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

any tips to land two loops off of tatsu? Can only seem to do 1 before they pop out unless its on one of the larger characters.

He’s

His neutral is OK but I have a hard time with any combo with him that’s not the basic launcher mmh forward hard mmhs otg arrow vert legion arrow super. Since that’s the only one I’m landing I don’t get much damage. The rest of his higher damage combos seem to be tough to land consistently. I guess this is more of a task forum question now.

Yeah, sometimes it’s difficult to get even one loop since the opponent flips and causes Dorm to not side-switch.

If you manage to get one loop, delay the j.S to land faster.

Link j.L to j.H as fast as possible, and delay j.H to j.S as much as possible.

^^ thanks for the tips guys!

Use MMH, MHS, MHS

The MMH brings them higher up.

Ooo ok so I start with MMH rather than just H before I start the loop? I usually start with H to lift them up then do LHS, forgive me if I’m not understanding you correctly.

You can start with an H as long as it is a falling/ADDF H. I tend to just go straight into j.M though. Its range is deceptively long. If you, for example, call Tatsu and do either a L or H teleport, all you have to do is land and jump towards the enemy and the j.M tends to connect.

Um, curious, for all the people who have learned infinites with Dormy, I’ve just started, and I can get 4 loops or so off the down corner TAC, but it’s really inconsistent, and I’m wondering if there’s ways to easymode the timing.

  1. Right after entering on the down TAC, I am supposed to immediately air-dash down farward, and then go into flight. I know that much, but should I ride the airdash out as far as it can go, or go into flight midway? That landing j.H seems to be a bitch either way, I was wondering which way is easier for people.

  2. If I get close to the ground for the infinite starter, I hit j.H and jump LH flight, go into the whole sequence…it puts me at a different height than the starter. Is there a way to change that so I’m at the same height for both the entry and the loops, or am I going to have to do the timing differently for the first and second landing j.H?

ok now i bin running mag dorm and i v bin challenging myself bin trying to kepp my opponnet busy with meteors dark matter canceled pillar into stalking flare get 3 charges mixup for a launcher cancel liberatin thing is they tag me after the second charge and its a little difficult to keep track of my charges due to all the keep away im doing any help?

Any tips on developing really top notch Dorm defense? And out of Doom and Dorm, who is the better anchor?

Dorm has better chips and dark matter cross-ups are nasty. Takes like one air series, a purification, and one chaotic flame to kill almost the entire cast. Doom however does more for Dorm by providing him with an assist. Dorm’s most optimal spot is in 2nd where he can be dhc’d in. Doom on anchor is overrated and underrated. It works and it doesn’t. Certain matchups make it hell, but for now, people are still going to get hit by footdive. He moves better than Dorm but no teleport is lame. The pros and cons of both are pretty balanced. However I prefer a Dorm backed with awesome assists rather than a Dorm with XF3. Personal opinion.

Dorm’s Defense: Being able to move well with Dorm is numero uno. Superjump cancel any jump or airdash you do. There is no point not to. Knowing the speed off his teleport is next. Know when to use it, and when you’re gonna get abused for it. Luckily his teleport has possibly the best placement out of any.
Next part is knowing his tool set. Dorm has great moves with meh frames, so you have to be fully aware of your opponents placement on the screen and their movement options because Dorm’s whole defensive gameplan relies on knowing your opponents options. Know where your purifications are going to hit. Use them, but don’t abuse them because one whiff of pretty much any of Dormammu’s moves will set you up to get hit anyway.

As for actual in game strategy, I move pretty much with only air dashes. For characters that don’t have good air options or teleports, flame carpets work wonders. Air dash characters get eaten up by purifications and dark holes, though word of advice: Dark Hole L and Purification L should be your most used variations because if nothing else, they open you up the least. Better to whiff a hitbox in which there is no space between Dormammu and the move for a character to fit than to whiff one further away that will allow the opponent to nail you. Dorm is probably the most vulnerable to teleporters due to how much a commitment his moves are. That’s why I teleport a lot around teleporters because if you both try and move, Dorm usually ends up in a safe spot, either being able to move away and start zoning or rush someone down and capitalize off a whiff. Keeping 2D1C stored up gives you a get out of jail free card, and can even let you cross-up and punish people. Don’t be afraid to burn a meter on Chaotic Flame or Stalking Flare to push people away and give you breathing space.

TL; DR Optimize his movement. Learn his toolsets. Learn the matchups. Try to get your Dormammu game to the point where you are predicting the opponents next movement or attack options and react appropriately because Dorm has an awesome toolset that is good for a ton of situations.

