Looking for help for an ending to the combo I am currently using (or a different good combo)
This is for mid-screen with dormammu with doom missiles
air :h:, c.:l:, s.:h:, :f::h:, :h: teleport, air.:h:, air.:h::s: + missiles, s.:s:, air.
:h::s: - Missiles hit them on ground, time to charge 1 spell and do something off missile hits. (Can end up full screen or beside if you do vertical or forward jump for last air series.)
Ok so I’m looking to optimize my damage off of an air throw with dorm. I’m not entirely sure what to do. I have the following assists Sent(Rocket punch) and Hulk (Gamma Charge). Right now I’m doing
Air throw, land, dash, fly (rocket punch) J.HS, land, J.MHS, land, st.M, Cr.H, S, J.MMHS land, Pillar, Super.
It gets me around 630k and if I DHC I can get 900k. Any way I can squeeze more damage out of this?
I think without another assist your gonna be stuck with something simple like charge spell. Dark hole… Chaotic flame. You only really get ur nasty combo finishers in the corner. I’m thinking maybe u can try… Charge spell… Stalking flare… U should be able to get at least one more charge… And do at least 1D1C meteors. I don’t use doom missiles so I’m just taking a guess.
End up beside them, charge red, release xx Chaotic Flame.
So I’m testing out with Spencer assist since I’ve been thinking about using him as my new point character, and Dormmamu has the easiest combos with him… Havn’t really tested much but just going with really simple stuff you can do from anywhere on screen you can get an easy ToD combo. This is literally just the simplest combo I could think of which is pretty damn easy to pull off while still doing pretty good damage. I havn’t really put much thought into optimizing the damage as it will kill even if the combo is kept simple.
You are also able to combo off of a midscreen grounded grab with spencer assist by doing grab, spencer + pillar, cr.h, s - whatever
If you have 2 meters after s, mmhs, you can do a pillar into flame, dhc to spencer and you can get 1mil dmg for a total of -1 meter or 1.2mil for a total of -1.8 meter (this is with doom assist to extend spencer combo)
Combo: Need to start with 1 bar to be able to dhc to Spencer
"whatever hit" into :s:, air.:h::s:, dash :df::h:+Spencer, dash cr.:h:, :s:, air.
:h::s:, :dp::l:, :qcf::atk::atk:, DHC spencer, :dp::uf::h:, standard spencer corner combo.
This will bring them to corner from anywhere on screen after the spencer DHC, so the spencer combo is easy to do and adds a lot of damage if you have an assist that can extend his combo (I use doom missile so I can get an easy extra 2 H grabs for an extension if available)
So with doom assist you can get from a hit anywhere on screen 1.25m dmg that costs overall -0.3 meter. (combo builds 1.7, uses 2) and without an assist you can get about 1.05m
Hardest part of the combo is the timing to DHC to spencer off chaotic flame, since you need to do it right before the DHC time runs out which is generally a half second before they are about to fall back into the area where the flames are. And even that is not really that hard, just need to know the timing.
Tested to work on zero/RR/tron/modok/wolverine/ghost rider so I assume it should work on the entire cast.
I found a better rep with Jam: after Meteors, charge red, teleport, call Jam + air , land, charge blue, charge blue, Meteors
This has a smaller hole between Meteors and teleport + Jam so they can’t hit you out of teleport that much. Plus it works with both :l: and teleports so you can do a left/right mixup within the trap. If they do get hit, Jam combos nicely and if you choose to continue charging, they flip out of Jam right into another Meteors rep. If they block the air
, the Jam acts as a true blockstring and pushes them to right around full screen range and leaves you fully charged for another Meteors rep. They can superjump out here, though, unlike the old rep, but the fact is you released Meteors and got an almost guaranteed full charge for Meteors again so I think this is more useful. Plus this actually gives enough time to call Jam again to loop over and over, even when you do it as fast as you can and the opponent doesn’t superjump out.
i play modok/dorm/doom and dorm is definitely my weakest point. i usually find myself super jump, flying teleporing charging spells and releasing them. like i want to get in and do some combos but the tri dash Ls and teleport H’s jsut aren’t really working for me. I"m fine with not being that great at the character but I at LEAST want some sense of mixup with him.
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how do I emulate a mastah CJ type mixup with modok beam assist on incoming? i’ve tried flame carpet jM+beam, M teleport but people are always blocking this and even if i do hit, i’m not exactly sure what notations I should be using to convert?
