - The metal of his armor is white, his cape is an evil black

1.4) In-Game Dialogue
This section contains notable dialogue the character says during battle. 
Things like him shouting a character's name is omitted unless he refers to
the character in a special way. Also, sayings directed at him by characters 
that are unique are also written down. If I'm missing any please let me know,
but make sure it's not like: Phoenix while swapping mid-battle "Dr Doom!"

   "I do as I choose and I answer to no one."
   "Turn and run now and I will mercibly pretend this never happened."
   "Death shall be your reward."
   "To face Doom is to face one's end."
   "You fight with primitive toys."

to Amaterasu/Thor - "It is Doom who should be worshiped."

to Dormammu - "This dimension is not big enough for the both of us."

to Iron Man or Captain America - "Earth's mightiest heroes, BAH!"

to X-men characters - "I'll make you wish you were facing Magneto!"
 NOTE: Besides Magneto of course.

   "No one defeats Doom."
   "You are beneath me and it showed."
   "If only it were Richards that lie before me instead of you..."
   "[Laugh] A minor distraction."

to Amaterasu/Thor - "Even gods fall before Doom's might!"

to Dormammu - "Return to your own world knowing that this belongs to Doom."

to Iron Man or Cpt Amer. - "Consider Doom merciful if you still draw breath!"

to X-men characters besides Magneto - "Mutant Scum."

End-Level Dialogue Box:

   "Your demonstration of skill was admirable. Pointless... but admirable."

   "This battle has reminded me of the infernal Fantastic Four. For that,
    you will not live to fight another."

   "You may call me Doom -- your new lord and master!"

   "You will bow to me, or you will die."

   "Away with you now. You've wasted enough of Doom's time."

   "Prepare to spend the rest of your days rotting away imprisoned in Castle

Taunt: "[laugh] child's play." or evil laughter

Photon Array activation: "Photon Array..."

Photon Array in air: "You have no hope!"

Sphere Flame activation: "Sphere Flame..."

Doom's Time activation: "Time to die..."

Hyper Combo Activation in a series:
   2nd: "You will burn..."
   3rd: "This farce is over..."

1.5) Titles

Iron Mask     - Clear Arcade mode with Dr Doom on any difficulty

[Unknown]     - Clear Arcade mode with Dr Doom on Very Hard

Perfectionist - Complete 5 missions with Dr Doom

[Unknown]     - Complete 10 missions with Dr Doom

Dictator      - Use Dr Doom 30 times

2.0) Movelist
  In this section I provide a list of his attacks and explain what they do
and how they perform. This can give insight as to how useful moves are and
different strategies they can be applied to. 

Button Layout:::

Square = Light Attack (L)
Triangle = Medium Attack (M)
Circle = Heavy Attack (H)
X = Special Attack (S)

   (Atk) = means hit any attack button (L), (M), or (H)
   (Atk Atk) = means his any 2 attack buttons (L+M), (M+H), (L+H), etc

R1 = Partner 2 (P2)
L1 = Partner 1 (P1)
Select = Taunt

NOTE: Directional inputs are as follows

789 \    7 = up and away ,  8 = up , 9 = up and forward
456  >   4 = back , 5 = none , 6 = forward
123 /    1 = down and away , 2 = down , 3 = down and forward

2.1) Assist Attacks

Alpha Type: Plasma Beam
  - Fires a horizontal beam of energy for 8 hits

Beta Type: Hidden Missiles
  - Appears and launches 6 missiles into the air. A moment later they fall
   down on the enemy.

Gamma Type: Molecular Shield
  - Appears next to the player and summons a tornado of rock around him 
   before firing them off. Hits roughly 8 times.

