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Rocket cancel, parry cancel, melee weapon swap cancel, melee hard falter. Cyberdemons melted in seconds. Stand and parry first as you're learning the game, it's fine. But if you wanna spend the time, you will find deep mechanics that allow for insanity. Review TOMORROW!

144,815 views • 1 year ago •via X (Twitter)

11 Comments

Under The Mayo's profile picture
Under The Mayo1 year ago

My official ONE HOUR review of DOOM: The Dark Ages

Solarsuit.Games's profile picture
Solarsuit.Games1 year ago

🤠 We're a small indie team making a Space Western game that mix together cRPGs like the original Fallout and top-down shooters like Ruiner. Featuring real-time combat, organic roleplay, and a deep narrative with different endings 🚀 👉 Wishlist on Steam

Peter Ian Staker's profile picture
Peter Ian Staker1 year ago

This game fucking rules, it’s the perfect evolution and I love it so much. It’s pretty much just as fast as doom eternal in a different way and everything feels so good.

Under The Mayo's profile picture
Under The Mayo1 year ago

The speed is shocking. The sprint is SO quick, and the shield bash is the meathook on crack.

Alice 🇵🇸🏳️‍⚧️🇺🇦🔆's profile picture
Alice 🇵🇸🏳️‍⚧️🇺🇦🔆1 year ago

Im ngl, when I was watching the trailers it looked badass but I was kinda worried about how slow it looked. Now I am not worried about this anymore

Under The Mayo's profile picture
Under The Mayo1 year ago

When you know how to push it, the game is crazy.

Plague Doctor James 1984ed's profile picture
Plague Doctor James 1984ed1 year ago

Under the mayo only hates Alien isolation because it was the only game he couldn't turn into Doom Eternal

Under The Mayo's profile picture
Under The Mayo1 year ago

Good one!

DB ✂️🎞🇹🇹🇺🇸's profile picture
DB ✂️🎞🇹🇹🇺🇸1 year ago

id: yea we took out hot swapping under the mayo: hold my faltering system

Greg Shapiro's profile picture
Greg Shapiro1 year ago

Dude…. This looks fucking insane holy shit

Innocent's profile picture
Innocent1 year ago

When I think of The Slayer terrorizing demons in hell I don't see him double jumping and dashing I see him giving them the hands in between gunshots Literally canonically accurate Doomguy in this video

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My current thoughts on dealing with Ingrid’s setups, teleports, and beams 👇 Still feels pretty underdeveloped, but here’s what I’ve got so far. 0:00- As a counter to OD parry, meaty OD Hadoken or charged fireball. Even if the parry succeeds, you’re still around +6, so you can punish with 0:12- Safe jumps after MK Tatsu or LP DP. Anti-air invincible reversals can still be blocked, and OD parry can also be covered. 0:28- Counterplay against setup into teleport. If you block from farther away, it tends to become a true blockstring. If you move in and crouch block, it becomes easier to DP or Perfect Parry the teleport. 0:42- If dealing with it from farther out, Perfect Parry first, then if you see the teleport, anti-air with cr.HP or similar. 0:44- Against setup > stock charge or teleport, buffer Perfect Parry Drive Rush beforehand. Go under the teleport with whiff cr.LP > turn-around cr.LP. If you see the charge instead, check with or similar. 0:56- If you recognize either the horizontal or overhead teleport, anti-air with cr.HP or st.LP > st.LP. 1:15- Use Hyakki preemptively against the setup, then go into the HK follow-up if you see teleport or charge. 1:28- Walk forward and parry as a read against mid setup. If you get a close-range Perfect Parry against the mid setup, sweep can punish. 1:33- If they start mixing in heavy setup, use Parry Drive Rush into cr.LP. 1:40- If they use setup at close range, it’s at least possible to react and aim for a sweep trade. 1:46- Against non-enhanced beam, Perfect Parry > 6HP will reach unless it hits at max range. You can also whiff punish missed beams with Drive Rush and similar options.

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31,960 views • 2 months ago