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Game Cheats » Sony Playstation One (PSX) » Games Starting with the Letter M » Marvel Super Heroes - Strategy Guide (Page 09)

Marvel Super Heroes - Strategy Guide (Page 09)

Below are the cheat codes, hints and help for Marvel Super Heroes - Strategy Guide (Page 09).

SPECIAL MOVES ANALYSIS:
***********************

-Downward Dark Thunder-

(Blackheart exclaims "Dark Thunder!" and brings his hands up to shoot
 lightning downward and forward at the ground)

After the downward motion, the lightning travels low across the ground. Has
a delay when it comes out, and the recovery is quite bad. From across the
screen you are pretty much safe from counter however. Use mainly to deter
slower dashers (or dashing enemies from across the screen).

-----------------------------------------------------------------------------

-Forward Dark Thunder-

(Blackheart exclaims "Dark Thunder!" and brings his hands up to shoot 
 lightning forward across the screen)

Basically the same as above, except slides and other low moves can avoid it;
alternately, it can work better on airborne opponents.

-----------------------------------------------------------------------------

-Upward Dark Thunder-

(Blackheart exclaims "Dark Thunder!" and brings his hands up to shoot 
 lightning upward at an angle)

Because the lightning is pretty wide this is a pretty decent way to keep the
opponent away from jumping in. Refrain from using it if the enemy is anywhere
within range on the ground, as the recovery is horrible. If air blocked,
you're pretty safe in most cases.

-----------------------------------------------------------------------------

-Close Lightning Inferno-

(Blackheart brings his hands up and sends a sphere towards the ground; when
 it connects, a huge geyser of lightning blasts up from the ground close to
 him)

This produces a geyser only a few steps away from Blackheart, so it is pretty
good for halting deep jumping opponents; if it connects, OTG with another
Inferno (or Heart of Darkness) for a quick combo. If the enemy blocks they
can dash forward and combo, so be watchful.

-----------------------------------------------------------------------------

-Mid-Screen Lightning Inferno-

(Blackheart brings his hands up and sends a sphere towards the ground; when
 it connects, a huge geyser of lightning blasts up from the ground around 1/2
 screen away)

Good for keeping opponents pinned and forcing them to jump, falling prey to
your Fierce Dark Thunder. If they block it from that distance you're pretty
safe most of the time. If it connects follow with another Inferno of your
choice or Heart of Darkness OTG. NOTE: if you pull this off when your foe
gets closer than its max range (i.e. if they're closer than 1/2 screen), the
Inferno will try to track the enemy, although they can usually avoid it.

-----------------------------------------------------------------------------

-Far Lightning Inferno-

(Blackheart brings his hands up and sends a sphere towards the ground; when
 it connects, a huge geyser of lightning blasts up from the ground around a
 full screen away)

Keep the opponent pinned with this, mixing in the Fierce/Stron Dark Thunder
to keep them on the ground and move in for the kill. Like the Mid version
this will attempt to track if the opponent is closer than full screen. If
this connects follow with another one, or Heart of Darkness, for an OTG
combo.

-----------------------------------------------------------------------------

-Ice Inferno-

(Blackheart brings his hands up and sends a sphere towards the ground; when
 it connects, a huge geyser of ice and cold air shoots up from the ground 
 around a 1/2 screen away)

This one only comes up in the middle, but will attempt to track as I 
explained above. Despite its wording, this will NOT freeze the opponent for a
combo, although you can follow it with another Inferno or Heart of Darkness
OTG as usual.

-----------------------------------------------------------------------------

-Fire Inferno-

(Blackheart brings his hands up and sends a sphere towards the ground; when
 it connects, a huge geyser of fire shoots up from the ground around a full 
 screen away)

This will track the opponent if they get closer than full screen. If it 
connects follow with another, or Heart of Darkness... Like the Fierce
Lightning Inferno, use it to pin them across the screen, mixed with the
Strong/Fierce Dark Lightning.