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if i do manage a hit mid screen, I isually do somehitnglike S+missiles, sj MMHS, land dash, charge a spell, S for relaunch (as missiles hit) and then sj MHS ender. is there something more optimal or consistent that i should be doing?
i like what dorm dhcs give me, but i’m close to dropping this character just because my play is so poor with him.
When you do mixups, frequently change between :l: and teleport so you plant it in their head that not always are you gonna go crossup/same side. Once they know this, beam assist/Liberation/Dark Matter into teleport becomes more of a 50/50 for them rather than something that goes “hold left, then hold right after the teleport”.
Also, it’s more effective to mix them up when they’re preoccupied with something else. When they’re chasing you down while you run away or they’re trying to approach you while you keep them out with spells + beam assist, they’re less likely to expect a teleport mixup.
Don’t just always blow Liberation once you charge 3 hands. Hold on to them until you find the perfect time and spacing to release. I know you’re looking to rush and mixup with Dorm MastaCJ-style but it pays off to know how to use Liberation because it gives him oppressive keepaway, which is where I think Dorm is best at. (plus suddenly rushing them down after they get frustrated with your keepaway makes it more likely for you to get the hit)
Liberation usage (don’t mind the names, I’m pretty sure they’re not the official names, that’s just what I call them for convenience’s sake):
1 red 2 blue (Meteors): The sweet spot for this is between half-screen and 3/4-screen range on the ground. They’ll be locked down the longest at that range. You can call Missiles right after, charge a hand, throw Dark Matter into a few holes or pillars, then you can charge the remaining 2 hands while Missiles hit. The majority of your keepaway game will focus on setting up a single Meteors release so you can chain multiple Liberation releases together.
2 red 1 blue (Volcano): This is pretty much anti-rushdown. This and Meteors are gonna be your 2 most used spells when keeping away so when starting from scratch charge 1 red and 1 blue, then add a red if you need Volcano or a blue if you need Meteors. Basically you can use this if you feel that the opponent’s itching to get close to you, and they have their beam/fast lockdown assist ready. The lava comes out as long as you aren’t interrupted during the first frame of startup; after 1 frame, the lava is guaranteed to come out even if Dorm gets hit (this also applies to Meteors). If they get locked down by this, you can cancel into Flare for some space and chip in exchange for a bar, you can lay a Carpet and try to push them out with Dark Matter + beam assist (possibly with a teleport mixup right there), or you can just tridash backwards for a quick escape.
3 red (Explosion): Unlike the previous two, this doesn’t come out if you get interrupted while you cast. Fortunately, this has really fast startup. This is really great for catching them doing stuff like trying to approach with an assist or using an air dash or any non-cancellable move. You can also release in the air while you’re plink-dashing around in flight mode and they’re trying to catch up to you down below. You can punish a lot of stuff with it, but I feel that the greatest utility of this is the psychological effect on your opponent. If he knows you have 3 red hands, the threat of a near-instant fullscreen punish is enough to make approaching you harder than it really is.
3 blue (sticky stuff on the ground): This is going to be your least used spell out of all the 3-hand spells. In fact, in most matches you won’t be using this. It prevents the opponent from jumping only if it hits, and it’s pretty hard to make it hit outside a combo, so you shouldn’t focus too much on landing this. It can definitely be oppressive (If you hit Wolverine with this and you lay down a Carpet he basically has no options outside of assist calls), but yeah, in most matches you can ignore this altogether.
As long as we’re talking spells, I’mma throw my two cents in, even if some of those cents are unrelated to the original post (sorry, rants get away from me)
Depending on the assist, I like popping meteors right away, with bolts you can charge another set of meteors under cover of the first one.
Volcano, though, 2Red1Blue, is like having your own portable lariat. That’s a goodn’ to hold on to.
3Red I think only gets use as a kinda worse Doom/Ammy DHC “were they pressing buttons?”
Also there’s 2Red, which I think is really really plus on block, but whatever. Usually if I’m halfway to a charge I’ll try to kill without it and get a few more charges in a combo, maybe meteors at the end of a combo and get 5 billion meters off it.
But once you’ve fully charged your hands, I don’t get the point of saving them specifically for combos. Dorm controls the neutral with them and can get 800ks all the time with the right assists (even the wrong assists), or he can set up zoning sequences after the combo into the charges you’ve held onto, and that’ll be more to your advantage anyway.
