Good partners for Dormammu?

you know I was going to ask this very questions. I think everyone ran to the team ghost/dorm/doom, but to be honest I don’t “love” the chemistry between ghost rider and dorm. I feel like Nemesis fits better with dorm/doom. what do you guys think?

Dorm/Vergil have some nice corner setups that get you 700+k 1 meter, or you can OTG the flame carpet into the Rapid Slash assist followed by a Dark HolexxxChaotic Flame

Hey Dorm experts, how would Firebrand/Hulk/Dorm work as a team? What should the order be and why?

Right now I’m running Dorm, Wesker, Doom but I’m thinking about going to Dorm, Wesker, Hawkeye. Hawkeye is way more DHC friendly then Doom it and even though Doom does more damage, I think Hawkeye is better with level 3 X factor. I know Wesker is the best anchor, but I have a reason why I have him 2nd instead of last.

I’ve been doing a lot of ranked matches with Wesker/Dormammu/Doom and getting my ass kicked mostly because of how I play my Wesker. I know Ranked doesn’t mean much, but I’m seeing it as opportunities to see what my weaknesses and what my strengths are.

Right now, Dormammu is my best character and I technically KO most characters with him. I mess up Doom combos online. I don’t think rushdown is really my game, unless it’s surprise rushdown.

I’m thinking of a Chris/Ghost Rider/Dormammu. Though I am wondering about the order for the team, the assists chosen, and whether it’s viable.

For an update on my own team, I found an unblockable setup after snap-ins with Firebrand x Dormammu x Morrigan that kills entire teams. I actually perfected a guy twice in a row last night because after I touched his first character, he couldn’t do anything but watch himself die for the next 40 seconds. I wish I were exaggerating, I feel so cheap doing it. Characters with air dashes and double jumps can get out of it, but that’s pretty much it.

The setup below:

  1. Any Firebrand combo; perform Bon Voyage at some point, dash back after the wall bounce, s.H, snap.

  2. Dark Hole, Demon Missile H - you need to do these really close together or it creates a gap.

  3. Opponent comes on screen and lands in Dark Hole.

  4. If opponent blocked, Demon Missile H hits; combo from here is:
    j.H, d.H, qcb.L, c.MHS, Dark Harmonizer assist, sj.MMH, qcf.S, back dash, s.H, snapback

If opponent got hit by Dark Hole, remove the c.M from the combo or the second half of s.H will whiff.

If opponent landed because you screwed up the timing by a few frames:
j.S (you’re in the air from Demon Missile H), c.LMHS, sj.MMH, d.H, qcb.L, c.HS, Dark Harmonizer, sj.MMH, Bon Voyage, dash back, s.H, snapback

  1. Loop the setup until your opponent’s team is dead. Dark Harmonizer allows Firebrand to build just slightly over 1 bar with each snap-in. You can do this forever, and it’s completely unstoppable against a good portion of the cast. If your opponent has an aerial hyper like Shinkuu Hadoken, just watch for the flash and release Demon Missile H early - you’ll out-prioritize if you do it right.

Good

Freaking crazy set-up you have.

I have a question, Karst. If want to build a team that revolves around helping Dormammu use Dark Spells, how would you create a team that can work and have synergy? Would you recommend Dormammu on point?

Although my online record is bad, my Dormammu is the one killing characters and teams. 2D1C is absolutely amazing to stop rushdown (you’re right about how that is Dorm’s “get-off-me” move). He’s my best character BY FAR.

Dark Harmonizer, with all the Stalking Flares it lets me throw out, gives me time to charge all the Dark Spells I want. It’s very typical for me to get 5-6 full Liberations off per fight if the matchup calls for them.

Outside of that, the best ways to charge Dark Spells often with regard to team setups are:

  1. Mid-combo Dark Spells.
  2. DHCs into Stalking Flare (Fatal Claw, Maximum Spider, Phantom Dance, etc.)
  3. Assists that delay your opponent a lot (Sentinel Force, Hidden Missiles, etc.)

I also found a way to do a really nasty combo off of 2D1C the other day:

  1. 2D1C
  2. Call Firebrand’s Hell Spitfire H assist
  3. Dark Spell: Destruction x2
  4. Dash, Dormammu bnb
  5. After eventual air series, you will have enough time to charge a 3rd Dark Spell and unleash 3D0C.

Pretty big damage! Hell Spitfire has surprised me. It still is terrible for relaunching, but it lets me do some nasty things in some situations specifically because it’s very slow, but still fast enough.

Currently rocking Dormammu/Taskmaster/Wesker and it’s working very well. I usually call Task horizontal arrows + Dorm’s M teleport to get behind them and hopefully hit em with an overhead into bnb launcher. I relaunch with Wesker, bnb, launch down, purification > hyper. Now the synergy here is pretty nice. After Dorm’s flame hyper, I do Task’s upwards M+H arrow hyper, which, if you space the previous combo properly and leave a few steps between Task and the opponent when you DHC into him, shoot the opponent up and carry him down. If the opponent is not dead, you can tiger knee Task’s OTG hyper arrows. Still not dead? Assuming you have meter, DHC back into Dormammu’s Stalking Flare to either chip out the remaining pixels or let your opponent frantically try to raw tag out his neutered character and go right back into your bnb launcher with Dormammu.

