Burn in the Flames of the Faltine! Dormammu Combo/Strategy Discussion thread

Dash down-forward and c.H - that is my best.

K.

I’ve been trying to get a hit confirm into Dorm’s st.S. the best I can find is j.a cr.a st.B but ammy/phoenix/mag can duck under it. has anyone else found anything better out?

If you’re approaching via superjumps into j.H or j.S, you can link into c.H for a universal hit confirm, but the timing is not always friendly. Other than that, I’m afraid we’re out of luck against the smaller characters. I have a list in the main thread under the matchup section about which characters c.L, c.M will whiff on.

So Ive recently had this theoretical idea in mind of Dormammu being particularly nasty with Haggar assist. But what I’m wondering is if it would be more beneficial, on a landed Haggar, to OTG with a purification (even if by itself just to store spells or reposition or whatever, or into Chaotic FLame if it would kill), or to juggle on their way down with a normal Dorm Combo? I was thinking this could work well as Dorm xxx Haggar with the middle being Doom(beam) or Taskmaster. So a 2ndary question is which assist you think works better with Dorm between Task’s horiz arrows and Doom’s beam. I know Mag beam is awesome with Dorm, so I was wondering if Doom’s or Task’s assist are too slow to get the same effect.

Of course it’s better to combo.

Regarding your second character, use Doom - he can OTG off of Double Lariat.

Check out some of my Dorm combos in the video thread.

That’s mostly what I’ve been using. c.A xx st.S.

I usually only use c.m xx st.S against Ammy players that get Air Dash happy without having Glave Stance on.

I’ve seen your combos but I don’t understand what they have to do with a “no dark spell” “only one assist” combo.
Am I missing something?

Maybe you was referring to the damaging assists but you used molecular sheld that does less damage than plasma beam and you didn’t use the most damagin Skrull’s assist. I don’t get it.

Does no dark spell mean that I can’t generate one during the combo?

Here are two, one with stock and one without, using one assist.

I saw the two combos you posted in the first page of the video thread, the first one is a snap-back combo that starts with a naked :s: (!), the second one starts again with a naked :s:, uses both assists and X-Factor.

I’m going to use your post as an excuse to explain my philosophy regarding Dorm combos: let’s take as example my one

This is part of the “corner combo” categorie so, given that your opponent is in the corner, you will always be able to do that combo. The only requirement is having enough meter (but every level 3 combo had that requirement obv).
It’s practical because it “make sense” in a real gameplay scenario and with 4 meter it does almost kill even Thor.
It also uses only one assist so you can use the other one for mixups.

Regarding your mid screen combo: using a level 3 after just a j.S, s.M or using two level 3 in one combo doesn’t make sense.
For the corner combo: why using a combo that spend a total of 6 bars and a dark spell only to deal 30 more damage? (The highest stamina in the game is 1.250)

Only because you have an assist that allow you to charge dark spells during combo doesn’t mean that you must use the dark spell in that combo. Especially considering Touch of death combos, you can save the dark spell for the next character.

Anyway, on the style department your combos are great!

Hey BigD, good games at NCR. I was lucky that you didn’t know Tron’s Air S destroys the flame carpet. Your team gave me a lot of trouble!

I thought we were trying to see how much damage we could get out of Dorm under certain conditions. I didn’t know they had to be “practical”. Btw, I have used that Skrull liberation setup MANY times in real matches…

So after posting asking about Doom/Task and Haggar yesterday, I started lurking around the Dorm forums and came across vids of Big D in the vid thread. I love that team and strategy with Dante Dorm Doom! I was playing it all last night.

And I too was wrestling with the question of Jam Session vs Weasel Shot. Now, I think as the stronger player it makes more sense for Big D to express his thoughts to me/us rather than the other way around, but still felt the need to share…

For me each assist has one major pro and one minor pro. The cons really only being lacking the pros the other one has.
Jam pros: Sets up welcome unblockable (lay carpet, call Jam, trijump as they fell into carpet), works well as defense w/ Dorm
Weasel pros: Easy combo continuation/relaunch off otg carpet, holds them in place for rushdown a la Cold Star

Personally, I love the welcome game and have been going with Jam because that setup is just too good. It’s the best thing I ever thought of on my own for this game(a while ago), but I didnt really use these characters so I never got to use it much. So when I realized what team I was playing yesterday I was like “oh shit!” lol BUT, being able to extend the combo for relaunch is really important too. I dont really care about the scaling, personally. I just have trouble even comboing it midscreen. Yeah you can Jam into dark hole into Flame, but if you dont want to use meter, the relaunch feels way better. Are you able to consistently relaunch with carpet+Jam midscreen? If so, that would be my vote hands down. if not, then it’s a tricky question once again.

