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

Silly question… Do all the combos in the thread work in UMVC3? Just wondering because it is very difficult to dig through and find the combos… Would really appreciate if the OP would update the first post…>.>

Dormammu didn’t lose any combos from MvC3 to UMvC3, he just got better ones.

i came across something interesting the other night and i havent seen any discussion about it yet: after c.MHS ^ MMHS in the corner, if you walk forward after you land and then lay flame carpet, the opponent gets hit once, then goes into block on the ground (in training mode with auto-gaud on). ive been using this as a reset mix-up with wesker OTG assist. i do the air series, land, walk forward, flame carpet, call wesker, M teleport, and come down with H or S. seem pretty solid. has anyone else been doing this? the setup seems to work on most of the cast (not tested). let me know your thoughts. trying to up my game.

If you’re too far into the corner, only a small portion of the Flame Carpet can hit the opponent, and then their hurtbox usually changes shape and the rest of Carpet whiffs. What you’re describing isn’t really that great of a reset unless you can ensure you’re covering their 3 tech options of fowards/neutral tech/backwards, and it sounds like you’ve been practising your setup on a dummy set to neutral tech/no tech, where normally in that situation people will either be holding back or sometimes forwards. If they do tech differently to how you’ve been practising there’s a good chance you’ll whiff something and possibly get hit or happy birthday’d etc.

On select characters, usually smaller ones, the Flame Carpet will hit 5 times but in a slow juggle, and you can get character specific solo relaunches and combo extensions with that.

Sooooo…just curious about one of my combos, do you guys see any room for more charges? I was fiddling around with Dorm combos for a bit, just to see how many charges I could put in.

Also, rate my color co-ordination. It’s my Halloween team, green and orange.

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Seems like Dorm’s best partner is Doom with Missiles. So much synergy not only in zoning and rushdown but also in combos. @_@

Also, I have a question for that. If your opponent gets close to you (via teleports, evading your obstacle course or you just plainly whiff everything you’re throwing at him) and most unfortunately you don’t have hand charges for 2D1C, what should you do?

If you’re opponent gets close to you? Be good at blocking. Dorm gets eaten alive up close because his normals are slow

Yeah, you’re gonna want to get really good at blocking. One slip up on your gameplan and you have Magneto/Drones in your face.
Idk, it depends on where there is an open spot on the screen and what the matchup is. I try to have escape routes. Any combination of teleport, fly, dash away. SJ, fly, dash. If its mid screen, I usually ADDB, buffer in a flame carpet, then base my next move on what the opponent does. I throw rush down characters who get too antsy. Calling assists is a terrible idea most days because like Korbidon pointed out, his normals are slow. If you call assists and don’t have time for even a normal, it’s GG. Dormammu’s meta is either foresight or reactionary. But it works much better when you’re a step ahead of the opponent. That’s why I think matchup knowledge couldn’t matter more with Dormammu.

Well, I can block my friend’s Magneto paired with drones (lol) so that’s not much of a problem. But yeah, thanks for showing me escape routes. Maybe it’s just me panicking when he gets near me that I forget all those.

My sparring buddy plays MSS. After ten rounds with him, I feel like the training dummy on auto guard.

I know that feel, bro. Anyhow, I see your team uses Strange and Dormammu. What’s your take on Dormammu with only Strange assisting him? I’m thinking of switching Doom with Strange because I can never get the basic Clockw0rk Doom loop right. XD

Missiles > Any Strange assist. I play Dorm/Strange/Doom and I only use Strange as an assist for cross ups with Dorm. I use Hidden Missiles far more regularly. Both are great utility characters however, Doom is easier to use and has better assists. If you aren’t playing 100% with Strange, he’s probably somewhat detrimental to the team itself.

You’re right. They roll out if they forward ground tech. My setup covers 2 of 3 ground tech scenarios in the corner, but if they figure out my plan they will always go for the forward tech and I will be at risk of a birthday party. There must be some way to use this one-hitting flame carpet, though. Maybe sent drones instead of wesker shot? It won’t be a high/low mix-up, but you still have the left/right. I’ll try it out tonight.

Besides blocking, you can try using a defensive assist (Lariat/AA Charge/Tatsu/Senpu Bu). I use Akuma’s Tatsu for defensive purposes. Haggar and Hulk work REALLY well with Dorm/Doom.

Oh, right. I forgot Strange was one of the hardest characters to be safe with. @_@ thanks for the input!

Yeah I’m thinking of using Akuma or Hulk too for Dorm though I’m also thinking of learning Trish for the Peekaboo assist. I’ll try them out when I get hold of a console 'cause I don’t have one. QQ

2 questions:
Is there a better combo after wesker assist than fly, h, s, sj. mmhs?
(If there isn’t someone should make one with more ability than myself!)

How is team Dorm/Doom/Haggar?
Any 1m dhcs?

To answer 1, I think Fly HS, cr.MS is the best you can get.

To answer 2, make the order Haggar/Dorm/Doom instead. You get a 1 million THC if you play your cards right.

FYI, you can do Dormammu’s TAC combo in XF2 and XF3. You’d never need to, but it’s good to know.
j.S, c.LHS, sj.H, qcb.S, j.LH, qcf.L, j.H, qcf.L, j.S, dp.X. qcf.AA

Well it’s more meter and I find that sometimes you get confirms where if you don’t wait long enough before SJ after launch the 1st j.M to the 2nd j.M whiffs in XF2/3, so the Dark Hole combos are more reliable in that sense as well, at least for me anyway.

Alright, I swear I saw a dude at Evo do it at least once, but does anyone know how or if it’s possible to continue a combo with the Bolts of Balthakk assist? I lay a flame carpet to otg into the beam but only the first one catches, character falls out before the second beam comes out.

Maybe I’m tripping.