purification or dark hole for his assist? whats the pros and cons of each?
It actually has the same total completion time Dormammu’s has. Phoenix’s is like 10 frames startup, 20 recovery. Dormammu’s is 13 startup, 17 recovery. Dormammu just has that animation that makes his teleport more obvious.
They are both bad. Basically, do you want an anti-air, or do you want a Cold Stars-like assist with much slower startup?
i tested out trons flame assist, i dont understand the rationale behind choosing which characters to give completely useless assists and others the opposite.
i noticed in you use purification, whats its application in the way you play?
Dormammu’s aren’t completely useless, they’re just situational and awkward. I suppose if you compare them to some characters’ assists, like Ryu, they’re actually very good.
Basically, I use it as a ghetto Captain Corridor as Sentinel during flight, and I use it to cover the vertical plane as Dr. Doom to cover Hidden Missiles on point, or to protect him from advances in general. You can use both in more complicated ways; for example, you can use Dark Hole to extend Sentinel’s combos. Call Dark Hole simultaneously with your Rocket Punch OTG, and you can relaunch from it or just get another hit or two in. Hitstun decay prevents you from doing anything crazy, but damage is damage, and meter is meter.
[media=youtube]SSosuiHFu8c[/media]
Liberation is Dormammu’s best assist, acts as an OTG when powered up and those great cheap damage when blocked. Just be bright and make sure your hands are stocked before you tag him out. That’s the assist I’ve been using and it has done wonders for my main teams, thus far. As of yet, given each of his assists pros and cons, there’s no valuable reason for me to rely on anything but liberation. That shit’s fucking good.
^seems like a lot of work just to one shot and then waste meters to safely get Dormammu in to build the Dark Spells charges and out to use them, not to mention Dormammu is much better using them when on the battle field, but each to there own I guess.
That’s probably how you used it, but with my main team it sure doesn’t play out that way, I ain’t going to waste pointless meter for the sole purpose of powering up an assist, when it’s already hard to built meter in this game as opposed to mvc2. Given that my team is composed of Dormammu on point /Tron/Doom. With Doom’s hidden missiles and Tron’s flame, needless to say I got my ass covered both on offense and defense. The times I tag out Dormammu are when I want to regain some red life when the opponent managed to heavily damage me, I safely tag him out and stock his hands. I proceed on tagging in Tron and use Dr. Doom’s assist to cover her ass up, for her to close in on my opponent. When I succefully get in on him and start my bnb combo in which, I always use Dormammu’s assist in said combo; thus making sure that power was of significant use. I don’t randomly call him everytime and waste meter just for him to re-stock, that’s not how you use that assist. And by that time my point character is mostly healed up and I bring him back on point.
There’s no loss of meter here. But like I said, it works well for my team.
Dorm’s back teleport put him at a distance where he cannot complete a ground sequence after the j.atk without air dashing first and dashing take a lot of time. This is the reason Phoenix one is better.
The only thing that’s good in Dorm’s teleport is that he can appear behind the opponent also if he is in the corner.
In what way do you Safely tag out? I thought raw tag outs/in where unsafe, in my case when ever I see a raw tag out, I make sure I punish it. Not to mention its a lot of work building up maxed Dark Spells against a knowledgeable Opponent.
Floating Bomb -> Stocks hands -> Tag out -> assist used in Tron’s Combo -> Dormammu back on point.
Given that I always make sure to make use of his assist while he’s healing, and tag him back on point as soon as he is, I don’t consider that to be a waste of meter.
If you use an assist before the teleport he can. You might also be able to call an assist as you are connecting the j.M to make the combo happen, but I haven’t messed with it.
If you use an assist before the teleport he can. You might also be able to call an assist as you are connecting the j.M to make the combo happen, but I haven’t messed with it.
Why isn’t anyone discussing liberation? D-3 kills spammers with the (damn near) instant startup and you can combo into CF. Feeling ambitious? XFC the last hit of CF and hit them with another one for 900,000+ damage because they want to spam some shit. That goes for everyone who stands there with sentinel, dante, deadpool whoever. Doesn’t matter. Hey, if you are feeling really ansty to get them out of there you can do C-3 on their asses and watch as they get stuck in not being able to jump. Teleport over them and destroy accordingly. Not enough damage? wait till they call an assist in then do it. Simple. At first when I see a phonix jump, I throw an H Purification before she starts throwing fireballs. I throw one more for chip and H teleport (above and behind her) in the air. Then i try to hit her with S. One purification>CF later and she’s pretty much dead. I say leave her alive with her little sliver of health, let them tag someone in and unload on that ass. OR they waste at least 2 supers trying to DHC so D.Pho is just that much further away.
Also what about finger shot? anyone know how many priority points? Does it nullify anything? Have to check the guide but I know even from full screen it combos into H Dark hole>CF for a crap load of damage. Same XFC possibilities apply.