You need 2 or 3 meters, but it’s a fantastic setup. I’m still learning this team and honestly have only been using Dormammu for a few days, so I’m looking for specific tips with this team, including order, assists, ways to get in with Dormammu, etc. Currently I use Purification assist with Dormammu because it lets me do a specific Taskmaster combo in the corner after his new sting master (sting master > jump OTG arrows + Dorm pillar assist > diagonal arrow hyper L+H > tiger knee OTG arrow hyper). I always have trouble getting his dark hole to carry people in the corner so I tried this and it works well for keeping people from super jumping in on you while zoning with Task, assuming Dormammu is ever not on point which doesn’t happen that much.

Anyways, tips/tricks? Any nasty little ways in besides Task assist + teleport?

A neat trick is to try some teleport mixups with air Liberation. Since Dormammu says “Beware!” when he teleports and does air Liberation, you can try teleport a few times and then trick them in the last second with an air Liberation.

[COLOR=#141414][FONT=Helvetica]My team: cabeza de fuego.[/FONT][/COLOR]

Ghost Rider: Chain of Rebuttal
Dormammu: Dark Hole
Strider: Vajra assist

Even though his Assist isn’t that great for Nova, I really like the pairing for Nova/Dorm. Their DHC is sort of like Wolverine xx Dorm’s in Vanilla.

Nova BnB Any Variation (end with Super Nova) xx Stalking Flare

From there you can:

A) Charge Dark Spells
B) Charge some Dark Spells, lay Flame Carpet
C) Lay Flame Carpet, Hard Tag Nova xx Gravimetric Pulse setups

It’s hilarious and pretty fun :slight_smile:

I really like playing Ammy and Dormammu, because if you can DHC her slow-down super into the homing ball you can get do some trick stuff with teleports or start keeping people out. Or if you decide to do rushdown with Dorm the cold star assist is still so good for pressure in Ultimate. I’m also wondering what people think about Storm & Dormammu together, do you think they could work well for a keep away game or do both characters need meter too much to be effective on the same team?

MastaCJ was rocking Storm/Dormammu/Wesker with some success. I do think both really need meter though.

Hm I’ll have to look those videos up. But yeah, the meter building is a problem especially since it’s harder to do in ultimate… having good batteries is so important if you want to play dorm on anchor

I’m thinking of running spiderman, dormammu, ryu (tatsu). I don’t have my hands on the game yet, so this is all hypothetical at this point, do you think ryu’s tatsu’s assist would go well with Dorm? The thought is that ryu can lock people down for dorm to mix up, hopefully it can act like haggar’s lariat too on defense.

Ryu’s Tatsu doesn’t destroy projectiles unlike Akuma’s though.

Thanks for that. How do you guys like the synergy between dormammu and akuma? Do you think it’s a good fit, or should I try something different?

I think the DHC synergy between the two is good. Tatsu might help for crossups, but Dormammu has to be in mid-range.Though I need to test the hitstun of Tatsu assist now with Dorm. I know Wesker can’t really do relaunch with OTG + Tatsu. I used to rock Wesker/Dormammu/Akuma.

Hey guys, I’ve been lurking these boards for a few months now. I really regretted not buying Vanilla MvC3, so I pretty much decided to start with Ultimate. I’m still pretty new to the genre and have almost no execution to speak of, but I’m familiar with most of the basics and am already considering team synergy. Anyway, I have an idea for a eam already:

Firebrand-β / Dormammu-β / Amaterasu-β

I was really inspired reading about Karsticles’ team, and I wanted to put Dorm and Ammy together … so this is what I came up with. I was thinking of using Ammy in Firebrand’s raw tag combo, ending with Okami Shuffle as usual, and DHCing to Stalking Flare as the lightning comes out. I think the ending of the move should cover the Flare’s recovery, which would afford me time to tag Firebrand back in afterward. After that, Ammy in the 2nd position could probably abuse the same concept with Okami Shuffle -> Luminous Body. Luminous Body -> Stalking Flare works in corners, which isn’t a hard place to get people to with Firebrand. After that DHC I could anchor Dorm with charges and abuse Vale of Mist/Okami Shuffle -> Luminous Body or keep him on point and abuse my other two assists. Speaking of assists, Cold Star gives Firebrand his stupid unblockables, and Dorm can use Demon Missile M to cross up (or maybe combo ala TK Overdrive…but I’m not sure about that one). Purification is kind of bad, but I have Cold Star for unblockables already and I’m pretty sure he could use it for Firebrand cross-ups … so I’m okay with sacrificing Dark Hole. I also remember reading somewhere that Ammy can make decent usage of that assist with her counters…at the very least she could tack on a super afterward, which is more than most characters can say haha. I also like that this entire team has relatively safe switches through utility hypers, and good assist-raping capabilities as well. I’m a little worried about meter usage though, as everyone on this team really appreciates it. I guess I could run Dormammu-α and Amaterasu-γ if that really becomes a problem, but I think that would be suboptimal for several reasons. I might just have to accept that limitation, as I think it could run pretty well otherwise.

So yeah, lots of untested theories here. It’ll be awhile before I’m proficient with these characters, so I won’t be able to give you guys immediate feedback on how this team works out. Can anyone think of any strengths/weaknesses I left out, and would you be inclined to change anything? I’d think this team would be viable at the very least, but could it keep up with the top tier? Any and all feedback is appreciated, even if it involves going back to the drawing board.