One of my mains. Mainly because he’s the closest thing to Blackheart. I like to use him with Shuma and Nemesis.
Wolverine/Dormammu make a very good duo for lots of reasons (most of which you just have to discover through playing with them a tonne), but assist wise you should probably run it Wolverine with Beserker Barrage and Dormammu with Dark Hole.
Seeing as you’re fairly new I’ll just keep to the general stuff:
For Wolverine;
Wolverine can use the Dark Hole assist during pretty much any combo to extend it at the end, allowing you to combo into a Fatal Claw hyper on the ground, this is important because firstly it means you can DHC into Dorm’s Chaotic Flame hyper, and secondly you can DHC after all of the hits of Fatal Claw have hit. The air Fatal Claw doesn’t allow you to DHC after the last hit, and you can only DHC to Dorm’s Stalking Flare when at super jump height.
If you get a throw at normal jump height, a throw standing on the ground or a throw in the corner you can use the Dark Hole assist to combo with Wolverine (you can combo off of all throws except super jump throws basically).
Generally usuing the Dark Hole assist isn’t to get in, but rather you want to call it defensively when you think they might try to move forwards unsafely. If they get hit it’s great, but otherwise the assist stays out for a good amount of time and either locks them down on block or they have to avoid it.
You can random super with Wolverine and during the frame freeze you can see what the opponent was doing and then choose which hyper to DHC to with Dorm. If they called an assist just before it you can screen fuck them with Chaotic Flame or in most circumstances stay safe with Stalking Flare.
For Dorm;
In the corner Dorm can use the B.Barrage assist to relaunch using Flame Carpet. Once you learn the timing for the assist call and the Carpet input, then this assist also allows you to continue a combo even after extreme hitstun deterioration. His B.Slash assist can allow you to relaunch midscreen, but it’s a little hard to judge sometimes, and during combos in the corner the assist doesn’t have the same utility as B.Barrage.
Wolverine has both damaging and safe options as a DHC, and so throwing out random supers is generally more of a real option and threat.
After grounded throws in the corner you can continue combos with Wolverine’s assist, leading into jump loops.
Right now I can’t think of anything else worth mentioning without overloading the post with stuff which might not mean much to you yet. But the meat of it is that Wolverine gains a lot from having Dormammu behind him, so provided Dormammu has someone else to work well with at the back, you can pretty much just use Wolverine’s assist and DHCs when he’s still alive, as Wolverine doesn’t give Dorm the same support as the other way around.
Someone like Akuma would make a great 3rd for that team as he’s a solid character and he’s got a top 3 assist which works rediculously well for Wolverine and very well for Dorm. Beams work well for Dorm, but they don’t work well with Wolverine, but if you were going to try a beam I’d probably look at Doom with Plasma Beam as a balance for both Dorm and Wolvie.
Anyway, there are videos on my channel showing some of the different stuff I’ve found with my take on the team, most of the tech is outdated now as I’ve found more stuff through playing but not had the time to upload it, but what’s on the channel will give you a good start if you’re really looking to get into Ultimate with those characters. You can get there through the link in my sig and go to the channel from there.
Everything Spartan_Throne said. Also, for an example of the duo in action, Vader ran/runs Wolvy/Dorm/Doom using Hidden Missiles and got 7th back at SoCal Regionals. I couldn’t find any videos and his tech may or may not be dated, but that’s still noteworthy imo.
Ahh yeah I forgot about Missiles with Doom. I’ve played about with that team somewhat and Missiles let Wolverine do very similar extensions as Iron Fist as well as pressure in a better way, except Missiles are another top 3 assist IMO and they don’t come attatched to Iron Fist lol. And of course they give Dorm’s zoning a big boost.
I have some time in the next few weeks, and I’d like to give the main thread some updates. Would anyone want to summarize what discoveries have been made since my departure? I’ll gladly give credit, of course. As many links as possible, please. If you think someone is a good candidate for the “Gameplay” section, don’t forget that. I haven’t added anything for Ultimate since launch because I wanted people to incorporate his changes.
