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Guide The Destroyer of Worlds. Doomsday Guide.

Pterodactyl

Plus on block.
Anyone else notice how godlike his b3 is?

Seriously, armor that shit and you're gonna get a lot of stage transitions.

The vertical hitbox on it is huge and I have yet to find someone who can jump it.
 

cyke_out

Noob
Anyone else notice how godlike his b3 is?

Seriously, armor that shit and you're gonna get a lot of stage transitions.

The vertical hitbox on it is huge and I have yet to find someone who can jump it.
Yeah it reminds me of Aquamans b3, a huge vertical wall bounce. I'm gonna need to do some testing and see if I can't use that as my anti-air of choice to get more damage with a combo than his dedicated AA moves.
 

PND i2 Gaug3

NERF Everything, LEAVE Nothing
The hitbox of his aa grab needs to be bigger, jip,3xxair grab wiffs sometimes against joker dont know about other members of cast
 

bc_atlas

Noob
So I'm trying one of the BNBs with the MB earth shake in it. I'm having trouble linking the following after the MB ES:

D2, B3

Any tips on getting this? Is there anything easier I can substitute for it while I practice it?

Edit: To be a little more specific, the D2 always hits, but then the B3 almost always whiffs. Is it just really tight?

Edit 2: Found out what was going on. I was doing the following combo:

j. D3, 2, 2 xx ES MB, D2, B3, j3, DF1

Doing 2, 2 instead of 3 was making the link a lot tighter because the opponent wasn't being thrown up as high. Using 3 instead of 2, 2 makes it easy.
 

Mestizo3

Noob
I'm a grundy main and I started using Doomsday last night, what a breath of fresh air to be able to rush people down so easily, quick question, is Doomsday's only Low attack his down+3? Other than the 2nd hit of his groundpound special move of course.
 

Bildslash

Goro Lives 
So I'm trying one of the BNBs with the MB earth shake in it. I'm having trouble linking the following after the MB ES:

D2, B3

Any tips on getting this? Is there anything easier I can substitute for it while I practice it?

Edit: To be a little more specific, the D2 always hits, but then the B3 almost always whiffs. Is it just really tight?

Edit 2: Found out what was going on. I was doing the following combo:

j. D3, 2, 2 xx ES MB, D2, B3, j3, DF1

Doing 2, 2 instead of 3 was making the link a lot tighter because the opponent wasn't being thrown up as high. Using 3 instead of 2, 2 makes it easy.
You're better off doing:
J.D3, 2 2 xx ES MB, 2 3 xx DF1

D2 scales down damage, making the B3, J.3 null in terms of extra damage.
 

ShanxterX

@shanxterx follow me hoes
You're better off doing:
J.D3, 2 2 xx ES MB, 2 3 xx DF1

D2 scales down damage, making the B3, J.3 null in terms of extra damage.
what is the damage for that one?

also pulling the 39% mid-screen bnb J.D3 3 xxES MB, d2 b3 delayed jump 3 23 venom or ES isn't really hard at all, it is actually pretty easy once you practice it and have the muscle memory down
 

Bildslash

Goro Lives 
what is the damage for that one?

also pulling the 39% mid-screen bnb J.D3 3 xxES MB, d2 b3 delayed jump 3 23 venom or ES isn't really hard at all, it is actually pretty easy once you practice it and have the muscle memory down
Should be around 30-33% damage.

The BNB with s.3 xx ES MB is easier because s.3 already juggles them very high. But doing ES MB right on the ground followed by D2, B3 is easier to miss time; I'm taking online delay in mind as well.
 

Fate

Noob
What should be my pressure game with DD? I'm attempting to pick him up but I can't seem to punish anyone. I'm usually trying a 123 df3 to push them towards the corner. If it lands I can get inside and follow up with pressure or a grab. But what should I be pressuring with? I've been maining Aquaman and with him I can sit at a good distance and chip away with b12. I can hit confirm that into db2/db1 for a combo or block confirm it into df1 for chip/meter/relative safeness.

With DD though, I'm having trouble. With the lack of low threats I just usually try 123 and sometimes eat a wakeup. Should I be using the JID3 more? I know there is a lot of recovery on that when blocked though. Mostly I'm just having trouble dealing with people when they're waking up. Whether it be a wakeup, roll, dash, etc. I just can't seem to keep relentless pressure without a miss or getting hit back. My 123 sometimes whiffs up close. I don't know if my timing is off, if it is slow, or the range is bad. The range on b12 with Aquaman is huge so maybe I'm just spoiled right now.