Place a flame carpet before they come in, then keep them still with the beam and try to make them land on the beam itself, if your crossup hits it converts and if you fall with j.S you can get an unblockable with the flame carpet’s low and the j.S. There are ways out of it, CJ’s just lucky because that instant teleport with disruptor is harder to see coming, and he usually locks down with dark hole before teleport-ruptor.
As far as converting, if they land on the carpet a j.H or j.S into st.L or st.M or launcher should be really really easy to convert with. The carpet keeps them juggled.
Find the sequence that spaces them right so they fall on the carpet at the right time after teleport M. I use j.M+Bolts j.S Teleport, but Modok beam assist is probably much different. Then once you have the framework down for what sequence to use to get them at the right height for beam/carpet, mix it up and teleport H or L, or just trijump H over their head when they block your crossup (the carpet should keep your attempt relatively safe), or trijump fake crossup H. Or if you’ve got bolts, teleport again before the second bolt, but bolts are cheap. Or throw, or cr.L. If you expect them to block it, make the real mixup after the teleport.
That said, easier said than done, my Dorm’s out of practice so I rarely input the mixups I want correctly. Still, he’s got options. Good luck!
Is this directed at me? If it is, let me clarify that that’s not what I mean. Just save them until you find the right time and spacing (especially Meteors, since the delay between when Dorm raises his hands and when the meteors fall means the opponent can change position in that split second and possibly get out of Meteors range before they hit).
Edit: Ohhh the thing I wrote under 2 blue 1 red wasn’t something you use in a combo, it’s something you use while keeping away. I was just saying that it’s possible to release Meteors then lock the opponent down long enough that you can recharge and just loop Meteors.
It wasn’t actually directed at you at all. Just as long as people were giving advice about charges, saving volcano for combos and getting hit is the thing that pisses me off the most when I watch some Dorm players. So I wanted to make a note about it.
And yeah, looping meteors is my favorite thing.
So what is exactly the optimized Dormammu mid-screen, magic series start, optimized, solo BNB?
opinions on Dorm / Ammy? I know that this used to be the original Zak Bennett Firebrand team so im assuming there is some good synergy there. Im planning on running Zero / Dorm / Ammy.
Also, does Dorm benefit more from Jam Session, or Cold Star?
any input would be great

opinions on Dorm / Ammy? I know that this used to be the original Zak Bennett Firebrand team so im assuming there is some good synergy there. Im planning on running Zero / Dorm / Ammy.
Also, does Dorm benefit more from Jam Session, or Cold Star?
any input would be great
Cold Star is a very good assist for keeping opponents at midscreen as well as setting up chip blockstrings. It is best used after f.H xx special so it cannot be interrupted by beams or armor moves. Bloom is great if the opponent lacks air control. Solar Flare has little use. If you do use Okami Shuffle as part of a THC, bear in mind that Stalking Flare is better for setting up Dorm’s zoning game while Chaotic Flame is better for strict punishes.
He gets more from Jam Session.
hey guys ive been wondering about mid screen combos with dorm missiles i cant seem to find anything beefy enough can anyone help
Currently running Task/Zero/Dorm in various orders. are there any good videos out there that showcase what task and Dorm do for each other? Task is on horizontal arrows usually. I really am starting to enjoy dorm and prefer more of a “rushdown” dorm if there is such a thing. What characters would give me trouble with this team? The only thing its really missing is speed, but I like to think of this squad as a grind you down kind of team. any help would be appreciated thanks
Been away for a while; I’m all about Marvel now, before 2014 I didn’t want the Ws for real.
Anyway, to contribute, try this out dudes: www.youtube.com/watch?v=q0IqVnbulbMa
It does like 900K for me with 1 assist+CF now unoptimized LOL, and I end with 1.5 more meter than I started with. Definitely worth looking into.
Hmm. That might get dirtier with 2D1C and Jam. Right now it’s very unsafe, but if you make them block an assist first you might lose the crossup since you’re counting on his forward momentum for the crossup. I’ll try to test more.

Task/Zero/Dorm
Make it either Task/Dorm/assist or Zero/Dorm/assist; your order isn’t good for Dorm. Zero/Dorm/Task could work if you don’t want to replace any of your characters, but there are better assists for Dorm.