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

Yeah, I’m really amazed how Zak pulls that off consistently.

Hey Dormy peoplez. I’ve always been curious what exactly is involved in hitting people with a MastaCJ style incoming mixup. I have a beam assist (tasky) and wondering what I should be doing, and if the timing is specific to Mags or if I can recreate it with Aim of Hawkeye. My current mixup is just go into flight mode right next to them, call haggar spin, HS and get one free tridash, usually I try to make it obvious so they block and I get a sneaky ground throw off of it, but that CJ stuff seems way more prone to opening people up, an d I don’t have to scale my combos like crazy, so any tips would be appreciated.

It’s actually easier than you think. With most assists, you dash, call the assist, and then Flame Carpet. With Cold Star, call the assist, dash, and then Flame Carpet.

Oh thanks but even this its is sort of inconsistent.

Hey, anyone got any advice on how I would break 1mil in a combo with Dormammu
without using spells?
My assists are Skrull’s Stone Smite and Thor’s Mighty Smash.
I’ve been able to get ~840K using both assists, but I feel like it could be way more.
My current combo that gets me the 840K is basically:
j.H/S>c.L, c.H, S>j.MMHS>call Skrull assist, flame carpet, c.H, S>
j.MMHS>Call Thor assist, flame carpet, Dark Hole L>Chaotic Flame

Any tips?

I don’t know about getting a million without spells for one bar, but with 5 mins in training mode with these assists, and without looking at mid-combo spell charging, I can get:

Tri-dash j.H, cr.LHS > SJ > j.MMHS > Skrull assist > Flame Carpet > Tri-dash j.S, cr.HS > SJ > j.MMHS > Flame Carpet and Thor assist > Dark Matter xx Dark Hole L xx Chaotic Flame, st.M - 870k

Or with a tri-dash j.S, cr.MHS start 898k.

No clue how much damage this does, but it’s probably your best bet:
j.S, c.LHS, sj.MMHS, Stone Smite + Flame Carpet, c.HS, sj.MMHS, Mighty Smash + Flame Carpet, Power of the Destructor x3, 3D0C, Dark Hole, Chaotic Flame

Why you using mighty smash assist for Dorm? Spark is the obvious pick, allows easy relaunch, is unscalled and a beam assist for zoning, mixups and lockdown. The best combo without spells is probably:

j.S, land, cr.M/s.M, s.H, dark matter, delay, teleport L/M, airdash down, j.H, land, j.MHS, j.MHS, s.M, s.S, superjump, j.MMHS, land, dash forward, flame carpet + call mighty spark, dark matter, dark hole L/M (L in the corner, M for midscreen), chaotic flame. More or less 1000k damage i think.

Something like lay down carpet, jump up meaty jM+call assist jH xx M teleport, then jH as they’re falling into the carpet. jS may or may not work better, I’ve always used jH.

Awesome, thank you so much, I’ve been going into my spin throw mixup or running away and charging spells.

What’s the physics behind that crossup? I’ve always been confused as to why it works myself.

By the way, completely unrelated, but I’m absolutely loving the 1R 1B meteors, I can charge them with setups and such crazy fast, and I get them out pretty quickly against people who can’t zone and aren’t speed demons. I’m finding 1R 1B works well on Tron, Chun, Wolvy, and sometimes but not often Spencer. also, I kinda love hearing him shout “METEOR”

Btw can anyone hook me up with some dormamu incoming mixups. That has really been killing me. I’m using jam session and missiles so I’ve just been doing call assist tele into really crappy damage confirms due to scaling. Or been charging up and setting down carpets but I feel like I really need more mixups. If you guys don’t really have any off the top of your heads can I at least get advice on how to figure stuff out on my own. I don’t understand completely how guard breaks work. Thanks in advance.
-What I’d like is maybe some solo incoming mixups.
-Some stuff like the guard breaks doom has.

Where’s Masta CJ when you need him? :smiley:

To start off, there’s always the Dark Matter xx Teleport mixup.

And then there’s this, but I don’t know how viable this is now.

[media=youtube]RY-ho16g5gU[/media]

You can always put out a Carpet and then jump up, do j.M, j. H xx call assist, teleport.

Masta CJ does a variation where after the Carpet, he goes into Flight and then does Dark Hole to ground them, then call assist plus teleport.

In order for a guard break to work, you need to get your opponent to block your incoming attack (or preferably a lockdown assist to prevent pushblock) as they come in and are still in the air. When they are blocking, you quickly move back into them and throw them.

I can smell some shenanigans with Jam Session/Cold Star/any other lockdown assist. But, I have never thought of Dorm as a character who relies on guard breaks.

I have a Dorm/Ammy unblockable on incoming. Set up a flame carpet, call cold star for lockdown and then hit him with overhead as they hit the flame carpet.

I noticed when I call a disruptor and then immediately M teleport into jH etc for the classic crossup, it seems like half the time it works exactly as it should, and half the time they somehow seem to fall before the jH can hit. Given that they are most definitely grounded when I go for this, anyone have any idea why this might be happening and how to ensure the crossup works like it’s supposed to? It’s quite bizarre. Thanks!

Edit: Upon messing with it, I realized its not the jH missing, but the cM upon landing (maybe the wrong normal?).

You can do one to two loops of j.LHS after hitting the j.H off the Disruptor crossup.

Can’t you do the MHS loop instead with EMD? You could do 2 reps with Akuma tatsu crossup even after all that HSD.

Skip to 1:17 to see it.
[media=youtube]7eBsx5k-cmk[/media]

It doesn’t work all the time and I think it’s character specific. You’re better off doing LHS.

Agreed. Stick with j. LHS instead. More consistent.

If you cross up with Tatsu, you can get three loops without an assist. If you do a MMH loop as your first one, you can get two more MHS loops.

I find jumploops after a raw assist hit reduces quite a bit, though. I usually just zone with dormy until they come in, and if they run face-first into a lariat assist, I can usually get j.MMH and 1 to 2 j.MHS’s, depending on if I pushed them to the right height. Either way, I get very low damage from it compared to solo bnbs.

I have never needed LHS, though, and it seems as though the j.L’s would make the combo even less damaging. How high do they move the opponent compared to MMH (pushes way higher) and MHS (drops them slightly lower)?

Does Tatsu assist reduce the same amount?