-----------------------------------------------------------------------------

-Soul Absorb-

(Blackheart grabs the opponent in one hand, and calls forth small 
 ghosts/souls to enter their body; he then tosses them away)

Up close this is a good option, mixed in with Jabs and Shorts. You can OTG
after it in the corner...

-----------------------------------------------------------------------------

-Energy Surge-

(Blackheart grabs the opponent and shocks them with energy, then throws them
 away)

Pretty much the same as the Soul Absorb...

-----------------------------------------------------------------------------

-Air Energy Surge-

(Blackheart grabs the opponent in mid-air and shocks them with energy, then 
 throws them away)

Basically the same as the standing version, use whenever you meet the enemy
up close in the air, especially during an Air Dash.

-----------------------------------------------------------------------------

-Best Gem; Reality-

(Blackheart turns invisible)

Blackheart is TOTALLY invisible, though it doesn't last long. Once invisible,
try to mix up your movements and not give away your position. Dash forward 
and back a lot (and air dash) to keep you difficult to hit and avoid attempts
to find you. One cool thing to do is pull off an Armageddon IC when they
least expect it.

-----------------------------------------------------------------------------

-Forward Dash; Forward Ground Warp-

(Blackheart "seeps" into the ground and re-appears a few steps forward)

FORGET about dashing combos or getting in fast, because this is THE slowest
dash in the game! However, the main thing about it is that he is TOTALLY
invulnerable during the dash, so use it to avoid slow-moving attacks and come
up with a appropriate counter. Mix in with the backward dash and air dash to
confuse the enemy.

-----------------------------------------------------------------------------

-Backward Dash; Backward Ground Warp-

(Blackheart "seeps" into the ground and re-appears a few steps backward)

Same deal as the forward dash; use this one to avoid most projectiles or if
you anticipate a jump in. Come up with a Special Move to counter if they 
missed you. Mix up with his other dashes for confusion.

-----------------------------------------------------------------------------

-Air Dash-

(Blackheart floats forward quickly)

MUCH faster than his ground dash, this is important to his offense. Fly over
to the opponent and attack with Strongs and Forwards, and mix it up with the
ground dashes; also be ready to throw out a Fierce during the Air Dash if the
enemy leaves and opening. The Air Dash can also get you over a lot of ground-
based attacks, especially many ICs.

-----------------------------------------------------------------------------

-Infinity Counter; Dark Thunder-

(Blackheart blocks the enemy's attack and counters with a Dark Thunder)

Useful mainly on jump-ins... Works well against dash-in blocked attacks too,
and a lot of other long-ranged attacks.

-----------------------------------------------------------------------------

-Infinity Combo; Armageddon-

(Blackheart holds his hands to the sky and glowing red rocks rain down on the
 whole screen)

Despite its looks, it's not all it's cracked up to be. The damage is great
but it is slow and easy to block. One advantage is that Blackheart recovers
before the opponent does, wether they block or not (i.e. there is still rocks
falling when Blackheart is free to move), so if they do block you can defend
against their possible counter. This is IMO best used only on airborne foes,
and it can be used in a few combos, but you've gotta be up close first. It is
best used either on airborne opponents or after the enemy misses any slow
recovering move. It is a VERY safe IC, and the opponent can only counter it
right up close.

-----------------------------------------------------------------------------

-Infinity Combo; Heart Of Darkness-

(Blackheart brings his hands up and sends a sphere towards the ground; when
 it connects, a huge geyser of energy shoots up from the ground under the
 opponent, followed by MANY little winged demons; Blackheart crosses his arms
 and begins to float upwards beside the geyser as the demons proceed to naw
 away at his opponent; he then finishes by landing and bringing up a huge
 Inferno)

MANY hits from this, and you can get 30+ combos with this for great damage.
You should basically treat this as a one of his Infernos, as it has about the 
same speed, and will track the enemy to a certain extent. If it connects, 
follow with one last Inferno OTG as they begin to fall.
NOTE: it is actually possible to Air Dash and follow this up, since Bheart
falls free as the enemy is finishingtheir reeling animation--with proper
timing, you can land underneath them and combo them further! See combos.

