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

How do Dorm’s TAC infinites work? Preferably the “online-friendly” version, if one exists.

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<div class=“QuoteAuthor”><a href="/profile/45295/just5moreminutes">just5moreminutes</a> said:</div>
<div class=“QuoteText”>How do Dorm’s TAC infinites work?<br></div>
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Badly?<br>

Does anyone have any videos of dorm corner combo extensions with missiles where the missiles are called so close to the the body on the ground they OTG before they come out? I know Ive seen quandizzle doing this but cant remember when. I think he does a M teleport to push the the opponent into the the missiles.<br>

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<div class=“QuoteAuthor”><a href="/profile/53946/Epoch%20Masamune">Epoch Masamune</a> said:</div>
<div class=“QuoteText”>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: </div>
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Sorry for the delay. I’ll throw words at this, and hopefully it helps.<br><br>I use the Taskmaster/Dorm pair a lot, in love with that Task/Dark Hole. I use Deadpool in the middle and Dorm anchor. Hawkeye actually seems really good there, though mags anchor is probably a bit better for Task/Dorm/???. I was considering the same team for a while. Only problem is see is without dark matter confirms your combo options become limited by a lot, and that’s where you’re losing meter. Have you tried flight combos? Good when you don’t have a midscreen relaunch, though apparently Tasky works for a relaunch midscreen, I don’t exactly know how. <br><br>Even though Hawkeye and Dorm need meter, you still have Task, who builds oh so much meter, and has two extension assists. TACing at the end of a longish Tasky combo will probably set you up for the rest of the game with enough meter.<br><br>For Dorm mixups, possibly try launching a mixup at the end of a blocked flare or meteors, it’ll keep them still so they have to take that mixup. Works with bolts, probably would work with triple arrow. Once again, haven’t tested that, so that’s all you.<br><br>For the rushdown matchup…not sure. I like Dorm’s runaway, but it is just runaway. For serious Wolverines, Task is the easy way out of that kinda stuff. Luckily, most of the good rushdown guys are in front.<br><br><br><br>I think the team can totally work, and doesn’t really need changing. Dorm doesn’t have miles of extension in those assists, but it doesn’t matter much. But usually suggestions for other team compositions show up in these responses, so here’s one. Other good partners for Task/Dorm are Haggar, Deadpool, Modok, Spencer, Nova, Akuma, Morrigan, and most likely Vergil and Doom. Without Dorm, Task/Hawk probably wants Dante or Ammy, maybe Akuma…or Vergil and Doom.<br>

Is there a thread or video with all the dhc’s to stalking flare that lead to meteors similar to what Bennet does?<br>I feel that is a necessity for dormamu players unless they have a more efficient tod. 

There’s videos, also there’s a part 2. Stalking Flare juggles are great on certain teams.

Spoiler

http://www.youtube.com/watch?v=S0M-5zIcQC4

Also, question for all the Dorms out there. I feel my dorm is decent, but I’ve reached a ceiling as far as skill, and I want to get to the next level of Dorm, and that means movement. I’m trying to learn how to go into flight and wavedash a ton in the air, like Ranmasama, but I’m not only scrubby, but I also play on pad. Any tips from pad dorms on how to zip around the sky?

I actually avoided learning how to get multiple air dashes to move around the screen because I thought it would be hard on a pad but I learned it consistently within a week. Sometimes I get an accidental j.M, but what I do is I set a dash to L+M and I just alternate between ADUF and ADDF, or back. Just start out doing that slowly, trying not to get accidental specials in the air and then just start speeding yourself up.

with ground movement, this sounds basic but use a front/back dash and cancel it into the same direction jump and then same direction air dash. It extends the distance you can get in one tri-dash.

So…what are Dorms optimal solo BnBs? He has a dark matter wallbounce combo right? Is that his optimal solo combo? notations please? There isnt anything in the OP, and this is 25 pages long lol.

Id really appreciate any help. Thanks guys

Not sure how close to optimal this is (the flight tridash wallbounce thing might be slightly stronger, and corner bnbs are different), but this is reliable and damaging. cr.L st.H dark matter, right after they hit the wall teleport L, dashdown with j.H, j.MHS j.MHS, st.MS MMHS, assist followup if you got it.

In the corner…actually, I have a video on that #shamelessplug


the first can be done solo, and it probably what you’re looking for, the second and third with assists, all pretty damn powerful as far as damage and meterbuild.

Whats the zak bennett extension? Video please?

