Im theroy fight here but that might not actually be a waste Samuri. If it pins them down long enought couldnt dorm add a garunteed Purification to the end of CF?(Kind like you can do to assist at the end of CF) If so then dorm could potentially get 2 CF with out a XFC, that would be pretty nice if you ask me.
Well t doesn’t actually pin them to the floor, hit effects still apply so they’ll still pop up from chaotic flame, just makes it so if their feet are on the ground and they have control of their character, they can’t jump. Also, I didn’t know you could call an assist after chaotic flame. I mean I know you have enough time to 5A in the corner or 5B into a combo if it’s off raw chaotic flame point blank (lol who does that?) but to actually get an assist off?
Also just a thought but I really wish Dorm’s Purification or Liberation assists were Dark Matter or Flame Carpet… it’d be so much more useful. Or hell, give him dark spell assists so he can charge level 3 destruction. On the 4th call he does the explosion… that woulda been way better.
Traps can be destroyed with normals, one hit is enough.
Flame carpet lasts 3 second, must be blocked low and can’t be destroyed that easily.
Imagine a keep away team: Doom on point with Dorm’s flame carpet as assist. You can also call the second assist before the carpet has vanquished…
Your opponent can’t even teleport behind you lol
Our section of the forum would be fulfilled with rage threads
Karst I was taking what samurai said to literal, thinking that C3 would actually pin you to the ground, making CF end in a kind of boot leg hard knock down. So NVM what i was saying about that, but has anyone else CF and Assist and then juggled them with purifications after. I did it the other day against a guy in player match not thinking the assist would still get caught, just doing the purification to add some chip to Cf or tag him in case he tried to advance foward. Then I see his assist get hit by the purications, i guess it was because they were both still on screen.?
How does everyone start their matches with Dormammu? I have recently started walking toward my opponent until the match starts, and then doing a backward ground throw (if they are close at the start of the match) while calling Skrull assist. If I win the throw, fine, I get to start the match with some healthy distance. If my opponent techs, Skrull pushes my opponent back to mid-screen, providing time and healthy distance. if my opponent jumps, I get a s.H, which, as an anti-air, pretty much beats every air attack in the game except for a j.L, which most characters are not able to combo off of, and almost no one goes for at the start of a match.
This is a difficult question for Dormammu, because he moves too slow to guarantee space at the start of the match; if your opponent wants to be in your face, he will be there when the bell rings. So, thoughts? Please, no “I don’t like Dormammu on point” responses.
I pretty much only play Dorm on point lol, the rest of my team can fight for themselves and he’s too fun to use. In the beginning of the match I’ll make my decision depending on the character; some characters I’ll just block and take the throw because they can’t do anything after. Sometimes I’ll walk towards them pretending to be aggresive and because everyone is so used to going for air throws, I’ll just go for cr.M and get a free combo. Other times I’ll go for irregular timed jumps before the “FIGHTTT” comes up, this way Dorm will probably land as soon the fight starts and my opponent wont know whether to go for ground or air throw.
I usually just go for an air throw while calling jam session, or try to lay down a flame carpet. If I think they’re going to jump, just c.Ming them at the start of the round works too. I like your option select throw / anti air idea but if they have tron or haggar or an assist that lets them combo off of j.L, you might be in trouble.
How fast does flame carpet come out? I wonder if you’re guaranteed to get one out at the start if you’re mashing on it?
I like to mix it up between holding UF and then pressing Back+C like you said, throwing Flame Carpet and calling Akuma, crouching Medium and calling Akuma, jump back and teleport behind plus Sentinel (if they are being very passive at the beginning), and just holding U/F and pressing C.
So I hit the road (final round, The ‘UPPER’-CUT,Dallas, TX, Ultimate Fighting Game Tournament-
Chicago, IL, Revelations -Los Angeles, Nor Cal Regionals , Fight for the Future-Albuquerque, New Mexico) pretty hard this year with my DDD team
Dante (jam session) dorm (black hole) doom (hidden missiles)
The standard problem I had with dorm was his blocking animation. The orange bubble dorm does hides my opponents position. It wasn’t really that bad until my last few trips, where the tread of level one x factor killing my point(Dante) and then getting a mix up on Dorm for almost a full x factor combo took off. There’s probably not much anyone can do. It’s just incredibly annoying when your tournament life relies on you seeing which side wolverine is going to be on and Dorm isn’t doing too much to help ya.
In the middle of the trip I switched from Dante jam session assist to wissle shot because the damage scaling is a lot less. Not sure if that is the right move or not.
I actually feel pretty good with Dorm vs Zero. One of the components to zero’s game play is his buster. Dorm can CF him if Zero gets predictable with them or at the very least BLOCK THEM!!! A buster hit = free mix up opportunity. Another thing to consider is one Dorm combo and zero is pretty close to dead.
One match up felt foolish for losing was the torn+ sent drones vs dorm. I lost to 3rd) Kerahime~<3 in Chicago at UFGT and 7th Tim “Wentinel” Wen - @ nor cal regs. But I wasn’t sure what Dorm/doom could do once tron was square jump with H, while drones trailed behind her. I tried C.M like a good little Dorm and got full Life comboed for it. Another time I tried to set a flame carpet and was astounded to find out Tron’s air S? Goes right through it. L L L L L
I’m all ears on what anyone thinks is the best thing to do.
And something I found out during the trip but didn’t have time to post it was ….
There are quite a few OTGs that work for example tag in doom st.m, F+H to air combo. This is great in situation where you only have 3 meters.
Or Dante’s tempest ( dp with light) OTG works as well
Tron can be frustrating; c.M beats out most of her approaches, but if you screw up the timing, you die. Sometimes I just prefer to slowly zone her out because of this. I also feel as though Zero is one of the less frustrating rushdown characters to face, if only because c.M beats out his j.H a good portion of the time, and he can’t dash dance quite as crazy fast as others can.