Ultimate Marvel vs Capcom 3/Dr. Doom

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Contents

Doctor Doom

Image:umvc3_doctordoom_face.jpg

Victor Von Doom, the nemesis of the Fantastic Four, is the ruler of the nation Latveria. A scientist, genius, and practitioner of the occult, Doom hides behind the mask of his metal armor which he uses to hide the scars of his own scientific miscalculations. Doom is bent on conquering the world tandum with proving his intelligence to be greater then that of his rival, Fantastic Four's Reed Richards.


In a nutshell Doom is a strong keepaway character but his real tallent comes from his abilty to perform a mixup to inflict heavy damage. He has one of the best beam projectile in the game, and his fast startup Molecular Shield can really help keep would-be attackers off of him. His ability to air dash cancel many of his air normals gives him excellent mixups after blocked Dive Kicks, and his throws can lead to big damage combos. If a strong keepaway character with sneaky close range tricks is your style, join Doom's army.


Character Specific Information

CHARACTER DATA
Health:
1,000,000
Double Jump:
No
Air Dash:
Yes
Air Action Count:
1
X-FACTOR
Level 1
Level 2
Level 3
X-Factor Damage Boost:
30.0 %
50.0 %
70.0 %
X-Factor Speed Boost:
10.0 %
20.0 %
30.0 %
X-Factor Duration:
12.0 s
17.0 s
22.0 s
MINIMUM DAMAGE SCALING
 
L Attacks
M Attacks
H Attacks
Special Moves
Hyper Combos
Normal:
20 %
20 %
20 %
20 %
25 %
X-Factor Lvl 1:
35 %
35 %
35 %
35 %
25 %
X-Factor Lvl 2:
35 %
35 %
35 %
35 %
25 %
X-Factor Lvl 3:
35 %
35 %
35 %
35 %
25 %

Move List

Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
File:Alpha.png Plasma Beam M
File:shot.png File:front.png
20,000 X 8
(113,600)
File:proj.png File:softknockdown.png
Photon Array
File:Beta.png Hidden Missiles X 6
File:shot.png File:upward.png
20,000 X 6
(93,500)
File:proj.png File:otg.png
homing
Photon Array
File:Gamma.png Molecular Shield M
File:shot.png File:front.png
15,000 X 5 + 25,000 X 3
(111,800)
File:proj.png File:strk.png
Sphere Flame

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Standing Light
File:l.png
55,000
File:dashcancel.png
Crouching Light
File:d.png + File:l.png
53,000
File:rpdfire.png File:low.png
File:dashcancel.png
Standing Medium
File:m.png
40,000 X 2
(72,000)
File:otg.png
File:dashcancel.png
Crouching Medium
File:d.png + File:m.png
70,000
File:dashcancel.png
Standing Heavy
File:h.png
55,000 X 2
101,700
File:otg.png
File:dashcancel.png
Crouching Heavy
File:d.png + File:h.png
80,000
File:softknockdown.png
File:dashcancel.png
Special
File:s.png
100,000
File:launch.png File:nocancel.png
Hard Kick
File:f.png + File:h.png
90,000
File:launch.png
File:dashcancel.png
Hidden Missiles
File:b.png + File:h.png
20,000 x 1 ~ 8 (20,000 ~ 113,600)
File:proj.png File:otg.png
File:rpdfire.png for more missiles
Jumping Light
air File:l.png
55,000
File:high.png
File:airdashcancel.png
Jumping Medium
air File:m.png
45,000 X 2
(81,000)
File:high.png
File:airdashcancel.png
Jumping Heavy
air File:h.png
35,000 X 5
(143,200)
File:proj.png
Jumping Special
air File:s.png
90,000
File:aircombofinisher.png
File:groundbounce.png
File:hardknockdown.png
File:airdashcancel.png
Foot Dive
air File:f.png + File:h.png
90,000
File:airdashcancel.png

Throws

Name
Command
Damage
Special Properties (glossary)
Forward Throw
File:f.png + File:h.png
80,000
File:throw.png File:hardknockdown.png
Back Throw
File:b.png + File:h.png
80,000
File:throw.png File:hardknockdown.png
Forward Air Throw
air File:f.png + File:h.png
80,000
File:airthrow.png File:hardknockdown.png
Back Air Throw
air File:b.png + File:h.png
80,000
File:airthrow.png File:hardknockdown.png

