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

Yeah I’ve been ‘auditioning’ points and Dante is one of the best. I’m likely not going to play him because I blow w/ non-anchor Dante combos, but as far as theory goes, he’s excellent (my contenders have been Dante, Wesker, Task, and Morri). The thing to know about Jam Session w/ Dorm is if they block it in the air, you get 3 spells. So on incoming you have the choice between calling Jam and teleporting behind, timing the teleport to side switch juuust before they touch the big pink stripper pole, OR “setting up shop” and laying a carpet, droppin some Jam, and loading your choice of POWEROFTHE’s.

Another interesting try w/ Jam, which is something I do a lot in neutral but could theoretically be strong on incoming as well, since they cant call assist to ruin the plan: M teleport unassisted, then when you appear, immediately call Jam and M tele again. This mixup is why I really wish i could run Dante lol As long as they don’t stuff the initial unassisted teleport, this can feel like a near-guaranteed hit. Especially the first time you do it.

As for incoming w/ disruptah, the basic pattern you said is pretty much correct. You can also, if you have the time, do something like jump, Fly, meaty dark hole (button depending on distance), then call beam+tele. This is good because it lets you get something going from a distance. You don’t get the carpet, but so be it, Jedi. Also you could set up a meteor shower meaty to force them to the ground and attempt a Disruptahport timed for immediately after that block stun disappears. The main dangers of this are that it ends up all one long block string, or that the meteors hit and you whiff your mixup. But obv the meteors hitting is really a good thing if you’re paying attention. Just a matter of if it’s worth spending 3 hands for it. But w/ Jammy Jam its easier to get dem hands back.

Now what I’m looking for, as evidenced in my post above, are some good neutral game setups that make opponents suceptible to the crossup. If they can block the crossup, I’ll deal with it from there, but my whole strategy basically bets the house that they WONT block it. I mean, really, timed properly, it’s nearly unblockable. I may get pushback on this statement, since in THEORY hey! Good players will block this consistently! Ehh, not so much. And if they do, that means either we just need to do other stuff because we’re getting stale/predictable/repetative, or the opponent has incredible defense is is earning their blocks. Really not worried about them blocking a properly timed, grounded Disruptahport. And even if they do the fun certainly doesn’t end there.

So the crux of the matter is setting up the setup. They stand on the ground for 2 seconds, they’re dead. Did I mention I REALLY love this shell?

I want to correct some things about the post above me.
Dorm can only get 2 Spells safely if they block Jam in the air unless they are at SJ height. It’s really dangerous to get the third one because a lot of characters can punish you like Spencer. >_>

As for incoming going against Dorm/Dante/Mag, you can actually get better stuff. What I usually do is Stalker flare > carpet, raw tag Dante > Acid Rain. It’s inescapable and if they and teleport out(Wesker can do it if he push blocks the last hit of Flare), you get the guard crush or he still lands in the 50/50 Acid Rain. After I get the hit, I usually get my damage by leading into prop Shredder > Air trick(depending on spacing) > Hammer, Volcano into Beehive > backdash > S > Clay Pigeon > Lvl 2 Stinger > Grapple for the 50/50 mixup.

If it’s Dorm/Mag left, I usually Stalker Flare > Carpet > Raw Tag. It’s difficult for the opponent to get away from an unblockable or guard crush unless I mess up my setup. I also use the following setups following an opponent’s dead character:
L Teleport to get near the side of the screen in which my opponent will appear(depending on if you killed them outside the corner). When Dorm is getting ready to touch the ground, call assist and M Teleport. Obviously, Air dash characters can get out though.
If near corner: Carpet > Frame trap stand M+call assist > M Teleport or Flight into S or H Teleport if they think they can block the mixup > combo > TAC Infinite

