It’s hard to tell whether MODOK just stopped blocking or decided to block high at that point. Someone else claimed Ground Fire hits low, but I’d like something more official before I misinform people in the OP.
How can you Stalker Flare when your ass is being kicked? The issue isn’t teleporters being close to you, it’s that teleporters are technically always just a step away no matter what you do. Teleporters in this game have almost no delay afterward; you will definitely not be able to punish with hellfire unless you predict the move. You can Stalker Flare to gain a moment of peace, but after that moment is over they’ll be right back on top of you - keepaway has no meaning against teleporters, and Dormammu needs his meter to actually kill opponents; he needs a team that can protect him from beamers and teleporters.
I heard that for Dormammu, but not Wesker; if so, that is good news.
Yeah, you can do this, but then you just reset the situation; you’re both on opposite sides, and the fire trap is chilling between you again.
This is an interesting idea though - play against teleporters without charges intentionally. That is an idea worth considering, assuming the explosion has a nice hitbox on its backside.
That was pretty much my thought, but MODOK’s shield does not last long at all, so it really needs to be spammed, which makes it really easy to punish. If you are fighting a Ryu, all he needs is to Shinkuu xx KFC Shinkuu and you just lost MODOK. That’s not a comforting thought in my mind. I’m really, really hoping Sentinel keeps his sentinel force assist just like it was in MvC2, because the more I think about it that kind of nonchalant pressure is exactly what Dormammu needs.
The rocks annihilate normal fireballs and only do okay against bullets and beams. What’s important is that while the rocks block, Dormammu can punish the opponent’s projectile (check the moment in the Keits video I have in the OP where he punishes unibeam).
Haha, that’s a fun idea, but I wonder how awkward that would be to keep setting up.
I disagree with you here. The opposing point character can spam beams so much faster than your assist; after watching yesterday’s videos, I can’t see a beam assist really helping Dormammu against Magneto’s Disruptor spam.
Agreed entirely. It’s essential to remember those teleports are just as good for offense as they are for defense. Just as Dormammu should be scared of teleporters, so should every other keepaway; and Dormammu is a teleporter.
I can’t wait for Sentinel’s reveal…