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

Thanks for the responses i didn’t think it was that difficult to understand >.<. i just assumed wesker pick up meant the Cj Fly combo after the OTG as i’ve seen it thrown around in other pages.

Hey people! I’ve recently taking an interest in learning Dormammu and I’m placing him second on my team instead of frank (nova/dorm/ammy then) and while I really like the synergy here, I only have one question; can Nova DHC to Dorm’s Stalking Flare the same way that Firebrand does that, in the corner, allows Dorm to summon and cast 1d1c and follow up with carpet? That would give the team a pretty slick extension but I can’t seem to find a proper timing from any Gravimetric Blaster or Super Nova. Any help? Thanks!

random Question

Can Dorm charge spells during a corner sphere flame?

Hey look! Like all of the Frank forum. Hi guys!

[media=youtube]S0M-5zIcQC4[/media]

26 seconds into the video is what I’m basing this off of. It looks like you have time to charge once before teleporting and smacking them down, but corner will give you less time, and probably you’ll just have to teleport and hit them some more. Also, as with a lot of Stalking Flare juggles, depends on character size.

You can, but it depends on what you use to juggle. A lot of things result in them getting hitting by all the Flare’s hits really fast, and some do it nice and slow. I find that if they’re falling into it fast, they’ll get hit by more of the super quicker, and you have less time. If their momentum is already going up when the ball hits, you get a lot of time to do whatever. That’s why Firebrand’s DHC and/or missiles into the juggle is so common. Recalling your team, the video I linked to has a combo for jill at 17 seconds in, but it seems meter-inefficient, and it’s done midscreen, see if you can do it after a long combo leading to the corner, because I am unable to lab Jill, as I’m terrible with her.

Ok nice I like that. Not as stylish as unleashing a 1d1c but it works too and it gives me the extension I want. Thanks! =D

Yeah, I was thinking DHCing from raven to Sphere flame and charging spells, but it seems I don’t have enough time to charge spells (still get about 850K after the DHC though).

I’m going to lab some more today and see what I can do.

kind of new to dorm. wat can do after inferno liberation ? if it hits them on the ground, and i have trouble just setting up my keep away i run dante jam dorm and sentinel i have trouble jus building momentum my dorm jus gets smashed an tips??

Inferno followups really depend on the assists you have and how you’re using them. As a keepaway tool, an inferno that hits can simply be comboed into a purification and chaotic flame, that puts them fullscreen, and you can just call drones and throw out towers from there, keeping careful of beam supers as always.

Inferno can also hit way late in a combo, if you cancel S into Inferno, go straight into stalking flare and you’ll get a few followups.

If you just hit with an inferno as an otg midcombo or even really really late in a combo, you can throw out a dark hole and they’ll be picked up into it. A slow assist can continue the combo after this, or you can go into chaotic flame as always.

Sometimes inferno gets longer combo followups, but it really depends on what assists you’re running. Quite a few are good for, Inferno, knocks them to the ground, get set up, flame carpet and assist, S or Dark Matter or whatever your heart desires. I use Lariat, I’ve seen Launcher Slam work, Jam session should do nicely. Drones might even be able to pick them up, but you’d have to call it out a bit before inferno.

For general keepaway, two things are big, if you either whiff a tower or they block a tower and they will be able to get close afterwards, cancel tower into stalking flare, and see if you can keep them still with a dark matter and assist afterwards. If that all strings together, excellent, you can push them back, chip them, and get a few charges. It depends on the assist, but a few times I’ll be lucky enough and I space it right so that when I do towers until they get near, stalking flare, charge once, dark matter+taskmaster (cancelled into charge), Dorm’s arrow gets blocked, tasky’s arrows get blocked (charge as that happens) meteors, at that point I can charge a few more times, go into towers, teleport. Strings like that specific to your assists will help you set up momentum, but as a general rule they are almost all started by purification tower cancelled into stalking flare.

Or, and I use this a lot with point dorm, which is not really the best spot for him, but I like it regardless, if you need them to back off, start with a crapton of derpy j.H tridashes, it’ll make them back off and look for an intelligent read. Throw a few derpy tridashes out and then immediately stop all that and go into your zoning stuff. It’s not foolproof, but they take a while mentally to switch back to rushing down, and that can sometimes give you the opening you need to begin throwing out towers.

