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

It’s likely very good, though I dont personally know if and how Dorm assists help Viper’s combos. A simple trip to the Viper forums could clear that up for you, though. Disruptah is excellent for her neutral, and we all know Dormington appreciates some Disruption here and there. DHCs from Viper to Dorm should do incredible damage on top of her already obscenely damaging meterless combos. If one can make the spacing work right, I’d imagine too that Dark Hole could work as a nice lockdown tool as well, though we all know better locks do exist (which is probably irrelevant anyway). I dont know if her OTG assist would work to extend Dorm combos like Wesker’s does, as I have virtually no Viper experience, but if it doesnt, it’s def not any kind of deal breaker. If it does, though, that’s some top quality icing on your cake (unless you’re committed to her overhead assist, which is strong too). If you’re already proficient with all 3 characters either solo or in other contexts, synergy-wise, I don’t see why this team couldn’t be a stone killer.

Really, nothing? I’d have figured some like-minded missiles-Dorm player would have a field day gabbing about this shit. I could rant endlessly on my own approach, but just figure there are players with more experience and higher quality tactics whose ramblings would benefit the thread far more <shrug>

Thats one of the biggest concerns for Dormammu. Knowing when to switch from zoning to rush down and vice versa. You typically dont want to rush characters like Dante,Vergil, etc because their hitboxes are gonna eat you up. One of the best things you can do for yourself when playing is committing to a strategy. My Dormammu does great until I hesitate while switching game plans, or halfway commit to one or the other. Zoning is a legimate strategy. I know we feel like ultra-badasses when in control of the big man but his tools are definitley geared more towards zoning. Do it until they get salty. Then do it some more.

Planning on answering your question about Dorm missles if no one else wants to jump on it. It’s gonna be a long one so my friend GodlessMode is going to help out because he’s much more knowledgable. Hopefully have it out by the end of the week.

A lot of people have tried to figure out exactly how to Flame Carpet bounce consistently with Dormammu in corners, but no one has it quite right. If you have the video equipment, I think it’d be very helpful for a lot of players, myself included.

Dorm’s scaling is silly, for the sake of testing it out, if I do a corner combo starting with st.H xx Dark Matter xx Fly > jump loops etc it does 593,500 meterless, if I do my corner throw combo it does 484,300 meterless.

Weird I never noticed the exact figures, cause that’s a little messed up.

What’s your corner throw combo?

Awesome, thanks! Can’t wait!

I’m just relearning Dorm, and I found a fun thing for a midscreen. Something abcish into launcher, mmhs, dash and call vergil assist, flame carpet pushes them into rapid slash, 6H, M teleport, then, I dunno what. I can land and launch, HS, land, level 3, but I want something good for one meter, and for some reason even a single MHS makes them fall out, which is odd considering the second paragraph. I know I can launch and superjump cancel into a liberation, but I don’t wanna rely on having the charges available.

I can actually forego the 6H, teleport M, and right before landing, air S, cr. M, launch, MMHS (why this doesn’t drop and the 6H variant does is beyond me), tower + chaotic flame. Does a decent 580-600k before super, but it drops often, you have to be really precise on the teleport and the air S, so I’d rather have something off the wall bounce, which I can do consistently.

Anyone got any ideas to extend the first variant further?

Hey guys there are some new videos up on RDKs youtube channelsome MMs mostly casuals.

http://www.youtube.com/user/RDKXL?feature=g-all-u

Myself, NickCam (NickScum) and Quandizzle all play Dormington, also be cool if people wana critique my Dorm.

Throw > Flame Carpet + Wolverine B.Barrage assist > st.H xx Dark Matter xx Flight, j.M, j.H, j.S > j.M, j.H, j.S > st.M, st.S > j.M, j.M, j.H, j.S > Flame Carpet and Iron Fist Rising Fang assist > Dark Matter xx Dark Hole

I apologize, but I’m gonna have to steal that. Replace Wolverine with Vergil (now that I’m labbing it the st. H doesn’t work with Vergil) and I have a corner ground throw combo that isn’t just mmhs relaunch mhs tower fire.

New to Dorm. Some help? :slight_smile:

If I’m a Dorm Newbie, what are the combos and general approach I must know? Are there any good Dorm tutorials?

bnb is ABC 123 OTG Super
Advanced bnb is this
Just found this playlist for Dormammu Tech: http://www.youtube.com/playlist?list=PL576CFD0B3B98AE6A&feature=plcp
General opening attack is Tri jump S&H
Normal jump ADDF j.l, cr.l for quick high low.