Also, I had another Dorm question, non-team specifc that came up as I was playing him last night, if anyone (or even Big D himself?) wants to field it:
I’m finding that characters who like to stay airborne a lot are giving my Dorm hard times. Not, like, jumping in a lot, but just moving around the screen in the air. They avoid dark holes, if theyre smart enough to be mobile then purifications are risky, and teleports are wayyyy less efective when you’re both up in the air when you re-appear. Not to mention avoiding carpets or fwd+Hs or beams (I’m using missiles like Big D, but if I ever switch, another problem presents itself) go without saying. I’m really into the teleport mixups, and that’s where this hurt the most. Any good meterless Dormideas for teaching (mobile) characters they should stay on the ground where I can kill them?

In every fighting game there’s always a character where every 2 or 3 weeks I get convinced I should be awesome with them based on their tools and my style. I test some teams, practice some tactics, it doesn’t work out, I drop them, wait 2-3 weeks, repeat. Dorm is this character for me in marvel lol Thats why I pop up in this thread once a month or so, hehe. But this time I really want to give him a solid shot and practice. I really like how he can dispatch Phoenixes, and trijumps and teleports are just too up my alley to ignore. And using the strategy of hoarding meter as if Dorm were Phoenix, and then breaking someone’s family in half with a 4/5 meter Dorm is just too great. So anyway, that’s that. Good shit on the vids, Big D. Keep it up. And if u feel like droppig any strats specific to your team, im all ears(eyes?)!

Jam Session lets you relaunch.

Midscreen? Seems like it knocks them away. I’ll try again I guess. Corner it’s no prob.

Check the main thread - if it’s listed as being able to relaunch mid-screen, you can do it. I didn’t list anything there that I wasn’t able to do at least once in training mode. In this instance, you want to launch right as the last hit of Jam Session connects.

We were trying to see how much damage Dorm can deal with practical combo.

Every combo should aim at being practical.

I was thinking from more like a triangle jump sorry I didn’t specify. Thanks for the list, I was just writing down who it didn’t work on but that list is great!

There’s comes a point in my matches that was up 3 characters to 1. at that point I am NOT going to call hidden missile assist(because doom stays on the screen sssoooo long and can be punished by the most simple tactics), but I might call Dante’s Weasel shot assist that keeps that opponent in block stun the entire time Dante is vulnerable. Dante Weasel shot benefits Dorm AND Doom, before when I was left with Doom/Dante alive I had almost no reason to call Dante’s jam session(outside of fancy doom corner combos) because I could not find a way to take advantage of jam session with Doom on point. So in a nut shell I feel that Weasel shot benefits the team better.

Having said all of that I have not fully explored dorm/jam session unblockables, and I know jam session cancels out dead pools bullets and taskmasters arrows so it can act as a “wall” of protection for Dorm in those match ups

the thing I like about dorm is he can control any area of the screen with his power up moves (sorry I don’t know the forum name for those moves yet I usually call em 2 reds 1 blue) if someone is jumping a lot try 1 red 1 blue will cover that air area of the screen immediately in front of dorm, you can cancel that into a stalking flames to push them back and charge up a few more power ups. If you can manage to get 3 power ups, I would go for 2 blues 1 red (because they cover a lot of the screen/air and front of dorm because while the meteors are coming down you can get 2 “free” powers while your opponent is in block stun.

So sorry about my Dante’s performance I was playing on a broken stick at the time, but I have been training hard for evo and hope to make all the dorm players proud
But in closing I think switching from a Haggar team to DDD you need to practice your blocking a lot more.

one last thing I wanted to add I feel that Dante’s offense is pretty straight forward, most top level players won’t be mix up with Dante easily. That’s why I think he benefits from having a assist that gives him unblockables or assist that enhance his zoning capabilities

You are most welcome. Feel free to contribute advice with the team you play, etc.

I usually say 3D0C, etc.

I like calling it during Hidden Missiles - it’s a command normal, so you can still call assists while using it.

I hope I get to see a lot of Dormammu at Evo.