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Monday
Feb072011

NORMAL MOVES

Standing C

Damage #s are (standing/crouching/air)

L - LIGHT (55k/53k/55k)

Crouching L chains into it self but Standing L does not. 

M - MEDIUM (72k/70k/81k)

Two hit attack that will hit the opponent who is in an OTG state such as after an Exchange after an air combo. 

In the air, this attack hits twice as well. 

H - HARD (101k/80k/94k)

Standing H is a two hit attack that can OTG. Jumping H is a beam attack.

S - EXCHANGE (100k/NA/90k)

Foot Dive attack that results in a hard knockdown which means you can follow up with an OTG attack such as Standing H.


COMMAND NORMALS

Forward C

HARD KICK

TOWARD + H (90k)

Launching attack that combos from Standing M or H. 

HIDDEN MISSILES

BACK + H (20-113k)

Dr. Doom launches a series of missiles into the sky. Useful when used in conjunction with another assist to keep the opponent locked down.

FOOT DIVE

TOWARDS + H IN AIR (90k)

Dr. Doom performs a dive kick with steep horizontal range.  Works well in attack strings and loops.

 SPECIAL NOTE

Dr. Doom can cancel nearly all of his basic attacks into a dash, both in the air and on the ground.  This allows Dr. Doom to continue attack strings in the face of Advancing Guard use.

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