I really like Karsticles guide here: http://tinyurl.com/3sym7tp it’s a good start before having someone define their whole meta with him.

There’s a video tutorial floating around as well if that’s more your shtick. Any more questions just ask! There’s a lot of knowledgeable players on this forum.

To add to that, teleport and projectile assist are best of friends, another easy way to open up, but watch for air throws. And, on certain characters, he doesn’t have to approach, pillars and assists, throw out a cheeseball every once in a while. As for tutorials, I remember this one was pretty useful…wait, it’s on the playlist. DAMN, that thing is thorough.

I also have a question. I’m just now trying to learn the advanced BnB, and occasionally the teleport moves the screen so the opponent doesn’t wall bounce. Should I wait for the wall bounce, or would a different teleport keep them closer to the edge? I want to get it consistent, and it’s about 50% success rate right now, which is kinda shite.

L teleport is more consistent. But, if you’re near the corner, you need to cancel Dark Matter into Flight and quickly move in for the hit.

Dormammu and Missiles: wtf is up?

Missiles. Missiles are up.

1: Protecting Doom

            To be able to use missiles effectively, you have to be able to get them out on the screen.  And unless you are calling them under some unique and infrequent circumstances, you are liable to be under some kind of pressure when you call Doom out.  Because of this Dormammu often has to create situations where the opponent is ideally unable to challenge the Doom call. 

Left/Right based protection:

            The goal here is generally to keep the opponent from being able to attack your assist by placing the assist behind them. 
  1.  Teleport:  This is in general one of the stronger techniques to protect an assist.  It allows you to place the opponents back towards the assist, making it very difficult for them to punish Doom.   Teleporting carelessly is however a good way to get punished, so make sure to keep your opponent on their toes, and keep them from predicting your teleport.
    
  2.  Jump~ADU~Fly: This  tech is currently lesser used, and hard to see when it is being used.  But this allows you to plink dash in the air at SJ height for a cross-up while still being able to call an assist.  
    
  3.  SJ~ ADDF:  If Dormammu is starting from a position closer to his opponent he often cannot challenge their attacks safely.  This is mostly due to his relatively slow startup frames on his normal and special attacks.  As such when starting from a closer distance Dormammu cannot protect his assists as easily either.  You don’t want to risk getting a happy birthday, but you aren’t going to be able to make space against a Wolverine without some help.  In this case you can call your assist followed immediately by a SJ, and then ADDF when trigonometry tells you that you will pass over the opponents head narrowly.  Feel free to push H as you soar past them for an overhead cross-up which protects Doom AND starts a combo.  When doing that dash, it should be performed with an attack button and H for the option select.  As an added bonus in this situation, Doom’s missiles will OTG the opponent after the throw based on when missiles were called and a few other variables.
    
  4.  Normal and special attacks:  Dormammu just happens to have slew of solid attacks to use while calling missiles.  
    

a. His projectile nullifying normals obviously. Whether you choose standing, crouching, or air variants of these moves is situational.

b. Purifications when chosen wisely will ensure the opponent won’t move and may possibly set you up for a missiles/teleport cross up.

c. Dark holes are pretty excellent as well; it is recommended that you tiger knee them for improved recovery. Again, a correctly placed TK Dark hole may set you up for a missiles/teleport cross up.

d. Flame carpets work well, however some characters mobility options allow them to avoid the flame carpet and attack Dormammu. His hand charges may also be used as cover for Doom, however, keep in mind that all but 2D1C and 2C1D can be interrupted and can often lead to somebody’s birthday coming early.

e. Dark Matter- What’s great about dark matter is its ability to be special move canceled. So you can send a horizontal projectile and shortly after, cancel into a vertical control move like purification, hopefully boxing in the opponent while Doom safely launches missiles.

Putting it all together: what makes Dormammu so good at protecting his assists is not any singular setup, movement option, special or normal, but the fact that you can cascade chains of assist defending events creating fields of bullshit for the opponent to navigate before even thinking about hurting Doom. The fact that you can cancel a normal into a special, dark matter into a special and all of that into chaotic flame for a full screen interrupt/punish makes Dormammu a good buddy to have.

