Y-------=====================================================-------
--------========Marvel Vs Capcom FAQ : Dr.Doom v1.0=========------
---------======== Compiled by Lemur-X, 4-7-2000 ========-----------
--------=====================================================------


Index :   1: Intro/disclaimer/other BS.
          2:  Legend of keys
          3:  Overview of character 
          4:  Normal attacks (standing & flying)
          5:  Special attacks & Supers
          6:  Introductory combos
          
This faq was written for personal and private use. Feel free to 
distribute if desired, just make sure to give credit where credit is 
due.   You may not alter the following and claim it as your own, or 
your knees belong to Guido……

Revision History : 4-7 Original FAQ completed 

---------================ 1: Introduction =================-----------
  
    I first started playing the VS series w/ the advent of "X-Men vs 
Street Fighter"'s release on the Sega Saturn.  Good Lord…….Now there 
was a game….And none of the followups have really shined as it did 
(IMO) up until "Marvel Vs. Capcom 2".
    The series of FAQs I'll be putting out will be related to all the 
funky, freakish, or 'Darkhorse' characters of the game. Characters 
people rarely use….and when they do use, use ineffectively at best.
     I'm doing this due to the fact that * every * single character in 
this game is very playable…..very…….And knowing this can give you quite 
an edge over people that would underestimate them….

---------=================== 2: Legend ===================------------


Here's the legend of keys and terms used in the following FAQ.

Attacks : Jab = Light Punch
          Fierce = Hard Punch
          Short = Light Kick
          Roundhouse = Hard Kick
          b = Back
          f = Forward
          d = Down 
          u = Up
          B = Charge back for 2 seconds
          D = Charge Down for 2 seconds
          P = Punch
          K = Kick
          PP = Both punches
          KK = Both kicks
          HCB = Half Circle Back (Roll controller from forward, to          
                down, to back.)
          HCF = Half Circle Forward (Roll controller from back, to                                        
                down, to forward)
          QCF = Quarter circle forward (Roll from down to forward)
          QCB = Quarter circle back (Roll from down to back )
          OTG = Off the ground. Getting your licks in whilest they be  
                Down for the count. 
          Launcher = Any move which sends your opponent to the heavens.

NOTE : All percentages given are from damage taken by Cable (a fairly 
balanced character). Your mileage may vary.


---------================== Dr. Doom ====================-----------
      
	Now here's a character that I'm quickly finding fun to use.  He 
has the ability to inflict Hellacious damage with very few hits, has a 
wide variety of projectiles, and has very comboable Supers. And he 
carries that spiffy sense of style into battle like only a true super 
villain could.   I'm no 'Doom Master' by any means, but am improving. 
Expect another update shortly.

     Here are a few of his main strengths.

1 :   Powerful Supers : Doom possesses 4 Supers, all of which inflict 
more than 40% damage apiece.  On top of that, they're fairly versatile.

2 :    Variety : With 3 completely different projectiles that are 
ground based alone, it'll be a while before you run out of patterns and 
traps once you become accustomed to playing with Doom.  Factor in a 
nice dving kick from the air, and 2 completely different projectiles in 
the air, and you've go a fairly well rounded turtling machine. Which 
leads us to….

3 :     Turtling : You can easily keep an opponent at bay for nearly an 
entire round if you wish (wuss).   He not only has a bea attack that 
takes up a good portion of the screen, but also a nice wind-up 
projectile (Molecular Shield) and a great push-back maneuver(Photon 
Shot).

4 :     Normal strikes : Doom can easily take an average character from 
100% to 70% with 4 normal attacks.  Many of his attacks shove an 
opponent clear across the screen, in preparation for a projectile trap, 
and he has one of the best Roundhouse kicks in the entire game.


      
Of course you must take the good with the bad. =(



1:    Combo Magnet : Dr. Doom is extremely easy to combo. He's the 
perfect width and weight for nearly anyone to pull of ludicrous juggles 
with.  Fear corners.

2:    Air Inferiority : I have yet to learn to utilize Doom well in the 
air. Aside from his diving kick, he's pretty much a sitting duck. Many 
of his attacks hit high, and have a long windup, and his projectiles 
travel nearly Directly downward once airborne! =(




---------================  Normal Attacks ================-------------
       
Standing Jab :   Decent range. Hits fairly high. Second variation is a 
                 short ranged uppercut that does not launch. Odd.

Standing Short:   Shortranged, but hits from just above the waist on 
                  down. Second connection is a nice diagonal launcher. 

