FIGHTER FILE 17
Doctor Doom sits in slot 17 of 21 on the select screen, rates 4 of 5 for ease of use, and wears 2 costumes in 17 colours.
Doctor Doom excels at mid to far range due to his focus on projectiles. His Unique, Nullify Shield, can negate the opponent's projectiles to give him the upper hand at range. His dash and backdash teleport him, meaning he can cross over past the opponent.
Fires a high-speed beam.
The version fires at an angle, while the version covers a wide area.
version Skill Gauge cost: 25
Universal
An indirect attack using a projectile or other means.
Emits an electric shock in front of Doctor Doom.
The and versions deal additional hits, and allow Doom to move before the opponent even when blocked.
version Skill Gauge cost: 25
Universal (grounded)
An indirect attack using a projectile or other means.
Universal (aerial)
An indirect attack using a projectile or other means.
Aerial version
An attack that triggers a Break when near the corner.
Lunges toward the opponent, grabs and slashes them.
The version teleports, allowing you to approach while evading attacks.
Landing this move twice within the same combo will trigger the Combo Limit.
version Skill Gauge cost: 25
Universal
A direct attack performed by the character.
version
An attack that triggers a Break when near the corner.
version
Gains invincibility to attacks from midway through the action.
Summons a satellite laser from above. The laser moves slowly towards Doctor Doom, stopping after a certain distance or on contact with the opponent. It then fires an attack after a delay.
The version appears in front of Doom, moves away from him, and has a longer delay.
The version follows the opponent's position.
As it takes time for the attack to trigger, you can time your own attacks in tandem with it.
version Skill Gauge cost: 25
Universal
An indirect attack using a projectile or other means.
Super Skill
Fires a powerful energy blast from his pistol, causing an explosion.
The aerial version fires at an angle below.
Skill Gauge cost: 50
Universal
An indirect attack using a projectile or other means.
Gains invincibility to attacks from midway through the action.
Ultimate Skill
Summons magic circles to restrain the opponent, then launches an attack with Doombots.
At close range, the attack changes and deals more damage on hit.
At far range, the attack takes longer to come out but will track the opponent's position.
After use, Nullify Shield receives a power-up for the rest of the round.
Skill Gauge cost: 100
Universal
An indirect attack using a projectile or other means.
Gains invincibility to attacks from the start of the action.
A move that triggers a power-up.
Tōkon Assemble
Performs a strike, and then a series of attacks with the entire team.
This move is only available when losing the current round would end the match.
Skill Gauge cost: 150
Universal
A direct attack performed by the character.
Gains invincibility to attacks from midway through the action.
Sets up a barrier that defends against projectiles. The + input places it farther away.
The barrier can also function as a ranged attack capable of hitting the opponent, though it breaks when hit by any non-projectile attack.
Holding the button grants an additional hit.
After using Latverian Legion, the barrier stays out longer before automatically disappearing.
Universal
An indirect attack using a projectile or other means.
Clashes with projectiles on contact.
Unrestricted movement while mid-air for a limited time.
Universal
A technique consisting of only movement.
Swaps the character you control.
You can select the ally to swap in with
/ / .
Member Switch is available when allies are summoned via actions such as Assemble Assist or Assemble Rush.
It cannot be activated when the leader or assist characters are hit with an attack.
Fires a beam forward.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost when performed after an attack connects: 1
Universal
An indirect attack using a projectile or other means.
Fires a beam at an upward angle.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost when performed after an attack connects: 1
Universal
An indirect attack using a projectile or other means.
Summons a satellite laser from above, performing an attack after a delay.
Assemble Gauge cost when performed after an attack connects: 1
Universal
An indirect attack using a projectile or other means.
Fires a beam at a downward angle.
A Member Switch can be performed immediately if this move hits the opponent.
You can select the ally character who appears for Assemble Assist Aerial with / / .
Universal
An indirect attack using a projectile or other means.
Follows up with a lunging attack.
A Member Switch can be performed immediately if this move hits the opponent.
Assemble Gauge cost: 1
Universal
A direct attack performed by the character.
Performs Antimatter Extrapolator as a follow-up after an attack.
Automatically changes the leader character when performed.
You can select the ally character who appears during Super Assemble with / / .