COMBOS:
*******

-Safe Air Magic Series: Jab -> Short -> Strong -> Forward (note: his Fierce
                        and Roundhouse cannot be used in Air Combos; his 
                        Forward is the finisher, as it does the FS)
-Safe Ground Combo: none
-Ground Magic Series: Kick to Punch
-Jumping Magic Series: Kick to Punch (2 hits max)
-Launchers: S.Strong
-Air Launchers: none
-Straight Launchers: none
-Small Launchers: none

*BASIC COMBOS*

1.  J.Forward, C.Short -> C.Strong
2.  S.Roundhouse/S.Fierce/C.Roundhouse/C.Fierce, Inferno
3.  Inferno, Inferno (OTG)
4.  Inferno, Heart of Darkness (OTG)
5.  Heart of Darkness, Inferno (OTG)
6.  S.Strong XX Armageddon

*INTERMEDIATE COMBOS*

7.  Inferno (close), S.Strong -> SJ.Jab -> SJ.Short -> SJ.Strong ->
    SJ.Forward (FS)
8.  J.Strong -> J.Forward, C.Forward -> S.Strong -> SJ.Jab -> SJ.Short ->
    SJ.Forward (FS)
9.  S.Forward -> S.Strong -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward
    (FS)
10. S.Roundhouse/S.Fierce/C.Roundhouse/C.Fierce, Strong Dark Thunder
11. S.Roundhouse (close), S.Forward -> S.Strong -> SJ.Jab -> SJ.Short ->
    SJ.Strong -> SJ.Forward (FS)
12. (corner) Strong/Fierce Throw, C.Short (OTG) -> S.Strong -> SJ.Jab ->
    SJ.Short -> SJ.Strong -> SJ.Forward (FS)
13. (corner) Strong/Fierce Throw, C.Short (OTG) -> S.Strong XX Armaggedon
14. any Inferno (close), C.Short (OTG) -> S.Strong -> SJ.Jab -> SJ.Short ->
    SJ.Strong -> SJ.Forward (FS)
15. any Inferno (close), C.Short (OTG) -> S.Strong XX Armaggedon
16. Heart of Darkness, Air Dash, S.Forward -> S.Strong -> SJ.Jab -> SJ.Short
     -> SJ.Strong -> SJ.Forward (FS)
17. (corner) S.Strong -> SJ.Jab -> SJ.Short -> SJ.Strong -> SJ.Forward (FS),
    J.Forward (OTG) -> S.Roundhouse
18. (corner) Heart of Darkness, Air Dash, S.Forward -> S.Strong -> SJ.Jab ->
    SJ.Short -> SJ.Strong -> SJ.Forward (FS), J.Forward (OTG) -> S.Forward
    -> S.Strong
19. (close) Inferno, S.Strong XX Armaggedon, S.Strong -> SJ.Jab -> SJ.Short
    -> SJ.Strong -> SJ.Forward (FS)

NOTE: I STILL HAVE A FAIRLY LIMITED KNOWLEDGE OF BLACKHEART. ADDITIONS ARE
DEFINETELY WELCOMED!

COMBO OVERVIEW:
***************

GROUND COMBOS: Pretty much non-existant. If you manage to hit the enemy up
close, most likely with a Standing or C.Forward, you should chain into a
S.Strong for an Air Combo. He has a limited Kick-Punch Ground MS, and no
Special Moves fast enough to finish a Ground Combo. The only type of "Ground"
combo he possesses would be off of his Fierce/Roundhouse Demons, or Infernos.

AIR COMBOS: His SJ.Forward is the finisher, but the full Jab -> Short ->
Strong -> Forward 4-hit does decent damage. When up close, the S.Forward ->
S.Strong is the only real combo option Blackheart has, so use it. And of
course, the S.Forward as an air counter can be chained into the S.Strong for
the same combo... If you connect with the Air Combo in or near the corner,
be sure to attempt the OTG as you fall with J.Forward... because the
SJ.Forward initiates the FS, remember that you cannot continue into another
Air combo (it would be an infinite of course... :)

THROW COMBOS: Fairly limited, you can hit the enemy OTG with C.Short or C.Jab
in the corner after either Throw and often chain into a further combo. An
Inferno or Heart of Darkness will not OTG as far as I know, as it has too
slow a start-up.

