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

Eh? Not sure what you mean by 623-aa in regards to this. DP motions?

What they’re talking about is using either of his 1 frame activation spells (2D1C or 1D2C), but cancelling that into Stalking Flare on the first frame possible by plinking the input so you get the spell and then the Stalking Flare. An example input for it would be this:

:qcb:+:h:~:l::m:

But you might find it easier to do:
:qcb:+:l:~:m::h:
or
:qcb:+:l:~:m:~:h:

Anyway, the QCB motion is stored when you input it, the first :atk: button after that activates your spell, and the second two :atk: buttons activate your super on the next frame. As for performing that on pad, if you have a macro buttonwith like :l:+:m: bound to it then you would just press :h: and then that macro button straight after.

Sorry if I made this explanation more complicated than it needed to be lol.

ha its all good man thanks

instead of :qcb: :l: ~ :m::h: i just do :qcb:+:h:~:m: if your fast enough it still comes out doing it this way and is not hard to do i’ve been doing in online matches consistently and even in lag.

lol I even tried that.

One of those moments where you’re experimenting with something, think something doesn’t work cause you can’t get it after a couple of tries, and then someone says you can get it and you get it first try.

So I’ve been looking for this combo that I’ve seen fchamp do very often where he goes into stalking flare and then does 2c1d using doom hidden missiles. I’d like to know how he builds the three charges because I’ve been doing
(in corner)
:m::h::f::h::qcb::l: :d::m::h::s: call doom missiles sj :m::m::h::s: :qcb::m: :qcb::atk::atk: and then I’ve attempted another creator but I don’t have time for it because then the 2c1d doesn’t land. Tips?

Hey guys I’m new to Dorm and I have been watching all the excellent videos and posts you all have posted and wanted to know if there are any tips or advice that any of you can share concerning Dorms mid screen dark matter/mass change loop combos:

  1. Is this considered his main bnb without the use of an OTG assist mid screen? ( Im running Task/Dorm/Akuma)

  2. I’ve been trying to get consistent with this combo and have been seeing that using mass change L after Dm can give you different results depending on how fast you cancel into the teleport and where you appear in relation to the opponent’s wall bounce after the Dm, is mass change m a more consistent option?

  3. Is there any simpler options besides going into flight and air dashing to catch the opponent after the Dm, or instead just doing a simple magic series combo, purificationxchoatic flame for mid screen without an OTG assist?

Sorry if this has been mentioned earlier in this thread( I very well could have missed it) or if this sound noobish but any advice or direction would be greatly appreciated. Thanks again.

The air dash combo is nice but I prefer dm light tele airdash down >h >jump m h s>cr m h s>mmhs. I am not a dorm player but this is probably the go to bnb. Its easy and damaging while building a bar. Just started using him today.

I’m not sure why I’m having such a hard time getting this combo down 100%, prob just my execution, I guess I’ll just keep grinding it out until I get it. Any tips as to when to exactly teleport after the Dm?

It’s not easy to learn tbh because it’s more about familiarity with Dorm and his timings for the teleport, the rate at which you need to do the jump loops, the height they need to be at for the jump loops to work etc. rather than a strict bit of execution for it.

It’s tough to give tips for the teleport, but you’re trying to input your teleport a fraction before they would be hitting the wall, that way you actually appear above them just as they do get wallbounced and they then get bounce upwards while you recover from the Teleport and air-dash down (ADD). Teleport too early and they won’t get bounced, too late and you will get teleported much higher because they’ve already bounced upwards and are about to start going back down.

The flight version doesn’t have this problem, but it’s not a big deal if you practise it enough. However, you can do it with the H teleport and then ADD+H after it, and for some reason the timing for that seems slightly more relaxed than with the L teleport for me. While practising it maybe try it on bigger characters so you have room for error, and then try it on smaller chars as you go along.

Ummm well spartan gave a great answer but if his response isn’t working what I do is input the dm and then slowly input the reverse dp right after. For me I still get the cancel down because I usually end the input when I can cancel and it doesn’t do it too early so they still bounce. My cue is when they already are halfway in between you in the wall I do it as fast as possible when I can’t do the slow method.
But even so grinding it out will work. It is something that does get much much much easier with practice like dante combos etc.

Thank you both for your responses, I will def try looking for those visual cues, and also the h version of mass change to see if that works for me. You guys are very helpful, thank you very much!

Well after an hour of me practicing it, and after taking some your advice I got it pretty much down pack. I found that the key is when you input the mass change l. If you cancel the dm into mass change l quickly they won’t wall bounce where you can catch them. Too late and you teleport to high from you to catch them. I found that as soon as you do the Dm and then cancel into mass change l at a normal motion, not too fast and not too slow( where your not canceling if that makes sense) you’ll get it every time. It’s all about timing like you guys were saying, thanks again for the input, just gotta practice the jump loops now!

Since you’re using Akuma, if you can cross up with Tatsu midscreen, you can do j.H after teleport, land, and two loops of j.LHS, land, st. MS.

For the 1st jump loop (DM/teleport or Tatsu crossup), you want to delay the j.S a bit so you land on the ground faster and can quickly go up for a 2nd loop.

