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

Most of the top tier characters cant hit the opposite top corner, what makes it risky? I usually only charge 2 that way I am free to teleport or block if i need to. All 3 leaves u falling to ground with little mobility.

Yeah finding those little oppurtunities to charge one or two dark spells on the ground then combining that with charges in flight mode at the peak of a super jump is the best strategy. Its too risky in this game to stay in one spot in this game for any amount of time so keep moving and charging. The great thing about charging spells is if you think people are gonna get too close to you, you can just activate them in one frame and keep people back.

Masta CJ doesn’t use dark spells because he doesn’t play a zoning Dorm. Dorm is easy to pick up, but I think his rushdown is easy to pick up. However if you’re going to play a more zoning oriented Dorm, then he’s not as easy to learn. Dorm’s zoning, IMHO is more beneficial than his rushdown. I think his rushdown supplements his zoning, as oppose to replaces it.

As much as I think Dorm rushdown is fun, it’s so much better and more fun to summon meteors while calling Doom. As Viscant said, it’s Sent/Blackheart all over again! (with Dorm/Doom)

As much as I love Doom missile assist with Dorm, I really have a bad doom, so he becomes a major liability to my team. And I won’t take the time to learn him, because I’m just love Sentinel and Hawkeye too much to ever put any time in Doom

I actually use the Beam since I can’t trust Dorm protecting Missiles consistently. Though I wonder what are the best ways for Dorm to protect the assist. Dark Matter -> Purification in front of the opponent?

Is there a professional Dormammu player who uses the Dark Matter xxMass Change combo? None of the notable Dorms I know use it and I wanna see it in action in a match just to see the setups and consistency of it.

I said FChamp should learn it on his stream and I got attacked by a bunch of his dickriders.

I think the reason is because it’s very dependent on spacing and timing. How far away you are from the corner, how fast you cancel into teleport, and it might even depend on the characters (bigger characters fall faster, some have weird hitboxes, etc).

I’ve got them down pretty much 100% in training mode. I havent landed them once yet in a tournament match yet but its really difficult because of the position you have to be in on screen to land it cleanly. It’s definitely gonna help me step up my hit confirm game.

Like adjusting off of a random J.S hit and going into the combo is hard, but if you’re punishing a shield skill or something, it shouldnt be too hard.

The corner darkmatter xx fly j.mhs,j.mhs combo is very easy to confirm into.

Also the best blockstring to use for confirming into dark matter combos is cr.L,st.H,f+H. I dont know why everyone uses st.M in all the videos ive seen for the dark matter combos.St.M is a very inconsistent move.

I thought he was talking about going straight from Dark Matter into a teleport then combo.

I actually learned about the corner combo a few weeks ago, it’s such a great combo too.

What about Justin Wong showing off the midscreen combo (on his stream) that he did with Dark Matter -> Flight, ADUF, then ADDF, j.H? Isn’t that easier than the Dark Matter xx Mass Change?

The guide says that if you’re more than halfway from the corner, use Mass Change L. Near the corner, use Mass Change M. I wonder if it’s the fact that you have to pay attention to your position in such a fast-paced game that makes the Dark Matter xx Mass Change difficult to use consistently in a tourney match.

Well my problem with the guide combos was that, not only does it rely on your spacing, it relies on where the opponent is (because the Dark Matter will hit at different times depending on how far away you are from them), and how fast/slow you do the teleport. Like when I’m doing my Viper corner combo, I can do a TKed Burn Kick right after Seismo but I have to wait until the opponent is at the right height.

It isn’t with the exception of Raccoon.

I find it harder tbh. But you have quite a lot of time to fly over and hit them with :s:. Justin’s combo does less damage than the standard but it’s good because it allows you to get a Dark Matter combo on a airborne opponent. With the mass change combo they have to be grounded when you hit them with st.:h: otherwise they are too high for the spacing to work properly. All in all it’s easy to confirm the mass change combo, I’ve done it in online matches and the only reason I drop it is because of lag. This is me demonstrating how you can do it from almost anywhere.

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Since we’re on the subject of Dark Matter combos, when you catch an assist character, would it better to use a Dark Matter combo or just the simple chain series?

Do you know where this video is? I want to check it out

It was posted at: http://shoryuken.com/2012/01/20/umvc3-justin-wong-in-the-lab-with-rocket-raccoon/ But, the stream is down now.

I finally pulled off a Dark Matter x Teleport combo in Training Mode. Gomu’s video definitely helped as I looked at when to cancel into the teleport. While I still have some trouble, I can at least do the BnBs listed in the strategy guide. I wonder if cr. M would be a better starter for a Dark Matter combo since it slightly launches the opponent in the air.

Def seems a lot more consistent. Just doesnt have the same mixup potential as a teleport does.

If you want the most consistant thing go with c.L, s.H. dark matter. Crouching and standing M dont hit some of the cast when they are holding down. So that prob is the safest thing to learn until you learn to use different combos on different characters.

And yeah just always use L teleport (unless you’re more than halfway to the corner) and air dash down. If you are more than half way to the corner, thats when you use the M tp.

After doing it, I want to see Dark Matter combos on stream since it is a BnB in the guide. It’s not really that hard to do, as long as you are aware of your surroundings.

yeah i really dont get why stream players dont even do flight combos. it ads so much more damage and isnt really hard at all. Maybe they just dont really read forums or try stuff out so they just keep practicing the same stuff over and over?

Jimmy was doing Dark Matter combos during TNT on Thursday.