OTG COMBOS: Off of an Inferno or Heart of Darkness, Blackheart can follow
with another Heart of Darkness or Inferno with fast timing. If you manage to
get close enough, you can also OTG with a C.Short and combo.

NOTE: AGAIN, I STILL HAVE A FAIRLY LIMITED KNOWLEDGE OF BLACKHEART. ADDITIONS
ARE WELCOMED!

TACTICS:
********

Offensive:

Although I still don't play him that much, I have more respect for Blackheart
as an expert character now. Playing keep-away and defensive works, but you
can also go offensive if you do it carefully. Keep defensive opponents pinned
with Infernos, and utilize his Air Dash to get in close; when the enemy
blocks as you come in, peck safely with J.Forward, then land. From this close
range make use of your S.Jab/S.Short in hopes of a Throw, and S.Forward to
possibly open up for a combo. Not much more to say here, you should make a
healthy mix of offense and defense with Blackheart.

Dashing Jump:

None, AFAIK. He has his Air Dash though, so he doesn't really need it IMO.

Defensive:

S.Forward is really all you need as an air counter, or a counter to higher
moves. Dashing opponents can be deterred with C.Forward; chain into S.Strong
and combo. Also note that, with all the Dark Thunders, Blackheart's hands
will hit as well, giving it a wider radius about his body...
Use the Armaggedon when the enemy jumps if you have it, and mix up the
Infernos from a distance along with your forward and backward dashes to
confuse them. Additions?

In the air:

J.Forward and J.Strong are your best all-around attacks, and pretty much all
you have. J.Short can be useful on blocking opponents for a possible tick, or
to pester persistant crouchers. J.Jab has great priority as well...
BEST JUMP-IN CHAIN: J.Forward -> J.Strong is really your only option, and
                    works quite well.

BLACKHEART'S ENDING:
********************

(NOT word for word...)

Mephisto congradulates his son on his victory, then demands that Blackheart
hand over the Gems. Blackheart refuses his pops, and takes the Gems to rule
in place of his father (now that's respect for your elders. :)

#############################################################################

Secret Character; DR. DOOM:
---------------------------

Beginning Pose: Doom appears and exclaims "Now you face your Doom"
Winning Pose 1: Many mirror images of Doom appear around the fallen enemy
                and Doom laughs menacingly
Winning Pose 2: A Throne and servants appear to attend Doom, as he exclaims
                "Another victory."
Taunt:          Doom crosses his arms and laughs menacingly
Original Color: Dark green cape
2nd Color:      lighter green cape
Background:     appears to be the same as Magneto's, on Asteroid M ?

TO PLAY AS DOOM:
****************

Playstation and Saturn:

First beat the game with any character, then save it to memory. With Short
Cut Select OFF, go the character select screen.
Tap down, down and hold it, and while holding press Short, then while still
holding Short press Forward, then while holding both press Roundhouse. You
must start this code on Spider-Man (so that the second downward tap lands you
on Cap).
If done correctly, Cap's image will be replaced with Doom's, behind the turbo
selection. Thanks to wilhix@chanzero.com for the code!
NOTE: From here on, if you save it to memory, Doom will always be selectable
in the Shortcut mode, but if you want to play with Shortcut off, you'll have
to imput the code again.

STORY:
******

A native from his kingdom of Latveria, Dr. Doom is a technological genius who
is not satisfied with his iron rule over his home country and seeks to
dominate the world. Doom seeks to gain control of the Infinity Gems to
accomplish not only this goal, but the goal of conquering the whole universe!