With that being said, what do you guys recommend to keep the pressure flowing when the opponent is waking up? I've also tried MB Earth Shake but I usually wind up getting interrupted. Trying 22 doesn't seem to help either. Though I'm going to start trying 22 into MB Earth Shake for a mixup.

EDIT: I just rewatched Killnator vs Sabin from Civil War. I see Killnator did a lot of D1 into JID3 and crossup attempts with some Earth Shakes and throws mixed in. I'm gonna give that a try. Still not sure how to pressure with combos though in corner or mid screen. I don't think D1 links into anything, right? Not sure what I should be punishing others with.
 

Bildslash

Goro Lives 
What should be my pressure game with DD? I'm attempting to pick him up but I can't seem to punish anyone. I'm usually trying a 123 df3 to push them towards the corner. If it lands I can get inside and follow up with pressure or a grab. But what should I be pressuring with? I've been maining Aquaman and with him I can sit at a good distance and chip away with b12. I can hit confirm that into db2/db1 for a combo or block confirm it into df1 for chip/meter/relative safeness.

With DD though, I'm having trouble. With the lack of low threats I just usually try 123 and sometimes eat a wakeup. Should I be using the JID3 more? I know there is a lot of recovery on that when blocked though. Mostly I'm just having trouble dealing with people when they're waking up. Whether it be a wakeup, roll, dash, etc. I just can't seem to keep relentless pressure without a miss or getting hit back. My 123 sometimes whiffs up close. I don't know if my timing is off, if it is slow, or the range is bad. The range on b12 with Aquaman is huge so maybe I'm just spoiled right now.

With that being said, what do you guys recommend to keep the pressure flowing when the opponent is waking up? I've also tried MB Earth Shake but I usually wind up getting interrupted. Trying 22 doesn't seem to help either. Though I'm going to start trying 22 into MB Earth Shake for a mixup.
Your ground pressure tools are:

D1 - 7 frames Mid with good range.
D1 xx ES - Block trap since it goes Mid - OH - Low very quickly.
3 3 - Positive on block and small pushback. You can follow up with D1 shenanigans.
1 2 3 - Positive on block and last hit does full damage always (possibly a bug). You can follow up with D1 shenanigans.
1 1 2 - Positive on block. On hit it gives you enough time to start oki game even if they roll back. You can follow up with D1 shenanigans.
Venom [MB] - You can mix up when you do the second charge. This in turn can make them fear it when you have meter.
 

Mestizo3

Noob
What should be my pressure game with DD? I'm attempting to pick him up but I can't seem to punish anyone. I'm usually trying a 123 df3 to push them towards the corner. If it lands I can get inside and follow up with pressure or a grab. But what should I be pressuring with? I've been maining Aquaman and with him I can sit at a good distance and chip away with b12. I can hit confirm that into db2/db1 for a combo or block confirm it into df1 for chip/meter/relative safeness.

With DD though, I'm having trouble. With the lack of low threats I just usually try 123 and sometimes eat a wakeup. Should I be using the JID3 more? I know there is a lot of recovery on that when blocked though. Mostly I'm just having trouble dealing with people when they're waking up. Whether it be a wakeup, roll, dash, etc. I just can't seem to keep relentless pressure without a miss or getting hit back. My 123 sometimes whiffs up close. I don't know if my timing is off, if it is slow, or the range is bad. The range on b12 with Aquaman is huge so maybe I'm just spoiled right now.

With that being said, what do you guys recommend to keep the pressure flowing when the opponent is waking up? I've also tried MB Earth Shake but I usually wind up getting interrupted. Trying 22 doesn't seem to help either. Though I'm going to start trying 22 into MB Earth Shake for a mixup.

EDIT: I just rewatched Killnator vs Sabin from Civil War. I see Killnator did a lot of D1 into JID3 and crossup attempts with some Earth Shakes and throws mixed in. I'm gonna give that a try. Still not sure how to pressure with combos though in corner or mid screen. I don't think D1 links into anything, right? Not sure what I should be punishing others with.
I actually don't think Killnator played a good Doomsday at all, his punishes were horrible, his pressure was not impressive or optimal, the main reasons he won I think were Art's lack of matchup knowledge and the fact that he used every single stage interact-able while Art neglected them for some reason.

CD Sr's doomsday from the other thread has been the best I've seen so far on video.
 

