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

I really dont like Doom last at all, shit anchor idc what anyone says hes a crappy anchor, and against a good player, doom isn’t getting in on anybody without an assist.

Unless I can find some tech that makes him less free at the start of the rounds (god damn is he free at the start of rounds) imma have to hit the lab and experiment with some characters

Wesker/Dorm/Magneto
x/Dorm/Akuma
x/Dorm/Dante

Sounds like some good teams if you want dorm 2nd. Magneto, Dante and Akuma are some of his best support characters that arent Doom or Sentinel. All of them are better anchors than doom, except maybe Dante.

When it comes down to Dorm/Akuma, would the best strategy be just to rush down hard with Tatsu pressure and treat Dorm like he’s Magneto to a certain degree?

One of my main strategies in using Task/Dorm/Akuma is to rush down hard with Tatsu (with a few notable exceptions (Haggar/Hulk/etc.) and DHC Dorm in via Chaotic Flame or Stalking Flare after a Task combo ending with Air Legion Arrow LH with some much-needed breathing room. That way I can get advantage with Dorm along with H.Arrows and Tatsu. I know this will not happen all the time, so I do have some concerns since I’m not too comfortable (yet) about having Dorm with an anchor that doesn’t have a full-screen horizontal assist. I’ll probably watch more MoonZ and see how he uses Ammy with Akuma.

I do know Tatsu makes Dorm’s teleport mixup game about as dirty as Dorm/Disruptor shenanigans.

I disagree. Doom have great mobility if utilized properly.
LVL3 X-Factor is a bit of a waste on Doom though. He really doesn’t need it. A simple combo into Dooms level 3 will kill any character though.

He’s not the best anchor but he’s certainly not bad.

Hello all, when I play dorm with doom, I always use plasma assist. I have some fun sequences for zoning like fwd+H plasma fwd+H xx purif xx stalking flare, etc. Generally for lockdown and chip, nothing too cutting edge.

Anyway, I had an idea tonight for doom dorm ammy (with the idea to swap in dorm so he gets both assists and some meter). I feel like I want missiles for this squad, but wondered if anyone had some pet sequences involving missiles for a nice long lock (assume ample meter so stalking flares can be involved). The holy grail of such sequences is one that can bridge the gap between protected missiles calls for an “infinite lockdown” from doom call to doom call. I figure:

A. While obv an infinite lock doesn’t exist, something close would still make for an excellent zoning sequence.
B. With theoretically unlimited meter, such a lock sequence COULD exist with stalking flares.

Anyway, I don’t have my xb with me so I can’t do my own lab work yet but if this sparks some discussion(fingers crossed!) Ill come back with my own findings. Again, I’m not asking for a combo, but for some nice long lockdown and/or screen control sequences involving hidden missiles.

Thanks!!

PS. Since I’m, again, without lab access, as a 2ndary basic question, can dorm use cold star with flame carpet to relaunch after an air jMMHS? I know he can with missiles, but want to be prepared for any combos confirmed off of missiles. Thanks!

Yes, Dorm can. Zak Bennett is known to relaunch with Cold Star.

So if you have 2 meters with Dorm and Dante backing you here’s a nice little THC combo that does 1.09 mill in the corner. It does more than Dark Matter jump loops into BBCS Dark Dimension. I’m pretty new to Dorm so if there’s a more optimal combo let me know.

j.H/S cr.LM st.H f+H xx Fly, j.MHS j.MHS, st.M xx THC, Destruction Charge x2, Liberation, f+H xx Dark Hole xx Chaotic Flame

So it takes 2 to start, but you build the third during the combo. If it’s already in the thread I’ll search for it, but what’s the optimal Jam Session extender? I just find that it scales the hell out of the combo and I do less damage overall.

In regards to mid-screen dark matter jump loops how imperative is going for the second rep? I’m no stranger to difficult combos, but along with some of you above I’m having some trouble with consistency. Can the slack be picked up with a proper assist extension or should I just suck it up and grind it out?

Doing the 2nd loop depends on how fast you do the teleport after the Dark Matter. If anything and you know you can’t get a 2nd loop, go for MS or cr. MHS. Still 700+K damage.

If you want a long-term lock with Dormammu, you want Hidden Missiles, not Plasma Beam.

Depending on the team, I can lock someone down for 9 Stalking Flares in a row if I start with 5 bars. It deals about 1.5 million in chip damage if everything is blocked. It’s not a team that most would enjoy playing, though, since it means using Dormammu without attack assists.

I run Firebrand/Dormammu/Morrigan.

However, you could try running Doom/Dormammu/Morrigan. Start the match running away with Doom while calling Dark Harmonizer, build 2 bars, and then DHC Dormammu in.

