GGA Jeremiah
Sheeva
Legend
1 = Light Attack
2 = Medium Attack
3 = Heavy Attack
MB = Meter Burn Button.
B = Back (Away from opponent)
F = Forward (Towards opponent)
+ = Press both inputs at the same time
U = Unblockable
Jip = Jump in punch
Doomsday's Special Moves.
Air Snatch DF 1. Excellent Anti Air Grab that starts up in 6 frames. This move only works on airborne opponents and on hit will reverse positions with your opponent. 11% damage for the normal version, 19% damage with MB. Also the MB version will give you more time for setups. Like crossing your opponent over, or doing a low combo starter for example. On hit opponent cannot tech roll. +46 on hit, +103 on hit MB. Whiff 27 frames recovery.
13 whiffs builds 1 bar. 6 hits build 1 bar.
Venom DF 3. A mid attack that starts up in 15 frames, where Doomsday dashes towards the opponent. This move is -9 on block but the MB version adds another hit and it gives Doomsday +6 frames on block. 8% damage for normal version, 18% for MB. On hit opponent can tech roll. 2% chip, MB does 2.25% chip for a total of 4.25% chip. +50 on hit, -9 on block, Whiff 20 frames recovery.
13 whiffs builds 1 bar. 7 hits builds 1 bar. 6 blocks builds 1 bar.
Air Venom DB 3. A mid attack where Doomsday flies in the air. Use this if opponents keep jumping back and away from you. The MB version adds a down trajectory hit after the up one. If just the MB part of the move hits a standing opponent, and crosses them over then it can lead to a combo. 7% damage for the normal version. 15% for MB version if both attacks hit. On hit opponent can tech roll. 1.88% chip, MB does 1.63% chip for a total of 3.51% chip.
13 whiffs builds 1 bar. 7 hits builds 1 bar. 6 blocks builds 1 bar.
Earth Shake DF 2. A 2 hit attack. The first hit is an Overhead and the second hit is a low. People will complain about this move at first but with practice both hits can be blocked. The MB version lowers the hit to just 1 low attack but it will launch for a full combo. For the normal version of Earth Shake on hit it does 12% damage, but if they only block one of the attacks the overhead will do 10% damage or the low will do 2% damage. The MB version does 10% plus whatever your follow up combo will do. The normal ES on hit the opponent cannot tech roll. The MB version on hit the opponent can tech roll if you drop the follow up combo. Regular version does 2.25% + 1.25% chip for a total of 3.5% chip. MB version does 2.25% chip.
13 whiffs builds 1 bar. 6 hits builds 1 bar. 5 blocks builds 1 bar.
Supernova DB 2. A 2 hit attack that is a Mid and then an unblockable. The normal version will always land Doomsday slightly in front of where he took off from. The MB version will auto track the opponent and land with unblockable damage. People will also complain about this move early on, but with practice the opponent can either backdash or forward dash and Doomsday will whiff and eat a full combo punish. Normal version does anywhere from 7-11% depending on if both hits hit, or just one. The MB version does 9-13% depending on if both hits hit or not. On hit opponent cannot tech roll. The first hit does 1.63% chip and 7% unblockable on the 2nd hit. MB version does 1.63% chip and 9% unblockable on the 2nd hit.
13 whiffs builds 1 bar. 7 hits with just 2nd part hitting, 1 bar. 6 with both hits builds 1 bar. 5 blocks builds 1 bar.
Doomsday's Strings. I will cover the inputs, the height the input will be, if you are able to cancel into a special, and the naked damage of a string (all opponents can tech roll unless otherwise stated.)
1,1. High, Mid. Can Cancel. 5% damage. .17% chip. 24 hits builds 1 bar.
1,1,2. High, Mid, Overhead. Cannot Cancel. 11% damage. .4% chip. 11 hits builds 1 bar. 3 blocks builds 1 bar.
1,2. High, Mid. Can Cancel. 5% damage. .17% chip
1,2,3. High, Mid, Overhead. Cannot Cancel, but on hit the opponent will bounce off of the ground for a Venom followup. 13% damage. .47% chip
b1,3. Overhead, Mid. Cannot Cancel, but opponent cannot tech roll either. 12% damage. .39% chip
2,2. Mid, Mid. Can Cancel. 6% damage. .2% chip
2,2, 1+3. Mid, Mid, U. Cannot Cancel, but opponent cannot tech roll either. 15% damage. 10.2% damage if the opponent blocks and the grab hits.
2,3. Mid, Mid. Can Cancel. 6% damage. .2% chip
2,3,D1. Mid, Mid, Overhead. Can Cancel. 12% damage. .43% chip
f2,3. Overhead, Mid. Can Cancel. 10% damage. .32% chip
b2,3. Mid, Overhead. Can Cancel. 8% damage. .26% chip
b2,3,1. Mid, Overhead, Mid. Can Cancel. 14% damage. .49% chip
3,3. Mid, Mid. Cannot Cancel. 15% damage. .53% chip
List of enders where opponent cannot tech roll.