Seriously you guys have got to think about stuff like this when you play dorm. He’s not Cable. He’s not sentinel or even black heart. He’s not a pure zoning character. He’s loaded with different options to stop a wide variety of attacks. Options like Liberation (3D) nullifies ALL projectiles, stops full screen spamming on the ground. Liberation (2C1D) in combination with Flame Carpet stops rushdown cold. In fact, if you hit them with Liberation (2C1D) and they are jumping in you can dash forward, walk a bit, cM, S, jMMHS, Purification, CF for about 700,000 damage. Anticipatory H Purification stops the jump back storm/phoenix like runaways. The options are there, you just have to think about what to use and the right time to use it.
Also keep in mind that NO CHARACTER can guard against everything. Every character does have a weakness. Dorms is the difference in his power when he has 0 hands activated and when he has 2-3 hands activated. Your best bet is to give him a powerfuls assist that can buy time for you to charge those hands. When building your team think about how long an assist can keep the opponent in a fixed position long enough for you to get at least 1 charge in. Doom’s rockets are amazing. Dante’s jam session is awesome, too. Anything that knocks back works well, too (like Mag’s EM Disruptor). Figure out which setup you want to go for and store the appropriate hands accordingly.
You have to do a lot more active thinking when playing Dorm because nothing with him is guaranteed until you hit them. His mixup potential is in his ability to hit anywhere on the screen whenever he wishes. What other character can say that? Not many if any at all. Active thinking is needed on our part to determine where the opponent will strike and when. No matter where or when it is, He has an option that can deal with it. Know this, choose wisely, and execute properly, and Dorm will be a great force on your team.
Hmmmm i like the idea of floating bomb>stocking hands. I’d been fighting tooth and nail with my opponents to stock hands lol. Oh and uh… D3 or C2D1 as an assists FTW! Love that shit. Now I can get it in more often. Oh and I use Magneto so Rom x 2, Hyper grav, S, jMMH, airdash, MHS, land, Dorm Liberation D3 (OTG), Gravity squeeze is… OMG… I get hate mail for that one lol. Just had problems charging the hands with Dorm. But I like Using Floading bomb just for that. Hadn’t thought of that. Nicely done sir. Unless someone else came up with it first. At any rate nicely done (somebody). Now i’ll be opening every match with jump back (advance guard/throw/throw tech if necessary), land, floating bomb, charge three hands. Wonder if I have time to tag out while floating bomb is chasing their asses down… MUST GET BACK HOME TO PLAY!!! Its MAHVEL baby!
Dorm projectile is one of the weakest in the game, it does not stop anything.
Good luck charging D3 against, let’s say, a good Deadpool.
I’m not going to let my assist die without me protecting him just to charge hands, also because my opponent has assists too.
Just my opinion.
Good stuff, but still risky in a some match ups, Raw Floating Bomb’s can be punished. I may experiment with Dromammu’s Liberation assist but its a one shot, and once its gone he’s pretty much useless as an assist, but if you’ve been making it work my hats off to ya.
It’s difficult to get 3 charges off against a good Deadpool, but I agree that it’s a good counter if you can muster it. Against Dark Phoenix, I usually save meter for Stalking Flare. It’s amazing how many people try to teleport behind you as soon as they see the hyper animation start up, and then she just eats it. Blowing X-Factor on an extra Chaotic Flame on one character is a waste unless you’re destroying your opponent’s team synergy entirely.
It has 1 durability point. It loses to pretty much everything in the game.
Indeed. I am thinking you just need to rush with Dormammu using beam-teleport cross-ups against Deadpool.
I just figured out that if you use Jam Session right off of the teleport with j.M, it all connects and leads to a full combo.
If someone could make a video of the following, 'twould be amazing:
Mass Change , j. + :a1:, Mass Change , j.:s:, s.:s:, sj., sj., sj.:h:, sj.:s:, :dp:, :qcf::atk::atk:
Amazing that it works. There are probably other assists with a similar effect. Yes, you can just dash forward and launch during Jam Session, but that’s not nearly as cool looking! Since Dante can also extend Dormammu’s mid-screen combos, this might cement him as one of his best partners (crap, I don’t like Dante).
1D stored, midscreen, 1 meter, Dormammu Dark Hole_Purification Assist, Dante as A1
crossup sj.C, s.A, s.B, d/f+C+Jam Session, dash, s.A, s.B, S, sj.BBCS, land, dash, Thor Mighty Smash Assist–>d/f+C, qcb+A, qcb+A, 3D, P1+P2 (Dorm+Dante CrossOver Combination), qcb+A, qcb+B, S~tk 1D1C, d/f+C
Dormammu finishes Chaotic Flame before Million Dollars, allowing him to charge shortened Hellfire. I think its a much better idea to use OTG d/f+C+assist as a combo extender after aircombo rather than going for generic purification xx CF. You’ll get more meter and better positioning. If you use the right assists, they’ll allow you to charge spells midcombo to do more damage.
[s.A, s.B, d/f+C+assist1, S, sj.BBCS, dash, d/f+C+assist2, whatever] is a good framework to get creative and more meter building combos and put your opponent in the corner to boot.