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Doctor Doom moves and strategies: Marvel vs. Capcom 2

Last updated on July 28, 2009

18 Comments

Doctor Doom moves and strategies: Marvel vs. Capcom 2

Special Moves

Joystick (In the Air)
Laser Gun
Fires a laser beam for as long as you hold Hard Punch, while jumping.

Joystick Joystick Joystick Joystick Joystick (Can also be used in the air)
Plasma Beam
Fires a fast-moving beam straight across the screen from Doctor Doom's hands. When used in the air, it travels at down-towards angle. You can also do this multiple times when you're in the air without having to land first.

Joystick Joystick Joystick Joystick Joystick Joystick Joystick (Can also be used in the air)
Photon Shot
Channels a red ball of energy from your hands and shoots out lasers in all directions, which is great for stopping jumping players.

There's a good bit of start up time before this move actually gets to a hittable state, so if your opponent knows it's coming you can be knocked out of it fairly easy.

When done in the air, it fires a handful of lasers at a down-towards angle, not covering nearly as much area when it's used from the ground, but the start up time is considerably less. Also, like the Plasma Beam you can keep doing this over and over again in the air, without having to land.

Joystick Joystick Joystick Joystick Joystick Joystick Joystick      Joystick or Joystick (Mash Punches or Kicks)
Molecular Shield
Rocks begin to swirl around you, which can hit the other fighter from close range. Doom soon releases the rocks which strike your enemy. The whole move can juggle multiple times, especially from close range.

The rocks also act as a shield which stops many attacks.

Joystick plus any direction in the air
Air Dash
Simply hold in whichever direction you want to fly while jumping, then press the two punch buttons at the same time and you can Air Dash.

Joystick Joystick Joystick Joystick Joystick (Can also be used in air)
Flying
Makes you fly around for a solid period of time. Good move. You can still use your other aerial attacks while Flying as well.

Hyper (Super) Moves

Joystick Joystick Joystick Joystick Joystick
Electric Cage
Shoots a big ball of electricity out straight ahead, does pretty good damage.

Joystick Joystick Joystick Joystick Joystick
Sphere Flame
This only works well from close range or against jumping opponents who are in close proximity. Doom unleashes a fireball that starts low and flies straight up. If you're too far away or don't have good aim, this will miss in rather spectacular fashion.

Joystick Joystick Joystick Joystick Joystick Joystick Joystick (Can also be done in the air)
Hyper Photon Array
A much improved version of his Photon Shot.

Command Normals

Joystick Joystick Joystick (In the air)
Foot Dive
Doctor Doom dives down-towards with his feet, if this hits it knocks down and bounces you away.

Assists


     Type Partner Assist Variable Counter Variable Combination
A Variety Type (H) Photon Shot (H) Photon Shot Hyper Photon Array
B Anti-air Type (H) Molecular Shield (H) Molecular Shield Sphere Flame
Y Projectile Type (H) Plasma Beam (H) Plasma Beam Electric Cage
Move strengths for assists:
• (L) next to the move stands for Light.
• (H) next to the move stands for Hard.

Posted by BgbomZ on July 29, 2009 at 10:50 a.m. #1

thanx for adding doom

 

Posted by T on July 29, 2009 at 7:12 p.m. #2

i found out doom is fun as hell! love to see more :)

 

Posted by zenken on July 30, 2009 at 12:44 a.m. #3

For those who need a Doc combo:

Standing Light Kick, Standing Light Kick (this kick launches), Super Jump Cancel, Jumping Light Punch, Jumping Light Kick, Jumping Light Punch, cancel into Air Hyper Photon Array.

It is one of Doom's best combos, and pretty easy too. If you have Storm on your team, you can Delay Hyper Combo into her Hailstorm.

 

Posted by zenken on July 30, 2009 at 4:51 a.m. #4

Also, a Dr. Doom command normal is missing. DF + Heavy Kick is his launcher.

 

Posted by Makillagorilla on August 3, 2009 at 10:10 a.m. #5

MF DOOM is a Gazillion air...

Aint air Assist is one of the best in game.

 

Posted by T on August 5, 2009 at 9:28 p.m. #6

You should probably also mention the difference between doing the hyper photon array in the air opposed to on the the ground

 

Posted by T on August 5, 2009 at 9:30 p.m. #7

edit: well you actually put it in the normal move description, so it aint no thang

 

Posted by yoyokid408 on August 7, 2009 at 12:58 a.m. #8

main doc combo with super cr.lk,cr.lk,cr.hp,sj,sj.lp,sj.lk,sj.lp,sj.lk,hyper photon array(air)

 

Posted by T on August 8, 2009 at 2:37 p.m. #9

@ yoyokid4008
i use that combo a lot, and endorse its effectiveness!

 

Posted by Tony on August 9, 2009 at 10:10 a.m. #10

@yoyokid4008

You should add sj. hp after the sj.lk, so he gets up higher to combo into the Hyper Photon Array. :]

 

Posted by rpgfighter on August 24, 2009 at 6:14 a.m. #11

What you can also do is end the combo with a air throw then into super.

Or if you do yoyokid408's combo in the corner, before you use the super use the hk then wait abit then super. It should do more damage.

 

Posted by jamheald on August 27, 2009 at 9:57 a.m. #12

the doctor will see you now

 

Posted by new guy on September 5, 2009 at 3:17 a.m. #13

wats sj?

 

Posted by some guy on September 7, 2009 at 12:05 a.m. #14

super jump :]

 

Posted by Roch on September 7, 2009 at 1:40 p.m. #15

Do cr.hp, lp,lk,lp,lk, hk xx airdash forward hyper photon. XD

 

Posted by SilkyDynamite on September 16, 2009 at 8:33 a.m. #16

Plasma Beam is very underused and highly unexpected when on the ground. Plasma beam does average damage but the main attribute that deserves telling, is that it knocks down... EVERYONE. One hit and it knocks down sentinel. Combine that along with its surprise factor, and you have an atypical Doom that can catch seasoned players off guard. Everyone sees doom and they already know what to expect: SJ->Photon shot,photon shot, photon shot. SJ-> photon shot, photon shot, SUPER Photon Shot! Mix the standing plasma beam in and try to avoid jumping all of the time, and you will catch people off guard!

 

Posted by Jimmy on January 29, 2010 at 1:28 a.m. #17

"Standing Light Kick, Standing Light Kick (this kick launches), Super Jump Cancel, Jumping Light Punch, Jumping Light Kick, Jumping Light Punch, cancel into Air Hyper Photon Array."

On this combo, air dash up/forward a little bit and you can get more of the lasers from the Photon Array to hit. Also, I think doing the C.LK, C.LK, C.FP is a better way to launch than s.lk, s.lk. The c.fieirce is a spark that hits on both sides when dr.doom does it.

 

Posted by Chris on February 25, 2010 at 3:13 p.m. #18

Doom has hella good resets. One of my favorite is cr.lk, cr.lk, cr. hp, sj, lp,lk,lp,lk, air dash down, hp grab in air, air dash foward, Air Photon hyper. Hella damage. Another one is the same as above but after you launch, lp,lp,lk, Air dash foward, APA. Deadly cross-up. My two cents

 

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