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Guide I present to you: Concise Guide to DoomsDay

REO

Undead
DoomsDay: "I will destroy you all"


Combos:
Click here for combos.



Tactics & Strategies:

Option Select Shoulder Dash
This is basically charging in on the opponent with a regular shoulder to check them, but if it's blocked you can confirm that and meter burn it so that you don't get punished. This is a great way to scout for knockdowns or whiff punish without having to use meter all the time.

TIP: OS Shoulder Dash will beat an opponent's meter burn b+3 or f+3 if you react as the first shoulder makes contact with an immediate meter burn shoulder.



Rambo Shoulder
The rambo shoulder is done by inputting the shoulder attack and then immediately plinking into the meter burn button so you get sudden armor. This is a great way to get passed through a projectile or a barricade like MMH's MB orb. Rambo Shoulder is also great to use in countering an interactable that is way out of reach for MB f+3 or b+3.

WARNING: This can easily be beat by a meter burn b+3 or f+3 since it's only 1 hit. Try focusing more on the OS Shoulder instead of Rambo shoulder during the neutral game.



Option Select Body Splash Conversion
DoomsDay can hunt for combos while SIMULTANEOUSLY going for mix ups off the body splash whether it's on hit or block by using the 2,2 string. How this works is you input 2,2 after you perform the body splash. You have enough time to see if the body splash~22 hits or is blocked and what you can do is:

If body splash~2,2 HITS:
2,2~MB chop, d+2, b+3, j+3, 2,3~shoulder
OR
2,2~MB chop, d+2, b+3, j+3~anti air grab (depending on wall position)

If body splash~2,2 is on BLOCK:
2,2~d,f+2 or OS Shoulder
OR
2,2,1+3 (command grab)

Once your opponent is well aware of both options after blocking a body splash, 2,2~chop will start hitting opponent's who are conditioned to try and avoid the 1+3 grab at the end of the string. It essentially becomes a 50/50 mix-up on whether they try to move or poke to avoid the grab which will make them vulnerable to chop and OS shoulder knockdowns.



Reverse Body Splash after MB Anti Air Grab
After landing a meter burn anti air grab, DoomsDay can dash towards the opponent and perform a neutral jump up while they are knocked down. The body splash done from this set up will cross up the opponent. It's best to take advantage of this by placing your opponent back against the corner by using the cross up splash when anti air grabbing them while they were already against the corner.

WARNING: Opponent's familiar with set up can wake up out (depending on the character) by reversing their input.



Advanced CORNER Option select Body Splash Conversion
This is basically the same concept as the body splash 2,2, option select, but using body splash and 3 instead. This is mainly used when jumping in on a cornered opponent. The reason this OS is favored over the 2,2 one is because the command grab in the other one is something you do not want to use against cornered opponents.

HOW IT WORKS: When using a body splash just input 3. If the body splash hits, hit confirm into MB chop after 3. If the 3 is blocked after body splash, finish the string by doing 3,3 so you're at +10 and can go for mix-ups.

An example of how the corner OS Body Splash 3 works:



Reversing Wake-Ups in the Corner
DoomsDay can trigger this is by performing a HARD knockdown against an opponent who is against the wall, and then forward dashing right before they get up. You will phase through them and then reappear back to your original placement. Opponent's wake ups will be reversed during the forward dash phasing, you can then whiff punish them for full combos with 1,2,3 depending on the wake up attack.

The best ways to set this up in the corner are by doing a:
- Chop on hit
- b+1,3 on hit
- b+2 on hit



Trait Abusing
DoomsDay has a trait that can be abused in two ways. The first way is by milking it. Since DD's trait is time-based, it's best to ALWAYS use it when you have it so you will have more during the match. With proper trait abuse, you can have up to FIVE traits per match instead of less by hanging onto them for too long.

