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

Reminds me of when a certain self-righteous poster went off on me for saying Spencer has the advantage over Dormammu. I agree that Champ would add Captain America and Skrull to the list if he faced some good ones. Damn frustrating matchups.

Dante pisses me off more than any of them, though. The rest I can usually beat with patience. Dante just…he’s everywhere.

Do you have a source?

Yeah, I do feel that Dormammu makes 70%-80% of the cast obsolete. Though it makes me wonder if that really is enough to classify him as top 5 for some folks, even if you factor in his best assists, a good point character in front of him that can deal with his bad matchups, and momentum being properly setup for him to win.

Anyone know how to do Dorm’s TACs from any direction, midscreen and/or corner?

Up and down are :h: :qcb::s: :l::h:: :qcf::l: :h: :qcf::l: :s:
For the sides I don’t recall off of the top of my head whether you need to addf fly or if you can just hit :h: into fly but test it out. Midscreen should be the same as the up and downs for up,down, and side.
The one I gave you isn’t necessarily the optimized one. I’d play around with using mediums in there like m,h, fly or mh in between dark holes but I’m sure you get the point.
He also has an infinite that is extremely strict and hard to pull off in a match so I don’t know if you want that.

I agree with champs lists, all those characters have a significant advantage over dorm except for wesker and dante, Dorm can hang with em.

What do you guys think about the Nova matchup? I personally hate it and think it’s in Nova’s favour + hes a good anchor, I personally get Doom in to fight him lol. F.H foot dive just annoys the fuck out of Novas cause they cant box dash at you, or get a bs airgrab from hella far lmao

Yeah Nova troubles Dorm. The main thing I hate about the match is that you cant use a stalker flare at all if Nova has a bar. Speed tackle doesnt just go through stalker flare but it also destroys the ball.

Doesn’t Dorm’s standing H beat Novas boxdash shenanigans?

I’ve been working on standing H - Raw Liberation, or L Dark Hole as ways to combat Nova.

Really, Nova is a bad matchup for Dorm? I’ve never had problems fighting my friends’ Novas other than High Speed Tackle destroying my Flares.

Fuck I just chaotic flame it, but yeah standing H is pretty good for that, it usually trades tho.

I get too mashy with it though lmao, I’ve convinced myself its an OS for backthrow :frowning:

When Nova’s far away and goes crazy boxdash mode, especially when he goes assisty, I just go into chaotic flame and kill things. But when he’s close, especially because I have a very tridashy game and haven’t really gotten the hang of reacting to things with cr.M or st.H, I have a huge problem with the Nova matchup.

@VASaga, raw Liberation has a use in neutral? Do tell, because the only time I’ve been using it is superjump above the character, liberation XF when they don’t expect it/when it’s ambiguous which side I’m on.

Nova/Dorm is 5-5. The match-up is essentially even. Both characters have options that can deal with each other. Flame Carpet essentially deals with j.H and cr.M. Nova’s pressure though can be very hard for Dorm to deal with once he’s in, but if Dorm can set-up shop, then it’s pretty fucking hard for Nova to deal with.

Nova does pretty well vs everyone for the most part. The only REALLY bad match-ups Nova has are Wolverine and Vergil IMO. Dante, Doom, Taskmaster, Felicia, and Captain America can be bad too, but they’re maybe 5.5/4.5.

Yeah I agree its 5-5. It can go either way depending on momentum and meters. Nova blows up some dorm strategies with his tools but chaotic flame really fucks with nova.

I use it in neutral alot.
I find it useful vs Nova & Spencer especially since it protects ya head & back from
their derp offense.

I’ve used in anticipation of alotta people who try dash up fuzzies like Ryu, Wolverine, etc.
Its only -3 on block too.
Plus you can opt to super and run feints with it.
It eats projectiles as well

I always thought raw liberation was worthless but I’m glad I found uses for it

Question for anyone who plays dorm with missiles: let’s say you safely dhc to a stalking flare (for me would come from shockwave). Basically, dorm gets to “set up shop” how he pleases.

What sort of specific patterns might you go into to flow into the most oppressive possible lockdown trap? Like, will you immediately call doom and charge spells? Or hold off on doom till you have a 2D1C or 1D2C at the ready? Are there ideal times to charge a couple spells, such as ‘flare is out’ or ‘meteors are dropping?’ Etc. Assume we have some meters stocked for another flare or 2 for whatever pattern(s)

Yes, I’m sure this can vary, and I know a lot of it is freestyled, but to run this trap effectively, there HAVE to be SOME established ‘chunks’ of sequences that recur to flow from doom call to doom call. Even if its as simple as, ‘try to call missiles right before doing a volcano’ or ‘charge 2 spells during a stalking flare’ or whatever. (Arbitrary examples to illustrate what I mean) Ill bet fchamp could straight flowchart a basic trap outline if he were so inclined.

