FrothyOmen
P!
Here are my top 3 in no particular order:
- Metropolis (streets): Doomsday loves the left side of this stage. off of any body splash, he can link just a stand 3. On hit, he can hit the machine gun interactable into b3 into combo for around 40% damage. With his back to the corner he can end with 23~AA grab for 40% and leave the enemy in the corner. If his standing 3 is blocked, this leaves him at +7 and at max range for a f23 followup. Obviously this isn't guaranteed as the opponent can armor, backdash, or jump out, but doomsday has options to beat all 3 of those counters. Doomsday is in read city on this map, and gets more rewarded for doing it here than anywhere else in the game.
- Wayne Manor (Courtyard): Doomsday's corner pressure is unparalleled on this stage. The left side car interactable does not hit point blank, so your opponents cannot panic MB Interactible to get out on the left side. The same is true on the right, your opponent must jump in order to hit the statue interactable, meaning that it is that much harder for your opponents to escape Doomsday's corner pressure and oki.
- Fortress of Solitude (Laboratory): This one is really similar to Metropolis (Streets). On the right side, Doomsday gets an option select on his 33 string allowing him to get free combos for no risk or extra work whatsoever. On the left side of the stage, he gets crazy meterless corner damage with those stage interactables.
- The more combo extending interactables (wall bounces or otherwise) the better, Doomsday is in dire need of the extra damage and meterless wall carry.
- The less/worse the corner interactables, the better. You want it to be as difficult as possible to escape Doomsday once he corners you, as he'll be at a meter deficit once he gets you there. Force your opponent to pushblock or risk an armor f3/b3 if they wanna spend that bar.
- Doomsday loves the Asylum TVs.