That move is called “Bon Voyage”. I was talking more against characters that get hit by 1D2C while airborn, and are thus brought into a hard knockdown state.
in that case the fireball is probably needed but honestly i don’t know firebrad moveset well enough to tell.
Let’s say in the corner I hit someone with Magnetic Shockwave DHC Stalking Flare. Good position to be in for Dorm, no doubt. But in this situation, what is some good stuff to do (assuming I have 2 chars left, Magneto beam at my disposal) to keep on the pressure and attempt to convert the “good position” to “blew them up?”
I figure throwing in a purification or 2 couldn’t hurt. And I’m honestly not sure if they can air dash away afterwards or are forced to land from that. But if the latter, I’m thinkin’ droppin a carpet, calling Mag when they’re close to the ground, then box jumping or teleporting could be good. Also it’s pretty well known that Dorm gets great mixup action off Mag Beam into teleport in general, but again, they’d have to be grounded to make that my next attack. Also I could probably use the time from the Flare to charge a couple spells, so could the next attack be 1D2C or 2C (the one with meteors but less of em) into box/tri jump?
Sorry, just looking for the good ideas to “close the sale,” so to speak, when I’m in that winning position. I play Dante Mag Wesk, but also really love Sent and Dorm as anchors for Dante/Mag, especially since Dante and Dorm are the 2 best abusers of Magneto beam assist in the game imo (maybe Wesker too). So when Dante’s dead and I land a hit with Mag, I figure combo to Shockwave to Flare (unless Chaotic Flame would outright kill, then just do that) to some sort of continued attack would be the right line of play. Any ideas?
It’s heavily matchup dependent. In my mind, if you can zone, zone. If you can’t zone, rush and mix-up with beams.
You’re saying on a landed Stalking Flare in the corner, I should back off and start zoning?? I know you’re the Dorm expert, but that seems kinda backwards. If there’s any time to attack, it would be that, no? I mean, you don’t even do a purification while the Flare’s hitting, or anything?? Obviously I CAN zone, but in that situation, why would I? I’m confused.
Plus, if your answer is “zone” or “mixup,” I was kinda hoping for some specifics. I mean if you think about it, saying to either zone or rush down is like advising that I put my Marvel vs Capcom 3 disc into my XBOX and turn the power on lol
I gave a general response because I can’t possibly cover all the possible situations.
If you’re going to rush, trijump j.L into c.L is your best solo option, and doing some kind of Mass Change + assist is your best if you have that, at the most basic level. If your team is well built, you can actually do both in one blockstring with no risk of dropping the combo if the trijump lands.
However, here are some situations you simply wouldn’t want to rush at all:
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Your opponent has Tron/Haggar assist. I am 90% sure that you don’t have enough frame advantage to do a mixup while they’re in blockstun in this situation, which means your opponent can pop these and kill you if you try to rush. Thus, it’s best to back off.
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Your opponent is playing a character that Dormammu has no hit confirm against. In this situation, you can risk a j.L, c.L mixup, but your hit confirmation is non-existent, and you just have to risk the launcher. If your mixup failed, you die.
I’m a little suicidal though, so I’ll generally neglect 2.
That’s good stuff, but I’m refering specifically to the situation in which they’re being hit, in the corner, by Stalking Flare. I know there are good followups to this, such as purification, or charging spells. Again, Im not sure if they can air dash on the way down, or if they’re forced to just fall. but I’m looking for good followups specifically for that situation.
Oh, hit. For some reason I read block. As a hit, there’s nothing you can really follow up with beyond one Purification, really, if even that. It’s better to DHC into Chaotic Flame. You won’t get much off of a corner Stalking Flare in terms of Dark Spell charges because the Flare gets its hits in too fast. If you have 1D2C charged, you might be able to get that off and then OTG Purification into Chaotic Flame. If you Magnetic Shockwave your opponent before he touches the ground, you could theoretically superjump and spike your opponent with j.S as Dormammu after the DHC and then OTG into Chaotic Flame.
Your opponent is going to be too high for a mix-up. So, either have a guaranteed combo follow-up, or just go for an air throw. That’s all there is to it. Unless you have specific assists, like Jam Session, which reach high and could let you get a reset via Mass Change mixups.
My rationale for Stalking FLare was that, if Chaotic Flame didn’t outright kill, that Flare would lead to better rushdown followups. It’s, of course, possible that I’m quite wrong on that. Though that’s why above I was asking if they can air dash or double jump or whatever on the way down from the Flare (with or without purification). If not, then we can attack/mixup when they land. If so, then either we can attack/mixup based on how they try to escape, OR we just simply don’t have a real followup.
