What are your guys thoughts on a Dorm(hole)/Sent(drones)/Skrull(tenderizer) team? I used to run doom in the anchor slot (with either skrull or wesker in the middle) but I am so trash with doom. Do you think Sent would work well with Dorm?
Anyone with Drones is awesome, so yes, it works.
[media=youtube]S0M-5zIcQC4[/media]
So this vid will show you how to set up stalking flare juggles with just about anyone. If i didn’t use your character its because I probably just don’t know how to set it up with them but I tried to use as many as I could!
Does anyone know the best order for Skrull, Dormammu and Doom team? Also what assists are best? There are so many ideas in my mind but I cannot find the perfect synergy between them.
Probably alternate btwn Dorm and Skrull on point depending on who your opponent puts out first but I would generally recommend
Skrull (Tenderizer) / Dorm (Hole) / Doom (Beam)
Skrull backed by Dorm Hole is king of nasty because if you do his downward punch move combined with Dorm Hole lockdown, you in essence get a free command grab vs. standing :l: (his standing :l: hits low) after the Hole assist is over. Plus Doom Beam helps neutralize zoners and can be used to cover meteor smash in case you don’t have meter and need to get in (but are worried you won’t land that sweet sweet first hit). Also this order has fair amount of DHC synergy.
Dorm backed by a beam is good for long-range mixups (although Mags beam is better for this because of reduced damage scaling) but Tenderizer assist gives you the ability to setup diabolical incoming character mixups since you can lay an unwelcome mat down while the opponent is pinned by tenderizer, and then teleport above them to setup unblockables. Also, Tenderizer pretty much allows you to do close-range teleport BS since it basically forces the opponent to crouch to avoid blockstun, allowing you to really abuse Dorm’s teleports
Doom anchor has its issues but since all three characters can act as pretty good anchors (Skrull is a royal pain to fight when in XF3) I would say that your team would be solid regardless of who is left standing
I forget who has a Skrull / Sent / Doom team (I think one of the videos I saw in the who plays who best general thread) there is someone who uses that team to great effect so you can probably get some ideas from that as well
thinking of using spencer(slant)/tasky(straight)/dorm(???)
wondering if anyone can show me ways that dorm can extend combos for spencer/task…vice versa
i know i can do OTG pillar into a upwards grapple with spencer, but can tasky get anything out of the pillar?
i know tasky can oth arrow into dark hole and continue combo, but can spencer get anything from it?
you guys see where im heading with this…lol…i dont want to play the conventional dorm (magic + air magic + pillar + flame)
thanks guys
I was messing around with Dorm/Dante/Magneto. My god, Dante/Magneto is arguably the best shell for Dormammu. Jam Session really does so much for Dorm’s zoning, even though Disruptor could work for zoning sometimes. Though I wonder about starting Dante over Dormammu for this team for DHC synergy purposes.
Dante in 2nd means the point character’s THC becomes really potent. Dorm gets free spells and setup time off of Dante’s THC. Meanwhile, this order still affords Dante access to Disruptor, which is what he cares about most on this team. You’d also lose Stalking Flare into Devil Trigger, which not only gets Dante in safely but probably chips the opponent to death in the process. However, Dorm in 2nd is nice because of his ways of escaping incoming mixups, combined with his “weakness” at the beginning of the round due to opening gambits and lack of meter (the term “weak” is relative here lol). Assuring Dorm access to full horizontal and vertical coverage is hard to pass up, though. It’s also worth mentioning that Magneto apparently has some nasty new tech with certain lockdown assists. A few of them basically net him a guaranteed reset in conjunction with a gravity move. Check the Magneto boards for specifics, since I’m still not sure exactly how it works. But it’s worth mentioning since Mags can also abuse Dante’s THC well - you could argue putting Mags directly ahead of Dante in the team ordering, although Dorm loses access to the THC and Flare + state-change shenanigans. I still think Dorm/Dante/Mags is the strongest order overall, but there’s so much synergy here that lots of orders can work well.
You mean full horizontal coverage provided by a character that can hold his own.
The only problem is that I’m still not great at Bold Canceling with Dante. Magneto, I know how to do Fly loops, but can’t do MagBlast/Hyper Grav loops. -___-’
I can do Dark Matter xx Jump Loops though, but that’s not like nothing compared to the other two’s execution.