Oh, regarding Dorm/Doom, it seems that if you’re not playing Magneto, Morrigan, or any point character that helps give Dorm space, then perhaps the order should be Doom(2nd)/Dorm(3rd) as the shell and you switch it around via DHC. I know Karst bought up the fact that Dorm is MUCH stronger when DHCing into him. Any thoughts about this?

I know the tier thread ranks Magneto as THE point man for Dorm on 2nd. I also think there was mention of Morrigan and even Viewtiful Joe.

OK Guys question. How long must you wait after a teleport to call an assist? I was hoping to have teleport call haggar and pressure. drat

i did this combo today that does alot of damage with dormammu, but idk if it exists already or not lol.
Corner combo
J.

http://shoryuken.com/forum/styles/default/xenforo/smilies/moves/s.png

, St.

http://shoryuken.com/forum/styles/default/xenforo/smilies/moves/m.png

, St.

http://shoryuken.com/forum/styles/default/xenforo/smilies/moves/h.png

,F.

http://shoryuken.com/forum/styles/default/xenforo/smilies/moves/h.png

,

http://shoryuken.com/forum/styles/default/xenforo/smilies/moves/down.png

http://shoryuken.com/forum/styles/default/xenforo/smilies/moves/downleft.png

http://shoryuken.com/forum/styles/default/xenforo/smilies/moves/left.png

http://shoryuken.com/forum/styles/default/xenforo/smilies/moves/l.png

, St.

http://shoryuken.com/forum/styles/default/xenforo/smilies/moves/m.png

, St.

http://shoryuken.com/forum/styles/default/xenforo/smilies/moves/h.png

, F.

http://shoryuken.com/forum/styles/default/xenforo/smilies/moves/h.png

,

http://shoryuken.com/forum/styles/default/xenforo/smilies/moves/down.png

http://shoryuken.com/forum/styles/default/xenforo/smilies/moves/downright.png

http://shoryuken.com/forum/styles/default/xenforo/smilies/moves/right.png

http://shoryuken.com/forum/styles/default/xenforo/smilies/moves/l.png

, St.

http://shoryuken.com/forum/styles/default/xenforo/smilies/moves/m.png

, Cr.

http://shoryuken.com/forum/styles/default/xenforo/smilies/moves/h.png

,

http://shoryuken.com/forum/styles/default/xenforo/smilies/moves/down.png

http://shoryuken.com/forum/styles/default/xenforo/smilies/moves/downleft.png

http://shoryuken.com/forum/styles/default/xenforo/smilies/moves/left.png

http://shoryuken.com/forum/styles/default/xenforo/smilies/moves/h.png

,

http://shoryuken.com/forum/styles/default/xenforo/smilies/moves/right.png

, St.

http://shoryuken.com/forum/styles/default/xenforo/smilies/moves/m.png

, St.

http://shoryuken.com/forum/styles/default/xenforo/smilies/moves/s.png

,

http://shoryuken.com/forum/styles/default/xenforo/smilies/moves/up.png

, J.

http://shoryuken.com/forum/styles/default/xenforo/smilies/moves/m.png

, J.

http://shoryuken.com/forum/styles/default/xenforo/smilies/moves/m.png

, J.

http://shoryuken.com/forum/styles/default/xenforo/smilies/moves/h.png

, J.

http://shoryuken.com/forum/styles/default/xenforo/smilies/moves/s.png

,

http://shoryuken.com/forum/styles/default/xenforo/smilies/moves/right.png

http://shoryuken.com/forum/styles/default/xenforo/smilies/moves/down.png

http://shoryuken.com/forum/styles/default/xenforo/smilies/moves/downright.png

http://shoryuken.com/forum/styles/default/xenforo/smilies/moves/l.png

, :qcf:ATK+ATK, St.

http://shoryuken.com/forum/styles/default/xenforo/smilies/moves/m.png

DMG: 846,000-850,000

Isn’t it a bit risky? I mean, aren’t people going to start punishing/air throwing you as soon as they see you teleport? Dorm’s M teleport is actually vulnerable to a certain degree.

yeah I figured that out. I have no problems calling magneto and then teleporting as needed. or teleporting after a Dark matter. I was just hoping a teleport THEN Lariat would cause some havoc. I’ll figure something out.

Sometimes I do a teleport, call Iron Fist and then teleport again, it’s effective more so as a welcome mixup midscreen as there’s less risk and Rising Fang is more likely to at least touch them because the can’t really get out of its way.

With different assists it could work whenever you wanted, like ones that have a much stronger chance of hitting them due to their hitbox or tracking, Haggar will at least reduce their chances of punishing your teleport. As for when you’re calling Haggar, it’s just the same timing as doing anything else out of a teleport.

Ahhhh, I’ll have to try that with Akuma’s Tatsu.

Yeah it’s the same principle as when you use tri-dash characters and you do an empty tri-dash into a low, because their gut reaction is to stand and block and their mind often can’t make a switch fast enough when you recognise that there is no high attack because by that time the low is just about to or has already happened.