The Ultimate Dormammu Thread

does crM work against trish/wolvie dive kicks and doom H or S footdives?

LIKE A BOSS.

Yes, cr. M does stop all of those moves. Though regarding the dive kicks from Trish/Wolverine, apparently, cr. M won’t stop them if they hit as overhead. Does that mean that you shouldn’t be ducking when they are about to them? I might need to test this Read Karst’s data on the “Matchups” post on the first page.

I’m a little confused by that bit lol? Neither do hit as overheads btw.

In my experience, playing both Wolvie and Dorm, it’s a bit risky going for the cr.M unless they’re coming in at a very shallow, frontal angle, in which case it’s free to a lot of things. If they’re doing it deep and at the angle where it can cross, which they should be, you can easily get staggered in a trade, or just plain beat if you are too late.

Against Wolvie I’d generally always try to play it dry with keepaway and runaway, charging spells as you go and releasing them with Stalking Flares here and there, calling assists and teleporting out of corners before repeating the sequence or something similar, the chip you do combined with how frustrating it is can make a Wolverine player very desperate or at least for them to switch out.

Having said that, the hardest thing to do with Dorm IMO is zone. Rushdown is piss-easy compared to that. So I’ve only ever seen the effectiveness of that playing my Wolvie vs another player’s Dorm w/Ammy assist.

It is hard to zone with Dorm. I’m trying to incorporate more zoning into my game and I’m losing a lot more than I did previously. Granted, I don’t have the best assists to help Dorm zone (Cap: Shield Slash and Morrigan: Dark Harmonizer).

Works against wolvie/trish, but loses/trades with footdives. S usually works better against footdives from my experience, when i see doom above me i go for S+A1 (jam session) and it keeps me safe even if the stupid dive tagged me

Zoning solution: Hawkeye Greyhound/Magneto Disruptor/Taskmaster Aim Master H.Shot and Doom Missiles

Yeah, I know they’re not overheads. I was referring to the matchup data that Karst did on Wolverine/Trish and I was just a bit confused about some of the values.

yeah, the divekicks/footdives always get me when i try to counter them with crM so i was wondering if it was just executional error on my part. i hate how those moves are absolutely braindead to do, have so much priority and they easily lead to a full combo or if blocked, give frame advantage. I mean, couldn’t they have given them a frame disadvantage at the very least, similar to skrull’s d.H or something?

but thanks for the inputs! i guess i’ll stick to chicken blocking, teleporting, and throwing out towers and chip balls while charging spells. 2red1blue ftw

Also try not to be underneath them (Dive Kicks/Foot Dives) and not challenge them constantly when you don’t have to.

I see too many folks doing both of what is mentioned above and get smashed by characters with Dive Kicks/Foot Dives.

Dorm is luckily since he can put a lot of space between himself and a character with a Dive Kick, as well as making an obstacle course for them to try and maneuver in.

What’s the general consensus on Dormammu backed with missiles? I know that for Dorm missiles aren’t as good as plasma beam but I want to know if he has any use for missiles also?

To control the air. Plus, Missiles helps to charge up Dark Spells. Missiles might work against the likes of Zero and Trish.

Cool thanks

Missiles are good if you want to play a defensive/zoning Dorm, but honestly, Dorm should both rushdown and zone.

Anyone have some meaty TAC combos for dorm?

All I get is a j.h fly j.l j.h darkhole j.h j.s

I know there are better combos then that though.

You’re missing one Dark Hole in there right before j.:s:.

To optimise it more you can TAC and do:

j.:m:, j.:h: xx Fly, j.:l:, j.:h: xx Dark Hole L, j.:m:, j.:h: xx Dark Hole L, j.:s:

Not sure if there’s really anything more you can add to it than that. The final :m: is hard to get at first because you do it earlier than you would think, pressing the button during Dark Hole’s final hit or two. For quick reference the vid in my sig covers it if you need to see it.

Been playing Dorm for a while now. But I got a question to ask you guys. This is the combo I’ve been doing.

cr. LMH f.H xx dpb.L, dash df.H jump. MHS land, MS, MMHS Purification xx Chaotic Flame

I haven’t tried double jump MHS, won’t lie. But I find this combo is kind of bad when close to the corner only cause it is sometimes hard to tell how close you are to the wall but over all it’s pretty awesome. Is this what people are using for combos without otg assists? I was using Dorm/Sent/Magneto with DarkHole/RocketPunch/Beam but I dropped that for Dorm/Mag/Sent, as I prefer Mag backed by Sent then vice versa.

I was mainly using Rocket Punch for combos off grabs with Dorm.
Grab, land, dash (call Sent while dashing), dash again, fly, HS… you know the rest.

I even used Dorm/Hulk/Mag for a bit as I found away to combo off grabs again.
Grab, land, call Hulk alpha assist, teleport M, dash down forward H… combo of choice.

I even thought about Akuma and came up with a way for that too.
Grab, land, dash, call Akuma (Tatsu), Flame Carpet, DartMatter xx H Dark Hole xx Chaotic Flame.

Some tech I thought I’d share.

Might throw together a video of some of this stuff. Thoughts?

I do the same combo except with the cr. M and I do the 2nd MHS loop if I know I can hit it. If you’re near the corner, you can use Mass Change M for the Dark Matter Combo. Magneto is better with Drones than Rocket Punch because it helps him get in. Drones is way too good to pass up.

I haven’t played or watched anyone play in over a month. I have no clue what you’re referring to, I’m afraid. If by “auto pilot” you mean CJ playing like he has since he started (i.e. rushdown via trijumps), my response is as it should be: if it wins, it wins. CJ is clearly not a zoning style player, and when he tries to zone with Dormammu it looks awkward (no offense meant to him - we all have different styles). Maybe a lot has changed since I last watched him, though.

I think that trijumps followed by assist calls plus a teleport are generally underused and really good with Dormammu. Dormammu is, after all, the only one of two characters with a tridash approach method and a teleport. When you think about it, not abusing that combination is just silly.

Even amidst the anti-scrub chatter, people prefer rushdown because it is seen as more “skilled”. I doubt that will ever change.

On the c.M vs. dive kick issue, it has to be at a certain angle for Dormammu to win, and it’s really risky. IMO, unless you’re feeling confident it’s better to just pushblock.

They’re good, but it can be hard to make use of them against characters good at punishing assists, since Dormammu wants to be using them to bide time, not zip around like Magneto might. I think the number of characters you can do the dream of sitting back and hailing with death from above against is limited, and is almost always those characters Dormammu already dominates alone. I don’t mean that as any indication that HM isn’t good - it’s great.

http://bit.ly/yfAAKt

Pretty nice Dormammu basics tutorial by KenAdamsNSA

Honestly I was asking because I was trying to get max damage with Spidey in the corner but if I decide to run Dorm with Spidey then I’ll just stick to a beam character for the third since I know how to max damage with a beam using Spidey as well and seems Dormammu is a lot better with a beam assist behind him as well. Thanks for the reply.