This. I swear you copied the exact words in a reply that I made in another thread. Those rocks are bad ass.
The rocks leads to failry easy launches but it takes timing.
I replaced ryu with ironman. Unibeam assist just leveled up my dorm
Did anyone notice that standing medium pushes Dorm back? I guess its helpful in setting up carpet flame.
I’m still learning them, so feel free to share your setups and experiences if you’re experienced.
I still like beams for Dormammu, but it tends to get the same response as Sentinel Force: lots of superjumping, which is already something Dormammu doesn’t handle particularly well on his own.
If my opponent is close, I just chain c.L and Flame Carpet over and over until they get pushed back out of range or are tired of eating chip and AG me.
Yes they can. The good thing about molecular shield is that it serves 2 functions and does a good job at both. From up close it acts as a gtfo move leading into a launcher after the few initial rocks land.Doom’s rocks are also good at lock down because of the diagonal trajectory.
As far as set ups. I look for certain things. If the first part of the rocks connect then i launch them right before the remaining rocks start to float away. If they are right outside of flame carpet range and you use rocks then you have to air dash in with medium attack then launch.
One of my favorites is to throw carpet flame right in front of your opponent, call the rocks, teleport behind. After teleporting attack in the air. This will push the other person into the flame then the rocks will hit pushing them back towards you in which you launch them. lol. If after you teleport you have to block then I usually push block them into the flame. lol.
Just in general if let the rocks fly away make sure to teleport behind at the last second, then j.m or j.h, land then launch.
Dorm can teleport multiple times and I think up to 3 and maybe even 4 times consecutively. I sometimes use the rocks as full screen cover, as the are traversing I will teleport ahead of the rocks but in front of the other person and then immediately teleport again above for the cross up as the rocks are coming or directly behind for the mix up.
oh shit really? Didn’t even know, guess I’m on the right track as far as getting a squad together lol.
And yeah I found that out a couple of days ago (Chaotic Flame/Lunch Rush DHC) it didn’t look to me that it would hit but it does. I’ve only tried it about close/mid range though, I’ve yet to do that far away so I dunno if it works but it probably does. Oh yeah Dorm/Doom sounds pretty fun, I can’t use Doom that well but once I do that can be quite the annoying pair.
From what the people I play against say the two are very annoying. What makes it so deadly is the ability to launch anywhere on the screen. Rocks moves fast enough to be deadly, covers enough of the screen, and is slow enough to set your self up for a combo.I also been considering tron because of her Torch assist. I will keep ironman for now so my current team is Dorm, Ironman, Doom
I need to work on comboing from flame carpet. I often find that if they get hit at the farthest distance away from dorm i am unable to follow with a launch combo. I think tri jumping will work to get in quick enough. I want to be able to take advantage every single time my opponent gets hit by the carpet flame.
I also want to work on fly, dash, teleport combinations to keep my opponent guessing.
Hmmm, I think I will have a Magneto/Dormammu/Doom team to test Molecular Shield since I know that assist helps out both immensely and I’ll be using Disruptor as a quick beam assist.
For the Wesker/Dorm/Doom team, I’ll have to stick with Plasma Beam since my Wesker’s job is to build meter for Dormammu.
Yes, so I usually jump and Dark Hole to cut off their jump path while I call it. This works with beams, but it doesn’t work well with them, since their presence is immediate and then gone. It works with Sentinel Force, but not well, because a lot of characters can just duck under Sentinel Force. Molecular Shield is the best of both worlds.
3 times if you start in the air, 4 if you start on the ground.
It works anywhere, but you need to Chaotic Flame ASAP after Purification, or your opponent will be too high to get hit by Lunch Rush before he recovers. So, work on getting confident with your execution in that area.
I’m learning Doom and I can’t deny that in my opinion the beam assist is better than the rocks. I jump toward my opponent while calling the beam, then teleport almost immediately behind. It’s SO HARD to block! You can’t react to doom because it’s basically out of the screen when he shoots the beam.
If they start blocking correctly you can always bait a teleport and do a :h: one instead.
How can you guys renounce to a such good offensive tool?