Dorm with missiles is very close to cheating in umvc3, so yeah, I’d say that’s preferrable. And Dorm has the option of finger lasers DHC, and I don’t care which character you play, having that DHC available is useful.

Hrm? I’m a scrub with terms, a jump cancelled into a superjump confuses me, what do you mean by superjump cancel?

Alright, then how about this… what do I want to be doing against superjumping characters that are good at rushdown? I feel like if I guess wrong with my Purifications, I’m dead. I don’t think that’s the best option. Oh wait, Flame Carpet, the move I never use. -__- Well then when is the best and safest time to teleport, and what should I be doing after I teleport? I feel like that fishhook S out of a ADDF is pretty GDLK, but still not enough if it’s used a lot or used naked and/or up front. And any tips for gaining Dormentum and keeping it up? I can jive with the general concept of playing with him with enough conditioning. When I stop and think about it, I can make good decisions, but he’s my freshest character in my team, so I don’t really have much battle experience with him. I don’t have those knee jerk reactions with him. But with a good concept of his tools, I bet he can be depressingly oppressive.

Also, any general tips against rushdown in general? This is pretty important.

Against rushdown, for Dorm, flame carpet if you have time, cr.M if you don’t.

And careful about ADDF after a teleport, on grounded opponents you’ll land and whiff anything but a j.L from a M or L teleport. H teleport is quite different, and I don’t use it enough, but there you hae a bit more space. Baxdash j.S after teleport M is slow but very definitely not gonna whiff if you’re doing things right. The best time to teleport is when they’re blocking an assist, or when they’ve just stopped blocking an assist/stalking flare, or when they’re about to block an assist. On an opponent slightly airborne/jumping around, ADDF j.H is godlike, because you have a chance to throw too. But just don’t get airthrown.

Instead of pressing up to jump, superjump. Every time. It either reduces the pre-jump frames where you can get hit and can’t do shit about it, or makes them non-existent. But that knowledge escapes me at the moment.

Characters that superjump get eaten up by purifications. But you’re right about the risk. Cr. M or my personal choice, Air M because it has dope range and keeps people away from your hurtbox.

Best time to do a teleport is when they are in the middle of a movement option or in the middle of an attack. But it’s even better if you’ve just thrown out a dark matter because it’s a braindead 50/50. Call assists with it to make it safe or add to the mixup and you have 75% of what you need to wreck online.

I like fishhook because you can boxdash over people and it crosses up. Good blockstun. If they block the H and you land, you usually have enough time to do Cr. L (Gdlk because of the disjointed hitbox) then flame carpet which is a blockstring. Give you time to call assists, teleport, or whatever.

If you want to gain momentum fast, give Dormammu a good horizontal assist. The second a beam or whatever puts them in block, you can begin to steamroll. I usually launch Dark Matter then teleport cross-up or charge hands. Then Dark matter + call assist x cancel into purification to lock them down. Rinse, repeat.

Superjump ADDF H is the go to rushdown option for pretty much every Dorm online from what i’ve seen. I like it just fine but it’s not my style. Teleport + ADDF Air L which recovers on the ground into Cr. L is a quick overhead/low string. You just have to be quick to confirm from it.

One last thing, if you kill a character with Dormammu, you can setup unblockables with assists to stuff the double jump/airdash/teleport. Place a flame carpet, call assist or Air M the instant before the character comes onscreen to make them immediately block meaty and fall like a rock into the flame carpet, teleport H or any other overhead attack. Tada! Unblockable!

Everything MrDr said is excellent. But one point I pseudo disagree with, or at least want to offer an alternative: don’t ALWAYS sj. Maybe its my magneto talking, but there’s something to be said for jump, adu(f/b), and having the ability to call missiles (or whatever your pleasure) at near sj height, then dash around, etc. Though if you intend to go to the air, fly, charge spells, sj’s speed is def recommended (possible exception is if you have a jam session).

I completely forget about the ADU Call assist tech. Good catch.

Also, j.L tridashing is a bit easier to perform with normal jumps, and I find that useful for people who expect the H tridash and don’t gimme space for safe teleports. Otherwise, yup, superjump except when airdashing plus assists. I can agree with that.

The next step, which I’ve broached in here before, are zoning patterns based on using pillars, missiles, flares, spells, and other assorted tools to get as close to simulating infine lockdown as possible. I know said holy grail, even with meter, doesn’t exist (and if it does, who do I make the check out to?), but if you can get close, people will eat shit all day.

Side note, its snowing. FUCK.