Special Moves

Name
Command
Damage
Special Properties (glossary)
Plasma Beam L
File:qcf.png + File:l.png
20,000 X 4 ~ 5
(68,600 ~ 81,700)
File:airok.png File:proj.png
File:otg.png on air version only
File:softknockdown.png
range determines hits;
closer range, more hits.
Plasma Beam M
File:qcf.png + File:m.png
20,000 X 6 ~ 8
(93,500 ~ 113,600)
File:airok.png File:proj.png
File:otg.png on air version only
File:softknockdown.png
range determines hits;
closer range, more hits.
Plasma Beam H
File:qcf.png + File:h.png
20,000 X 9 ~ 12
(122,200 ~ 143,000)
File:airok.png File:proj.png
File:otg.png on air version only
File:softknockdown.png
range determines hits;
closer range, more hits.
Molecular Shield L
"Doom Rocks"
File:dp.png + File:l.png
15,000 X 4 + 25,000 X 3
(103,100)
File:proj.png File:strk.png
Molecular Shield M
"Doom Rocks"
File:dp.png + File:m.png
15,000 X 5 + 25,000 X 4
(111,800)
File:proj.png File:strk.png
Molecular Shield H
"Doom Rocks"
File:dp.png + File:h.png
15,000 X 6 + 25,000 X 5
(118,900)
File:proj.png File:strk.png
Photon Shot
"Finger Lasers"
File:qcb.png + File:atk.png
30,000 per hit
(112,600 at 5 hits)
File:airok.png File:proj.png
File:atk.png used determines speed
Flight
File:qcb.png + File:s.png
0
File:airok.png Initiates Flight mode.

Hyper Moves

Name
Command
Damage
Special Properties (glossary)
Sphere Flame
File:dp.png + File:atk.png + File:atk.png
20,000 X 17 + 10,000 X 40
(340,000)
File:strk.png
Photon Array
"Finger Lasers"
File:qcb.png + File:atk.png + File:atk.png
20,000 X 25 ~ 50
( 287,900 ~ 345,800)
File:airok.png File:proj.png
File:otg.png on air version only
Mashable.
Doom's Time
"The Shower"
"The Blender"
File:qcf.png + File:atk.png + File:atk.png
440,000 ~ 479,000
File:hardknockdown.png
Level 3 Hyper.

Mission Mode

Strategy

Tips and Tricks

  • Doctor Doom's File:S.png foot dive now causes a Hard knockdown that you can easily use to go into a combo, making it a great move to throw out every once in a while.
  • Both versions of his dive kick can be canceled into an air dash for additional pressure and mixups. The H version can be canceled into an air dash at a low height, while the S version has a much more strict timing requirement. Doing an air dash downward after slamming the opponent down allows you to OTG with s.File:h.png .
  • Doom gets the combo of his choice after a forward throw in the corner, but he gets a huge combo starting with standing Medium off of his backward throw even midscreen. Be cautious about pressing back and Heavy if you are unsure, as the Hidden Missiles move could come out and leave you wide open.
  • Doom can only use his Photon Array once per jump. As such, his dominance is much more suited to ground play. Make sure you mix in Plasma Beams and his Heavy Gun to keep people guessing when you do jump.
  • When using Doom's Hidden Missiles, call an assist to cover him.
  • When using Doom's Hidden Missiles assist, try calling him from full screen and then dashing in so the camera zooms a bit. Doom will be left off screen and your opponent wont even see the missiles coming!
  • Though Doom's dash isn't cancelable, you can cancel any of his ground attacks into a front or back dash. This can help you continue the pressure or retreat. If you jump cancel the dash, you can even combo.
  • Doom's assists are really good in this game, each with their own optimum context. His Plasma Beam assist is a great slow-startup beam useful for keepaway and setting up cross up unblockables. The Hidden Missiles assist is a great one for just throwing out when it's safe as it does the full 8 shots and is his most damaging assist of all, coupled with a massive delay between firing and hitting giving you a lot of time to start a combo or teleport etc. His molecular shield has really quick startup and is good for those get-the-hell off me situations, but does the least damage of the three.
  • While his slow speed and robotic feel would suggest otherwise, Dr Doom is a total combo machine. This is mainly due to the massive amount of relaunch potential from his hugely dash-cancellable air normals and 2 great OTG ground normals. A popular technique is to launch, throw out 2x File:m.png and a File:h.png Foot Dive, cancel with a File:df.png air-dash and hit with one more File:m.png before landing. This leaves you in a perfect condition to juggle and re-launch with his Hard Kick launcher without having to OTG. This is great because it does great damage and works mid-screen all of the time, unlike doing a standard 2x File:m.png , File:s.png in the air and OTGing with standing File:m.png or File:h.png which only works in the corner. It also cuts out the extra damage and hitstun scaling that comes with an OTG relaunch.

Combos

Corner only: j.File:f.png + File:h.png , File:df.png + File:atk.png + File:atk.png , c.File:m.png , c.File:h.png , File:s.png , j.File:f.png + File:h.png , j.File:s.png , File:d.png + File:atk.png + File:atk.png , s.File:h.png (2 hits), File:s.png , j.File:m.png (2 hits), j.File:m.png (2 hits), j.File:f.png + File:h.png , j.File:s.png , File:d.png + File:atk.png + File:atk.png , s.File:h.png (2 hits), File:dp.png + File:h.png , File:dp.png + File:atk.png + File:atk.png or File:qcf.png + File:atk.png + File:atk.png - 760,000~ damage with level 1 ender, 999,000~ damage with level 3 ender

Basic Strategy

Doctor Doom's goal is to push an opponent into the corner. His corner combos/mixups are truly frightening when compared to his midscreen options. However, this isn't an easy task since you will have to deal with projectiles, rushdown, & your opponents' assists thrown your way. You will have to make use of his zoning moves, normals, throws, dash-cancels, jump-cancels into airdashes, & airdash cancels to push the opponent in the corner.

Advanced Strategy

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