I’ve been toying with the idea of a strong third team and (other than Zero/Dorm/Dante) I’ve been looking at:
xxxxx/Dorm/Magneto
Magneto/Dorm/xxxxx
Doom with Missiles as anchor has been a consideration but I don’t like Doom so much. Sent has also been a consideration but I never really liked Drones due to Sent being so damned big and easy to hit. Virgil just because he’s strong, but I can’t play him at all. But as you say Dante might be a good candidate for anchor or point, I’ve just never fully learned his neutral game.
Come to think of it I’ve done pretty well, I’ve managed to learn somewhat advanced combos for almost all of the upper echelons of the game (Zero, Mags, Dante, Firebrand, Dorm, Doom, Viper), so all I need to do is get their neutral down and go from there. Might give Dante/Dorm/Mags or Mags/Dorm/Dante a shot.
Raider, execution wise Mags only really takes about a week to learn, or at least it took me a week to learn his blast loops, kara blasts, hyper grav loops, plinking LM~H, plinking L~MH, double plinking H~M~L etc.
Yeah, I’m going to keep at learning Mags and also Dante. I think Dante/Dorm/Mags sounds better since both Dante and Dorm really rely on Disruptor.
Dorm (Not sure of assist) / Vergil (Rapid Slash) / Mags (EMD)
Good?
It feels like everyone is using Doom, Dormammu, Magneto Aka Team Evil lol
Good? More like insanely awesome.
People keep sleeping on Rapid Slash. It’s actually a pretty good assist for Dorm and his zoning game.
You mean Team MARVEL Villains. Well, all three got stronger from Vanilla, so yeah.
FChamp should use Mag/Doom/Dorm someday. That team has the 3 of the best Level 3s in the game.
Rapid Slash is incredible. Even if they block it they get pushed to the corner for free.
Thanks for the advice.
Can I recommend Shuma and Dr Strange, its a nice theme.
What is the consensus opinion on Dorms best assist?
Most likely projectile assists, preferably a beam. It seems like everyone LOVES Disruptor as the go-to projectile assist because of its speed and the instant 50-50 teleport mixups/crossups.
2nd best assist is a lockdown/GTFO assist. Some notable candidates are Tatsu/Lariat and possibly Jam Session. I think Rapid Slash would work, but it comes out slow.
I think the two best assists for Dorm right now are Jam Session and Disruptor if you are playing him on point that is.
If Dorm’s the 2nd character, then definitely have a projectile assist as your anchor.
I was leaning toward Shuma-Gorath/Dormammu/Dr. Strange last night, but I think, instead, that I want to give a shot to a team that I have been thinking about for roughly 6 months, but never wanted to play because I hated Dr. Strange:
Dr. Strange (Bolts of Balthakk)
Dormammu (Dark Hole)
Morrigan (Dark Harmonizer)
Dr. Strange plays the delay game while building meter. He can make good use of the meter for himself to punish assist calls and such, too. THCing between Dormammu and Dr. Strange does let both Spell of Vishanti and Chaotic Flame hit, but I haven’t tried the DHC yet. DHcing to Spell of Vishanti and Stalking Flare hits for only part of the flare.
As soon as I have some meter built up, I DHC Dormammu in and play the Dormammu/Morrigan synergy up as much as possible. Lots of Stalking Flares, in other words. Dr. Strange covers Dormammu’s biggest problem: beam hypers can no longer stop Stalking Flare since I can now DHC into Seven Rings of Raggador.
If my opponent has a keepaway team with something like Vajra, I’ll just turtle with Dr. Strange while calling Morrigan to build meter to kill the assist with Spell of Vishanti XFC Spell of Vishanti. If the opponent has a rushdown team, play standard Dr. Strange keepaway. If the opponent is teleport rushdown with Hidden Missiles/Jam Session/Vajra, I start the fight with Dormammu or Morrigan on point instead, and use Bolts of Balthakk to shut down the opponent’s assist while having a strong rushdown game myself.
Thoughts?
I always thought of Strange being better at the 2nd spot. I don’t know how Dark Hole will help set up Strange’s zoning game and his teleport crossups (which looks to be the only way for him to get damage). Though I’m thinking you’re going to use Eye of Agamotto while calling Dark Hole. I’m worried about starting Strange with only 1 meter and an ok assist with Dark Hole.