I discovered some new anti Dark phoenix tech with Dormammu , gurantees to kill dark pheonix as soon as she activates. will upload a video soon
I’m new to Marvel and i’m trying to decide between the following teams (alredy in order):
1-Dorm(black hole)/Doom(missiles)/Akuma(tatsumaki)
2-Taskmaster(vertical arrows)/Dorm(black hole)/Doom(missiles)
3-Dorm(black hole)/Sentinel(drones)/Doom(missiles)
Basically I like Dorm, Doom, Sent, Task and Akuma I’m wiling to make a team with them (but Dormmammu HAS to be in it). These 3 are the best I could come up with to be competitive.
Am I on the right track? I’m a Street Fighter player, just got the game and I’m getting my ass beaten, everything in this game looks so safe lol.
You’re going to have to get used to the fast pace of Marvel in general. Always keep moving in general.
You can also try using the team I’m most likely going with for the future: Taskmater(H.Arrows)/Dorm(Hole)/Akuma (Tatsu). Highly underrated point character, a GREAT 2nd character who you can bring in via DHC and have two good assists, and one of the top anchors in the game with one of the best assists in the game.
Those 3 teams plus the one Raider mentioned are all very good. I’d recommend the Task teams if youre coming from Street Fighter. Task is the Ryu of this game. If you mained Dhalsim in SFIV, Dorm and Doom are probably the closest thing to playing like Sim so a team of Task/Dorm/Doom sounds good for you.
Yup I play Dhalsim on SFIV so I really like Zoning (I didn’t like Ghost Rider in this game tho, and to me he’s the Dhalsim of this game).
I’ll give a chance to Task/Dorm/Doom, seems like a 100% zoning team but with good offensive options. Only thing I don’t like about Taskmaster is that he can’t kill someone in a single combo (wich seems to be the way the game is moving towards now in a competitive way. Hello Spencer on point)
Actually, Taskmaster can kill in a single combo with the double arrow super ender or DHC into Dorm Chaotic Flame after doing his new BnB. You can do a 900k-1 mil combo.
Hi,
I just picked up Dorm and running Dorm/Doom/Wesker. My question is should Doom be using missiles or plasma? I’m sure both have their merits but maybe somebody that has plenty of experience with both can comment on why one is better than the other. I’ve been running missiles all along because I didn’t like how beam scales every combo terribly but for Dorm keepaway, I feel like he should have something in between forward Hs (dark matter?) for lock down.
There’s a lot of talk about combos, and I was wondering how to play keep away with him. I would imagine the sequence would go something like: carpet+doom, dark matter, dark hole and repeat. If they jump then pillar where they will land into, and do another one or two depending on their height. If the pillar misses, then stalking flare to back them off. Any dark matters that hit confirm can go into dark hole and chaotic flame. How about spell casting? Assuming Doom is on missiles can that get two spell casts off? And is 2D1C always the one I wanna go for?
Depends on how you want to play Dorm. Teleport beam cross ups work well but as you said, the scaling is bad. Missles could potentially be his best assist.
His keep away game depends on the matchup. Flame carpet against characters who travel mostly on the ground but laying one out against a teleport or airdash character and you can be in trouble. Dark matter is great way to score easy damage and to perform nasty 50/50’s with teleport M. If you score a hit you can hit confirm and convert it into a combo. Be careful about throwing around dark holes. Purification covers the entire screen vertical and give you some time to do something. 2d 1C is first frame active air control and can be comboed from. It’s your best go to spell charge IMO. 3d is good but isn’t first frame active. Big full screen otg though. 1d2c is good and builds a ton of meter but is much more specialized.
People shouldn’t run Doom/Wesker in that order. You’re crippling yourself with 2 anchors basically. Wesker/Doom is alot stronger since Wesker gets way more mileage out of Doom assist and you can always DHC out to get XF3 Wesker.
