It seems to be always from the opposite side unless your opponent’s back is right next to the corner. Also, you can wait a little bit before the first j.:h: so you’re closer to your opponent.
There is a few of them up on Youtube.
[media=youtube]5lmmySaqDLE[/media]
What I want to know, is it possible to relaunch and go for another Dark Hole Fly combo or will they flip out?
They flip out, not sure about how it is in XF3 though since it’s got next to no use in XF3 for me.
I can get an MMHS relaunch after the dark hole fly combo but the timing is strict
Good stuff.
Without tagging on a super whats the damage and meter gain look like?
Haven’t checked meter gain, but it gets around 600k meterless and 800k fully mashed erotic flame
^Good shit mayne!
I’m pretty sure it builds it’s own meter with a good chunk left over because the fly combo by itself builds almost a full meter. I can’t consistently pull this off to get an accurate measurement (not sure why I picked ammy, joe, and rr as my training dummies).
my word oh boy is looking crazy, Thats the 2nd combo that pays for itself.
So I’m doing some theoryfighting in my head, and am wondering what you guys think. I’ve always been a big fan of grapplers and command throws, but I also happen to love dorm. He’s just so stylin’. So, I look at his 0D3C and see how it prevents jumps, and I can’t help but see an opportunity for free command throws. Obviously the opponent can still fight back, but at the very least it locks them out from the simplest method of avoiding a command throw. So I can’t help but think of doing goofy shit like hitting them with 0D3C and then catching them with Skrulls M elastic slam, or Nemesis’ L tentacle slam or his level 3.
Of course, setting up this situation seems potentially awkward. Either you have to have Dorm personally lay out the 0D3C and then switch to somebody else, or you have to set Liberation as Dorm’s assist, which still requires him personally getting 3C. So I’d have to start with Dorm on point or something.
Obviously this isn’t something you’d base your whole strategy around, but it seems like something fun to think about at least. Maybe good for online trolling or something. What do you guys think?
It’s a huge amount of work. If you can charge 0D3C, you can probably charge something else and be scarier, and without having to swap characters.
Trolling it is.
I’ve been curious today as to how much damage you can do from a normal hit confirm using 2 bars, because that’s likely what you’ll have to use at the start unless you want to burn your x-factor.
My main team is:
Wolverine/Dorm/Iron Fist
Barrage/D.Hole/Rising Fang
Before today I had only been using a combo starting with Wolvie from :l::h::s:, ending in grounded Fatal Claw DHC into Chaotic Flame. It was universal and did just a little over 950,000, so I was very happy as it kills more than half the cast.
This lead me to more experimenting with the team, and I found that starting with a really simple 50/50 at mid screen or closer to the corner combining Berserker Slash and the Rising Fang assist you can wave dash up and carry on from the wall bounce. The whole thing goes:
Call Rising Fang assist > Beserker Slash > wave dash up if necessary > st.:h:, st.:s: > SJ > j.:h: xx Drill Claw, j.:h: xx Drill Claw, Dive Kick, st.:h:, st.:s: > SJ > j.:h: xx Drill Claw, j.:h:, j.:s: > call Dark Hole assist ASAP > df+:m: (OTG) > assist hits > Beserker Barrage H (mashed) xx grounded Fatal Claw DHC into Chaotic Flame
The combo does between 1,090,000 and about 1,120,000 for the 2 bars depending on if you do 1 or 2 Drill Claws in the first launch. I know for sure it kills Chris and Taskmaster anyhow. If you start it from mid-screen the initial combo will take longer to start than if you did it in the corner, meaning that if you do two Drill Claws in the first launch, you probably wont be able to do the final Drill Claw or get the :h: after it because of the timer, or whatever weird system the game uses on top of its normal hit-stun deterioration. You need to hit the final Drill Claw to :h:, :s: because this floats you back a little and positions you perfectly to call the Dormammu assist when you land, otherwise the Dark Hole is off the screen.
I do know though that for 1 bar and X-Factor level 1 it does the full 1,250,000+ if you activate before or after the wave-dash bit. Having X-Factor level 1 activated allows you to always be able to do the full amount of Drill Claws, which is needed to get you over the Thor life gauge, instead of trailing off just a little short. With only X-Factor level 1 you can reach just over 1,000,000 without spending any meter.
It’s pretty disgusting to me that any character coming in has to either guess right or probably die given my execution holds up.
Anywho, that’s what I’ve been thinking up today and I thought I’d share it and ask if you guys have similar combos or setups which lead to big damage for low meter expenditure without gambling on a reset.
(I know this isn’t focused on Dorm but he makes it possible with his unique assist properties and damaging super)
Came up with a decent X Factor 2/3-specific combo.
Corner:
c.:l: :h: :s:, neutral super jump,
:h: :s:, land, Flame Carpet (DF+:h:), X-Factor Cancel, Dark Matter (F+:h:) xx flight
:h: :s:, land, jump
:h: :s:, land c.
:s:, neutral super jump
:h: :s:, land, Purification xx Chaotic Flame
kills anyone, doesn’t work on smaller characters (but doesn’t need to).
A couple combos I do.
Corner:
j.:h: :s: c. s.:h: :f::h: j.
:h: :s: c.
:h: :s: j.
:h: :s: :dp::l: :qcf::atk::atk:
Damage w/o mashing: 745,500
Damage w/ full mashing: 783, 400
Notes: I can get the j.:h: :s: without flight, but smaller characters require flight.
Getting the j. after :f::h: may be a little difficult, but the trick to getting it is to press
as soon as you jump. Some smaller characters may require you to use j.:l: instead(which is easier, but scales pretty badly).
Mid-screen or corner:
j.:s: c. :h: :s: j.
:h: :s: Wesker assist :rdp:
or :h: j.:s: c.
:s: j.
:h: :s: :dp:
:qcf::atk::atk:
Damage w/o mashing: 769, 500
Damage w/ full mashing: 807,100
Notes: The otg doesn’t have to be Wesker, but he seems to work the best.
When teleporting, make sure you use the correct one. If they’re still mid-screen, use :rdp: , or :rdp::h:.
If they’re closer to the corner, use :rdp::h:. Using :rdp: will cause you to whiff.
For the second combo, you can also do Flight after calling the Wesker assist, move forward, j. H, j.S, then c. M, S.
I like those two together.
I do that in the corner sometimes, but I add a c.:h: instead of the c.
Been working on some teleport combos and came up with this one:
Mid-screen:
j.:s: c. s.:h: :f::h: :rdp:
or :h: j.:s: c.
:h: :s: j.
:h::s: :dp::l: :qcf::atk::atk:
Damage w/o mashing: 708,700
Damage w/ full mashing: 747,800
Notes: This is one of hell of a tricky combo, but it’s possible. The hardest part is the teleport after :f::h:
If you use :rdp::h:, wait one second before doing j.:s:. Doing it too early will cause you to hit with only c., doing it
too late will cause you to hit with c. :h:, but the :s: will whiff.
Now if you go with :rdp: instead, be sure to teleport about a second late.
Any earlier will cause you to be infront of you opponent instead of behind, missing the combo.
Also, if you decide to use this teleport, use :dp: after the air combo.
What about using Mass Change L in the combo?
wwwwwwhhhhhaaaaaaaatttttttt???
[media=youtube]U8DAgyX1pp4[/media]