2: When not to call Doom

            Unfortunately, there are probably more times you shouldn’t call Doom as opposed to times you should, and a lot of this knowledge is based on matchup wisdom.  Use your best judgment.  If you aren’t sure, chances are it’s a bad time to call Doom.  If a character is rushing you down and are within 2-3 character lengths and you haven’t started a special move or any otherwise means of protecting Doom, that’s a bad time to call him.    Calling Doom without premeditation against teleporters can also put you in a very bad situation very quickly.  Remember, Doom is out there for a significant amount of time and if he gets hit you may not be able to call Doom again until after your opponent has had a chance to retaliate.

3: Combos

In general Doom allows you to perform at least one extra launch, or even an extra launch AND some hand charges. Typically this is accomplished by calling doom at the same time as pressing S for your launcher. This will have Doom’s missiles OTG the opponent, during which time you can perform two hand charges and still launch the poor SOB. You can similarly go for a reset by ticking them into a throw, or just timing the recovery from the missiles for a throw.

4: Zoning

Missiles give an added layer of frustration, lockdown and movement limiting BS to Dormammus already oppressive zoning game. They allow him to charge his hands when they are in play. They allow him to keep an opponent locked down and suffering from chip damage by combining them with Dark Holes or Purifications. The list goes on. For example, if you are getting your hand charges close enough together to where Dormammu is saying “Power of…” you can virtually get all 3 spells in one string of missiles. As far as timing goes for lockdown sequences, you’ll want to call missiles before you release your spell charges. And when I say spells I mean specifically 2D1C and 2C1D. The best way to give you an idea of what this looks like is Dark Matter xxx call assist x Dark Matter x Charge spells. The timing difference between the sequence for meteors and inferno is when you call Doom. For meteors, you will call Doom just before you release your 2C1D. For Inferno , you will wait a while longer before you deploy missiles.

5: Rush down

The idea behind missiles rush down is creating an opening for all or a majority of the amount of missiles Doom launches, letting said missiles do your dirty work of oppressing the opponent allowing Dormammu to maneuver into your choice of mix-up. HOWEVER. Missiles is a true block string, simply put, you will not get a left right mix-up off a blocked chain of missiles. Which actually may work in your favor because other than setting up a high/low or unblockable, you may choose to wait until the end of the missiles blockstring and throw or setup yet another mix-up. While the block string of the Hidden missiles is long, it recovers quickly after the last missile.

6: Combo Breaker

For this portion of the guide, a poem.

Sometimes you get hit

It’s ok, you have missiles

Fire and forget!

You’re going to call missiles sometimes, and you might and will get punished. The great thing about missiles is once they’re out, even if you do get hit, there is a significant chance your opponent will be interrupted by at least one missile. What’s more, if enough missiles get launched, then you stand a good chance of scoring a combo off being hit. Ridiculous.

But…there is a downside to missiles…and boy is it glaring at some times.

            Doom is like Mr. Magoo, good intentions, but is prone to mishaps.  An improperly timed Hidden Missile assist can likely result, depending on the characters combo string, in a broken combo. GASP.  You’re first thought may be that it’s no big deal.  Well, it can be. If your combo gets broken at the right time, typically in the air, your opponent may recover in air and come down with an overhead or mix you up left/right.

Don’t fret, or at least not too much, as long as you remember when you called doom you can adjust your combos accordingly. This sometimes means delaying your hits slightly prior to the launcher, after the launcher or even sometimes adding an extra jump loop while the missiles keep the opponent at the perfect height. When these adjustments pan out, it looks cool and can often add damage. Learning the adjustments and timing really takes match-up experience as it will vary widely based a number of variables.

7: What to do while missiles are in play

WHATEVER YOU WANT! If you safely call missiles and you see that the opponent has ceased their meta because of what you did, you now have all kinds of time to do dastardly things.

So Doom’s been hit….now what?

DON’T PANIC. Take a deep breath. Okay, now panic. Panic the fuck out.

Just kidding really, fortunately for you and unfortunately for your opponent you are playing Dorm. This means that you have a plethora of options at your disposal of which any number can result in Doom surviving whatever the opponent is doing – of course if you fuck up here you just gift wrapped this game for your now arch-nemesis. Most of the options that Dormammu has for protecting Doom in the first place can be applied here. What is most important is to be aware of your opponents options, specifically their supers as they will often try and hit Doom with as much of their meter as they can burn reasonably. This means that at times you have to burn x-factor or sit back and watch Doom die. It can also result in you punishing them with a well-timed chaotic flame. Take it from us, watching Doom die can be likened to putting down your favorite family pet. Be prudent in your assist calls.