CHARACTER OVERVIEW:
*******************

IMO, Doom is not really that "cheesy", just really powerful :). He has enough
weaknesses, in the recovery of his Special Moves, to make him vulnerable. He
also has no Throw combos, which IMO weakens him, at least a little. All of
his weaknesses are compensated with the extremely powerful and effective
Photon Array; this IC is not only one of the most damaging moves in the game,
but it is also a multi-purpose defensive attack AND can be used in combos! If
use properly Doom is one of the strongest fighters in the game--Iron Man
players may find a similarity in play here...

MOVES LIST:
***********

-Gauntlet Blast: QCT+any Punch (can be done in mid-air)
-Photon Shock: HCB+any Punch (can be done in mid-air)
-Molecular Shield: HCB+any Kick
-Flight: QCB+all three Kicks (repeat to land)
-Upward Energy Flash: F or B+Strong (close)
-Ground Slam: F or B+Fierce (close)
-Air Throw; Energy Flash: F or B+Strong (close in mid-air)
-Air Throw; Air Drop: F or B+Fierce (close in mid-air)
-Best Gem: none
-Forward Dash; Forward Jets: F, F or all three punches 
-Backward Dash; Backward Jets: B,B or B+all three punches
-Infinity Counter; Gauntlet Blast: B, D/B, D+any punch
-Infinity Combo; Photon Array: HCT+all three punches (can be done in mid-air)

REGULAR MOVES ANALYSIS:
***********************

S.Jab and S.Short or are both useful up close as ticks/pestering moves.
S.Forward is double hit snap kick, and will launch with both hits; this
should be you're most used combo finisher. S.Strong is a good air counter
with high priority, and seems to launch, but really weird. Note that, other
than as an air counter, the S.Strong is very dangerous to use, as it seems
to hit so high that it will often miss some standing opponents; it also has
almost no horizontal range. Also try and refrain from using it in a MS
combo.
C.Fierce is another launcher, which has good priority up close, even against
dashing opponents. It does however have a short start-up and recovery, making
it difficult to use offensively or in combos. Must time the SJ after unless in
the corner.
C.Roundhouse is his knockdown move; fairly fast coming out, but slow in
recovery, if blocked. If it hits, you CAN OTG after. J.Roundhouse is a Dive
Kick which bounces Doom off when blocked, making it a safe jump-in attack,
for the most part. Faster counters like dashes and ICs will connect; See
tactics for more info. J.Strong seems to be your best jump-in.
J.Fierce is his pop gun, useful on airborne opponents from a distance for
good damage. This CANNOT be done on Air Combos, at least not consistantly.

SPECIAL MOVES ANALYSIS:
***********************

-Gauntlet Blast-

(Doom charges his gauntlets briefly, then releases a thick beam of energy
 across the screen)

The Gauntlet Blast is akin to Iron Man's UniBeam; it does good damage and
reaches across the screen, and is also wide enough to hit jumpers in most
cases. However, it has a short delay on startup so they can see it coming,
and recovery similiar to the UniBeam, meaning if blocked you will be hit. The
air version fires downward, and is useful during flight or a Super Jump when
the enemy is attempting a ground attack, or when they try to jump up and meet
you. AFAIK this cannot be used in ground combos because of the start-up.

-----------------------------------------------------------------------------

-Photon Shock-

(Doom crosses his arms around his midsection and releases multiple bolts of
 energy in every direction)

This is a very powerful attack that entirely covers Doom, making an excellent
air counter (if air blocked you're usually safe), and having priority over
dashing moves; if blocked close, he can be countered. It is however usable in
Air Combos, and IMO is your best Air Combos finisher. It also provides an
excellent defense when jumping or in flight against just about anything.

-----------------------------------------------------------------------------

-Molecular Shield-

(Doom raises his arms and draws a spinning shield of rock bits around his
 body; after circling a few times they are released to fly forward)

Once it has fully encircled Doom, he is pretty much invulnerable, except to
some ICs. This can be used as a defense for just about anything, and will
also hit OTG for many hits. Huge damage, and great block damage too, but if
blocked, especially close, Doom can be hit in recovery.
NOTE: if the opponent is hit with the rocks as they fly forward and Doom is
free to move, you can hit the enemy for a combo as the rocks connect! See
combos.

