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

Hey guys, I’m thinking of adding Dorm to one of my Thor teams. I’ve been messing around with him in practice mode and I was hoping you guys could critique my combos. I’m sure they can be improved in a few ways. I’d appreciate the feedback, thanks.

[media=youtube]qNgjf5Z8C8o[/media]

(Excuse the terrible quality)

Pretty good. All I can say is that at 47 seconds you can get 3 reps of the j.MHS loop intead of two.

What combos do you have for non-optimal starters?

Dorm combos should be the last thing u practice , whats your neutral like? whats your game plan

Anybody have any dorm combos with skrull tenderizer assist?

I’m working on my neutral too (unblockables, when to charge spells etc), but I like to cover all the bases.

Do you guys tend to use Dark Matter in midscreen combos? I managed to teleport into jump loops, but it seems difficult given how Dorm’s teleport is of the tracking varierty.

Your combos look fine. Hidden missiles kinda negates the need for dark matter combos midscreen, just because he helps midscreen conversions so much it’s criminal.

But, no, my execution isn’t the greatest, and Dark Matter midscreen combos are easy. Really, I go for them as nearly 100% of my offline confirms, except when I land an odd hit and have to convert in some silly way.

L teleport, right after they bounce, the timing’s not too bad after a bit of practice. I’d say, back to “are those combos good?” you don’t need dark matter midscreens, except that they would help balance out Dorm’s damage a lot when you have used missiles in neutral, and they are unavailable to the combo, which is going to be a decent amount.

Here’s a link to a video, with a few notes.

Spoiler

[media=youtube]eXBGVeGCXoM[/media] Starts at 2:39. He uses XF a lot, but it’s not really necessary. Mess around with the concept and see if you find something you like, like the first combo could end with dark matters and a dark hole, maybe pop a liberation with two red if you have charged it up, allows for extra damage at the end of a combo, as well as another dark matter. The last one is pretty great as well. His whole channel has great dormammu technology, so see what you can piece together.

Im not sure if this is already known but i found a little glitch with dorm involving spells. If you cast stored spells while you’re in the air you get teleported to the ground to cast it, (we all know this) but, i found you can cancel into super before the spell gets cast. It may not seem like much but, you do keep you spells since you canceled into the super before the spell gets used… I think a good application for this little piece of tech would be assist punishing. You go from being wherever you are in the air( even flying) to being on the ground instantly using super… Its interesting, and it catches people off guard…

To do it just qcb+H then input the super motion right after, you’ll warp to the ground and burn super… It works will any spell, so long as you have one charged.

Been known for a very long time

Not so much a glitch as a buff for Dormy in ultimate, though what is definitely NOT a buff is when you tiger knee liberation, probably the most useless TK in the game, but it’s fun as hell to do, the trolliest of combos are made of this move.

Wow, I wake up and Shoryuken is back. Woot! Because I’ve just found out a way to play my team much more effectively, and actually think now that my main team of Nemesis/Dormammu/Strange is viable as hell. Before I just felt lowtierry.

So, Nemesis’s dirty noodles, his tentacle normals, are amazing at zoning. A lot of people wouldn’t realize this, but it becomes especially clear with bolts. They call an assist, bolts and tentacles tags them, you do an air rocket, do it once or twice more because it juggles assists, when they approach go into your unsafe rocket super and DHC to chaotic flame, all the while juggling the assist. Now they’re full screen sans a character, I’ve gotten RR and Strider a few times with this too. So, they have to be careful about calling assists.

Better yet, air tentacles can hit grounded opponents into the bolts of ballthakk for a near-fullscreen confirm, as long as you wavedash well. Unfortunately Nemesis scales like shit, but that’s where TACing comes in, Nemesis can solo relaunch once to get a bit more damage before the TAC, and can also bait TAC counters with his j.S, which, if placed correctly catches all air techs and is an effective TAC bait. Dormy can kill pretty much everyone with a THC following (fullscreen away all the Nemesis shots and step combo, and you can dark matter dark hole, let them reset, and matchupwise, from that position dormy can easily chip out any character in the cast who would be able to survive the previous combo). Against a bulky guy, they’re about to die to chip, against a weak person, after the TAC combo go from a purification and have them reset into a stalking flare, most of the time they’ll die at the hands of a cheeseball, or you want them to. So, if they die close to you, place a carpet where the opponent is going to land, otherwise charge up a few times.

