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Dr. Doom Guide by Sh0ryu_Repp4

Version: 1.0 | Updated: 11/11/2011

Marvel vs. Capcom 3: Fate of Two Worlds

Dr. Doom Character FAQ

Written By: Kevin Carignan (E-Mail address: Sh0ryu_Repp4@yahoo.com)

Version History:

Ver. 0.25 - Just begun to type up all information. First small section 
with Notation Guide and Movement Section submitted to GameFAQs.
Updates will be submitted as frequently as i can time permitting.

Ver. 0.50 - First draft rejected from gamefaqs. Apparently character specific
FAQs have to be completely finsihed before submitting. Oh well... >_< I will
finish typing everything up and submit it once more.


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. Movement
IV. Normal Moves
V. Special Moves
VI. Hyper Combos
VII. Assists
VIII. Getting In
IX. Game Plan
X. Team Examples
XI. Combo Guide
XII. References
XIII. Thank You, Credits, and Coming Soon

I. Introduction

Hello everyone, my name is Kevin and this is my first ever FAQ. I've visited
GameFAQs for many years and I've finally decided to take the plunge and start
contributing. I thought the best place to start would be with my favorite game
and the character I know best. Those being MvC 3 and Dr. Doom respectively. My
goal with this guide is to teach you how to use Dr. Doom to his best potential
in MvC 3. 

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 "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. /\_/\


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 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. Movement

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.

IV. 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.

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 about two-thirds of the
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. 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" = This is a different version of the Foot Dive and is
immensely worse than the F + H version. If it is blocked Doom cannot do
anything afterward and for some strange reason raises the height restriction
for Doom to airdash. This means Doom's ability to airdash super low to the
ground is gone. The only thing Doom can do after a blocked S Foot Dive
is hyper combo cancel into an Air Photon Array and this is very unsafe on
block. The only thing you could do to make it safe is DHC into another team
member with a safe super. This wastes two meters just to keep Doom safe when
you could just use the F + H version and be just fine. Never use the S Foot
Dive, only use the F + H version.

- 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.

V. 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 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

VI. 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.

- 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).

- 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.

VII. 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

VIII. 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 me 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 determine which attacks are safe to
use in battle. 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.

Finally you can also choose to 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.

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

IX. 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 or throw will connect afterward. Sphere Flame is good to use after any
combo that ends with CR. H. 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 need to 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 opponents team or Doom is the last character on your team, it might be
worth using your X Factor in this situation.

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.

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 F + H 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 on 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

Keep in mind none of these strategies apply to the S Foot Dive. The S Foot
Dive is only cancellable with a hyper combo, and the only air hyper combo Doom
has is the Air Photon Array which is very unsafe on block. Everything useful
about the F + H Foot Dive is removed from the S version. Unless used in a
combo avoid this move like the plague.

Once you have gotten close to your opponent, whether by cancelling a F + H
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.

X. 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. Plus
Chun Li is a good character in her own right.

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.

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.

XI. 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 Side, 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

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.

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. /\ _ /\

XII. 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

-*Put Link to Max's Youtube Page*- 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

-*Put Link to Maj's Footsie Article*- 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.

-*Link to S-Kill's Domination 101 Articles*- Seth Killian is now Capcom's
"Special Advisor" for all their fighting game related ventures. 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

XIII. Thank You and Coming Soon

Wow I can't believe I actually wrote my first FAQ. I honestly thought I would
never finish it or even start it for that matter.

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: For listening to me drone on and on and on about fighting games
whether they were actually interested or not.

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 my FAQ I would like to write more for other
MvC3 characters especially with Ultimate MvC3 coming out in a few days.

Also for other fighting games like Super Street Fighter IV: Arcade Edition and
King of Fighters XIII when it comes out.

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...

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