-----------------------------------------------------------------------------

-Flight-

(Doom flies :)

IMO more useful than Shellhead's or Magneto's, because of Doom's mid-air
arsenal. He has the Gauntlet Blast for grounded opponents, and the Photon
Shock/Array for defense and combos. This activates about as fast as Iron
Man's Flight. See defense for more info.

-----------------------------------------------------------------------------

-Upward Energy Flash-

(Doom grabs the enemym, holds them up, and sends them flying with a burst of
 energy)

A good Throw to put distance between you and your opponent. Cannot be
followed with an OTG combo :(. Same deal in mid-air.

-----------------------------------------------------------------------------

-Ground Slam-

(Doom picks the enemy up and slams them one-handed directly to the ground)

Useful if you want to keep your enemy close to you after Throwing. Same for
the the air version. Also cannot be followed with an OTG combo :(.

-----------------------------------------------------------------------------

-Forward Dash; Forward Jets-

(Doom activates his back jets and flies forward)

Goes quite fast with a short start-up, useful for countering and dash-in
combos. He also goes airborne slightly, so it may do well to avoid low
attacks.

-----------------------------------------------------------------------------

-Backward Dash; Backward Jets-

(Doom activates his forward jets and slides backwards)

Also quite fast, useful against dashing opponents or to avoid jump-ins.

-----------------------------------------------------------------------------

-Infinity Counter; Gauntlet Blast-

(Doom blocks an attack and counters with his Gauntlet Blast)

Useful in many places, be it up close, or to counter attacks from a distance,
especially projectiles. Try not to use it on jump-ins unless they're quite
deep.

-----------------------------------------------------------------------------

-Infinity Combo; Photon Array-

(Doom crosses his arms around his midsection and releases MANY bolts of
 energy in every direction)

One of the most devastating moves in the game, it does HUGE damage and covers
every angle. This makes it an awesome defense against pretty much anything.
In addition, it can be used in Air Combos or OTG combos! If blocked, Doom is
left WIDE open.

COMBOS:
*******

-Safe Air Magic Series: Jab -> Short -> Forward -> Photon Shock
-Safe Ground Combo: D.S.Jab -> S.Short -> S.Forward -> Air Combo
  If the enemy blocks... D.S.Jab -> S.Short -> S.Forward (1st hit) ->
                         S.Roundhouse
-Ground Magic Series: Zig-Zag
-Jumping Magic Series: Zig-Zag (3 hits average)
-Launchers: S.Forward (both hits), C.Fierce
-Air Launchers: none
-Straight Launchers: S.Fierce
-Small Launchers: none

*BASIC COMBOS*

1.  S.Short -> S.Forward (1st hit) -> S.Fierce
2.  C.Short -> S.Forward (1st hit) -> S.Fierce XX Fierce Photon Shock
3.  C.Short -> S.Forward (1st hit) -> S.Fierce XX Photon Array
4.  C.Short -> C.Forward -> C.Roundhouse