As for Dante/Dorm shell, it’s good but not the best shell. The neutral game takes time to get used to because Dark Hole has a good bit of startup compared to other assists like Piss Beam. Dark Hole is great against Drones and whatnot, and it is only good against Plasma Beam if your opponent called the beam after Dorm. It will fully neutralize the Beam, but called at the same time, Beam wins. You can get one good setup on the ground to keep the opponent grounded. With Dante, here are some setups to guarantee a 50/50 boxjump:

Crouch L+Call Dorm Assist > Stinger > Air Trick. They cannot pushblock this to the point where you are unsafe. Stinger will guarantee that if Dark Hole does not hit, you can break the throw if they try and grab you out of air trick. Once you break, they will hit the tip of Dark hole usually. 80% of the time, they will get stuck in Dark Hole and they cannot move, so you can box jump safely and if they think the jump is going, go low, or you can TK Hammer where it will not hit and you will recover pretty fast. This creates a fake overhead into a low. If it’s not blocked, just do MHS > Clay Pigeon > blah blah blah.

Call Dorm assist > Do 5M > 5H. This works if they are jumping in on you whether it be tri dash or whatever. The Dark Hole will eat up most assists they call and since they can’t block via air dash…el oh el; Gun loops will give you tons of damage here. Mags can get away with it though because of Blast. Characters who normal jump will eat a left/right 50/50 almost every time because they have to land on the Dark Hole, Dante can slide right under them and it’s a true 50/50, or guardbreak if they pushblock, you can also Acid Rain here and be relatively safe. You can get grabbed if you do the left/right 50/50, but a well timed M > H string will secure your fate.

Box Jump+(Call Dark Hole with the same time as your dash) > H. This is amazing on incoming and midscreen against characters with little options against box jump H with all the other stuff you put on screen with Dante like Drive, Crystal, Hysteria, etc.

Hey, thanks! I wasnt trying to spread mis-info or anything regarding the 3rd charge. Actually it was a pretty reliable source who told me that once, so I was just relaying. I dont really use Dante on my team, aside from giving him a recent test run.

That said, since you seem pretty knowledgable yourself, would you mind giving my post above that post a once-over? Disruptor-Dorm is likely my best character, and thus I’m fairly competent w/ him, but wouldn’t dream to say I have it mastered or anything. Therefore ANY info about that pairing, and ways to try and force the crossup, or zone w/o it would be welcomed. Even if it’s stuff I already know and do, that would still be good since it’ll mean I’m “on the right track.”

I’m still ‘auditioning’ points. It’s down to Task and Wesker, with Morri and Joe as “characters I like who can fit, but likely arent optimized in this setup.”

Edit: Oh yeah, so if I have Dorm and Mag left, do Stalking Flare, carpet, raw tag, what kind of sequences are you doing w/ Mag here? Dash up air grab on push block, and attempt trijump jL as they land into carpet if no pushblock? That’s just a guess based on what you wrote.

Tri-Jump L with flame carpet right below is an unblockable. If you plink the dash, you get an option select throw based on when they pushblock stalker flare. :slight_smile:

As for the mis-info, it’s not really misinformation. It’s just not really safe to charge 3 spells with Jam. I usually jump, air dash+call jam > Flight > charge x2 > teleport(depending on if Dante is off screen, you can call disruptor here) > H to break a grab that may be coming. Characters that can punish you for getting 3 spells are: Wesker, Spencer, Rocket Raccoon can put you in an easy 50/50 once he lands, Dante can hit you with million dollars, etc.

As for Dorm/Disruptor, it’s easy to catch people at first, but your hard times with the shell are gonna come from characters who are extremely mobile like Wesker. I’d suggest looking at some of Ranmasama’s gameplay to get some tips as well. Always try not to Super Jump with Dorm. Do Normal jump > airdash > flight. That way you can freely move and do teleport mixups.

As for your audtioning people, Wesker is dumb good with Dorm/Disruptor. I play Wesker/Dorm/Mags when I’m messing around and it’s GOOD. With the right Bnb, Wesker can do about 880k before the DHC into Dorm.

