I have a question about Dormammu’s 2 red one blue spell, the volcano one. I was messing with it in training mode and it seems like it is an overhead. Can anyone else confirm this? The computer cannot block it low so I guess it should be obvious to me but I just want to double check with others. I was messing with it in resets and think I have come across some more unblockable resets (which may or may not be news to anyone) using the spell. Resetting them close enough to the ground and cancelling that normal into this spell seems like a good set up. The initial part that shoots up forces them to the ground (if they block, if not then you get the combo anyway) then the second part that rains down seems to be an overhead, in which case you can just go low for an unblockable. Anyone else tried this?
its not an overhead
thanks for the reply.
Ok, I was doing some testing with comboing off of EM Disruptor midscreen. I was wondering how fast do you need to combo after the ADD j.H.
This is what I do:
Call Disruptor, Mass Change M or H, j.H/j.S, st. L, st. H, f + H xx Mass Change L, ADD j.H, j. MHS, land, st. M,S, j.MMHS
After I do the ADD j.H, I try to jump up to hit the j.M and the opponent flips out sometimes. Now I’m wondering if you need to wait for the opponent to fall a little bit before hitting the j.H. Does anyone have any suggestions?
Or maybe I need to wait until the opponent is a bit lower to hit the st. L since after the crossup, the opponent is above Dormammu.
Why not just do the vanilla combo?
Call Disruptor, Mass Change M/H, j.H, j.LHS, jLHS, s.MS, sj.MMHS, dp.L, qcf.AA
^Yeah I was gonna say you can get two jump loops of LHS off teleport disruptor. Its probably a bit harder to confirm because of the opponents height after disruptor is different sometimes. If you do get the confirm though its easier to do after the initial hit.
Yeah, it is a bit harder.
I tried the LHS loop variation. I can only do one loop and then when I try to go for a 2nd LHS loop, the opponent’s already near the ground since Dormammu is higher than the opponent after Disruptor hits. So, I usually go cr.MHS into launch. It’s about 720k total.
The key is to delay the period between the H and the S as much as possible. You can pretty much touch the ground with the first rep before they flip out.
Yeah, I got the whole combo down last night, though getting the st. M after the second loop can be tricky. I probably need to delay the S in the 2nd loop as well. Does a total of about 734k with mashing. The Dark Matter combo off of Disruptor did about 770k with mashing. Though I did do a Dark Matter flight corner combo off of Disruptor which does about 800k with Jam Session involved. I think I’ll save the Dark Matter Disruptor-assisted combos for the corner.
The j.LHS loop combo off of Disruptor will be something I’ll keep in my arsenal.
Can someone help me get this?
[media=youtube]uLCrmTqXuog[/media]
At 1:42, Zak Bennett does Dark Fire and DHCed into Stalking Flare and manages to charge two creators and a destructor and is able to activate it all before the Stalking Flare finishes. I can’t get the timing down for the spell charging. I can get the rest of the combo. I can do it no problem if I already have it charged but I just cant get it otherwise.
I’m not sure on the timing of when to start charging either because you can’t see Dormammu and sound won’t always be available at tournaments.
You just need to spend a lot of time practicing. There’s no special trick to it because you can’t see Dormammu. Bon Voyage makes your combo hits variable, so you can’t go on that either. You just have to learn the timing, and it’s pretty tight.
After watching the video more closely, I’m seeing that he is actually doing just 1D1C. I was trying 1D2C, which just seems to be impossible if you don’t already have at least one charge.
The timing on the 1D1C is still a little strict though, but I’m actually getting it. Thank you for your quick reply.
I could be mistaken, but I believe I’ve been able to charge 2C1D and release it before the DHC Stalking Flare finishes and then be able to squeeze out a Chaotic Flame or something.
Hah, and I misread you as asking about 1D1C.
I’ve never seen it happen. If you want to use 1D2C, I recommend X-Factoring the Stalking Flare. The combination of the flare and 1D2C does like 500K damage on XF1.
[media=youtube]fLWw7DwRJVQ[/media]
Just started playing Dormmy. Made this. Perhaps something to consider? DEM DRONES!
Cool use of 2 blues. Didnt know you could get a H dark hole after them if all the spikes hit.
Still though its ultimately pointless. Dorm can get around 800k for 1 meter with no assists. Spells can be saved for way better things.
U can extend dark matter teleport combos with drones , U need to call the drones after u get the jump loop to hit , and then after u launch/ MMHS , you can get another jump H/S , does about 840/850k , but pretty hard to time.
Okay, thanks dude. I’m totally new to the character so I don’t know. Just thought it might be something interesting for you guys. It does look kinda stylish though, gotta admit. XD
yea its cute, but for one more charge you can get so much more.
Im still looking for an optimized team with dorm second, since my current just has too many glaring weaknesses
Deadpool, Dorm, Doom is a good one.
s.L, s.M, s.H, M Quickwork (calls Dorms Alpha Assist) QCF H +H with deadpool, etc.
Doom missiles and Liberation is too good. Also Doom Missles cover you if you wanna get them red/blue hands going.
I’m also finding Nova, Dorm, Sent to be quite good.