Standing Fierce :  Medium windup. Good range. Knocks opponent clear 
                   across the screen. NICE hit range. 

Standing Roundhouse : Insane coverage. The range isn't the greatest, 
                      but the move starts above his head and travels 
                      clear to the ground. Nasty for nailing jumpers, 
                      and it hits twice.

Ducking Jab :  Shorter range than his standing Jab, but faster 
               recovery. No second variation.

Ducking Short :  Ok range for a Short. No second variation. Very quick.

Ducking Fierce :  Long windup. INCREDIBLE range. Launches upon a clean 
                  hit. Decent damage.

Ducking Roundhouse :  Passable range. Single hit knockdown. Good for 
                      starting OTG games.

Jumping Jab :     Fair range. Lame hit raidus. Hits high. Second 
                  version is an overhead smash which launches opponent 
                  to the ground.

Jumping short :  Good range. Good speed. Second hit is a short range 
                 axe kick.  Use as your main Jumpin opener.

Jumping Fierce :  UGH. Incredible range, but it's windup is seriously 
                  SHITTY. Only useful in a Super-Jump if your trying to 
                  escape, as it's like a beam….but it takes time for it 
                  to travel. Can hit twice. Near useless. =( But the 
                  sound effect is cool.

Jumping Roundhouse : Fun little move. Decent damage. Good speed. Sends 
                     Doom flying towards his opponent ala Akuma's 
                     diving kick. Good for finishing off 'Aerial 
                     Raves'. Tap Down on the controller to make him 
                     land at a steeper angle.



---------================== Special Moves ====================---------

Plasma Beam : QCF, P (in air): Very quick windup. Very quick recovery. 
                               Nice coverage. The aerial version 
                               travels at a 45 degree angle downwards.

Photon Shot : HCB, P (in air):  Fairly slow windup. Spreads across the 
                                ENTIRE screen. Knocks opponents 
                                backwards regardless of if they're 
                                blocking or not. Awesome for annoying 
                                jumpers. Aerial version fires 
                                downwards.

Molecular Shield : HCB, K :     Incredibly slow windup. Knocks opponent 
                                back on the final hit. Can OTG with it. 
                                Good for stalling rushers. 

Flight : HCB + KK :             Doom flies. Fairly slowly I might add.

Air-Dash : Any direction + PP : Mid-air dash. Short range, but works in 
                                a pinch.

---------================ Super Attacks ==================---------

Plasma Bomb: HCF, PP :  Good startup. Rivaling some of the faster beam 
                        Supers in the game. Can be easily combo'd into. 
                        Does about 40%  damage with a clean/FULL hit.

Photon Field : HCB, PP (in air ) : Slight delay. Lethal in the air, and 
                                   only ok on the ground. Ground 
                                   version can be OTG'd. Air version 
                                   can be combo'd into. 40% on full hit

Rising Flame: HCF, KK :    Fast startup, can be combo'd into from his 
                           Roundhouse throw (!). About 30% damage. 
                           Short range, but good for fliers.


--------================Elementary Combos================-----------
    I've decided to not put a slew of "True" comboes in this section 
due to the fact that there's so damn many……Instead here are some of the 
more reliable/simple comboes and pressure tactics…

35% 9-hitter : Ducking Short, Ducking Roundhouse buffered into 
                Roundhouse 'Molecular Shield'.

40% 12-hitter : Roundhouse throw, into 'Rising Flame' Super. Timing 
                must be impeccable.

Variable combo : Jump-in Short buffered into aerial "Photon Field". Up 
                 to 55% damage!

30% 15-hitter : (very close) Standing Roundhouse buffered into 'Photon 
                             Bomb' Super.

More to come next revision. =)

---------================= Assist Modes ==================------------

Assist Mode A : Doom  executes a 'Photon Shot'. Useful. Very useful.

Assist Mode B : Jumps in with a 'Molecular Shield'. Ok at best.

Assist Mode C : Jumps in with a 'Plasma Beam'. Very quick.

---------=================================================-------------

Special thanks to :  Derrick and Chris for playing such a whorish keep 
away game with Morrigan and Sakura. Without you I would not have to 
resort to using people you don't know how to anticipate. >=D

                      Mtn Dew : For filling my veins with enough 
                                caffeine to kill a small elephant.

                      Capcom : For advancing the Vs series yet again! 

Submissions? Mail em to lemurx@drunkenlemur.com

This and other FAQs are up for grabs at http://www.drunkenlemur.com

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