He will play in a completely different style based on assists. The effectiveness is variable depending on the nature of your gameplan. So what is Firebrand’s assist in this scenario?
I recommend charge assist, it’s one of the better extension assists for Dormy, among most of the cast, and really helps his meter build. Flame carpet into a long enough soft knockdown to go into dark matter…it’s good stuff.
Swoop is good too, but it’s a bit delayed and not fullscreen, the safest use of it is during blockstrings and then teleporting, but plasma can do that too.
I run Spidey/Dorm/Doom normally on web ball, dark hole, and missiles, but against certain teams/characters where I’m constantly being rushed I switch to web swing/purification/plasma beam. My question is how do people feel about Dormammu using purification as an assist? Also when on point what do most do against characters always dashing in on Dorm like Nova? I try jump back :h: and get some success but when it comes to trying to do s:m: or c:m: I always get stuffed. Any advice for this as well?
I currently can’t test this out, but I wonder if anyone else is willing to try it out for me. I know that Vergil can do his ground magic series into M, H, Stinger, cancel into Devil Trigger, Round Trip and the increased hitbox of RT + Stinger wall bounce will allow him to juggle the opponent for a safe raw tag. Now if I raw tag in Dormammu does the RT juggle give me enough time to follow up with a combo (preferably a jump loop variation), and is there any practical reason to do this besides getting DT Rapid Assist/Rising Sun/Judgment Cut in a relatively safe manner?
Also on that note, can Dormammu kara his ground throw? The only standing move I can imagine being good for this purpose is st.M but again I can’t test that either.
I’m not a big fan of Purification besides using it for an OTG combo extender. It has a horrendous 32 frame startup + assist startup and it leaves Dormammu vulnerable if it whiffs on the wrong side, plus you cannot generally combo off it in the neutral.
st.M is too low to interact with Nova’s standard air trajectory. cr.M must be timed very carefully or else you are vulnerable to crossup j.H; I don’t believe it straightforward wins over non-crossup j.H either.
Abuse Dark Matter cancel into teleport as much as possible to constantly change space and keep the opponent on his toes. I would rather recommend neutral jump/forward jump air M as his primary AA as back jump air M gradually pushes you to the corner, forward jump M is by far his best spacing tool in the air, and he can combo it into standard air magic series. In this matchup you cannot rely on 2C1D as your primary spell. Its long startup and delayed time until meteors fill the entire screen means Nova can Human Rocket through on reaction if he is close to the ground. Usually this is the time when Dorm players will call an assist since it is typically safe so happy birthdays can be quite common. 2D0C is one of the best ways to keep Nova cautious. It also leads into the other good assists in the matchup, 2D1C and 3D0C.
Well I knew about the meteors. In general I only use meteors against characters who are slower about rushing down and use inferno for characters who can stay on top of Dorm. I never thought to use the spikes though as they still reach fairly high and push the opponent back so I’ll keep that in mind. Besides XFC does Dorm have any combos off of 3D0C? I’m sure I can think of something. As for purification, I’m not too worried about comboing off of it. I have my air to ground combos down pretty well plus if they run into it Spidey has his web throws that I can pick up off of that can lead to death as well. It still serves the purpose providing a shield for Spidey when spamming certain stuff but I do prefer dark hole more. I really just need it as an air control tool against certain teams. Thanks for the input
I think meteors are useful against all characters regardless of speed. It’s really essential against some flight characters to shut them down. It’s only the ones with projectile-invincible hypers you need to worry about.
I was referring to 2D0C, the half-screen explosion that is +1 on block. 0D2C is okay but not very useful outside of combos.
If the hitboxes actually coordinated with the visuals it would be decent. The only hitboxes on 0D2C are at the very tip of the spikes.
trying to revisit dormammu for my modok/dorm/doom team. trying to just be better in neutral.
Was reading the itnro page and was wondering if we are still sticking to crL, cr H flame carpet and cr L sH f+H as solid blockstrings?
i take it these are generally safe? (unless my opponent is xfactor cancelling?, or am i missing somethign where these strings can be push blocked and punished by stinger or something)
They are fine, though you should be careful about doing the 2nd string a bit further away from the opponent. The st. H may whiff. If you do connect with the full string in the 2nd one, it’s preferable you cancel that into a Dark Hole that will make contact with the opponent.
For strings, if you have a decent assist to call during the flame carpet, either the same time or a bit before/after, depending on the assist, you can keep on the offensive after a safe string. Surprisingly, I’m really enjoying Strider in that role, but I need to look into it more. The only assist I’ve really messed around with there is bolts, and honestly, any timing is good as long as you can call that thing safely, then fun stuff happens.
Sometime I forget that assists can give Dormammu normal-character blockstrings and pressure and stuff.
Hey guys im having trouble doing mid-screen combos with dorm that involve dark matter. From what i see, the combo should be magic cr. m, st. H, f+H, M teleport, j. H into whatever. The problem im having is landing that j.H on the opponent. I tend to be too high up to land the air H. What i also notice is that for midscreen you are supposed to hit them before the opponent hits the wall (before the wallbounce), i’ve been experimenting with teh timing and i cant seem to get it.
The other combo i see (from lintlikr) is after f+H, you fly and tridash twice into air S i believe. I personally never tried this one yet since it seems harder but i just want to learn something mid-screen so whatevers easier of teh two would be best. I have nova (b-assist) and i thought about relaunching but again i would need a f+H -> teleport combo which i cant get the hang of.
My personal favorite is cr.L st.H fH Teleport L right after they touch the wall, dash down j.H, two jump loops, st.M launch, that gets strong damage from pretty much anywhere. If you realize you’re close-ish to the corner, you can tridash after the wallbounce. If you’re in the corner, well, that’s not so bad.