Assemble Gauge cost: 1
Skill Gauge cost: 50
Universal
An indirect attack using a projectile or other means.
Gains invincibility to attacks from the start of the action.
An attack that hits as an overhead.
From the startup until midway through the action, the attack will continue even if hit by the opponent. On hit, an ally appears and performs a follow-up. Additional inputs can trigger more allies to appear and extend the follow-up.
You can select the ally character who appears with / / .
This move can also be used with zero Assemble Gauge, though follow-ups are not available.
Assemble Gauge cost: 0 to 3
Universal
A direct attack performed by the character.
An attack that cannot be blocked while crouching.
Will not be knocked back by all attacks except for throws from the start of the action.
Follow-up 1
A direct attack performed by the character.
An attack that triggers a Break when near the corner.
If no stage movement occurs during the Break, it will knock the opponent down.
Follow-up 2
A direct attack performed by the character.
Launches the opponent high, creating an opportunity for a unique follow-up.
Follow-up 3
A direct attack performed by the character.
A lunging attack that tracks the opponent.
Although it cannot hit crouching opponents, it is invincible to Assemble Assist attacks and projectiles from the start.
On hit, an ally appears and performs a follow-up. Additional inputs can trigger more allies to appear and extend the follow-up.
You can select the ally character who appears with / / .
This move can also be used with zero Assemble Gauge, though follow-ups are not available.
Assemble Gauge cost: 0 to 3
Universal
A direct attack performed by the character.
Gains invincibility to projectiles and attacks from non-Leader characters from the start of the action.
Follow-up 1
A direct attack performed by the character.
An attack that triggers a Break when near the corner.
If no stage movement occurs during the Break, it will knock the opponent down.
Follow-up 2
A direct attack performed by the character.
Launches the opponent high, creating an opportunity for a unique follow-up.
Follow-up 3
A direct attack performed by the character.
Moves away while preparing for an attack from the opponent.
Upon successfully guarding against an attack at the start of the move, performs a counter-attack followed up by an ally.
You can select the ally character who appears with / / . A Member Switch can be performed if this move lands.
This move can also be used with zero Assemble Gauge, though follow-ups are not available.
Assemble Gauge cost: 0 to 1
Universal
Automatically performs a counter-attack in response to attacks from the start of the action.
On successful parry (counter-attack)
A direct attack performed by the character.
An attack that can hit opponents during invincibility, with exceptions.
A counter-attack performed by an ally, available only when blocking an attack from the opponent.
You can select the ally character who appears with / / .
A Member Switch can be performed if this move lands.
Assemble Gauge cost: 1
Universal
A direct attack performed by the character.
An attack that can hit opponents during invincibility, with exceptions.
This move can be performed when input quickly in response to the opponent's Crossover.
An ally intercepts the opponent's counter-attack.
You can select the ally character who appears with / / .
A Member Switch can be performed if this move lands.
Assemble Gauge cost: 1
Universal
A move that does not hit as an attack.
Performed when input right before the opponent's Crossover attack would land.
Your ally intercepts the counter-attack, then performs an attack of their own that sends the opponent flying.
If the character sent flying hits the leader character, it puts them in the Disassembled state, preventing them from using Assists for a duration.
You can select the ally character who appears with / / .
A Member Switch can be performed if this move lands.
Assemble Gauge cost: 1
Universal
A direct attack performed by the character.
An attack that can hit opponents during invincibility, with exceptions.
Performs a throw attack that has limited range but cannot be blocked.
The opponent cannot be thrown when they cannot move, such as during hitstun or blockstun.
The grounded version moves a certain distance toward the opponent when used outside of point-blank range.
This move triggers the Break effect, as well.
Throws can be escaped by performing the same throw input the instant you are thrown.
A leaping movement.
Before landing, you can either jump again or perform an aerial dash a single time.
A high leap.
The trajectory can be altered during the action with or .
Teleports forward.
Teleports backward.
Teleports forward while mid-air.
Teleports backward while mid-air.
Defends against the opponent's attacks while standing.
Cannot defend against low attacks and throws.
Defends against the opponent's attacks while crouching.
Cannot defend against overhead attacks and throws.
Defends against the opponent's attacks while mid-air.
Cannot defend against throws.
Close to Opponent
Far from Opponent