2.2) Basic Attacks

(L) - jab
(M) - short stomp (2 hits)
(H) - long stomp (2 hits)
(S) - punches the ground, creating an explosion (transition to air)

(2+L) - low kick
(2+M) - crouching punch
(2+H) - sweeping kick (trips)
(6+H) - high kick (knocks into air, tricky transition to air)
(4+H) - hidden missiles (tap repeatedly to release more missiles)

(air L) - punch
(air L), (air L) - follow up punch

(air M) - electrified smack (2 hits)
(air M), (air M) - electrified smack (2 hits)

(air H) - pulls out pistol and shoots a beam from it
(air 6+H) - long range foot dive

(air S) - short range foot dive

taunt - standing laughter

2.3) Skills

Plasma Beam (236+atk) in air OK
 (L) - Fires a horizontal beam of energy (5 hits)
 (M) - Fires a horizontal beam of energy (8 hits)
 (H) - Fires a horizontal beam of energy (11 hits)
NOTE: In air the beam is diagonal

Photon Shot (214+atk) in air OK
 (L) - Fires slow-moving beams in front and behind him
 (M) - Fires mediocre-moving beams in front and behind him
 (H) - Fires fast-moving beams in front and behind him

Molecular Shield (623+atk)
 (L) - Creates a tornado of rock before launching them off (7 hits)
 (M) - Creates a tornado of rock before launching them off (9 hits)
 (H) - Creates a tornado of rock before launching them off (11 hits)

Flight (214+S)
  - Doom activates a jetpack, temporarily allowing him to move in all
  directions freely.

2.4) Hyper Combos

Photon Array (214+atk atk) in air OK
 - Crosses his arms before unleashing 5 volleys of photon shots. Number of
  hits vary on range (point blank is the best with 25)
NOTE: In air it changes to diagonal vollies instead of multi-directional

Sphere Flame (623+atk atk)
 - Creates a ball of plasma before throwing it into the air. At the peak of
  its flight it explodes into a downward fan of plasma. If an enemy is 
  taken into the air by the ball it does tremendous damage.

Doom's Time (236+atk atk) Consumes 3 HC gauges
 - Charges a gauntlet with energy before firing a spark at the floor in
   front of him. If it hits a cinematic occurs showing Doom sitting on his
   mobile thrown watching the enemy being fried in a glass chamber. Doom then
   pushes a button and blows up the chamber.

3.0) Strategies
  In this section I will cover what combos I have developed that
makes him a formidable character. The first sub-section covers specific 
combos I have performed that are either very flashy or incredibly devastating
or useful. The second section is meant to set up basic combos with him when
he is the only character you have left.

3.1) Team Hyper Combos
Doom as a hyper combo link is a bit more limited than most characters, but
when he comes in handy he makes the combo absolutely devastating. Below is
a list of some interesting moves he can be used in.

Spencer (Bionic Lancer) --> Sphere Flame
 - The moment of impact cancel into sphere flame. Deals insane damage for
   2 HC gauges.

Deadpool (Cuttin' Time) --> Sphere Flame
 - Incredibly awkward to input because the controls reverse due to the final
  strike from deadpool, but the moment the last hit goes off summon in Doom
  for massive damage.

Wesker (Rhino Charge) --> Sphere Flame/Doom's Time
 - A self-explanitory change-over. After wesker impales the enemy trade out
  for either of doom's moves. Photon Array works, but doesn't hit for full
  damage so I'm not gonna list it.

Chun Li (Hoyokusen) --> Sphere Flame --> Zero (Rekkoha)
 - Just before Chun Li finishes cancel into Doom and then cancel into Zero
  immediately after. Doom's attack will still persist even though he's been
  called out so cancel it early to gaurantee Zero's hits.

Thor (Mighty Punish) --> Photon Array
 - The moment the hammer slams the enemy into the floor cancel into Photon

X23 (Weapon X Prime) --> Photon Array
 - On X23's last hit cancel into Photon Array.

3.2) Solo Battle

Dr Doom, as the fighter, can be a serious threat. It doesn't take a whole
lot to make Doom deal a ton of damage for very little to no cost. Below are
some combos I've discovered with him.

2+L, 2+M, 2+H, Photon Array, X-factor, Sphere Flame

2+L, 2+M, 2+H, Sphere Flame

L, M (2 hits), H (2 hits), S, air M (2 hits), air M (2 hits), air 236+L,
  air 214+atk atk
  - This combo requires some tricky air cancelling: the moment the second
   air M's second hit hits cancel into plasma beam and the moment the beam
   is produced cancel into photon array. It takes a while to get used to but
   it does considerable damage for 1 bar.