Yeah I definitely do the jump, adu for air movement. It’s also nice when you have the situation where you take a hit and flip out high in the air and become able to use assist. They usually dont see a Disruptaport coming in those scenarios.

And after looking long and hard to a Wesker replacement, I think Wesker is just the way do go. And I dont NOT enjoy em, so it’s all good. However, Im curious what BNB you’re thinking of because I am most definitely not doing that much damage pre-DHC.

I’m practicing in training a midscreen relaunch via Task horizontal arrows assist with sjMMHS, jump fwd, addf+Task, land Carpet, S etc.

But I can’t seem to make the S hit consistently. Anyone know if this SHOULD be consistent if timed right? And if so, anyone know the specific timing for it(again, midscreen). The assist call at the same time as addf seemed to work, but if its not gonna ALWAYS work, I don’t want to be going for it.

Thanks!

This is consistent, it is a staple that I use on my main team. The trick is that you have to hit the J.S in the air series as late as possible so that Dorm lands on the ground right after the opponent, and that Dorm is close to the opponent as possible when you both land(you may have to tri-jump once or walk forward slightly when you land to be as close to the opponent as you can). Then as soon as you land your going to call the assist and lay the carpet down as quick as you can and the opponent should OTG in time for you to relaunch with S. Hope that helps if any.

Awesome thanks ill try that! Which team are u doin it with? Hopefully I can get that late sjS after a disruptor crossup. Id assume I should be able to.

Im doing it with Task/Dorm/Hawk. You should still be able to do it after a disruptor crossup, dont see why not.

I actually struggle with it greatly when started from a Disruptaport. It doesnt let you delay that sjS as much. :confused: Also that’s interesting about Hawkeye. When I put Wesker in front, I actually wish I had Hawk in back, BUT it feels like the arrows just don’t work nearly as oppressively w/ the Dorm crossups like they do Mag. I don’t suppose any footage of you proving me wrong exists?

I honestly much prefer Hawkeye as my anchor as I looove Hawk and am quite good w/ him. But my Dorm’s effectiveness seems entirely contingent on how well that Disruptor crossup works. Could Greyhound be as good??

Hawkeye is my favorite character in the game, and I prefer triple arrow over disruptor for Task(and my Magneto is trash), but Disruptor is without a doubt the best beam assist for Dorm. Triple arrow does many of the same things that disruptor does(very fast projectile) but disruptor is slightly faster and has a much bigger hit box than arrows do. The arrows can be avoided alot easier than disruptor, also with my team your going to have to decide where to allocate the meter between Dorm and Hawk since they both heavily rely on it(Dorm with missiles needs meter alot more IMO). Thats why im actually switching my team becuase Task just doesnt cut it compared to the top tier in this game and Dorm needs an appropiate team built around him to be truly effective. I say stick with disruptor.

As far as points go, have you tried Dante? Since you already have Dorm/Mag down, adding Dante will give you one of the best Dorm teams you can play.

Long exhale sigh Yes, I have tried Dante. And I dig Dante on anchor where his XF combos are easy. But I just dont execute Dante well enough, honestly. I do agree as far as Marvel theory Dante is one of, possible THE, best points for the squad. But every time I mess up a disruptor-teleport confirm, or drop a combo, or miss a stinger xx BC xx tele, etc etc I’m just like… “well, I’m good w/ Wesk and Task!” lol

So yeah, you are absolutely 110% right, but I’m just personally much better w/ the likes of Morri, Task, Wesk, etc.

Also, I too loooove Hawkeye. Which is why I was so hoping you’d be like, “you must switch to arrows, here are 19 reasons why it’s better!!” lol But really I did know Disruptor is the way to go, and I’m quite happy w/ it. Hawk in back would be having my case and eating it too.

Now that said… Wesk Vergil Hawk is just a frickin coup.

its funny that you mention Wesker/Vergil/Hawkeye becuase that was the team I was thinking of switching to, that or Nova/Vergil/Hawkeye(cant decide between the two). Buts that for another thread lol.