*INTERMEDIATE COMBOS*

5.  S.Short -> S.Forward -> SJ.Jab -> SJ.Short -> SJ.Forward -> SJ.Roundhouse
6.  S.Forward -> SJ.Jab -> SJ.Short -> SJ.Forward X Fierce Gauntlet Blast
7.  S.Forward -> SJ.Jab -> SJ.Short -> SJ.Forward XX Fierce Photon Shock
8.  S.Forward -> SJ.Jab -> SJ.Short -> SJ.Forward XX Photon Array
9.  J.Jab -> J.Forward, D.C.Short -> C.Forward -> C.Roundhouse
10. D.S.Jab -> S.Short -> C.Roundhouse XX Photon Array (OTG)
11. D.C.Jab -> C.Short -> C.Strong -> C.Roundhouse, C.Short (OTG) ->
    S.Forward -> SJ.Jab -> SJ.Short -> SJ.Forward XX Photon Shock
12. J.Jab -> J.Short -> J.Strong, D.C.Short -> C.Roundhouse, C.Short (OTG)
    -> C.Forward -> S.Fierce
13. Photon Array (close), C.Short (OTG) -> S.Forward -> SJ.Jab -> SJ.Short ->
    SJ.Forward XX Photon Shock
14. Photon Array (close), C.Short (OTG) -> S.Forward -> SJ.Jab -> SJ.Short ->
    SJ.Forward XX Photon Array
15. C.Fierce or S.Forward (as air counter) -> SJ.Jab -> SJ.Short ->
    SJ.Forward XX Photon Shock or Photon Array
16. D.S.Jab -> S.Short -> S.Forward -> SJ.Jab -> SJ.Short -> SJ.Forward,
    Strong Air Throw
17. (from full screen) Molecular Shield, Photon Array
18. Molecular Shield (2nd half only), J.Jab -> J.Short -> J.Strong ->
    J.Forward XX Photon Shock
19. Molecular Shield (2nd half only), Fierce Gauntlet Blast
20. Molecular Shield (2nd half only), D.S.Forward -> SJ.Jab -> SJ.Short ->
    SJ.Forward XX Photon Shock
21. Molecular Shield (2nd half only), Photon Array
22. D.C.Short -> C.Strong -> C.Roundhouse XX Molecular Shield (OTG)

*ADVANCED COMBOS*

23. Doctor Doom's Marvelous Combo:

J.Jab -> J.Short, S.Forward -> SJ Jab -> SJ Short -> SJ Strong XX Photon
Array (Fall with opponent) C.Short (OTG) -> S.Forward -> S.Fierce XX Photon
Array

24. Doom's SECOND Marvelous Combo:  :)

J.Strong -> J.Forward, S.Forward -> SJ.Jab, SJ.Short, SJ.Strong XX Photon
Array, SJ.Strong XX Photon Array, SJ.Strong, SJ.Forward, S.Forward -> SJ.
Jab, SJ.Short, SJ.Strong XX Photon Array, J.Strong XX Photon Array 

Comments (#22): Thanks to David Litchman [davel@discovernet.net] for this
                combo! There are a couple of things to discuss with this. It
                is possible to hit the enemy with the Molecular Shield OTG
                or as a juggle, if you cancel fast enough. If you are slower
                and end up going for an OTG, the enemy can of course Safety
                Roll. HOWEVER, oftentimes, because of the Shield's
                all-around range, the enemy can be caught as they recover
                from the Roll, and even if they block, from this position it
                can be difficult to hit Doom. To catch them early, it is
                best done in the corner.

Comments (#23): Thanks to elittles@oboe.aix.calpoly.eduto for this awesome
                combo! Here's his explanation:

"This combo is pretty straightforward but there are some grey areas that need
further explaination. You want to do this one in the corner for the best
results.

First jump in with a quick jab and then a short.  Right after the jumping
short Dr.Doom should be on the ground. From here you use Doom's S.Forward to
begin the launcher. Now you are in the air and you begin the air magic series
as usual. SJ Jab then SJ Short then SJ Strong.  You want to use the SJ Strong
in this combo, not the Forward; the forward will connect but will give you
the wrong results.  Once you connect with the SJ.Strong quickly cancel it
into a Photon Array.  If you have timed it right you will be RIGHT next to
your opponent after the SJ.Strong and in perfect position for the Photon
Array.  You will know that you've done this part right because your opponent
gets pummeled by basically the entire Photon Array and you are going down with
with opponent at almost the exact same rate. Now this is by far the hardest
part of the combo to time and as far as I know it WILL NOT WORK if you are
not in the corner deep by this point in time. Perform a crouching short then
quickly do a standing forward cancelling it into a standing fierce and then
quickly cancelling it into a Photon Array (or a Photon Shock). As I said
before the Crouching short is the hardest part of the combo and it is even
harder against smaller people.  To begin, start out on a big opponent such as
Juggernaut, Hulk, or Thanos."

Comments (#23): Thanks to BC2415@aol.com for this amazing combo similiar to
                #18!