Character 2: as soon as they finish blocking, throw out a dark matter and call bolts, teleport. It all combos on hit, and if they block you can superjump up and land with a normal on either side, the second bolts prevents them from airthrowing you. Two 50/50s. Nemesis assist allows a relaunch from anywhere, but honestly you could just pop XF for the relaunch into death. Either way, with two relaunches available, you will corner carry.

Character 3: Charge a third thingy, lay a flame carpet and go for an incoming unblockable. j.M+Strange j.S Teleport M is my personal favorite, by not jumping towards them they can’t just XF throw you out of the setup. If they know how to block it, do a blockstring and pop a volcano, afterwards you’ll have strange assist available again for more teleport mixups. Hopefully by now you’ve hit, and you are pretty much guaranteed to have a dark dimension available. That should be more than enough to kill any anchor they’ve got left, even if their last is Thor or something not normal. You can either extend after the dark dimension with Launcher slam and dark matters, pop that volcano if you haven’t used it up, THC, be silly and rawtag in Strange for a spell of Vishanti, a lot of things will kill here. I don’t think I need to tell you all Dark Dimension used in the right combo kills 100% of the cast.

Anchors who can get out of this momentum-train:
Sentinel - I’m perfectly fine with the Sentinel matchup, Nemesis is actually a better matchup against him than most people are, and matchups against Whackbot are pretty good already.
Morrigan - I’m cool with her wasting three meters. Dorm can fight her out of doublemode easily enough, Strange should superjump with graces of hoggoth, get two or three yellow and you can start going on the offensive. Nemesis has a tough time of it, but just make sure she doesn’t get too much meter off him.
Skrull - Um…not sure. He’s kind of rare, and also a total wildcard. Nemesis can make Skrull play really slow, though, because j.M smack all of his air approaches, and raw launcher can disrupt elastic punches. He can stalemate it until Skrull runs out of XF. Watch out for command throws.

Closest I’ve ever had to a flowchart team, but this happens more often than you’d expect. And Nemesis is actually one of the more viable points here for a few reasons: 1. The starting confirm for this whole potential teamkill can be done from really far away, and telelporters have to watch out for a jumping back j.H, Vergils have to actually play smart. What’s more, they have to be supercareful about calling an assist, making easy teleports around the zoning harder. Still definitely doable, but just a bit harder 2. Nemesis is pretty good at the start of the round, j.M or st.H covers some space, the latter has armor. He dies so easily to Hulk at the opening move, though, so careful 3. Does a lot of damage before TAC, has a useful THC, and his assist relaunches and extends midscreen, so Dormammu has corner carrying potential as well as decent damage from the non-darkmatter confirms 4. Nemesis’s grappler game becomes really scary when blocking one bolts fullscreen can put Nem right up in their face for a command grab mixup. I hope people may actually consider the Nemesis/Dorm or the Nemesis/Bolts combination as usable now, though truthfully they work best all together.

Up until yesterday I never thought of THCing after the TAC, and I didn’t pop XF on hitconfirming their second character. That makes a world of difference. Tested it in a first to 69 (no joke) last night. It is a good thing.

Does anyone know or have any videos of airtight incoming setups/mixups with Dormammu + missiles assist?

Been using Taskmaster/Dormammu/Hawkeye as my team since Ive been trying to find a second character to play along with Taskmaster and Hawkeye, and since i have some limited experience with Dorm I decided to plug him in. My general strategy with this team is to use triple arrow to get in and dark hole to lock down. The main problem Im having is playing the team when Task dies, Im playing with two characters that have problems against strong rushdown characters. Not only that but both Dorm and Hawk are meter abusers. its nice having triple arrow though for Dorm for quick teleport mixups, although the most optimal projectile assist for this is prob Mag’s disruptor(don’t play Mags though). Triple arrow is decent, but Im seeing that it is a lot easier for opponents to avoid the projectile. As always any thoughts would be welcomed :slight_smile:

Anyone know off the top of their head what Dorm’s st.M does damage-wise at maximum scaling?

