[media=youtube]dcGQe0bqseU[/media]
Some footage of my Morrigan/Dorm/Doom team. Grand finals starts at 3:00:00 although there are some of my other matches scattered throughout the archive.
[media=youtube]dcGQe0bqseU[/media]
Some footage of my Morrigan/Dorm/Doom team. Grand finals starts at 3:00:00 although there are some of my other matches scattered throughout the archive.
i love your dormammu conversions when you have missiles out etc. like teleporting mid air series to allow missiles to hit and still follow up. i’m not very good with dormammu but i’m going to try to emulate this type of play as i use modok/dorm/doom. thanks bro!
FYI; I figured posting a link to this is better than creating a thread in every forum with the info, haha:
I’m sure its been discussed but I can’t find it on the first page of the combo thread or on the 1st page of this thread. Anyway,
when dormammu is inthe air and u do qcb+H he automatically teleports to the ground and does his respective liberation.
My question is has anyone figured out a combo to incorporate a liberation in the air? like idk however many charges, S sj MMH dark hole L qcb+H (I’m guessing this doesn’twork but i’m just trying to explain what i’m trying to do here)
I’ve been trying to figure out how to beam juggle with bolts for decades. Air liberations! This may help! I can’t use bolts for many midscreen extensions anyway, I guess I could try it. I can’t believe I didn’t think of that, labbing as soon as I can. Probably doesn’t scale well or do great damage, but it’ll be swag as hell if I can figure something out…I’ll get back to you on that.
Works with x factor cancelling dark hole in the air with any of his 3 charges. Does alot of damage and meter build , but its more for flashyness then anything since if u have 3 spells u shud be killing them anyway without x factor. Its pretty cool though. Also you can cancel SJ H,S into air liberation instant chaotic flame and combo /DHC.
It’s his xfactor combo. If you have 2 blue 1 red you do an air series into dark hole, x factor then hcb+h into super. I prefer the ball because it gets to 1 million without needing to mash and doesnt require as strict timing to get every hit in. I would only do it to get that needed kill. Besides that I think the other player would hop out of the hit stun (without x factor darkhole) before you had a chance to release the full spell.
OMG. I"m so disappointed with my tournament performances ever since i started using Dormammu. I know he’s probably the best mid cahracter for modok/xx/doom but i just ahve sub par results.
Is there a flow chart or something that I should be trying to do with this guy? I find myself just full screen charging 1 or 2 liberations, and then teleporting or tridashing into overheads which my opponents know obviously. idk. i fucking suck with this character and its whats keeping me from winning these tourneys. and i dont wnt to quit on it. i really feel modok shines best with this shell, i just need to learn how to play the dormammu better
Tri-dash j. S all day, every day, Masta CJ-style.
But seriously, Dormammu is arguably very matchup-dependent. You literally have to know what the other characters’ options are and then go from there.
What he said. Literally, against Dooms in general I think I’ve done maybe 3 mixups, ever. For him it’s towers and balls, and if he ever hopes to get close it better not be by tridash, because it’s free to cr.M. Against Chris, in the air he can be taken by purification, no balls allowed as his grenades negate it and then some, and if you can bait out a ground magnum, a teleport turns into a free punish. Sentinel, just keep him at a bad angle to hard drive you and you can pretty much do what you like, be careful for his big-ass feet in the air, and tridash crossup H over his armor moves for fun and profit.
Those are the three matchups I feel the most comfortable with using Dormammu but there’s a bunch of others, and all of them he plays way different. And I’ve noticed, his matchups change depending on if he’s using certain assists. People may be talking smack about Dorm’s play recently, but his ability to take advantage of a characters’ flaws can sometimes be insane.
So yeah, we could probably make a flowchart for Dorm with specific assists, but alone or with a semi-useful assist available, he plays based on the bad guy.
…We should make a dedicated matchup thread.
Karst, regarding Lariat assist, you can relaunch using it midscreen after your first magic series. Ranmasama did it twice against Abegen in the 2nd FT10 set. All you need to do is to trijump, then quickly Flame Carpet + Lariat. May need to delay the j.S to land faster to the ground to get the OTG + Lariat off in time.
You barely need to delay the j.S at all, that timing is really lenient. And yeah, the flame carpet is simultaneous to the assist there.
Ooh, those look much much easier than the old infinite sequence!<br><br>Anyone who’s performed them, how practical do they seem? I’d go to my ps3 and check, but it’s a bit of a ways away.<br>
<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/15825/Cheech%20Wizard">Cheech Wizard</a> said:</div>
infinites
</blockquote>
Im not sure these look any easier than the old one though. you still have to hope you get the airdash distance right and then adjust your falling attack every time. thanks for this though I really hope its viable
Just sharin.
Just a little movement tip. When youre plink dashing with dorm in flight at super jump height, make sure you use upforward or upback to do so. His forward and back plink dashes in flight arent that good unlike Magneto, Storm or Trish. He covers alot more ground when hes hugging the top of the screen with upforward/upback plink dashes.
It feels more intuitive to use forward dashes in flight after playing alot of mags but with dormammu you need to use all his diagonal plink dashes instead. Upback, Upforward, Downforward and downback are all godlike.
If your opponents chase down your own dashes in flight, do an M teleport a split second before you reach the ground and get to the other side of the screen instantly.
Generally when people Run Dorm/Doom, they use Hidden Missiles. But I’m playing a Firebrand team, and Plasma Beam is just a better assist for Firebrand from what I’ve seen. Is it worth it to stop using Missiles in a Firebrand/Dorm/Doom team and switch to Plasma Beam? Is there a large change in Dorm’s effectiveness without missiles and just a beam or is it negligible?
It might just be because I hate Doom, but I like beams for Dorm a lot more than missiles. It’s quite different, though. Your zoning strings change a bit, and you use up more meter to keep the momentum going.
On the other hand, projectile wars become easier with beams, and you can neutralize some assists. Also, teleports become insane.