"O.K. This combo may seem complex but its pretty easy.  First charge up four
meters of super energy then start the combo. Do the basic jump-in and do your
launcher and start an air combo.  After the SJ.Strong, cancel into the Photon
Array, then follow the victim down and do another SJ.Strong and cancel into
another Photon Array.  By this time you both should be pretty close to the
ground.  Your opponent will hit the ground and be OTG by the Photon Array.
While this is occuring do a SJ.Strong then SJ.Forward (Mind you this is all
in the same original super jump), this will juggle them. Then do a S.Forward
to re-launch your victim.  Do the basic air combo pattern and cancel a Photon
Array after the SJ.Strong. Again follow your opponent down and do another
SJ.Strong cancelled into a Photon Array.  After this your opponent will
know what "Doom" is all about!!"

COMBO OVERVIEW:
***************

GROUND COMBOS: a simple dashing MS finishing with the S.Fierce does
respectable damage, and you can cancel it into a Photon Shock/Array and
usually catch them with it. The best ground combo option Doom has, however,
is definetely OTG after the C.Roundhouse, which recovers fast enough to carry
into a C.Short OTG and combo.

AIR COMBOS: Good damage; neither the SJ.Fierce or SJ.Roundouse work as
Finishers, however the Photon Shock/Array does a fine job at this. S.Forward
launches easily, but not too high, so SJ fast. C.Fierce launches at a very
slight angle, but not too difficult to follow.

THROW COMBOS: unfortunately non-existant; none of Doom's ground or Air Throws
can be followed up. IMO this was done to compensate for the devastating
Photon Array :).

OTG COMBOS: Doom can OTG after the Photon Array or C.Roundhouse, but it must
be done VERY fast.

TACTICS:
********

Offensive:

None of his Special Moves work very well on offense because of their
recovery. When up close, the C.Strong has great priority, and when it
connects you can chain into a S.Forward and Air Combo, or C.Roundhouse and
OTG. The S.Forward by itself also has decent priority, so utilize it as well.
Doom's Jabs and Shorts work well as ticks; his Throws have no combo
possibilities, but they still do good damage.
You can also utilize jumping and his Flight offensively, Air Dashing with
quick mid-air attacks (Strong), and J.Roundhouse; when it is blocked, you
will bounce to safety, and against opponents who can counter it, perform the
Gauntlet Blast, Photon Shock or Photon Array during the bounce off. If the
J.Roundhouse hits, quickly perform one of those attacks too.

Dashing Jump:

Great range and height here, useful for getting in close from a distance.

Defensive:

Doom does quite good on defense as well. The Photon Shock or Photon Array are
almost perfect defenses, provided you use them with VERY fast reflexes, so
you can interrupt their attacks, not giving them a chance to block it.
S.Fierce is also useful as a counter to dashing opponents, and both S.Strong
and C.Fierce do fairly well as air counters. Also remember to try the
Molecular Shield on defense, be it on jump-ins or dash-ins (just remember to
do it early so they cannot snuff it!) S.Roundhouse will also do well against
persistant low attacks, especially slower slides (eg. Wolverine's
D/F+Fierce). Also remember that, against airborne opponents, the C.Fierce or
S.Forward will not only defend well, but also launch for an Air Combo; use
frequently in this case.
In addition to this, remember that it is VERY difficult to hit a Flying Doom,
using the Photon Shock/Array as general defense, the Gauntlet Blast against
grounded opponents, and the Pop Gun against other airborne opponents from a
distance.

In the air:

Well, the Pop Gun deals well with enemies from a distance; the J.Roundhouse
is great offensively on standing opponents (see offense). J.Strong is your
best jump-in...
BEST JUMP-IN CHAIN: Lots of choices here. J.Jab -> J.Short -> J.Strong is my
                    favorite, but you can mix them up.

DR. DOOM'S ENDING:
******************

Shows Doom standing over a fallen Thanos, saying the Titan is not worthy to
weild the power. Then it shows his visage hovering over the earth, saying how
he'll rule the world and the cosmos...

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