Air Snatch
Earth Shatter (only if the 2nd hit also hits)
Supernova
b1,3
2,2 1+3
b2
d3
1 = Light Attack
2 = Medium Attack
3 = Heavy Attack
MB = Meter Burn Button.
B = Back (Away from opponent)
F = Forward (Towards opponent)
+ = Press both inputs at the same time
U = Unblockable
Jip = Jump in punch
Doomsday's Special Moves.
Air Snatch DF 1. Excellent Anti Air Grab that starts up in 6 frames. This move only works on airborne opponents and on hit will reverse positions with your opponent. 11% damage for the normal version, 19% damage with MB. Also the MB version will give you more time for setups. Like crossing your opponent over, or doing a low combo starter for example. On hit opponent cannot tech roll. +46 on hit, +103 on hit MB. Whiff 27 frames recovery.
13 whiffs builds 1 bar. 6 hits build 1 bar.
Venom DF 3. A mid attack that starts up in 15 frames, where Doomsday dashes towards the opponent. This move is -9 on block but the MB version adds another hit and it gives Doomsday +6 frames on block. 8% damage for normal version, 18% for MB. On hit opponent can tech roll. 2% chip, MB does 2.25% chip for a total of 4.25% chip. +50 on hit, -9 on block, Whiff 20 frames recovery.
13 whiffs builds 1 bar. 7 hits builds 1 bar. 6 blocks builds 1 bar.
Air Venom DB 3. A mid attack where Doomsday flies in the air. Use this if opponents keep jumping back and away from you. The MB version adds a down trajectory hit after the up one. If just the MB part of the move hits a standing opponent, and crosses them over then it can lead to a combo. 7% damage for the normal version. 15% for MB version if both attacks hit. On hit opponent can tech roll. 1.88% chip, MB does 1.63% chip for a total of 3.51% chip.
13 whiffs builds 1 bar. 7 hits builds 1 bar. 6 blocks builds 1 bar.
Earth Shake DF 2. A 2 hit attack. The first hit is an Overhead and the second hit is a low. People will complain about this move at first but with practice both hits can be blocked. The MB version lowers the hit to just 1 low attack but it will launch for a full combo. For the normal version of Earth Shake on hit it does 12% damage, but if they only block one of the attacks the overhead will do 10% damage or the low will do 2% damage. The MB version does 10% plus whatever your follow up combo will do. The normal ES on hit the opponent cannot tech roll. The MB version on hit the opponent can tech roll if you drop the follow up combo. Regular version does 2.25% + 1.25% chip for a total of 3.5% chip. MB version does 2.25% chip.
13 whiffs builds 1 bar. 6 hits builds 1 bar. 5 blocks builds 1 bar.
Supernova DB 2. A 2 hit attack that is a Mid and then an unblockable. The normal version will always land Doomsday slightly in front of where he took off from. The MB version will auto track the opponent and land with unblockable damage. People will also complain about this move early on, but with practice the opponent can either backdash or forward dash and Doomsday will whiff and eat a full combo punish. Normal version does anywhere from 7-11% depending on if both hits hit, or just one. The MB version does 9-13% depending on if both hits hit or not. On hit opponent cannot tech roll. The first hit does 1.63% chip and 7% unblockable on the 2nd hit. MB version does 1.63% chip and 9% unblockable on the 2nd hit.
13 whiffs builds 1 bar. 7 hits with just 2nd part hitting, 1 bar. 6 with both hits builds 1 bar. 5 blocks builds 1 bar.
Doomsday's Strings. I will cover the inputs, the height the input will be, if you are able to cancel into a special, and the naked damage of a string (all opponents can tech roll unless otherwise stated.)
1,1. High, Mid. Can Cancel. 5% damage. .17% chip. 24 hits builds 1 bar.
1,1,2. High, Mid, Overhead. Cannot Cancel. 11% damage. .4% chip. 11 hits builds 1 bar. 3 blocks builds 1 bar.
1,2. High, Mid. Can Cancel. 5% damage. .17% chip
1,2,3. High, Mid, Overhead. Cannot Cancel, but on hit the opponent will bounce off of the ground for a Venom followup. 13% damage. .47% chip
b1,3. Overhead, Mid. Cannot Cancel, but opponent cannot tech roll either. 12% damage. .39% chip
2,2. Mid, Mid. Can Cancel. 6% damage. .2% chip
2,2, 1+3. Mid, Mid, U. Cannot Cancel, but opponent cannot tech roll either. 15% damage. 10.2% damage if the opponent blocks and the grab hits.
2,3. Mid, Mid. Can Cancel. 6% damage. .2% chip
2,3,D1. Mid, Mid, Overhead. Can Cancel. 12% damage. .43% chip
f2,3. Overhead, Mid. Can Cancel. 10% damage. .32% chip
b2,3. Mid, Overhead. Can Cancel. 8% damage. .26% chip
b2,3,1. Mid, Overhead, Mid. Can Cancel. 14% damage. .49% chip
3,3. Mid, Mid. Cannot Cancel. 15% damage. .53% chip
List of enders where opponent cannot tech roll.
Air Snatch
Earth Shatter (only if the 2nd hit also hits)
Supernova
b1,3
2,2 1+3
b2
d3
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