Just watched a vid with someone showing liberation assist with 3 blue. In short, he was using 3C mid combo to ground the person. This stops a lot of moves and sets up mixups. For instance, Wesker cannot teleport while he’s grounded by 3C. That means It might also work on vergil/phoenix teleports and morrigans flight. It also means setting up firebrand unblockables might become pretty beast unless they’re willing to burn meter to get out of it. And if you snap them out, they keep the status ailment when they come back in.

Maybe we should be mess around with charging 3 blues in dorm combos then using it as an assist or while calling an assist. I’m sure there’s even some XF combo set ups that would work with it. Just snowballing ideas.

opinons on:<br><br> Storm / Morrigan / Dorm? (or whatever order)<br><br>Dante / Morrigan / Dorm ? <br><br><br>Also, what spot is dorms best position generally? Err, could someone give me a rundown of how / what he does in each slot. Thanks yall

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<p class=“MsoNormal”>I am currently running Nemesis/Dorm/Strange, and it is an awesome team, despite the zombie. I’ll rep him all my life. Dorm actually gets some sick mixups with launcher slam because of how much space it covers<br><br>However,
the matchups against short characters suck. Like, really really suck,
so I’m looking for someone to sub in on Joe, Jill, X-23, Arthur, Rocket, also Spencer and Wesker are tough to deal with using this team. So, who do
people think are some optimal point characters for ___/Dorm (whatever,
usually dark hole)/Strange (bolts)?<br><br>I’m open to nearly any
character there, except some of the top tiers, Zero, Doom, Vergil
specifically. My thought for best point there is Modok, trying to learn
him but it’s going slowly, business in real life. Thought people here
would know who works with bolts and Dormy.<br><br>Thoughts? Any suggestion for a character is appreciated.<br></p>

Server was funny, this one was a doublepost. To make this not a useless post, I’mma add some tech. A lot of Dormys have an extension-only assist, mine’s launcher slam, but I’m figuring out some applications of it. Air-to-airs that on hit confirm and on block hit left then right, stuff like that. However, one very interesting thing, on a dead character, call launcher slam right before they come in, meaty j.H incoming and teleport, falling back j.H so that it guardbreaks. It seems to be different timing when they advancing guard once rather than twice, same with if they don’t advancing guard at all, but all of them do in fact work. Not flowcharty yet, but I bet there’s some universal timing, a delayed airdash or something into j.H that I’m missing, but if it works that’s a meaty crossup/guardbreak that requires no input changes whatsoever for the following combo. If this exists, and when I figure it out, I’ll be an extremely happy man, that’s almost a guaranteed hit. And Dorm’s airthrow combo can use launcher slam again, and gets some insane damage, for a throw, anyways. Last time I checked I think I can get 770 or so for a meter off an airthrow, then snapback and repeat, I’m pretty sure this all gains two meters.<br><br>Since this probably works with other assists, what do people think about this line of exploration/has anyone already figured out something? <br><br><br>Oh, and for A Member of Stars, <br>Dorm point: Hard to fight rushdown early game, great with a few specific assists (lariat, Hulk AA, Jill somersault maybe?) otherwise a bit hard to gain momentum with<br>Dorm second: Godlike at preserving momentum if it already exists. Good TACs, safe DHC in flare, good beam DHC for catching assists, and gets insane incoming mixups with pretty much any assist. My favorite by far<br>Dorm Anchor: I hope you like pillars, the chip is astounding, the zoning near-unbeatable, mixups slightly less safe with no assists, try to catch them in a stalking flare to lock down for safer dark matter/teleport stuff. He’s a damn good anchor, usually not used because his assists are meh. If you have two characters who really benefit from dark hole, play Dorm anchor for sure, otherwise nah.<br>