I mean, if you want to play keep away just use hidden missiles.
Let’s talk about this, the Dorm-Doom synergy is interesting.
Beam is really good for that one reason but it doesnt have the versatility as rocks does.
For instance, I can play keep away with rocks then suddenly get aggressive all because rocks stays more active then beam does. Up close rocks can act as a gtfo leading into launcher and i don’t think beam can do that. Even if it connects it sends the person flying to the other side of the screen making it hard to combo off of. The way i see it rocks has options and beam has less options.
Another way I look at it is that beam is like a sniper waiting to pick its target off. Rocks is like a small little army with good enough aim to be damaging or more accurately, give you trouble once you get hit.
TO put it honestly using rocks is a style of randomness that is in Dorm’s favor. Just be on the look out of what the rocks are and be ready because they do a lot.
On the side note I picked up ironman to act like Doom’s beam assist and it works well. Actually i like it better because univeam doesnt send the other person flying away. So now I have the sniper and the little army at work.
I really wish that Dorm has an assist that works as well with IM and DOOM. I will stick to purification even though it doesnt lead to anything unfortunately. It does though put a stop to any advancement. Maybe I will explore liberation and see what abuses I can come up with it.
And yes triplexraider, the hilarity with rocks is consuming. They simply do too much.
I still love them Plasma Beam crossups. And yes, it can be really difficult to block. I don’t like Hidden Missiles for Dorm. Dorm has no safe options to protect Doom from trouble. If he misses Purification or Dark Hole, then you could be screwed.
Right now, I’m testing a team of Trish/Dormammu/Doom. Trish with Low Voltage (as the projectile assist), Dorm with Dark Hole (maybe I should switch to Purification to protect Trish), and Doom with Molecular Shield. Low Voltage is good for crossups since they don’t knock down. Though I wonder how good Peekaboo is for Dormammu, hmmm…
Nope, I just jump straight up and Dark Hole over their heads. The rocks kind of knock your opponent upward, so there’s a good chance they’ll eat both unless they do nothing but turtle, which is what you want them to do. It’s kind of like a ghetto Spiral strategy for me, haha. One of my MvC2 teams was Spiral/Ryu/Doom.
I have come to appreciate the rocks more because they are much more versatile and fill the screen up. I think the beam assist is still awesome, but the rocks help against Dormammu’s worst matchups in a way the beam does not. In my experience, once you start using the beam, people jump a lot against you, and it tends to whiff, and you’re just not getting as much out of it as you would like to. I use the beam assist on a secondary team. Plus, Molecular Shield protects against teleports - how many assists can claim that?
The problem with missiles is they don’t protect themselves. So when you are facing characters with fast projectiles, like Magneto, Wesker, and Chris, it’s hell to get them out at all. This was essentially my issue with Sentinel Force, too. If you have ever faced Magneto/Sentinel as Dormammu/Sentinel, you know that getting Sentinel Force off successfully and starting an offense is extremely difficult. Molecular Shield’s windup period absorbs projectiles. This allows me to zone characters that, previously, I had to rush 100%, like Wesker. It’s like Wesker doesn’t even have a gunshot when I’m using Molecular Shield.
Plus, it’s about team synergy, which is why I’m not saying Molecular Shield > everything. My second character right now is Super-Skrull, and Molecular Shield is without a doubt superior to Hidden Missiles and Plasma Beam for him.
Agreed, though I haven’t really tinkered with launching off of the rocks much. They’re super versatile, to the point there your other assist can be pretty much anything.
Unless you use Doom on point and like to DHC between Photon Array and Stalking Flare, you probably won’t get much out of Liberation assist. Stick with Dark Hole; after you trijump with Doom or IM, do your ground block string and call Dark Hole at the same time. It will start up right as your blockstring ends, allowing you to continue to apply pressure.
I think both Peekaboo and Molecular Shield is a bit of overkill on the turtling for Dormammu, haha. Low Voltage is probably superior for versatility in gameplay, and Doom wouldn’t get much out of Peekaboo unless you want to use it for resets during his loops.