But mostly, I figured Dorm landing either super in the corner should put him in a great position to attack, and that’s what I was wondering about. After a landed corner Chaotic Flame, should we always be going for the sL into air throw or air combo type thing? Perhaps THAT’S the better way to go when Magneto lands his hit (into combo into Shockwave into DHC etc)? Basically I’m just trying to plan out my options on how to seal the deal if I have DOrm in the back of Dante Magneto instead of Wesker. Like, if things go my way, I want to map out how I convert from “advantage” to “kill.”
In my experience, it’s best to Chaotic Flame and then air throw reset. I don’t even bother with the s.L link.
Oh ok cool. I actually thought you had to sL to air throw. Good to know.
I figured Id through this out there for anyone who plays on pad . If you have trouble with mashing or want a garunteed mash that wont activate XF (or dont want to destroy your trigger buttons) Use Either L3 or R3 as you mash button (PS3 only, I dont think Xbox pad has pressable anolog sticks.) it works good as hell and prevents the above.
A lot of misinformation in this video, and some things have actually changed about this combo in Ultimate. Some people have already mentioned that it IS possible off a down exchange. That is still true in Ultimate, however it’s a little different.
In vanilla, not only could you do the normal S ender from a down exchange, but if you knew how to position yourself high enough, you could actually end with a j.H, land, then t.H, Dark Hole xx Chaotic Flame. Though it was possible in/near the corner, since the old t.H wasn’t cancelable, it was much more difficult to link the Dark Hole due to less time before the wall bounce. This has completely changed in Ultimate.
Not only is this reliable in the corner now due to the t.H being cancelable, but from my limited testing, it seems this is no longer possible mid screen. Something changed about the trajectory from exchanges that has made the final j.H not land midscreen. I only spent about 15 minutes trying to do it, and I haven’t experimented too much with changing the combo to accommodate for this (though I am going to mess with this more this afternoon before the stream), but for now, my conclusion is that it doesn’t work midscreen anymore off a Down exchange.
Edit: Also, just for the record, the video mentions how if you have too many hits you cannot connect Purification xx Chaotic Flame at the end. This has been covered before in one of the threads here, but it was possible in vanilla – it simply required you to cancel the Purification immediately after it hit. I haven’t tested this specifically in Ultimate. I assume this because purification was already subjected to hitstun scaling in vanilla, so nothing about how this works should have changed.
Ok, I was right (in thinking that I was wrong based on limited testing time :D), it is possible midscreen still. The timing is just much much more strict now. Before, the trick to getting the Down Exchange to work midscreen was to not buffer the Fly cancel off the exchange hit, and instead, cancel the hit into Fly with a small delay, to allow Dorm to travel upwards a little after hitting the opponent. This left Dorm some extra room off the ground after he air dashed Down+Forward. This still works, but the timing is much more strict. Now, you must essentially let Dorm get as high as possible before activating flight, then immediately air dash Down+Forward and immediately j.H. It seems that the difference is that j.H doesn’t stop your momentum like it did in vanilla. So where before, you could Air Dash and actually time your j.H to use it as somewhat as a brake, now hitting j.H makes him continue to glide into the ground.
Even when done incorrectly, you can still get the j.H xx Dark Hole reps, it’s just the final j.H or j.S that is dependant on the height. I didn’t think to try it at the time, but I would think that once you learn to recognize if you got the correct height or not (which is easy to tell), you can salvage your combo on a failure by simply doing Air Dash, j.H xx Dark Hole, j.HS. That should work since you’re still in flight mode. I’ll test it later and post up the results. Regardless, it’s good to see that it still works, and I’ll definitely be experimenting with it more, to see if I can come up with a variation that is easier to do consistently, with maybe different air normals, or a different direction air dash or something.
Bout to run to work, so I apologize if this is known already I’ve been out of the loop for ever.
Dormamu can do standard launcher combo knockdown, land, flame carpet, c.H , S repeat on small characters in corner.
I got it to work on ryu as well, but it’s kinda weird, you have to walk back after you land.
I’m not sure if this was in vanilla, been a while since I played.
Again I apologize if this is known, I only have like 2 mins I gotta run, I’ll edit it from work.
Nice! I’ll have to try that out in Training Mode sometime.
It wasn’t in Vanilla because Dorm couldn’t link cr.H xx S in that game.
c.H always chained to s.S. You are thinking of c.L to c.H. What KOH posted is possible because of changes to Flame Carpet.
Anyone figure out Dormammu’s new flight combo yet? I know Olaf did it a couple times on stream somewhere but have since forgotten.
What I have found that works for me is a little variation. After the initial hit of the down exchange -
j.:h:, Fly, j.:l:, j.:h:, :l: Dark Hole, j.:h:, :l: Dark Hole, j.:s:
For some reason I find it hard to do that in the corner so I just go back to the old one in that situation.
Oh that’s interesting - j.H first? I’ll have to try that.
Personally, I’m horrible at doing this combo because I never know which side Dormammu is going to come from. I hate TACs, so it’s not something I’ve ever really learned - is there an easy formula for consideration?