I have a question for some of you seasoned Dorm players, when watching high level Dorm play in tournaments and such I almost never see them use Dorms more damaging combos, like his mid screen dark matter combo for example, is there a reason for this? Is it just not a viable combo to use in high pressure situations because it’s too time specific? I’m having a tough time doing this combo consistently in matches and always resort back to his basic cr.L, cr.H, S, j.m, j.m, j.h, j.s xx purification chaotic flame combo. Since its really hard for me to land this combo 100 percent consistently I’ve found other crafty ways to extend Dorms combos mid screen; If I have my assist available( Taskmasters horizontal arrow) I use it to extend the combo after a carpet mid screen but sometimes he’s not available to use because I run him on point. I also started using his 2d1c spell to OTG for any easy mid screen combo, or I’ll just xfactor after carpet to relaunch mid screen. Also I don’t like using dorms flight combo because IMO it’s not worth dropping for the little extra damage it outputs.

I just can’t get comfortable using it in matches for some reason. I feel there’s just to many instances where it can easily be dropped.

The dark matter teleport combo takes some time to learn. Its completely practical and is a bnb but you do actually have to go into training mode and grind it out to get the muscle memory for it. Only a Dormammu main will really try to learn it, and currently there arent many dormammu mains. MastaCJ and Wentinel use wesker assist so they think they have no reason to learn it when they can just do bbcs combos. Champ has them in his game now though.

Has anyone got the Dorm TAC infinite down? I cannot get the timing for the falling C to hit on the right frame most of the time. Im trying to find a visual cue like “hit H when the dark hole closes” or something but the timing is too tight. It doesn’t help that you have to airdash first which makes the height very slightly with every attempt.

just looking for any tips on the infinte.

High level dorm play does not have even mid-level dorm combos. It has always bothered me. I am a total scrub and I do those combos all the time in matches. It is, like Cheech said, totally just labbin’ that training mode, getting the timing. Once you get the timing, you can tell when you mess up, and going straight into S, into one jump loop rather than two, or even a chaotic flame if you mistimed it completely, all of those will connect if you have the reflexes for it. It is totally something you should aim for hitting, and don’t sweat it if you mess it up, there’s a lot of situations where messing up that combo still results in about 75% of the damage happening.

The XF carpet relaunch is awesome, gets kills like mad. I like that stuff. As for 2d1c, I’d save that if you have it for defense or for launcher cancels, that is possibly the best get away command I have ever seen, and if you have it when you confirm into a combo you can get stupid damage with fireball juggles and/or just from hitting with that tip.

And, hrm…I never tried using Tasky’s arrows to relaunch midscreen. I run the pair, I’m curious how they don’t fall too far away to relaunch.

FChamp does it sometimes, but not as much as I’d like. I don’t think he has to because he has missiles, allows for spells and possible stalking flare stuff after a BBCS, and there’s less need for that early-combo damage. Though in a the most recent major I saw him do something really cool, dark matter, teleport, caught them with j.H before the wall bounce, Dark Matter, Teleport, j.H, st.MS, that was hot stuff, and if I can get that consistent (It requires what looks like a raw arrow punish so you can teleport earlier), that might lead to cool-looking stuff.

I’d say the Dorm player I see most consistently using the advanced midscreen BnB is Zak Bennett. His combos are always on point, and though I think Champ’s neutral is better (he has missiles, though…), Zak is so much more comfortable with dormammu combos, and I like his hitconfirms as well.

Thanks for the replies guys, Yeah i think I may have seen Champ use it a few times at the fgtv house but I don’t recall seeing it in tournament play, correct me if i’m wrong. And as far as the Taskmaster arrows relaunch what you want to do is after your done your air series and as soon as you land, your gong to want to dash forward then call the assist and do the flame carpet. The timing is tight but what you want to look for is the opponents body to be settled completely on the ground and not bouncing from the impact before you call the assist and flame carpet. The Flame carpet will lift them and the body will pop up from the arrows so that you can relaunch. You dont want to wait to long either or the opponent will pop back up and tech out. Also you want to make sure you are close to them and the flame carpet as much as possible.

I think a minor (maybe major?) problem is doing a Dark Matter teleport combo when the opponent is in the air and you happen to get anti-air/air-to-air confirm. How consistent is it to do a DM teleport combo off of those types of confirms?