Guys I understand your point regarding the versatility of the rocks and it’s completely true that a lot of stuff that the rocks can do can’t be done by the beam, but against good opponents I just want an assist that do only one thing but very well. You can attack with the rocks but not as effective as with the beam; the difference in effectiveness is what makes the beam hard to block also for the best player.
My reference to hidden missiles was in fact a way to say to choose an assist that does just one thing well. Anyway I agree with the fact that “hidden missiles don’t protect themselves”, i don’t use those for that reason.
Long story short: the versatility is a luxe that I can’t afford against tournament level players.
That’s one thing I’m having issues with (Dorm/Doom).
My team right now is Task/Doom/Dorm. All of them use the alpha assists (Straight arrows/plasma beam/dark hole) or A/A/A. If I want to be an annoying prick (which on ranked online I usually am :-P) I go with Doom’s missiles, so A/B/A. I really want to level up my rushdown options, tho. That’s why I been starting to use the beam, which I find to be pretty awesome for crossing up with Task, and even have the chance to do an unblockable with Sword Master and the assist. Only use for Dark Hole I have right now is setting up unblockables when a character pops in.
In your opinion, what would be the ideal set-up for having both keepaway and rushdown options for this team? I find the pillar a bit too slow, but I can just get used to it if it’s better. And in the bigger scope of things, how do you guys feel about this team on a tourney environment? D:
Right, and I understand that the beam is also good. I prefer the versatility of rocks, though. Plus, rocks >>>>> beam for Skrull. In my experience, players start to catch on to the beam.
Hmm, I don’t think the level of play is necessarily an issue. Like I said, the rocks are basically a safer, more versatile Sentinel Force - I don’t think anyone would argue that Sentinel Force is unworthy of tournament play.
Chavelo, I would definitely try the rocks with that team and see how you like it.
I see your point. It is similar to how i mention that beam is like a sniper as you can carefully choose your attack moment and usually are successful. It maybe that in upper level play this style is crucial.
I want to mention how rocks cover one of, at least I think, dorms weakness and that is him getting rushed the hell down. he is kind of too big to slip away in tight situations. This is where rocks come in.
If being rushed down rocks can effectively change the situation here. This is what usually happens. I get rushed down, push block or at least call doom when appropriate, rocks come in to save the day. If the other person blocks. I can dash back and throw a fire carpet. If rocks land, YEY, free launch, if they trade at least I have enough time to reset the situation. Doom,s other assist can’t help out defensively like rocks does. also add that rocks can be used offensively also.
It is all preference honestly. I play patiently sometimes because I need to. I think the rocks help with my playstyle.
I haven,t commented on hidden missiles but i don’t like using that assist with dorm. It is way too predictable and leaves doom open. Dorm can’t protect him that well. I think its either you use beam or rocks.
I don’t think the rocks are safer. Well, at least are less safe in a certain way. I’ll try to explain myself: it’s true that the rocks absorb projectiles during the windup period so the rocks are safe against hadokens, beams, gun shots and similar things but the animation where the rocks rotate around Doom is so lengthy that anybody can react throwing out an hyper. So the rocks are indeed safe against normal projectiles but are a liability against those character who have an hyper which hits full screen.
I don’t know super skrull at all so I can’t comment on which assist is the best for him.
The comparison with sentinel force isn’t completely accurate, Sentinel’s alpha assist is so good because it divides the screen for a long period of time. If you can force your opponent in the zone of the screen which is under the drones line you have something like 2 full seconds to mixup him and that will almost always result in a full combo if you have a character like Zero or Magneto.
Sentinel force is great but is the type of assist i was talking about before, the only thing it does really well is the prolonged screen-splitting for the mixups (and it’s the best for this purpose), everything else is average or below: startup time, combo-extender capabilities, safeness.
The rocks are indeed safer and more versatile then the drones but leak of that prolonged screen-splitting ability that make the drones such a good and used assist.
At the end everything is probably reduced to this:
I prefer to sacrifice the defensive capabilities of the rocks which Rockman and Karst have described well and in-depth also if the only gain is the quantitative difference in the offensive effectiveness department.