A buddy of mine has been running wesker dorm akuma, a team I like a lot actually. I often help him out with tactical ideas, strategies, yadda yadda. So I’ve been messing with this team in order to do so, and its quite fun and seems strong.

My question is if anyone knows of any high level tatsu-dorm players that I might watch some vids of them. Also, anyone know of any good tricks or strats using the ol 'cane kick? An idea I’m thinking about and will have to play with is, in neutral, trying something like M teleport, call tatsu, M teleport again. The idea is simply that tatsu is short-range, sandwiching it between 2 teleports could make that near irrelevant and give us nasty crossup gimmicks almost on command, long as we choose a time when the first tele is reletively safe. Thoughts?

The Zak bennett tech is basically flame carpet on a tiny hitbox in a hard knockdown while you’re right up against the corner. It juggles, and then you can be creative on the extension, the classic is to chaotic flame, then they fall into the last few shots of the flame carpet, dark matter into dark hole and another chaotic flame.

On that topic, I have a nice throw combo for tiny folk as of an hour ago, but I’m curious: who has the most hp among the viable candidates, the small hitbox folk? Wolvy is 950, right? If not, does Morrigan get juggled by the flame carpet in the same way? I’m asking because the combo does too much damage, I can’t make a good video of it because they die on the first few hits of the second chaotic flame.

Actually, my last post was about the Dormy flame carpet stuff on small guys, so yeah, here’s a bnb I made using it. For the record, a second chaotic flame does much more damage, doing either 1.07 or 1.05 million, I forget which one.

I actually wanted to discuss it with people. Right here I found that bolts gives me enough time with the carpet to get another charge. Anyone else find good assists to prolong the carpet and give time for charges?

Don’t know if it’s old but you can combo into stalking flare (at a good height for followups) without charges using X23’s DP (also works with zero’s and probably many more)

I can get one charge + otg carpet with log. the timing window looks like the same as charge + 3d0c otg liberation.

So, I’ve been trying out Deadpool/Dorm/Strider in a few matches(despite having only played Strider for about 4 minutes prior), and I realized, while inputting my zoning/teleport sequences with Dorm…THIS ISN’T BOLTS AT ALL! I didn’t really know how to use Vajra when I’m Dorm. Like, at all. I did fH+Vajra teleport M and they just sorta plopped on the ground once it connected. I felt silly.

So, I’m curious, and I assume someone here has messed around. I have extension and combos with them, even thinking of a video (quick work and vajra make for some insane conversions, just sayin’), but when are good times to call it in neutral? Aside from right before a pillar, that one’s simple enough for me to get.

I mean, I could just call it raw and do unrelated crap, which I ended up doing, but using him for specific lockdown and mixups…how do I go about that?

I know that Dorm can St.L after a Dark Hole L and continue the combo(no XF required), but can he do St. M instead?
it would help this combo I’m doing, which admittedly already almost ToDs lol

Well the startup of st.M is only 2 frames longer and the reach should hit the opponent unless they pop out at the very edge. However the frame advantage of Dark Hole is 1 frame less than the startup of st.M so I guess it depends on when you’re trying to do it.

I believe the frame advantage you’re talking about is if Dark Hole is blocked, then it’s +7. It doesn’t say in the Ult. Dorm thread
how much advantage you have on hit.
I’m trying it if the opponent’s character is almost at or at the front edge of the Dark Hole, right before the space between it and Dormington. It probably doesn’t help that I’m using a sub-par screen lol, that might be one reason why I’m unable to use just st. M for that.

It should work in theory, I mean, if Dark Hole is +7 on block and st. M is 8 frame startup, why wouldn’t it combo on hit?

It doesn’t really have a set advantage on hit because it’s air okay and how the opponent pops out can be very unpredictable (and annoying for combo extensions for certain characters >_<).

Everything you’re saying makes sense. I wonder how consistently you can get this to work though. It sounds like the hardest problem is getting the body in that sweet spot (since the active hitbox of st.M starts at his head and the hitbubbles are fairly large, it ought to connect every single time if the body is caught at the inner edge of DH) and avoiding too much HSD. What combo are you trying to add this to?

The combo I did off of Dark Hole L is:
Dark Hole L>st. L or M(?)>cr. H>S>MMHS>land, cast 2C1D>call skrull assist and charge 1D1C while meteors hit>cr.h>st.S>jump cancelled 1D1C>Flame Carpet+Thor Mighty Spark assist>Dark Matter>Dark Hole L>Chaotic Flame or Stalking Flare.

The funniest part about this is that it even with the massive scaling, it does like 860K lol