To add to this, I made a better version basing it off this. I found that this one particularly has too many gaps (No matter how hard I tried, I could not make jam + air. M a true block string, and it also didn’t combo). Doing teleport H -> j.S + Call dante -> charge 2x will be a TRUE block string, if you do the charge and teleport immediately after meteors. If you mistime it slightly, you can’t even mash magneto st. L, since it’ll frame trap, they’ll get hit by the j.S and combo into the jam session. You can repeat this ad-naseum, but it is susceptible to pushblocking, in which case, who cares, because you’ll be full screen and able to charge 2 spells anyways, or can react to pushblock with your other assist (in my case, bolts), be safe have charges ready for another meteors.
Yeah, teleport :h: into air :s: was one of the variations I messed around with before I settled with teleport into air .
You have to call Jam right as you come out of the teleport, then air a small amount of time after, as you fall. It’s a true blockstring and it combos; I’ve tested it a lot both in training mode and in matches. It’s the same thing; teleport :h: into :s: also works, but that doesn’t cross up which is bad when the opponent’s in the corner, since they won’t be pushed away after Jam. Also, the teleport into air version also frame traps anti-airs just like teleport :h: into :s:.
Another good thing about teleport call Jam, air is it’s less susceptible to pushblock. If you use teleport :h: into :s: and they pushblock the Meteors after you teleport but before you do :s: (which you can do nothing to prevent since teleport is a commitment), the :s: whiffs and Jam doesn’t reach the opponent. But if you use teleport call Jam, air and they pushblock the same way, the still whiffs but the Jam will catch them blocking since you called it early.
So yeah, sorry if my previous post wasn’t clear, but both versions work; the call Jam, air just has some situational advantages over the air :s: + call Jam. Also to note: falling air doesn’t catch the really small characters like crouching Coon or Ammy; this is where I’d use teleport :h: into :s: instead of the teleport into version.
Hmmm, I see. I spammed j.M + Jam post-teleport rather than timing it so maybe thats why it didn’t combo. It is hard to AA, but vs someone like vergil, they can just H to AA your j.M and blow it up completely. Also, if they crouch block meteors, it’s not a true block string I believe (since the j.M will hit later, leaving a small gap).
RE: Pushblocking, they both should be susceptible to pushblocking the meteors as soon as someone sees a teleport. I did like the mixup potential, since that will fluster the opponent, not giving them time to think about a way to get out of the setup. (Also, you can airdash j.S+Jam session instead for a mixup as well :))
About the corner, yeah if they’re in the corner, you can just do teleport M -> j.S + Jam instead, it’ll work the same way. If they’re slightly out of the corner, you can do the aforemention’d airdash j.S to swap sides. I suppose if what you’re saying is true, then it’ll probably come down to preference. I prefer true blockstrings, personally, over the mixup, because I can do bolts mixups post meteors which are far more potent than that one.
I think both of those are the best we’re going to get with jam session, which is pretty great imo because it leaves them at the right distance for them to get hit by max meteors unlike with missiles. Cheers.
Yeah crouch block during Meteors gives a hole, but so far I’ve only gotten trouble vs Haggar because of Lariat. Any other move with invincibility would also work most probably. Also, Vergil doesn’t get to start up :h: if you time everything right. Very low-profile attacks like Firebrand or Ammy c :l: have gotten me into trouble though, so your version would be better against those characters. And yeah the pushblock thing they both get beat by timed pushblock, the early Jam call just has a smaller window to pushblock to escape since Jam comes out a set distance from the point where you called it. Anyway yeah, your version is more consistently a true blockstring, mine has a couple of utility advantages so the best way to run the Liberation trap is to choose the right one for the situation (most of the time your version would probably be used). And yeah ditto on the part where Jam pushes them into the sweet spot for Meteors. Thanks for this man, I’ll be making adjustments to how I play my team.
Yeah the main order I was using was task at anchor. What assists do you think would work best for zero/dorm…i’m already thinking about switching to Hawk at anchor for the faster arrows. Strange would be good but I can’t play that guy at all. open to suggestions though
Missiles, Jam, or a beam/hori assist. Missiles or Jam would be better for Dorm than beam (considering you’re restricted to one assist). Jam or beam would be better for Zero than Missiles.
I figured those would be the suggestions. Thing is I dont like any of the beam characters thats why I use task. Iron man or mags would be the only ones I’d consider. Zero with arrows is good enough to win. It won evo after all
So how about dat Dorm second with akuma tatsu? I really like Akuma and Wesker and Dormammu but I’m a bit worried about their mutual synergy. Akuma is a character that thrives of meter for his beam hyper to snipe assist calls and Dormammu uses meter a lot so I’m a bit worried about that. I havent been playing Dorm enough to be familiar with the nuances of how fast or slow he builds meter so I’m not really sure if it can work. What do you guys think?
Also since Pillar has such little pushback on hit and block, what do i actually DO to push them back when I’m zoning? Am i pretty much going to need to use spells and assists to push them back?
Dorm isn’t that much meter-intensive. He uses meter well and he’s very effective with 3-5 bars but he doesn’t NEED to constantly use supers; hands charged + a good assist + just 1 or 2 bars for safety is enough of a setup.
And yes, if you want to push them back you pretty much need an assist for that. Just remember that pushing them back isn’t the only way to gain space; pinning them down (which is what Dorm is good at) then moving away with teleport/fly plink/tridashes is very effective, too.
His absolute worst match ups 1 v 1 (imo) are: Viper, Vergil, Wesker. Rocks/beam are both the better option for those match ups.
The ones just below them are probably Strange, RR. He has other bad match ups, but I feel like those are the biggest threats.
Cosmicspiral posted something (I think in the match up thread) that I wholeheartedly agree with: missiles, for the most part, aid in pushing Dorm’s good match ups even more in his favor, rather than helping him with his bad match ups. I think his best Doom assist is rocks as well, but I’m probably largely alone in that regard (despite Fchamp using rocks for his Dorm/Doom/Phoenix team).
Haggar if he gets in is above every other in that context by orders of magnitude. Every other character wins usually only if we mess up or miss an oppurtunity(That means you, Hulk; you only get in if I LET YOU IN, shoutouts to Defenders #2 of 2005:
Cap with Vergil behind is a pretty annoying match-up to fight. Charging Star with Rapid Slash assist close behind gets through Carpet or DM+beam assist while keeping him safe meterless; it’s also very quick plus if the assist isn’t available he can still invincible super xx Swords so it’s a pretty free way of getting in, unless you have Volcano stocked or Meteors falling to catch the Rapid Slash. Plus reversal Charging Star is proj invincible pretty much right away so you have to Liberation trap from about full-screen distance or Liberation trap in such a way that the holes in the pattern keep you safe from punishes. It helps though that Charging Star is pretty much the only tool he can abuse in this match; air downward Shield Slash doesn’t really get anything done unless you keep getting hit by it. The matchup is all about baiting out a bad Charging Star then punishing, but until then you have to play Dorm really evasively.
That is indeed annoying, and if they have a solid beam assist, it is tough.
He can’t CStar in the air, and Caps love to air SSlash, so if you have a meter, blow that shit up!
You nailed it otherwise though.
I refuse to let the Flame die.
There is so much potential hidden in Dormammu that we BARELY scratched the surface. I know Dark Matter hasn’t been explored entirely as well as 3C. So I’m not sure if anyone will post again. This looks pretty much dead. But if anyone has any questions or ideas, I’d love to hear them and we can all reignite this Flame.