USE TRAIT IN STRINGS by doing:

d+1~trait (DD can be hit out the cancel before trait comes out POINT BLANK ONLY)
3~trait (trait will always come out safely)
b+2,3,1~trait (trait will always come out safely)
f+2~trait (trait will always come out safely)
2~trait (trait will always come out safely)
2,3~trait (trait will always come out safely)
1,1~trait (trait will always come out safely)
**A few characters such as; Superman, Hawkgirl, The Flash, etc. can punish these with fast SUPERS if scouted!**

The second way is by purposely getting hit by strings or moves so that they are made punishable on HIT while DD has trait on, where as if you block them, they are not. This is very important to know. Example: Activate trait, have Aquaman do b+1,2 and then have him immediately block. Get hit by the the string and then punish him with d+1. Now try doing this without trait... You can't because it's safe. The reason for this is because DD takes a lot LESS hit stun so he can punish a lot of attacks by being hit before the opponent can recover in time from their attack.

WARNING: Be aware of "machine gun" type moves that will counter your trait and force you to block them to prevent taking too much damage. Moves such as Aquaman's trident rush, Zatanna's multi-kicks, Green Lantern's machine gun, and of the like fit this criteria.



Naked Chopping
The naked or "raw" chop is one of the hardest moves to block in the game when it is not expected. Set ups for throwing out a naked chop are mostly done after DD's frame traps or heavy knockdowns. Once you've conditioned your opponent to block after certain strings or attacks, you can sneak in naked chops to try and score a quick knock down. Example would be let's say after a blocked 3,3 in the corner your opponent blocks in fear of being hit by d+1, next time you have a 3,3 blocked instead of doing a d+1 you immediately follow with a naked chop. Combine this with the threat of sweeping, throwing, and many other options, it becomes hard for the opponent to read a raw chop.



Meaty Chop (making the OH to Low a JUST-FRAME for the opponent to block)
The meaty chop is done after a hard knockdown so that the very end of the overhead animation JUST BEFORE it goes into it's low transition makes contact with the opponent. Example: You hit your opponent with a sweep, you do a meaty chop and the opponent is invincible to the first few frames of the Overhead since they are waking up, just as the chop gets near the opponent's knees, their invincibility wears off and then they are forced to block a sudden OVERHEAD to LOW transition.

Comparing regular chop to the meaty chop:

Regular Chop:

Meaty Chop:

Best ways to set up Meaty Chops are:

- d+3 on hit
- Chop on hit (corner only)
- Air throw (corner only)
- b+1,3 on hit (corner only)
- b+2 on hit
- MB Air throw
- f+3 hard knockdown
- Interactable hard knockdown
- Wall Bounce

HOW TO PRACTICE MEATY CHOPS:

- Go to training mode
- Go to corner
- Put Damage Info ON
- Do a d+3 on the opponent
- Time a meaty chop while they wake up so that OVERHEAD and LOW appear and disappear at almost the same time
- Practice and perfect different time alterings



3~Interactable on block for Guaranteed Damage
DoomsDay's cancellable 3 grants insane amounts of cancel advantage. This can best be used by cancelling 3 up close into a quick interactable. Some notable ones being: The Pig, The Fire Button on Watch Tower, The Truck in Gotham Alley, The Robot in Stryker's Island, etc. etc.

TIP: Make sure to experiment with all quick-type interactables so you know which ones are , and aren't guaranteed off 3!



D+1 conditioning after Corner Chops
Remember that chop on block is -1 and this can best be abused in the corner. In the corner, an opponent blocking a chop pointblank pushes you back far enough that MOST counter pokes (d+1) will whiff BUT your d+1 will reach after a blocked chop. Your d+1 comes out in 8 frames after a blocked chop. Do d+1~OS shoulder if you think the opponent will try and press a button after blocking your chop to net another knockdown. Do just a d+1 if they are blocking to check them and then link into MB shoulder or Trait to start the offensive guessing game once again. Once you condition your opponent to respect your d+1 after a blocked chop, you can start going for other mindgame attacks such as b+3, b+1, for advantage etc. etc. Opponents jumping back after a blocked chop can be scouted and punished by taking a slight step back and doing b+3, or immediately doing a forward body splash after. This depends on the positioning after chop and their aerial attacks.

