Good stuff mayne.
Arizona repping dat Faltine Flame.
Good stuff mayne.
Arizona repping dat Faltine Flame.
Good stuff bro. Btw long time lurker and Dormammu player here Jiji from europe. Hope to give alot of insight and whatever knowledge i have to the boards , really enjoying reading them so far. power of the power of the power of the…
I know this has probably been posted before but how do you deal with (Dark!) Phoenix. All I know is Dormammu is supposed to have an easier time with her, just wanted to bounce some ideas off.
Dormammu had some set-ups to chip her out in Vanilla because she couldn’t X-Factor whilst in the air, but now those are gone.
There still that broken anti phoenix TAC tech though!
Very nice, so I guess dashing with both attacks is what was messing it up. What’s the damage on it? And does it work midscreen?
:wow:
Damn, you’ve been doing that combo since early Vanilla? That’s a pretty good trick, considering this combo wasn’t possible in Vanilla. One of the first things I did when Ultimate came out was test my old Dorm exchange combo to see if it still worked, then test it to see if it was still optimized. Since Dorm has flight combos outside xf now, I was able to increase the damage slightly.
This is correct. You may have to omit the initial j.M depending on which exchange you use, and whether you’re in the corner. Mostly, just down exchange midscreen.
If you’re not getting the j.H to cancel into the second Dark Hole, it’s because you’re waiting too long to do the j.M after the first Dark Hole. You have a million years to link the j.M after the first Dark Hole, but if you wait too long, you’ll run out of flight before you have time to cancel the j.H into the second Dark Hole. You can always omit the j.M here as well if you don’t want to risk it (I do this all the time when I know I’m going to kill anyway), although with some practice, it’s easy to get consistently.
I’m just talking about the double dark holes. All I did was go to flight mode right after the TAC then AD DF and do H > DH > H >DH > S.
lulz
Just wanted to write that playing turtle keep away Dorm is sooooo so much more effective then rush down. keeping them pinned with a good assist like missiles and using 2C 1D as well as dark matter cancelled into dark holes ,and stalking flares to keep them full screen so liberating ( excuse the pun)
I think Plasma Beam works just as well as Hidden Missiles. The only problem is protecting Doom sometimes.
Its fun zoning until you face either a devil may cry character or characters that counter dorms zoning like hawkeye,strange and morrigan. Those matchups force me to be offensive which I hate because I want to be able to play lame all the time.
You’ve made a good character choice with Dorm jiji. Dorm,Doom fits your Sagat play style well.They’re both very strong at zoning, but their rushdown is just as good if not better in some situations.Thats especially the case in this game as the team you’re using dictates what strengths you want to get out of Dorm.Hes a very flexible character although his assists hold him back from being a top 3 character in my opinion.
They should have replaced liberation assist with Flame carpet or dark matter in my opinion. Or would having those as assists make him too broken?
Hell no imo, especially when you have assists like Drones that fill up the screen and allow you to run near unblockable mixups on people. Flame Carpet would be good, but would most likely be used in set ups because Dorm could easily be punished by supers. If it hit low in assist form, I could see it providing some nasty unblockable set ups. On Dark Matter, the durability would keep it from being as good as similar assists but it would be workable because of the wall bounce.
Personally I’d like to see the Liberation assist maintain charges, but perhaps take twice as long to call out again after use to compensate for the power of the assist. Perhaps if it was based on what spells you have it could be balanced. 1 & 2 charges = normal assist time, while 3 charges is double the time.
Heh , yeah i was drawn to Dorm almost instantly when i started playing this game. got good practice with zaks dorm in the -10 day release date sessions when i was in London which helped me alot. Only added doom to my team recently but im really liking him atm. and Yeah his assists are not great… i use dark hole assist but OTGing is really random with it especially in the corner. Also with zero who has really bad assists i kind of rely on dooms assists. thinking of dropping zero though because honestly i think hes letting the team down somewhat. not that i have the best zero but when im playing someone who uses a " business" team ( wesker/spencer/wolv/task etc) zero seems like a huge liability.
What’s your strategy involving Zero so far?
Not sure if anyone has said this already but here http://shoryuken.com/2012/01/20/umvc3-justin-wong-in-the-lab-with-rocket-raccoon/ at about 18minutes Justin goes flight mode after Dark Matter and air dashes across the screen to land the J. H follow up combo instead of teleporting. Don’t know if it’s better but looks so awesome.
It looks a lot easier then timing the L. teleport (which isn’t extremely hard.) but then again don’t you lose the jump loop because they fall to low? I’ll play with it when I get time.
The combo I did on my stream is pretty cool. Idk if thats his best midscreen combo but I am sure that could be his best midscreen combo if he has no assist. Hope it helps you guys out
I think what you did is technically an easier midscreen combo (with regards to using flight after the wallbounce rather than L teleport) than the midscreen one done in this video:
[media=youtube]b6f5uANT0FI[/media]
It might be the best in terms of easiness since teleporting after the wall bounce requires split-second timing.
It certainly sparked my creativity.
I’m having trouble with Dorm’s mission 10. I get done doing everything except the last 3 attacks. Am I simply doing power of dest then inferno too slow? Inferno is not connecting or it hits after Joe gets up. Any advice would be appreciated.
Edit: I got it last night after hours of retrying. The timing is very strict on the third power of destroy followed by liberation, THEN you have to deal with the random inferno hits before doing level 3.