Wesker/Dorm/Sent over Wesker/Mag/Dorm? Hard for me to give up Mags >.<. I’m gonna hit the lab. See how it works out. Any tips for running Wesker/Dorm/Sent?
That’s why I like Plasma Beam more than Hidden Missiles. Safe, fast, and lots of damage. Yes, I will be having two beam assists (though my Magneto might be dead by the time I use Dorm), but Dormammu needs beams more than any other assists as you suggested, Karst.
Plus, I don’t want a completely pure keepaway team, since you have to rushdown to a certain degree.
Just keep in mind that if you have to choose between the beams for Dormammu to cross-up with, unless you have to contend in a firefight, EM Disruptor is superior in both speed and damage potential. Plasma Beam is really only noteworthy for having 8 durability points.
Why would Wesker/Dorm/Sent be strongerthan Wesker/Mags/Dorm? Is it mainly because of drones?
I wanted to run a Hulk/Haggar/Dormammu team but I think I made a big mistake but taking the three slowest characters of the game.
I am quite pissed off by Dormammu’s amazing slowness to react. It’s kinda pain in the ass to find enough time to charge in Creation and Destruction. Who are the best OTG assists for him and also what do you think about Hulk and Haggar assist abilities?
Haggar’s double lariat is the most invincible assist in the game, it’s really great.
Hulk’s assists are good too:
Alpha hits OTG
Beta has armor and it’s a good get-off-me assist
Gamma covers a good portion of the screen and it’s pretty fast, can be used for teleport mixups.
Hulk/Dorm/Haggar may be better than Hulk/Haggar/Dorm
Nah, Haggar is a way worse anchor than Dormammu. I suggest to keep it as Hulk/Haggar/Dorm.
Yeah, I did a EM Disruptor/Teleport Crossup Combo. Much better damage than with Doom’s Plasma Beam.
I decided to have an order of Mag on point, Doom with main assist (Hidden Missiles), and then Dorm (Dark Hole) as my anchor.
I don’t want Dorm & Doom to both be screwed with Dorm’s recovery.
Every team with Haggar in it is using him as the anchor, you must have understood something which everyone else hasn’t or you’re simply wrong.
Deadpool’s Katana-Rama and/or Wesker’s Samurai’s Edge are really good for relaunches.
Just make sure to do a cr.:h: before :s: They can help you preform some pretty damaging combos.
Dormammu doesn’t necessarily need an OTG, because Flame Carpet will OTG for him, and then you can just use an assist that holds your opponent long enough to relaunch. So, an assist like Jam Session works really well. Dormammu might be able to relaunch with Double Lariat, I haven’t messed with it.
You’re throwing something away if you don’t let Dormammu benefit from Haggar’s assist.
Anyway, with this team, since you have the Haggar assist, I think you can mess with putting Dormammu on point. Haggar is a worse anchor, but the entire point of putting Haggar’s assist on your team is a dare. It’s similar to using Tron Bonne in the third slot. She’s not a good anchor at all, but you’re betting your opponent that you’ll get enough use out of her assist throughout the match to make up for that shortcoming.
Especially if you don’t use Chaotic Flame at the end. I’ve gotten out of the habit of ending all my combos with hypers, and my game has improved.
They’re both great, but don’t overlook She-Hulk’s Torpedo. It OTGs, hits low, and also travels; Dormammu can set up unblockables with it.
You don’t necessarily need an OTG with him as long as you have another assist that can keep the character suspended long enough for you to relaunch since the carpet will pop them up, but having a true OTG assist makes continuing out of corner combos so much easier for him.
I have not experienced a difference in difficulty between using Flame Carpet + variable assist vs. OTG assist, personally.
Flame Carpet + whatever assist can work, but it’s more difficult than just assist outside of the corner since you will have to dash in to use Carpet, most likely. In addition, that’s a lot of hits racked up which can scale the rest of the combo more harshly. For my team (Wesker/Dorm/Zero[Shippuga]), Dorm can do
ground series, air series, Wesker OTG + airdash j.S, land, cr.M [f+H in corner, cr.M] S sj.MHS, land, Purification xx Chaotic Flame
720k, builds 1 + ~1/3 meter
or
ground series, air series, dash + Shippuga, Flame Carpet, cr.M [f+H in corner, cr.M] S sj.MHS, land, Purification xx Chaotic Flame
~700k, builds 1 + just under 1/2 meter
Granted this is off the top of my head (edit: numbers done), but the Zero version is difficult (if not impossible) outside of corners. Depends on your team and assist, but most assists that will prop them up long enough will make the air series less flexible due to number of hits. Only tested for 5 minutes real quick to check my numbers, but midscreen I only had enough time to followup after Carpet using Ammy’s Cold Star and Dante’s Weasel Shot (no go with Unibeam, Shippuga, Hadangeki, or Jam Session. Opponent either recovers or is too far away). So what assist are you using that continuing midscreen is no more difficult than using an OTG assist?
While OTGs might generally be superior in damage by a bit, 20K is not really significant, and your second combo generated more meter. What’s important is knowing that you can relaunch with a variety of characters beyond the normal OTG crew. This opens up for more team possibilities, and thus greater diversity. I’m not arguing for the superiority of one over the other.
A full list of assists that allow a Flame Carpet relaunch is one of the many projects I am currently working on (assistance is welcome!), but I can tell you that Jam Session works. Heck, we even have that combo in the combo section of the main thread:
[media=youtube]eMZAxJlcAUo[/media]
You can also easily relaunch with Chunner’s lightning kicks, either Wire Grapple, I believe Arthur’s Dagger Toss, and there are certainly more, but if I had a full list to give you, I would just redirect you to the thread, haha.
In general though, the difference in difficulty is between pushing :a1:, and :a1: followed by :df::h:. Sure, technically it’s a little more difficult because an extra button is being pushed, but it’s certainly nothing worth dedicating attention to.
Ah, my bad, I was under the mistaken impression you couldn’t call assists during Carpet, which explains why most of those didn’t work when I tried (I called during the dash before Carpet). I will have to re-evaluate my findings then heh. Thanks for the correction.
I dig. You can always call assists during Flame Carpet and Dark Matter. I think most of the ones you listed will still not work mid-screen, just because Flame Carpet takes so long to recover - you really need an assist that causes a lot of hitstun. Feel free to share your findings, though.
Thanks a lot DukeSharp for your comment!!! Starting a match as Haggar (a) or Hulk (a) and building meters for Dormammu for a festival of flames in a X-Factor state might be not so bad. Is the y assist type is a good idea with this team?or Dark Hole to make my opponents thinking twice before rushing down to me or Purification to OTG should be better choices?
It’s really hard to OTG with Purification, and even then, it’s really hard to follow it up with anything useful. Except for a very few cases, Dark Hole is the better assist.
Thank you Karsticles for your point. Is it easy to link to a combo from an opponent caught within a Dark Hole?