A final word:

This guide was written with best-case scenario in mind and very very sober. Your opponent is not just utterly defeated at the might of your Dormammu and missiles. We accept no responsibility for increased sodium intake while playing Marvel. Your enemy has options, while limited, but still can shift the momentum in their favor. You’ll have to use matchup knowledge to fill in the gaps. This is by no means definitive, and will undoubtedly be improved upon by others. There’s still plenty more to be discovered and experimented with.

I worked on this a TON last night, and it definitely works so much better with L teleport. It’s odd, because it has to be done after the bounce anyway, and the dash needs to be quick, but if I mess up the speed of the dash I can tell and just make 1 jump loop instead of 2, still netting me decent damage. And if I alter it to launch straight up instead of angled, it leaves them full screen for the horrible horrible experience that is stalking flare + rapid slash assist.

I find the corner much, much easier, because you don’t even need to teleport. But I cannot for the life of me do a third jump loop. I get sj. ADDF j.S, cr.L, st.H, 6H, flight, flying MHS, jumping MHS, (want to put another jumping MHS here, but can’t manage it) st. MS, air MMHS, rapid slash, carpet, charge one, chaotic flame. All but the parenthesis work at the moment. I was gonna test MMH for the first loop, hopefully they don’t fall out from hitstun, because MMH definitely pushes higher than MHS.

This guide/poem makes me wish I played or intended to play Doom, because that does sound quite enticing, and well written. Too bad. Task/Dorm/Doom would’ve been a swanky team, but Vergil is still okay in the assist/anchor slot (understatement of the year: Vergil is an okay anchor).

For the 3rd jump loop, you need to delay the S in the 2nd MHS loop just a bit for a third jMHS loop to happen. Sometimes it helps if you immediately do the flight loop as soon as possible and at the perfect height for the S in the first loop to hit.

With all this Dorm/Doom talk, I was thinking about playing Doom on point like Cheech does since he can DHC into Dorm much easier with space. Of course, the anchor position with regards to Doom in general comes down to either Ammy/Sent/Strider. I’m trying out Arthur (like him more than Doom’s popular backup choices) right now in the 3rd spot with Daggers behind Doom/Dorm and I think Daggers is an underrated assist for both Doom and Dorm. Plus, Arthur plus Hidden Missiles (once you have space) can be treated as bullet hell to a certain degree.

  1. Thanks, I got the two loops with like 90% success now, and the third is going to be labbed out tonight. OR I’ll find an easier thing because I’m lazy like that. I also have a modified MastaCJ thing in the corner I could try instead…the lab awaits.

  2. Anchor rant. I honestly think Arthur is one of the best horizontal projectile assists in the game, because it manages to have the durability and almost the speed of Task and Hawkeye arrows, better startup than Chris’s gun, and manages to keep the opponent in place for longer than any of those other assists. I don’t see anything wrong with Dorm with daggers. That shit is going to be crossup heaven, and daggers helps Dorm in ranged wars immensely (maybe not to the extent of missiles or plasma, but nothing does). And Arthur reduces damage from assist confirmation a lot less than Ammy (I still adore Ammy, though), gets good meter to abuse from Doom’s combos, and I like him as a solo character a lot better than Sentinel. Strider’s a tough call, but it doesn’t seem like Dormammu can get too much off that hard knockdown barring charges and too much meter use, though if you’re zoning that doesn’t matter at all, strider’s more made for Doom than for Dorm, I feel. But, take my ramblings with a grain of salt, because I don’t use Doom, and I don’t care to learn him.

My suggestion, Arthur or Ammy. Both are great assists, and Ammy brings the lockdown, Arthur brings the quick teleport crossups and possibly the Golden Armor daggers assist, which is the best thing ever. I’d say check who has the better extension, Ammy or Arthur (if Arthur lasts long enough to otg flame carpet into daggers into Dorm’s arrow late in a combo, definitely go Arthur). Use Ammy if you wanna abuse the THC and you like mixup-rushdown paradise for Doom, use Arthur for the less-scaled damage, ranged wars, and added synergy with Dorm fullscreen approaches + a stance to DHC to.