I’d say just get rid of the 1st one altogether. Cr.M (and st.M to a great extent) are just too unreliable, and using them means they have an extra normal to pushblock to make your H whiff and leave you stuck with only a couple of risky options to avoid being put into pressure yourself.
I always start Dormammu at the closest distance possible. The goal is simply to know whether it’s possible for the blockstring to work against a character. Beyond that point, it’s up to the player to use Dormammu properly to put him where he needs to be. So, I just put Dormammu close and start with c.L.
The second is for whether s.H whiffs, the third is whether Dark Matter whiffs against a crouching opponent. Some characters might bypass s.H but might still have to block Dark Matter. At least, that’s my hypothesis.
Well, a lot of people like c.M, and the goal is to know what’s out there. Personally, I skip c.M.
For the sake of putting up useful blockstrings though, both cr.M and st.M are pretty character and hurtbox specific. That means not only will they both straight up whiff on a lot of mid-small characters when crouching from almost point blank, but they can also whiff on a lot of bigger characters (like Doom or Dorm) who it would normally make contact with at a certain ranges depending on what hit or blockstun animation they are in i.e. the M can whiff during certain reeling animations caused by the move preceding it.
And then on top of that adding in the M is just prolonging your block-string before getting to the part which makes it safe or mixes them up, which is bad as it gives them longer to think, longer to pushblock and if you whiff the M its an easy chance for a full punish.
I know people do use it, but that’s more out of comfort of using LMHS strings with other characters rather than it being a good idea a combo starter/block string. If I was to suggest a block string for Dormammu to someone looking to pick him up, I’d immediately go for cr.L, st.H xx Dark Matter into whatever, except on super small hurt boxes, and I’d make an extra note to try and never use his M’s for that purpose, even against heavies.
Did that come across like I’m raging btw? I hate how my posts read lol.
I thought I was the only dormammu that ended block strings with L darkhole, I’ve been punished sometimes but usually I can get the counter hit for a full combo. Never thought of cancelling magic series, dark matter into dark hole would make it safe I should test.
No, it doesn’t come across like you’re raging. I know c.M is hurtbox specific, and that’s the point of testing it! If it were universal like c.LH, it wouldn’t be on the list. Everyone can use c.LH against anyone.
My goal in this thread is not to teach “the best” way to play Dormammu, but to give people the information they need to make decisions. That’s why I try to list Dormammu’s synergy with every character, even when I don’t think there’s a reason to pick that character (or a character’s assist). A c.M list might be a waste for you, but it might be useful for someone.
I honestly don’t do it, but I want to start, and to start I need to know who I can do it against. Vanilla Dormammu has made me extremely paranoid about unsafe block strings…
Now, that all being said…does anyone actually want to help me? Haha.
I’m game. Wanna split this up some way or what?
Also, adding another blockstring of cr.L st.M cr.H into dark matter Dark hole might be a good idea.
Edit: I’m very busy, but just did testing against the DLC characters and Nemesis, will do more later, I’m going through each row as they appear on the cast list, left to right.
Hi current team is Dorm/Skrull/Sentinel (nickcam’s team)
And I was trying to do this combo (2:19)
[media=youtube]eXBGVeGCXoM[/media]
but after the flame carpet - assist I dont know how to land the J.H any suggestions? is it a superjump dash H?
Somehow I missed this post. Are you testing all the strings for each character? And what cast list are you using? Character select screen?
That, and I’m busy now until Tuesday, so don’t expect much till then, but yeah, all strings for each character, 3 at a time.
What do you guys do for damage off a fullscreen chaotic flame punish?
Well you are a gem sir.
I usually go for a Dark Matter mix-up afterwards. Free 50/50.
I would not say that, that message was like 10 days ago, and I’ve only done a few characters.
Depending how much you want it, you can XF, and go either dark hole into a second chaotic, dark matter dark hole chaotic (depending on height and stuff when the dark hole hits), or pray you spaced it right and go XF dark matter, teleport try for a simple launcher air series. But I find I never space it right, also all that stuff if only with XF cancels.
Really, the damage is how much of an advantage you’re at. Dark matter or be annoying with towers, and you have time to do either one pretty safely.
Forgot to share this but I found out u can always XF cancel a chaotic flame , M Telepor , ADDF H and then get a full LHS jump loop into relaunch into blabla. Timing is tricky though , u need to XFC just as there about to be put into the soft knockdown state from the chaotic flame so u have time to hit them as there slowly falling when u teleport behind them. Also combos full on assists and builds one bar by itself
Well, yeah, i was asking because I was about to say what Jiji just said xD
I believe I have this listed in the thread.
Hum, it looks like I don’t have it listed. I’ll fix that ASAP, because I want to see people do it more.
I prep for chip damage. Purification plus Bolts of Ballsack into another Purification or spell charge. Or I bolts of ball sack and charge a spell.
How is this character so fun
What the heck!
I want to run Dorm on point but that first moment of the round where you first need to create space is kinda bothersome. It feels like, if the opponent wills it, I just sorta have to take their first mixup, if I’m fighting against Mags for instance.
Ideally, DHC to Spencer and up and kill them~
It can be done, but against wolvy, mags, Hulk, Haggar, Akuma, Nova, its really troublesome when they start off the round because the only move you have is mash backthrow lol. if it misses his St.H will come out which is a pretty good anti-air from what I’ve personally found out and if someone is trying to call their projectile assist while rushing you the projectile will get negated by the normal, and you’ll still hit your opponent. Its a good move but comes out in like 13 frames I think
Or you can play mindgames (jump-back at the start of round over and and over and when the announcer yells fight don’t jump lol, they will usually jump trying to grab haha)
little stuff like that to get some space if you want to start Dorm.
FChamp can use Dormammu on point just fine, but you have to give him very particular assists that let that first second go the way you want it to go.