WARNING: After a blocked chop in the corner, if you follow up with a d+1~chop and the opponent BLOCKS the d+1, a part of the chop may WHIFF (depending on the character) and this will leave DD at risk to huge whiff punishing opportunities. Always be aware of your chop positioning before committing.



Making D+3 Safe
DoomsDay can make his d+3 safe after knockdowns or during checks by using proper spacing. This works easiest against character who's punishment is through the use of stubby limbs. Characters such as Batman, Killer Frost, Zod, Black Adam, etc. etc. will not be able to punish a properly spaced d+3 on block.

Example of Making D+3 Safe:

Characters that can punish perfectly spaced d+3s:

The Flash - d,b+3
MMH - d+1 (trait only)
Superman - Super



Comboing off Meaty F+2 with MB Chop
By using a meaty f+2 as the opponent rises from a knockdown, you can link in a MB chop off the f+2 and it will combo. This is great to throw in once in a while when your opponent is being heckled by DoomsDay's d+3 low. Once you read they may block low, go for a full combo opportunity by using f+2~MB chop.

Comboing off Meaty F+2 with MB Chop Example 1

Comboing off Meaty F+2 with MB Chop Example 2

TIP: f+2~MB chop will automatically combo on smaller characters such as Killer Frost, The Flash, Catwoman, etc. if they are hit while in their crouch animation.



Countering Parries
DoomsDay can counter traditional parries by using a combination of chop, d+3, throwing, and body splashing. When pressuring a character that has a parry, make sure to abuse your naked chop (overhead) or d+3 (low) as 50/50 mix-ups. If you're playing against an opponent that likes to reversal parry immediately after blocking a body splash, you can chain MB chop off the body splash and it will combo them. In addition, if your opponent likes to interrupt certain strings by using their parry, linking into the MB chop to counter them can be used in this scenario as well.

DoomsDay's attacks that cannot be parried:
Chop
d+3 (only Joker can parry)
Throw
2,2,1+3 (ending part with command grab only)
d,b+2
d,b+3
Super



50/50 after Anti Air Grab in Corner
DoomsDay has a 50/50 in the corner with body splash after ending a combo with air grab that places them in corner. The way this works is after performing an anti air grab, the timing of your forward jump will determine if the body splashes crosses up or not. If you forward jump early enough, the body splash will cross them up. If you forward jump late enough, the body splash will NOT cross them up. This can be made COMPLETELY AMBIGUOUS by mastering the timing of when to jump on the last possible frame from for the body splash crossing them up, and then mixing it up with the first possible frame where the body splash will NOT cross up.

Cross Up Example

Non Cross Up Example

WARNING: Some characters can easily wake-up out of this.
 
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Shaazzyam

undefeated online evo champion
Out of all the character that needed a guide... I figured Doomsday would be at the bottom of the list.

But seriously good stuff R.E.O!
 
E

Eldriken

Guest
I honestly did not know some of this stuff. @R.E.O. Thanks a ton for this guide. Now I have to perfect as much of it as possible (that I don't know) in time for CEO. What perfect timing you have.
 

DevilMaySpy

Mama's Little Bumgorf
I honestly did not know some of this stuff. @R.E.O. Thanks a ton for this guide. Now I have to perfect as much of it as possible (that I don't know) in time for CEO. What perfect timing you have.
Saw your Doomsday on Mr. Aquaman's stream and was very impressed. Keep up the good work!
 

RiBBz22

TYM's Confirmed Prophet/Time-Traveler
Great guide REO, helps everyone understand how to fight him better even if they aren't interested in playing him.
 
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Eldriken

Guest
Saw your Doomsday on Mr. Aquaman's stream and was very impressed. Keep up the good work!
Thanks. I was pissed because I couldn't finish our FT20 due to someone streaming in my house. So much shit that I did wasn't intentional.