Have some more Dormammu/Launcher Slam tech, though this can be done with quite a few assists, just mess around and see if this works. Conversions for Dormammu with launcher slam for all throws, ground and air, forward and back, corner and midscreen. All with 0 charges, all reliable. Seriously, every time I see Dorm just doing purification after a throw, I get pissed. Hopefully I see some of these becoming more common.<br>
<br>
Ground throw, back is the easier one to time, jump forward tridash down
and while you press the dash call launcher slam, then flame carpet
straight upon landing, nets you a j.MHSj.MHS st.M (I forget if you can
do a cr.H here, I think you can) Launch Air combo, land, and if your
second assist can extend off a flame carpet, get two dark matters and a
dark hole, you get close to 800k, one meter, off a midscreen ground
throw. Forward throw is the same thing but slightly more difficult
timing. By the same logic you can land this followup off most midscreen
air throws, just by dashing once and doing the exact same thing,
although the only difference here is you certainly cannot do a st.M
cr.H, just st.M. This may vary for smaller hitboxes, but it works on a
majority of the cast. There are a few better airthrow combos, but this is easy enough and universal.<br>
<br>
Corner throws are where it gets fun. Ground into the corner, flame
carpet with launcher slam, you can j.MHS x 3 on middle sized, some
large, and floaty hitboxes, and you can j.MMH j.MHS j.MHS on the rest of
the cast. launch and extend with carpet if possible. Does a teeny bit
more damage than the midscreens. Also does more than my airthrow corner
combo, but it’s too fun, so I do it anyway.<br>
<br>
Corner air throw, I do st.M+Launcher Slam st.H and immediately cancel to
QCB+L while it bounces. Then dark matter and charge up another
destructor, st.M cr.H launch, MMHS, delay a few of the air normals, and
on landing you can charge up a third destructor and send them flying,
then I personally call bolts and do dark matter, dark matter, dark
matter, dark hole, Chaotic Flame, but you can use a lot of assists here.
My favorite as far as how it looks is call strider and dark matter,
launcher cancelled into QCB+L QCB+L Dark Dimension, QCB+L and a second
big bang, which looks all sorts of swaggy, dark matter dark hole, and at
that point you’ve probably killed most of the cast before that last
hyper.<br>
<br>
Corner ground throw does the most damage by about 10k, but otherwise
they nearly do identical damage from anywhere on the screen in any
direction. <br>
<br>
<br>
Two minor notes: on their last character, you can do the following,
corner combo ending with chaotic flame, st.L+Launcher slam, snapback,
the groundbounce connects…teehee. I wish I could record these. I
wanted to update my dormammu combo video on my channel, the last one was mostly
Dorm/Lariat tech. but my computer is out of commission. <br>
<br>
Last Note: A worse version of all these midscreen throw combos is available with
Wesker’s jaguar dash assist, I’ll use the backthrow for an example, jump
forward dash down and call wesker simultaneously, flame carpet, tridash
once forward right away, j.LHS st.M cr.H S, that’s the conversion. Corner throw combos, about the same. Messing around with
Wesker/Dorm, and can’t decide between the assist, gunshot gets
unblockables, but they’re not the best, and it allows for stalking flare flame carpet, rawtag, high-lows, but if they advancing guard like crazy they dodge that too. And the Dorm/bolts mixups are easier to set up and
not get birthdayed. The real benefit of gunshot is the easy relaunches
midscreen off a non-dark matter confirm, otherwise Jaguar Dash is better for extension, and gets pressure off a blocked flame carpet.<br>

If the following question is addressed elsewhere, please feel free to point, as opposed to retype:

Any partic good strategies or tactics for dorum utilizing jam session? If they block one, seems we get at least 2 spell charges. If we call jam then M teleport seems we get a nice jump loop type confirm. If they block jam in the corner, no doubt we get some trijump stuff.

Anything partic powerful I’m not thinking of? Maybe a good incoming sequence with carpet, hold them in place with jam, fill in the blank, profit?

Just thinkin out loud so it doesn’t appear I m looking to be spoon fed… that said, spoon feed me!! :slight_smile: thanks, guys!

wtf, cant even figure out how to edit on this “new” srk. maybe cause im on my phone?<div><br></div><div>anyway, for the above post, meant to include for context the team im runnin is dante dorm magneto. put it together last night and played it a bit today. sooooo funa</div>