Obv I want this info for myself, but I’m surprised at how little content exists for, like, a ‘missiles-dorm-trap tutorial’ or something similar, and a discussion of such would be highly beneficial to all dorm players. It just feels like if dorm has some meters to spare, and is given the space to ‘get started,’ he should be able to shut someone out as well as or even better than morrigan.

Thoughts?

You can always charge a Dark Spell after a blocked/hit Purification, Chaotic Flame hit, or a blocked Dark Hole. Even throwing out a Dark Matter and canceling it into a Dark Spell instead of Mass Change/Purification/Dark Hole works too.

That’s good! But then what? I would posit that if fchamp were posed this question, he could map out a flowchart of ways to run this trap. That’s what I’m looking for. “Flowchart” has such a negative connotation, but in fact high level fighting game play is all about it. A good player just might have an incredibly complex gameplan. I’m sure ill take heat for this attitude, but read the writings of viscant. He’s all about complex flow charts (as evidence, see his vanilla wesker mixup thread).

If missiles dorm gets out a safe stalking flare that is guaranteed to touch (hit or block), and has 2+ additional meters in the bank, he should be able to keep you locked down, or at least extremely limited in options, for a very long time. And I’m determined to figure out how to best do that.

Something like

“if people’s aerial/anti-air options are limited, I would go into Flight and charge Dark Spells”,
“if someone has bad mobility, I call a projectile assist and charge Dark Spells while assist helps to protect me”,
“if I’m facing a teleporter/heavy rushdown character, I charge up 2D1C”,
“if I’m facing a non-teleporter/less mobile character, I charge up 2C1D”,
“if someone wants to fire projectiles, I charge up 3D0C”
“If I manage to place Purification in front of me and the opponent doesn’t act, I charge a Dark Spell”

?

I agree, and I get what you’re saying, we need a long, drawn-out bunch of combinations suited for different mobility types, stuff that’s guaranteed to keep them in blockstun for some large amounts of chip.

Well, I have a few little sequences, like an easy one for Taskmaster arrows assist if they’re not teleporters or someone bizarrely fast, since the assist has a slight delay to go fullscreen, is after a 2B1R, charge blue, dark matter plus tasky cancel into red, blue, I can get either one or two towers if they’re far away or advancing guarded the meteors, then do it again. If I can’t get any towers I won’t be able to repeat the sequence. In that case I’ll go straight into meteors and stalking flare, do the same thing now that the flare gave time for the assist to recharge, or at least the assist will come out slightly late, which is okay, I’ll wait for it, considering stalking flare has them still, and usually if I can’t get the charges for the next meteors, that dark matter + tasky goes to teleport, because they’re pretty eager with the back button after two or sometimes more meteors.

Missiles can probly do that same sequence and signficantly better ones if you find the right time to call him, maybe right after you call meteors. Getting that first meteors is often the problem, but once I get it, I find a lot of characters are free. I got nothing with the assist in specific, sorry, never played missiles, but I think it would be helpful to figure out some general knowledge zoning patterns with fast projectiles, slow projectiles, get-off-mes, and awesome long-range 50 hours of blockstun superparty assists (I can only think of Bolts, Drones, and Missiles for this category).

Champ’s new thing off a stalking flare or Big Liberation is to charge a spell, do flame carpet and plasma beam, charge some more. It’s really good, but I tried it with Taskmaster arrows, and I got boxdashed…it’s only really effective when the beam assist is fast to hit fullscreen.

I have yet to make any decent zoning patterns that use flame carpet, and feel like an idiot for not doing so. I’ll get on that eventually. The current plan I have is occasionally just lariat plus flame carpet, except on Hawkeye.

Duke: bingo. That’s exactly the kind of thing I’m talking about. I think a key sequence too, when doable, is to call missiles, wait a beat or 2, then meteor/volcano. So the missiles drop immedately after the liberation ends. That seems to buy a lot of time. Then from there maybe pillar/hole xx flare, then start charging and attempt to repeat.

Triplex: not what I was looking for as much, BUT… is also very good helpful info that goes hand in hand with attempting to set this stuff up from neutral.