I actually haven’t tested the numbers as Dante’s only in my side team, but mid screen you can land after an air series, tri-dash forwards, call Dante and lay a Flame Carpet, SJ up and tri-dash back down with j.S and then relaunch. In the corner you can do the same but if you can get a relaunch with another assist you can extend at the end with Dante into Dark Hole xx Chaotic Flame. Provided Dante isn’t the next character in your team order, if you delay the Dark Hole a little bit and the delay the cancel to Chaotic Flame you allow yourself time to immediately DHC after the Chaotic Flame, which is necessary for stuff like DHCs to Magnetic Tempest.

Is this extension possible even after Dark Matter jump loops or as an alternative? If it doesn’t work with the loops than in the corner after Dark Matter that’s a free spell charge and you still get the same damage which would be pretty appealing. After throw into the corner with Jam Session I know you can charge a spell then Dark Matter into the wallbounce and continue the combo without losing any damage. Spell charging mid-combo. :tup:

Extending with Jam Session > Dark Hole works regardless of even super extreme hitstun deterioration which makes it a good ender. I’ve not looked too much into charging mid combo except for getting 1 before Level 3, 1 after level 3 and then extending with Dante and getting a 3rd charge during that.

Edit:
Eugh I’m such an idiot. I’ve been playing this team for like 6-7 months now (Wolv/Dorm/IF), and it’s only just occurred to me that I can charge 3 spells during my corner combo, adding 50k onto my BnB to make it do 868k starting with tri-dash L to cr.L. This happened the other week with Wolverine when I squeezed and extra 60k out of my BnB with something I tried when I first started playing the team back on Ultimate’s release but dismissed and forgot about.

It’s amazing how you can miss something like this for so long and then all of a sudden have moment of revelation out of nowhere.

Very nice! So what is the missiles/flare sequence that keeps the lock? I don’t really need 9 flares, just a good sequence or two with missiles.

Seperate question…

Whenever I summon spells I’ve almost exclusively used 1D2C (meteors). I know 3D can be good, but not my style. Anyway, when watching f-champ at ect recently, I was intrigued to see him casting mostly 2D1C (inferno). They both seem to have the benefit of completing even if hit, but I was wondering if one is better than the other and why, and assuming the answer is “they’re both good, its situational,” in what situations would inferno tend to be preferable? Maybe as a defensive measure since it throws up a make-shift pillar in front of dorm?

They both seem really good, and id think to mix up both. But if there’s something I’m not aware of that makes one clearly superior, I wanna know! Thanks guys!

My guess is because inferno is completely safe. Meteors are good for far away, but they won’t always hit people in your face. And if they do it’s never much more than a couple hits.

I’ve been trying to level up my Dormammu but I need to know if this is the max damage I can get on this combo?:
[media=youtube]n3zT6hhqqSc[/media]

Does 801k and I have the exact same combo except after the air combo in flight mode ( :07 in the video) I do Chaos Dimension and them flame carpet into Haggar’s pipe AND THEN doing Dark Matter -> Dark Hole -> Chaotic Flame and it does around 1.2 million. Costs 3 meters (builds one) Another question for other Dorm players…what’s the combo that FChamp does after a TAC? All I remember are two Dark Hole’s in the air :stuck_out_tongue:

I like to use 2D1C for characters that like to rush you down, 1D2C for characters that like to keep away.

Check F. Champ’s matches from Big Two tonight to see some really strong Stalking Flare lockdown. It’s not a set-in sequence, it’s a bit of an art.

2D1C is best for anti-rushdown and anti-teleporters, since 1D2C can whiff against both. 1D2C is something you want to use against low speed characters who need to approach you, like Dr. Doom and Morrigan. Throwing 1D2C against someone like Dante is suicidal unless he’s in the air, and if he is, you should count yourself to be so lucky in the first place!

Liberations are all about the matchup. It’s part of what makes Dormammu so fun. You need to always think about what you need/want out of the situation you’re in. I would never stock 3D0C against Haggar, but I’ll stock it every time against Hawkeye. Against Wesker I’ll never use anything but 2D1C.

Karst made a pretty good explanation of the situations of 2D1C, but the practical uses of 2D1C far outweigh 1D2C’s. I made a video about it ages ago which is a little outdated now and I want to update it, but it’s still showing examples of why it’s a really strong spell (ie, a gtfo move and a rediculous combo tool):

[media=youtube]-4RGTQu7baM[/media]

Edit: Don’t mind the music lol.

I think Dorms spells still have much more room for creative use , especially 3 B and 2 B. U can x factor / teleport the 2B on a hit confirm and jump loop on the other side , something ive been saving. Also people should look into 2R 1 B otg capabilities. Ive been using it in my doom/dorm/sent team.

Combo into knock down , OTG Inferno , raw tag into doom , and then he has enough time to otg with m into 2 footdive loops. 2B1R and 2R1B can both be cancelled on the first frame and they will still come out , ive been using 2C1D cancelled into stalking flare / calling assist + charge spells again / etc to lockdown characters who cant do anything about it. All in all so far fillipino champ is playing Dorm the best way from what ive seen , although different dorms have stuff he doesnt. for example he still doesnt do DM teleport/ wave dash combos. But his keepaway is clean , very clean and that is the best way to utilize dorm IMO.