Okay. Also, what’s the TAC combo when I TAC to Dorm downward? I usually just air dash downforward and do a shitty relaunch.
His basic TAC combo for every direction goes:
TAC > j., j.:h: xx Flight, j.:l:, j.:h: xx Dark Hole L, j., j.:h: xx Dark Hole L, j.S > Land and extension suited to your team.
When you’ve got them in the corner and do a side TAC you can keep them in the corner with:
Side TAC > air dash down forward xx j.:h: xx Flight, j.:l:, j.:h: xx Dark Hole L, j., j.:h: xx Dark Hole L, j.S > Land and extension suited to your team.
When performing that combo ^ you TAC and delay the ADDF a tiny bit, and then when you do it you go under them to the otherside and hit them with cross under j.:h: xx Flight, which is obviously a backwards input.
It used to be:
TAC > Flight > air dash down forward xx j.:h: xx Dark Hole L, j.:h: xx Dark Hole L, j.:s:
What are some good welcome setups for Dorm? I’ve been doing carpet, jM, jH+call Doom beam, M tele, falling jS.
thats basically what I do, but I put a flame carpet do j.M. If J.M hits I end it with J.S so they juggle in the flame carpet and you can get a full combo. If they block J.M I teleport behind and come down with S or tridash Lights (which is a really fast overhead into low) These aren’t unblockable but are pretty diffcult to block.
I do ADDF, fly, m, h x Dark hole, l, h, Darkhole, J.H (while falling), land, Darkmatter. After dark matter you can either cancel into fly and hit a J.S to knock them to the ground, or cancel into Darkhole and assist to continue the combo (depending on the assist). It does about 30k more damage than the normal down TAC
Anyone found out a way to utilize Tiger knee air Dark holes? ive used the L version on welcome mix ups a few times , only thing iv noticed so far is u recover quicker then regular flight dark hole or jump dark hole. Im sure there must be other uses
It’s also at the perfect height so you can’t normal jump over it. Seems goo at stopping 2 way air dashers as well.
you can combo off of a tiger kneed dark hole. the hole has to be done like 2 inches above the ground, dormammu will land and you can hit and launch em up. justmake sure when you do the motion dormammu is at the minimum height required to be airborn.
yeah i know u can combo off it , just thinking there must be some tech there somewhere . u can combo off nearly all air dark holes .
Anyway [LEFT]Lintlikr1 [/LEFT][LEFT]on these boards recently posted a video , and although most of it was standard fare/ too situational , he did do one thing that interested me, so i thought i would make a seperate video of it for people to see , its basically an extension of dark matter teleport combo, u can do 2 jump loops but i opted for 1 for recording time.
[media=youtube]x2nSNGj6JlQ[/media] [/LEFT]
You’re using the M teleport, right? This looks like a decent alternative, since doing the L teleport when you’re almost near the corner can be iffy.
I use sent assist for a cool mixup in the corner. After knocking the opponent down in the corner (from an air combo), immediately after landing neutral jump (call drones at height of jump), ADDF, Flame carpet, then immediately when you recover SJ, AD (minimum height),J.S…
Note: the first hit of flame carpet Otg’s and then resets the opponent. If they back roll or don’t roll (and you time the sj. Air dash s correctly) you get an unblockable. If they forward roll the air dash j. S will auto-correct. If you’re using drones, the drones will hit from behind just as they finish rolling. This mixup is enhanced with drones but is still pretty nasty without them
I have to watch Zak tonight and root for his team to destroy everyone (though it’s not going to be easy).
So I’ve been thinking about adding dorm to my team, and have been in training mode working out my combos. Does anyone know why occasionally when using an otg flame carpet in the corner, it sometimes disappears after like 1-2 hits? It doesn’t look like they’re rolling out of it, since the flame carpet literally just disappears. I’m using a combo that requires them to be hit at least three times by it, so it’s pretty frustrating to have it happen seemingly randomly. Is it spacing/timing dependant?
They nefred flame carpets hitbox to weaken his unblockables and made dorm throws it out further in ult. In vanilla it used to always bounce targets 3 times now its spacing/character size dependent to get 3 bounces.
After a knockdown from an air combo in the corner try dash -> carpet, and tridash backwards l (H n S also work) -> carpet depending on char size 1 of them might get 3 bounces.
Personally I don’t think its worth it only chars I go for the 3 bounces in the corner are Tron (simply lay carpet) or Wolverine (dash -> lay carpet.) but maybe u will come up with something.
Well, with my current DHC, it’s giving me an extra 100k and a reset on top of it, so mastering it would reaaaaally be helpful. I’ll have to test it on small characters like Joe and Raccoon to see if it even works on them. Why do you need to do the extra tridash backwards?
Edit: Ahh that sucks, I tested it and it works with smaller characters but NOT with bigger characters. That’s a little upsetting.
U do the backwards tridash l (or H or S) backward so that the carpet is on the middle of the opponents body some chars you can get the 3 bounces that way tho not very practical. IIRC i think Wesker is one of thoes cars where if u just lay the carpet in the corner it will bounce once or twice but if u backwards tridash l -> carpet it will bounce him 3 times.
If you’re having trouble with that, at least one of your assists should allow you to relaunch in the corner, so just play about with them, as it’s not character specific anymore if you use an assist. Just make sure you hit the with the Carpet full on so that there’s no staggering involved with the hits to ensure the assist hits properly. (Unless you’re learning Dorm for anchor?)
You’ve probably seen this old vid but it’s pretty much the only “tech” we have for Dark Holes at the moment. 30 seconds in.
[media=youtube]Pnb7dPdnbgg[/media]
Just did a quick video for my friend showing him some easy stuff stuff to do off airgrabs of any height, and dorms quick overhead. Most of you a re probably aware of this but I just decided to put it here, since a lot of dorms I seee rely too heavily on tri jump h/s
[media=youtube]XnOjgtftvsk[/media]
Tri-dash lights are really good! Why a character like Dorm has a high/low mixup at all is beyond me. You can cover your advance somewhat with them because they’re quick and cover that area just infront of you quite well.
And about the air throws, I never thought of the normal jump height ones, but on the super jump height ones you can do stuff like ADDF delay j.H before landing > jump loop. It’s not really much damage more (17,000 I think Dorm’s fully scaled H’s do? Then again the combo wont be completely scaled yet, so you might be missing out on like 25k+meter), anyway perhaps I’ll look into using your version as it looks more universal