Which, if either, do you guys think make for a nastier teleport mixup for Dorm, Magneto beam assist or Doom beam assist? Doom’s is by far the easier juggle, but I’m looking for the optimal mixup. Any other notable assists for Dorm in general to make his teleports or tri/boxjumps or whatever particularly dirty? Theoretically I’m thinkin’ Felicia, Mag, maybe IM, Doom missles and beam.
Really what I’m doing now is trying to play a structure of xxx Dorm yyy where x is a strong battery and mixup point and y is a utility assist that shouldn’t need to be played as point if all goes well, so therefore has to make x and Dormammu amazing. So last night I played a lot of Dante Dorm Magneto, knowing Mag beam gives Dante AND Dorm incredible teleport mixups. The game plan is pretty much an MvC2 structure of battery/user/assist, and consider Dorm to be my closer despite him being in the 2-slot. And if things go wrong… well, Magneto and Doom ain’t too bad as 'throwaways." Hehe
I made the mistake of not playing any training mode first last night, so I kept dropping the juggles off Mag beam (with Dante and Dorm), but I’ll figure out how to not do that lol The mixup is the key thing. I still really dig big D’s team, and am trying to learn Dorm in a rushdown and zoning environment and see which I like better (and then ultimately combine them).
Oh, and a simple non-team specific question: If the opponent actually blocks a teleport mixup, whats usually a good continuation? Im inclined to go tri/box jump nuts, but button pressers are getting unearned damage that way. It doesnt seem like Dorm has the most impressive block strings (I’d love to be wrong on this), do I just need to retreat and try again?
Magneto’s is faster and leads to more damage. Doom’s is easier to combo off of and has more projectile health.
Pretty much, which is why I dropped the beam assist for Dormammu. If your attack fails, cancel it into Flame Carpet, retreat, gain space, try again or zone. I could go back to the beam assist one day, but once I started fighting people that could block it consistently, I was far less impressed with it. It’s still good, don’t get me wrong. It’s just not what I want, and it doesn’t help Dormammu’s zoning much.
I don’t have many opportunities to play the game offline unfortunately, and being the online so bad I actually spend most of my time in training mode. There’s a tournament coming up and I’m trying my best to get ready for it and one of the things I’m struggling the most is hitconfirmming Dorm’s launch reliably. I was wondering if it’s ok to superjump cancel the S into flight/dark hole to make it safe or if I’m better off chaining into carpet and not going for the launcher.
I see Karsticles mentioned cancelling into carpet for +frames advantages, but I didn’t see the superjump cancel situation adressed. I’m not sure how safe it would be and while I’m personally inclined to do it because it’s so much easier than carpet, I don’t want to get into bad habits and be punished for it later. Anyways thanks for being one of the best dorms and taking time to answer stupid ass questions lol.
Personally, my own choice is to just use assists that protect Dormammu’s bad hit confirmation abilities. So, I will call Molecular Shield and rush, and if I hit my opponent I get my combo, but if I don’t the rocks keep me from getting mauled. Otherwise your only realistic option, unless you can get c.H to work for you reliably, is to play like MastaCJ and learn to hit confirm from your j.S or j.H, and if you aren’t sure, assume it was blocked and jump again as soon as you land.
I spend 2 days to try make some easy bnb i can do online and dhc into any of my character.
I only play online so i wanted to keep those combo easy and simple to do and i have bad execution lol.
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[FONT=arial][COLOR=#000000]all suggestions are welcome.[/COLOR][/FONT]
I like the video because it puts together some useful combos and because it underlines the synergy between Dorm and Sentinel but if I have to be sincere there’s nothing new here.
If you didn’t already try reading the “Team Building, Page 4” part of the Karst’s Guide, also you may want to check these four videos.
a friend of mine found a set up that may kill phoenix with chip damage and 3 meters.
so with team DDD
Dorm on point and 3 meters loaded. snap out either thought combo or corner throw. Dorm’s stalking flames dhc to devil trigger,this is the tricky part, if phoenix blocks thunder bolt and stalking flames on the same frame she can push block Dante away, but if not thunder bolts are unpushblockable( you know what I mean) if I can get the timing down I can kill phoenix without risky much of any thing.
A brief bit of strategy that may come in useful (apologies if it’s already been mentioned, I haven’t read the whole thread yet). If you can successfully tag one of your opponent’s assists with Dorm’s Purification, you can keep doing the pillars over and over and the assist will be trapped in them until you stop. I’ve managed up to 4 consecutive pillars, but I’m sure you can do more if your opponent doesn’t stop you. Depending on whether the initial pillar hits the opponent’s point character/how quick they are to stop you/what level of X-factor is active, this could kill off an assist that’s been giving you problems, or potentially give you an out to Phoenix if your opponent is silly enough to call her outside of a combo. This isn’t something you’d want to do when the assist is anywhere near full health, or you’re likely to be punished for it, but it’s something to keep in mind if the option presents itself.
I don’t think this is unique to Dormammu- Hulk can do the same or similar with his Gamma Wave, but it’s arguably easier with Dormammu because there’s no charge motion involved.
You can infinitely juggle an assist with any OTG move that recovers fast enough to hit each time before the assist recovers. AFAIK, this covers most of the OTG attacks in the game. Wolverine can even df.M over and over to kill an assist.
got to play umvc at evo and had some streaks with dorm. crouch medium was def different. his combos for the most part are the same too (the change on level 3 was nice). carpet is still useful but yeah doesn’t save your ass anymore if you get hit. also i’m not sure what happened but when i dhced from dorm ball to mags it disappeared or something. anchoring is hard now because of air xf but its still doable. and maybe its just the demo or my imagination or something, but he felt faster, at least comparing him to the mags of the new game