I personally think you should use team 3. But start Doom in most cases, with dorm second. Sentinel always last (even though hes not the best anchor, he’s decent). I know Doom has some of the best assists in the game, but he has better options at the start of the match (F.H, hardkick comes out pretty fast, 8 start-up, -4 on block) but thats not the only reason, he benefits a LOT from lockdown assists, and can do 700k off a grab. Also Doom builds a shitload of meter, so when you do get dorm in by whatever means, he has meter to work with. Because honestly Dormammus zoning is nothing like morrigans bullet hell, it has holes, especially if you’re not charging hands fast enough and at the right time, you’re going to get caught.
But I mean it all depends on match-ups, you can obviously set up a solid zone against Haggar if your careful but I think with sentinel last, this team is really effective as dorm also can just teleport raw around the opponent while the drones come at em. Its not safe lol, but its scary.
I personally only zone against other zoners, or to get someone to come closer so i can mix them up with coldstar lol
^I seriously think that starting Dormammu on point is risky because of his not-so-friendly up-close options. Also, his zoning is more revolved around prediction.
^^ exactly why i start Doom although Dorm is my favourite/best character. When I did start dorm I would have to do some mindgames lol, like up back,and then when the announcer says “fight” I dont jump lol, People will always fall for that the first time haha. It keeps Hulk users guessing a little bit. Or mash back H which is starts up in 13, -3 on block, it surprisingly beats a lot of things, except for magneto’s standing fierce, but I’ll take a slap over a grab anyday.
Yea his zoning is all prediciton, one gutsy misplaced purification and your in a full combo
I’m currently running Nemesis (Rocket Launcher)/Dormammu (Dark Hole)/Doom (Plasma Beam). I’ll do a standard Nemesis combo, TAC upward, do one rep of Dorm’s fly combo, and when I bring 'em down and try to L Pillar into Chaotic Flame, sometimes they’ll pop out. I’ve tried shortening the Nemesis combo to make them not pop out, since I get an easy 1M for two bars off of the DHC to Nemesis. I’m thinking it’s because of the fact that I’m doing the TAC.
Generally, if you do a long enough combo, in your case you’re using a TAC, then by the time you land and do OTG Pillar, the HSD means that the 4 hits of the Pillar won’t combo into themselves. You literally have to OTG and cancel it on the first or second frame possible so that you hit them with the Choatic Flame before the 2nd hit of the Pillar is meant to hit. It’s too tight to hit it every time tbh.
You can remedy that if you have an assist which avoids HSD, or at least gives you enough time to hit them with a Flame Carpet > Assist hits > Dark Matter xx Dark Hole or just a Dark Hole. Doom’s Plasma Beam can be used when the HSD is still reasonable, but I’m not sure if you can get a Dark Hole or a Dark Matter when the HSD is ramped up so high, but at the very worst you can do just Flame Carpet > Call Doom > they both hit and you Chaotic Flame, though because of the assist call you might not be able to DHC. Like I say I’m not sure as I’ve not played around with Doom for ages with Dorm, so just experiment and see what you can do. You might well be able to do it with Nem’s assist, but I have no idea of their capabilities.
Failing all that, you can possibly do a couple more things:
- THC with Dorm. Nem’s Rocket hyper OTG’s so this is an option still.
- Land at the end and do Stalking Flare DHC Rocket hyper. Make sure not to DHC too soon or the Flare won’t come out at all. Also, the Stalking Flare might mess up Nem’s super, but it’s still an option.
- Land at the end and call Doom and input your Pillar immediately after. The timing will be strict if it is even possible, but the Plasma Beam should be connecting just around the same time as the Pillar before cancelling to Chaotic Flame. This suffers from the same problem as my second suggestion as you might not be able to DHC depending on how slow Doom is getting out after his assist goes away and Nemesis’ assist cooldown ends. This works with Magneto, but he’s generally faster than Doom in beam speed.
- Land at the end and do OTG Flame Carpet xx XF > Dark Matter xx Dark Hole xx Chaotic Flame
- And finally, level 3 them.
You’re cancelling into Chaotic Flame too slow.