Okay, lemme try to keep this as brief as possible.
Nemesis:
-fH+Bolts, nearly fullscreen confirm on grounded characters (3 wavedashes lets you link launch, 4 lets you go for command grab)
-j.H and air downward DR, and forward DR, and missiles, you get a crazy zoning game, when they’re trying to go in you have a lot of leeway to read with j.M. j.H is big, as the shorter they are, the harder they are to zone, but most characters are your bitch (Not Hawkeye, tho :C)
-Similar to the above video, if you DHC to Chaotic Flame with the right timing, you can st.MS MMHS Bolts then flame carpet Liberation (0 charges), fH fH Dark Hole Chaotic Flame, if I recall it does about 1.1 mill, maybe near 1.15 mill if you st.M link after the final super.
-If you need to be a bitch, Rockets Super not in the corner, just chaotic flame/ball fullscreen, and you set yourself up to chip those you know you can chip.
-In theory any touch gets over 1 mill. If you reach the corner before hitstun maxes, st.S with a delayed bolts call, j.H QCF+S land cr.H QCF+S DP+Super works pretty much all the time, then you can DHC to Stalking Flare and charge/pop meteors, otg with Launcher Slam (ground bounce reset), then fH Dark Hole, or fH twice if you haven’t used your wallbounce. The meter built is great, and when you can’t do that, DHC.
Dormammu:
-Your damage is absurd. From, like every confirm. I put a good bolts extension up there, and Launcher Slam extends midscreen. Lack of DHC damage doesn’t matter too much, as you get 860k-1 mill off good Dormy combos, and if you end in the corner, st.L into reset or snap is perfectly usable.
-Chip with bolts is nice, example, if you have fully-charge meteors, pop, charge once, fH+Bolts, charge two and three, pillar, guaranteed meteors again…you have a lot of crazy strings like that. Watch out for RR, short teleports.
-fH+Bolts Teleport M gets nuts damage (j.H j.MMH j.MHS j.MHS launch, MMHS extend with launcher slam), and is very safe.
-You can teleport twice in certain mixups, and da’s mean.
-You can fully convert from ground throws midscreen, tridash in and call Nem (jump and press dash and assist at the same time is the best timing, gotta be fast), flame carpet, j.MHS j.MHS st.MS, corner you can get three jumploops, good damage.
-Dorm/Nem 2-bar THC gives you a 50/50, doesn’t combo always, you can space it so it does, but I forget how.
Strange: Lol Vishanti XF gimmick lol. Also, fH and Dark Hole into DP+L is an amazing pressure string, gives Strange an up-close game.
Also, I THINK you can Command throw, tag in Strange, THC into flameloops, but haven’t tested. There’s more, but it eludes me at the moment.
Honestly, I should relearn this team. It’s just too fun, but has a few flaws matchup wise. Rocket Raccoon is the biggest. Nem can’t reach him, log hurts your zoning as an assist and point tool, and you have very few ways to stop his pressure once he’s in, other than yolo advancing guard st.S. Also, just being tiny and teleporty, Dorm can’t be as silly. Also, good Wolvy rushdown eats them up. The only reason I stopped playing this team was my love for Taskmaster and Deadpool, and wanting to optimize them a little, and not enough time to stay decent with like 10 characters…I’m not that good, and switching teams constantly doesn’t help that much.
Also, here’s some Nem/Dorm/Strange, sorry it’s not on a single video, the first video has that DHC thingy I told you about as the first combo, but that’s basically it for Nem/Dorm/Strange stuff. The second video has some Nemesis/Dorm/Strange, in addition to Random Stuff/Dorm/Strange.
[details=Spoiler]http://www.youtube.com/watch?v=e6HTqm3987w