Ultimate Marvel vs Capcom 3/Doctor Doom

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Doctor Doom

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 talent 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. Hidden Missiles is probably the best assist in the game and Doom is absolutely fantastic with other top characters (specifically Morrigan and Strider). If a strong keepaway character with sneaky close range tricks is your style, join Doom's army.

Alternate Colors

Doom colors.jpg

Players to Watch

FChamp, Marlinpie, Clockw0rk, Miniboss, RayRay, ApologyMan, DiosX, Disabel, Judezilla, WinRich, ChrisG, Paradigm, Noel Brown

Character Vitals

CHARACTER DATA
Health:
1000k.jpg
Double Jump:
No
Air Dash:
Yes
Air Dash/Jump 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 %

Video Walkthrough


Technology

El Gato's swaggy Doom TAC concept
Doom/Ammy THC into Ammy Infinite
Doom and Ammy swag concepts

Combos


solo 970K combo
corner throw BnB with Sent/Strider
mid-screen Mazio Loops

TAC Infinites



Marline pie TAC
down TAC
Swag Marlin Pie TAC infinite
hype TAC variation
More variations from finisher of war
TAC tutorial by delephantz

Move List

Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Plasma Beam M
Shot.png Front.png
20,000 X 8
(113,600)
Proj.png Softknockdown.png
Photon Array
Beta.png Hidden Missiles X 6
Shot.png Upward.png
20,000 X 6
(93,500)
Proj.png Otg.png
homing
Photon Array
Gamma.png Molecular Shield M
Shot.png Front.png
15,000 X 5 + 25,000 X 3
(111,800)
Proj.png Strk.png
Sphere Flame

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Standing Light
L.png
55,000
Dashcancel.png
Crouching Light
D.png + L.png
53,000
Rpdfire.png Low.png
Dashcancel.png
Standing Medium
M.png
40,000 X 2
(72,000)
Otg.png
Dashcancel.png
Crouching Medium
D.png + M.png
70,000
Dashcancel.png
Standing Heavy
H.png
55,000 X 2
101,700
Otg.png
Dashcancel.png
Crouching Heavy
D.png + H.png
80,000
Softknockdown.png
Dashcancel.png
Special
S.png
100,000
Launch.png Nocancel.png
Hard Kick
F.png + H.png
90,000
Launch.png
Dashcancel.png
Hidden Missiles
B.png + H.png
20,000 x 1 ~ 8 (20,000 ~ 113,600)
Proj.png Otg.png
Continue pressing H.png for more missiles
Jumping Light
air L.png
55,000
High.png
Airdashcancel.png
Jumping Medium
air M.png
45,000 X 2
(81,000)
High.png
Airdashcancel.png
Jumping Heavy
air H.png
35,000 X 5
(143,200)
Proj.png
Jumping Special
air S.png
90,000
Aircombofinisher.png
Groundbounce.png
Hardknockdown.png
Airdashcancel.png
Foot Dive
air F.png + H.png
90,000
Airdashcancel.png

Throws

Name
Command
Damage
Special Properties (glossary)
Forward Throw
F.png + H.png
80,000
Throw.png Hardknockdown.png
Back Throw
B.png + H.png
80,000
Throw.png Hardknockdown.png
Forward Air Throw
air F.png + H.png
80,000
Airthrow.png Hardknockdown.png
Back Air Throw
air B.png + H.png
80,000
Airthrow.png Hardknockdown.png

Special Moves

Name
Command
Damage
Special Properties (glossary)
Plasma Beam L
Qcf.png + L.png
20,000 X 4 ~ 5
(68,600 ~ 81,700)
Airok.png Proj.png
Otg.png on air version only
Softknockdown.png
range determines hits;
closer range, more hits.
Plasma Beam M
Qcf.png + M.png
20,000 X 6 ~ 8
(93,500 ~ 113,600)
Airok.png Proj.png
Otg.png on air version only
Softknockdown.png
range determines hits;
closer range, more hits.
Plasma Beam H
Qcf.png + H.png
20,000 X 9 ~ 12
(122,200 ~ 143,000)
Airok.png Proj.png
Otg.png on air version only
Softknockdown.png
range determines hits;
closer range, more hits.
Molecular Shield L
"Doom Rocks"
Dp.png + L.png
15,000 X 4 + 25,000 X 3
(103,100)
Proj.png Strk.png
Molecular Shield M
"Doom Rocks"
Dp.png + M.png
15,000 X 5 + 25,000 X 4
(111,800)
Proj.png Strk.png
Molecular Shield H
"Doom Rocks"
Dp.png + H.png
15,000 X 6 + 25,000 X 5
(118,900)
Proj.png Strk.png
Photon Shot
"Finger Lasers"
Qcb.png + Atk.png
30,000 per hit
(112,600 at 5 hits)
Airok.png Proj.png
Atk.png used determines speed
Flight
Qcb.png + S.png
0
Airok.png Initiates Flight mode.

Hyper Moves

Name
Command
Damage
Special Properties (glossary)
Sphere Flame
Dp.png + Atk.png + Atk.png
20,000 X 17 + 10,000 X 40
(340,000)
Strk.png
Photon Array
"Finger Lasers"
Qcb.png + Atk.png + Atk.png
20,000 X 25 ~ 50
( 287,900 ~ 345,800)
Airok.png Proj.png
Otg.png on air version only
Mashable.
Doom's Time
"The Shower"
"The Blender"
Qcf.png + Atk.png + Atk.png
440,000 ~ 479,000
Hardknockdown.png
Level 3 Hyper.

Mission Mode

Team Synergy

Doom has a lot of tech that boosts the power of any team. From hard tags to DHC to TAC infinites and assists, he easily compliments a wide arrange of characters.

Doom/Ammy


Corner Raw Tag Combo
Raw Tag Corner Throw Combo
Vale of Mist Sphere Flame DHC into combo
Vale of Mist Photon Array DHC into combo
Corner mix-ups with cold star assist
Vale of Mist Doom Time DHC into combo
Guard break with slow down
Doom combos with Cold Star assist

Doom/Vergil


optimized vergil/doom combo
a similar combo to ChrisG's
ToD hard tag
another hard tag using swords on a grounded opponent

Nova/Doom


Thor/Doom


hard tag tech and tac infinite
hard tag from throws
hard tag into THC

Strategy

Tips and Tricks

  • Doctor Doom's 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.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 M.png and a H.png Foot Dive, cancel with a Df.png air-dash and hit with one more 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 M.png , S.png in the air and OTGing with standing M.png or 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.F.png + H.png , Df.png + Atk.png + Atk.png , c.M.png , c.H.png , S.png , j.F.png + H.png , j.S.png , D.png + Atk.png + Atk.png , s.H.png (2 hits), S.png , j.M.png (2 hits), j.M.png (2 hits), j.F.png + H.png , j.S.png , D.png + Atk.png + Atk.png , s.H.png (2 hits), Dp.png + H.png , Dp.png + Atk.png + Atk.png or Qcf.png + Atk.png + 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

Strategy vs. Dr. Doom