Im not sure if this is new or not, but ive been able to do around 610k meter neutral off of a ground throw with Dorm/Jam.

Off of a back ground throw:

Throw, Forward Dash, Call Jam, Flame Carpet, Super Jump up forward, Air Dash Down Forward, j.H, jump straight up, j.M, j.H, j.S, jump up forward, j.M, j.H, j.S, s.M, Launcher, j.MMHS, into Purification, Chaotic Flame.

Sorry if im not notating the combo correctly. However, the forward ground throw version is basically the same but adjusted a bit because Dormammu throws them farther than his back throw so Flame Carpet hits less.

Forward Ground Throw:

Throw, Dash, *Call Jam Session while dashing, Flame Carpet, Super jump up forward, Air dash down forward, j.H, jump up forward, j.M, j.H, j.S, jump straight up, j.M, j.H, j.S, s.M, Launch, j.MMHS, Purification, Chaotic Flame.

And of course you can use assists to extend, with my main Nova/Dorm/Dante team i get 700k off this combo while building one and a half bars, so its really good.

Let me know if theres any problems with the combo, im just trying to show people how good Dorm/Dante is, i think its his best assist and truly believe more people need to use it. If this combo is already known, oh well my bad lol.

Oh, that is so cool, I’ve been tridashing and doing jam, then not doing the j.H and doing two loops by just jumping up and catching with j.M. I like yours better, seems more reliable for more damage, stealing that ;D.

By the way, has anyone ever gotten a Dorm combo do kill Thor with only two meters used? starting with no charges, that is. I’m trying everything and the best I can get is 1.23 mill. Also, 1 mill exactly with 1 meter. Can I do better than that? I’m using Bolts and Centurion Rush, but I mean with any assist is that mythic 1.25 possible? I’m so close! D:

Can someone give me the notations for the Dorm jam session + launcher+meteors mid screen combo ender? I’m a bit confused about the order/timing of everything.

Can any help me find a way of converting a forward or backwards ground throw into a combo using any of Shuma or Firebrand’s assists?

I been shifting thru this thread and I havent quite seen this. So I’m wondering what some of the sequences you guys use when zoning with dormammu.

The best sequence I come up with at the moment is…once I’m full screen is.
Flame carpet, red charge, dark matter, beam assisy, 2 X blue charge, meteor shower.

Depending on the matchup. I might do a stalking flare at the end, other wise I’ll repeat.

Does that sound solid to you guys. I’m really interested in getting my zoning game better. So insights to how you guys go about effectively flooding the screen with projectiles would be appreciated.

If I can get a dude to block dark matter, with bolts, fH+assist charge charge pillar is basically guaranteed. From there I often had gotten one charge beforehand from a stalking flare or midcombo, then meteors, then after meteors, I can charge, fH+bolts charge charge pillar, and hooray, I have meteors again, put a few pillars before each meteors to let bolts recharge and it’s brutal. I remember Tasky doesn’t get as much time, but Taskmaster arrows have very very similar sequences which work for it.

It always depends on the assist, though. Personally, I always aim to get them on the ground or falling, so that my dark matter connects, on hit or block.

On yours, that early part, flame carpet and charge, watch out for certain characters, spencer, spidey, deadpool, chris anyone who can get a big hit from far away. Even Tron could boxdash overwhen you’re calling assist and fH and hit with j.S for birthdayage. That does sound good if they’re mostly ground-based, though (example, Hulk is free as hell to flame carpets if you can get them out with some space).

Jam Session rep: after Meteors, charge red, charge blue, teleport, call Jam + addb, charge blue, Dark Matter xx Meteors
Disruptor rep: after Meteors, charge red, charge blue, call Disruptor + charge blue, Dark Matter xx Meteors

I get my initial charges from Tempest into Flare DHC mid-combo and after I kill the first character. Haven’t tested who can escape extensively yet, but I’m pretty sure the Disruptor rep has a lot of holes. I do the trap by alternating these reps to give enough time for the assist cooldown.