BigD

Noob
Oh good you brought up stage interactables. I gotta say Stryker's isalnd(cell block) has got to be one of the worst stages for Dooms day. Doomsday gets no interactables he can throw full screen. No middle of the stage background bounce, and the multihitting unblockable mini gun shuts down alot of doomsdays options.
 

Jayroc

Hat tier ftw
Easy 42% corner combo - JumpD3, 123, 3 ES MS, D2, 23 ES. Also, ending with 32D1 supernova will miss first hit and land unblockable for 47% and put doom in corner where u can get almost free cross-up back into the corner and do the combo again. Armor wakeups will beat the supernova because almost impossible to connect both hits of the supernova. Still a nice gimmick and very hard to defend if you dont know its coming. It cannot be tech rolled out of corner by opponent. If you get 2 hits on supernova it keeps opponent in the corner. The cross-up splash may miss on small characters like killer frost.
 

Fate

Noob
Easy 42% corner combo - JumpD3, 123, 3 ES MS, D2, 32 ES. Also, ending with 32D1 supernova will miss first hit and land unblockable for 47% and put doom in corner where u can get almost free cross-up back into the corner and do the combo again. Armor wakeups will beat the supernova because almost impossible to connect both hits of the supernova. Still a nice gimmick and very hard to defend if you dont know its coming. It cannot be tech rolled out of corner by opponent. If you get 2 hits on supernova it keeps opponent in the corner. The cross-up splash may miss on small characters like killer frost.
Do you mean 23 ES?
 
i main doomsday on 360 currently in the top 5000 , i realized not alot of people use him due to his lack in combos and damage , also i played only against two doomsday players so far and i beat them pretty fast due to this thread , i havent really landed too many combos online due to lag but i can land them offline, anyway i have trouble with people that zone and gl , ww and sometimes batman but as a doomsday player i say gl and black adam are his worst enemies or someone who chooses to zone .... that being said can anyone shed some light on good frame traps to stop zoning?
 

PANDEMlC

El Psy Congroo
Oh good you brought up stage interactables. I gotta say Stryker's isalnd(cell block) has got to be one of the worst stages for Dooms day. Doomsday gets no interactables he can throw full screen. No middle of the stage background bounce, and the multihitting unblockable mini gun shuts down alot of doomsdays options.
That's actually my most least played stage.

I've been going Insurgency if I can when against gadget characters. The main 2 interactables are way better for big characters. In the corner there's the purple lightning but it's only unblockable if you charge it for like 5 seconds.

Seems like every Deathstroke picks Hall of Justice or Atlantis. Don't mind though, Hall is pretty even for both types and Atlantis is pretty fair and everything is easy to avoid or react to.
 
i main doomsday on 360 currently in the top 5000 , i realized not alot of people use him due to his lack in combos and damage , also i played only against two doomsday players so far and i beat them pretty fast due to this thread , i havent really landed too many combos online due to lag but i can land them offline, anyway i have trouble with people that zone and gl , ww and sometimes batman but as a doomsday player i say gl and black adam are his worst enemies or someone who chooses to zone .... that being said can anyone shed some light on good frame traps to stop zoning?
As I start to play this game more and more I am learning MUs. I will probably cover MUs pretty soon. But the best way to cover zoners, is to use MB shoulder to get in and use your +6 frames to either do d1, Es, or crossover jump d3, or throw, or 3,3 into another crossover or sweep. Once they are knocked down that sets up sweeping, f2,3 (overhead) into combo if they are blocking low, or crossover jump d3.

And when you can use your gimmick pop that and 1 dash you are in, if they jump back do rising venom and then they are knocked down for your knock down pressure. Or you can use regular dash. Regular dash is safe while you are gimmicked.
 

HungryforPasta

Come and Get it!
After air throw... Dash up, meaty medium punch! will beat out death stroke's reversal sword flip
from a meaty 2, you can either continue the string
2 2, 1-3 unblockable
or cancel the 2nd 2 into earthshaker/Ex mix-up


After Air Throw EX... Dash up, meaty back+1 overhead
for those of you who haven't noticed, back+1 is apparently +8/10 on block making it a great tick throw normal/D1 pressure
back+1 can be chained into 3 for a good untechable knock back which is a great opportunity to use TRAIT
back+1 can also be cancelled into earthshake mix-ups


I tried to make an oki thread but I think it would be better to take OKI and simply dedicate a part of the guide to that. That way all important information could be found in ONE place for everyone...


And another thing.
Why is this thread not stickied?
Why is the move set still stickied?