I still like the Dorm flight combo though. I like to do a mix of the Dark Matter midscreen, Flight, and Dark Matter corner combos. I like to keep my options open.

It’s pretty, pretty tight and apparently not worth doing. Seems like the only worthwhile infinites to do in this game are Doom and Nova’s.

Wow Dorm is like my new favorite character to do combos with LOL, I tried that combo and I couldn’t quite do the flame carpet DMx2 xx Dark hole part but I assume thats just for meter build. I kinda just altered it and did jump loop off the wall bounce and did 1D1C after st.S into purification chaotic flame and it ended up doing about 900-920k for 1 bar. Cant wait to see what other kind of mid-charge combos he can get.

SO AGREED. I’m having fun experimenting now that I have a working knowledge of Dorm’s combos and have his complicated BnBs down to memory.
For the record, DM x 2 and Dark Hole is pretty good for racking on the damage at maximum scaling. For meter build, if you have a charge, and you’re not going from meteors beforehand, you can also go DM charge to get 1R1B, S launcher cancelled into meteors, then Chaotic Flame when they’ve reached eye level, or dark matter into dark hole for stupid damage and meter, but that doesn’t work at all heights of meteors. The meter build on a launcher-cancelled meteors in the corner is INSANE, but double DM is a bit easier to time consistently, and still builds hella good meter.

And a few unrelated things for my fellow dorms.

I’ve been working on combos that charge full spells midcombo. I’m trying to make a list, mostly in the corner, you can presumably get 1 from a wallbounce (any time), 1 from a bounceless dark matter that is juggling with a beam/horizontal assist (corner only, early combo only), 1 before a dark dimension, either from an air series or any throw (2 from a flight combo’s knockdown or any low hard knockdown), 1 after a Dark Dimension (if you are going for carpet or 3R), 1-2 from a corner fireball juggle, 1-3 from a midscreen fireball juggle, 1-2 from missiles as extension (those damn missiles), and, my personal stuff, 2 from connecting a lariat assist on the top of it’s hitbox (midscreen this works, but the setups are way easier in the corner). Any others people commonly rely on? Lemme know. I’m curious.

And then I need some help, specifically the help of any Dorm/Drones or Dorm/Vajra player. I’m looking to do a fancy combo, and I got a decent one, and it ends with a crapton of hitstun, them fullscreen away, me with 3R. Now, I could simply do an explosion, dark hole, Chaotic Flame, but I know there’s gotta be more. So, I still have an assist left, and I had two ideas 1. Call Drones, then 3R, Dark Hole, drones hit, Dark Matter, Dark Hole, Chaotique. Yet sometimes I find they fall out, especially if they have a smaller hitbox, and it’s odd and kinda funky. Any drones players who can tell me about the hitstun of drones super-late in a combo? 2. I was trying to call strider, 3R straight into Stalking Flare, then pick them up from the strider knockdown with a purification tower into the flare. Doesn’t work, they get up before the otg and big ball make it there. But there may yet be potential. Aside from XF, what have people done with Strider and 3R, especially things later in a combo? OR, if there’s another assist that extends well with a 3R fullscreen, I cannot think of any, any help would be much appreciated.

If the opponent is getting knocked down from the air in the corner by 2C1D, flame carpet + drones will offer you 2 spell charges. Works any time in the combo. Don’t know if it’d work outside of that situation though (e.g. LMHS, sj.MMHS, land, flame carpet + drones).

What about, just for example’s sake, LMHS, sj.MMHS, land, drones and 3D Liberation, Dark Hole, Dark Matter, Dark Hole? Does drones have hitstun enough to keep them still late in a combo, is basically my question, I’m just terrible at wording things.

Also, that is useful tech, thanks.

AFAIK, Drones and Hidden missiles have a fixed hitstun, so they won’t tech out

Well, I don’t know about that particular combo working but in regard to drones, it would. Drones pretty much work like hidden missiles, in that there’s a set amount of hit stun for each object where, no matter the length of the combo, if the first object hits, it carries enough hit stun to allow for the subsequent objects to connect in a continuous combo (outside of odd circumstances, such as when the 2nd drone is missing). Like so:

[media=youtube]m7RfW2gTC9U[/media]