2+L, 2+M, 2+H, photon array, x-factor, air M (2 hits), air Photon array

Corner Only

L, M (2 hits), H (2 hits), S, air L, air L, air M, air M, air S, H, 623+H,
    Sphere Flame/Doom's Time

2+L, 2+M, 2+H, 623+H, Sphere Flame

L, M (2 hits), H (2 hits), photon array, X-factor, H, S, air M (2 hits),
   air M (2 hits), air S, H, S, air M (2 hits), air M (2 hits), 
   air photon array
NOTE: 1,262,000 damage for 2 HC gauges

L, M (2 hits), H (2 hits), 236+H, X-factor, H (2 hits), S, air M (2 hits),
   air M (2 hits), air S, H, 623+H, sphere flame
NOTE: 1,135,000 damage for 1 HC gauge

4.0) Missions
In this section we tackle the missions (or at least the ones I can do).
Most missions are straight forward, but for some characters beating a mission
requires rediculously perfect timing and if I have completed them this 
section will be useful to those who are stumped.

Ones I've Completed: 1-8, 10
Ones I have not completed: 9

Mission 1 - Attack using Plasma Beam
 Solution: 236+H

Mission 2 - Attack using Photon Shot
 Solution: 214+L

Mission 3 - Perform a combo using a cancel
 Solution: 2+L, 2+M, H, 236+L

Mission 4 - Perform a combo using a hyper combo
 Solution: air M, 2+L, 2+H, 6+H, 623+atk atk
 Strategy: do a jump and just before landing hit with M and follow up with
          the rest of the combo. Careful going from 2+H to 6+H as you may
          accidentally input 236+H.

Mission 5 - Perform a combo using the screen edge (corner only)
 Solution: air M, 2+M, 2+H, 623+H, 623+atk atk
 Strategy: Just before molecular shield ends cancel into sphere flame.

Mission 6 - Perform an air combo
 Solution: L, M, 2+H, S, air M, air M, air S

Mission 7 - Perform a combo using a throw (corner only)
 Solution: Front Throw, 2+M, 2+H, 6+H, air M, air M, air 214+atk atk
 Strategy: The major pain is pulling off 6+H and having Doom jump up after
         the enemy. Doom is really touchy but the combo isn't too difficult
         to time if you be patient.

Mission 8 - Perform a knockdown follow up (corner only)
 Solution: 2+L, 2+M, 2+H, 6+H, air M, air M, air S, H, 623+H, 623+atk atk
 Strategy: This one is fun when you get it down, but the trick is to pull off
          6+H without accidentally doing plasma beam, jump up and spike the
          enemy, then pick him/her off the ground with H and finishing the

Mission 9 - Perform a combo with a crossover assist (corner only)
 Solution: air M, 2+L, P2, 2+H, 6+H, 623+H, 2+H, 623+H, 623+atk atk
 Strategy: This is without question his hardest mission all because of the
         timing of the assist. The trick is to pull off the first molecular
         shield as quickly as possible. This causes Skrull to get the last
         hit, forcing the enemy to touch the ground before being able to
         recover and allowing you to do 2+H into the last segment.

Mission 10 - Perform a special combo (corner only)
 Solution: 2+L, 2+M, 2+H, 6+H, air M, air S, H, S, air M, air S, H, P1,
         623+atk atk 
 Strategy: I hate Doom for his high kick (6+H) because the timing to make him
          successfully jump after the enemy is rediculously annoying. 9 times
          out of 10 he short hops instead of chasing, but oh well. The trick
          is to take the enemy into the air 2 times, spike him, then use
          standing H to pick him/her off the floor and continue the combo. Be
          careful timing the air combos because if you don't land at the
          right time the enemy will stand up before you can pick them up.

5.0) Contact Information
If you have any questions, feel free to ask. Below is my contact info.

Name: Darin
Email: gamemaster53539@yahoo.com

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