Voodoom is the king of mixup. With two different formes that are as different as chalk from cheese, and work in different ways, Voodoom is an obvious contender for the role. Voodoom's two forms(henceforth referred to as Voodoom and SworDoom) help to give it a lot of flexibility to deal with the situation at hand. SworDoom excels at quick, light hits, building up chip damage, while Voodoom relies upon slower attacking with access to zoning options and a projectile to compensate. Voodoom's also a nice character for new players, because of its variety of options that open up different avenues of play.
http://www.ivnbvn.com/batcap/voodoom.html
Above link will go to Voodoom's character page when it gets one.
In the moves section, I'll be listing Special Normals along with normal moves that pique my interest as well.
Moves
Voodoom
j.A - "Needle Drop"
This move is identical for Voodoom and SworDoom. The user clutches its needle, aiming it downwards, and based on spacing, user either drops for another hit, or does a crossup. Can be used for a (relatively) safe crossup, though against the likes of Cyclohm they will probably Tri Attack you first.
j.C
I don't mention this move for comboing ability. This can be used to push back opponents who meet you midair. Could be useful in a pinch I guess.
5C
If spaced right, hits twice.
f.5C
Quick knockdown if you need one.
4C
Another quick KD.
6C
Normal Voodoom's best anti-air. As a side note, it hits adjacent opponents on the ground as well, so if timed right you can get a quick hit + roll back to prepare yourself for their assault with a Dark Pulse, Vacuum Wave etc. or even a Night Slash if you're sure they aren't blocking.
Dark Pulse
Your "projectile", alongwith your zoning weapon for pushing opponents. This isn't as good as the other projectiles, due to it not going entirelya cross the screen, but it is still a decent zoning weapon. C-Pulse covers around half the screen, A-Pulse a little distance, B-Pulse somewhere in the middle. X-Pulse is basically C-Pulse but with potentially additional damage if your opponent is placed right.
Vacuum Wave
Your zoning weapon for reeling in opponents. You can use this to launch groundstrings if your opponents aren't alert and blocking. Distances for buttons are similar to Dark Pulse. X-Wave has less recovery compared to A-Wave(not sure on this part).
Needle Arm
A-Arm is a quick hit that pushes your opponent away, B-Arm is a punch that travels about same distance as B-Pulse, while C-Arm is a slower hit that knocks down.
2C
Just like all other 2Cs, is a KD. I mention it only to warn you that you should probably use one of Doom's other options to KD because Doom has noticeable recovery time from this.
Night Slash
Works on both Voodoom and SworDoom. This is the key to Voodoom's mixup game, alongside Grab. Night Slash has 3 versions which hit different distances across the screen. It KDs, meaning you can get ready to setup your offense. Night Slash switches Voodoom to SworDoom, and makes Voodoom a whole lot faster, greater comboability, and vast amounts of chip damage sources. The downside? Taking a hit without blocking(including grabs) automatically makes SworDoom revert forms, so you have to be careful when you defend. Even Whirlwind will make it revert forms. This means that if you slip up in your offense, you will be punished, and badly. You also have just 1 special, Night Slash.This does mean that you might not need Xs as much however! X-Slash is ggreat for comboing, and crosses you up.
SworDoom
SworDoom is all about using normals. It has Night Slash for covering distances across the screen, but for the most part, he will be relying upon constantly doing chip damage. Unlike Voodoom, I won't be listing his normals, ebcause pretty much *all* his normals have uses for comboing etc. They're all various sword slashes, with different angles and so on. Suffice to say, they're built to suit SworDoom's chip damage and hit-and-run styles. The only issue with SworDoom is that activating it can be difficult, due to a whiffed Night Slash being ripe for punishment.
Please do post with comboes(because all of mine will obv. suck since I don't use comboes very much), and discuss the latest addition to BatCAP!
http://www.ivnbvn.com/batcap/voodoom.html
Above link will go to Voodoom's character page when it gets one.
In the moves section, I'll be listing Special Normals along with normal moves that pique my interest as well.
Moves
Voodoom
j.A - "Needle Drop"
This move is identical for Voodoom and SworDoom. The user clutches its needle, aiming it downwards, and based on spacing, user either drops for another hit, or does a crossup. Can be used for a (relatively) safe crossup, though against the likes of Cyclohm they will probably Tri Attack you first.
j.C
I don't mention this move for comboing ability. This can be used to push back opponents who meet you midair. Could be useful in a pinch I guess.
5C
If spaced right, hits twice.
f.5C
Quick knockdown if you need one.
4C
Another quick KD.
6C
Normal Voodoom's best anti-air. As a side note, it hits adjacent opponents on the ground as well, so if timed right you can get a quick hit + roll back to prepare yourself for their assault with a Dark Pulse, Vacuum Wave etc. or even a Night Slash if you're sure they aren't blocking.
Dark Pulse
Your "projectile", alongwith your zoning weapon for pushing opponents. This isn't as good as the other projectiles, due to it not going entirelya cross the screen, but it is still a decent zoning weapon. C-Pulse covers around half the screen, A-Pulse a little distance, B-Pulse somewhere in the middle. X-Pulse is basically C-Pulse but with potentially additional damage if your opponent is placed right.
Vacuum Wave
Your zoning weapon for reeling in opponents. You can use this to launch groundstrings if your opponents aren't alert and blocking. Distances for buttons are similar to Dark Pulse. X-Wave has less recovery compared to A-Wave(not sure on this part).
Needle Arm
A-Arm is a quick hit that pushes your opponent away, B-Arm is a punch that travels about same distance as B-Pulse, while C-Arm is a slower hit that knocks down.
2C
Just like all other 2Cs, is a KD. I mention it only to warn you that you should probably use one of Doom's other options to KD because Doom has noticeable recovery time from this.
Night Slash
Works on both Voodoom and SworDoom. This is the key to Voodoom's mixup game, alongside Grab. Night Slash has 3 versions which hit different distances across the screen. It KDs, meaning you can get ready to setup your offense. Night Slash switches Voodoom to SworDoom, and makes Voodoom a whole lot faster, greater comboability, and vast amounts of chip damage sources. The downside? Taking a hit without blocking(including grabs) automatically makes SworDoom revert forms, so you have to be careful when you defend. Even Whirlwind will make it revert forms. This means that if you slip up in your offense, you will be punished, and badly. You also have just 1 special, Night Slash.This does mean that you might not need Xs as much however! X-Slash is ggreat for comboing, and crosses you up.
SworDoom
SworDoom is all about using normals. It has Night Slash for covering distances across the screen, but for the most part, he will be relying upon constantly doing chip damage. Unlike Voodoom, I won't be listing his normals, ebcause pretty much *all* his normals have uses for comboing etc. They're all various sword slashes, with different angles and so on. Suffice to say, they're built to suit SworDoom's chip damage and hit-and-run styles. The only issue with SworDoom is that activating it can be difficult, due to a whiffed Night Slash being ripe for punishment.
Please do post with comboes(because all of mine will obv. suck since I don't use comboes very much), and discuss the latest addition to BatCAP!