Burn in the Flames of the Faltine! Dormammu Combo/Strategy Discussion thread

I’m new to this game and I have interest in Dormammu. Can someone list for me the absolute easiest bnbs Dorm has? I’d like to start by memorizing that and then progress from there.

Shoryuken - SRK Hyper Guide - Apprentice Combos - Sequence One!

I found this useful if you have trouble timing the lvl3 super as an OTG, if you kara-cancel with cr.B it times it well so you avoid the bounce and connect. Also had some weird interaction between stalking flare and his lvl3 super, if done at the same time it collides with the fireball so although its invincible it won’t go through that super at least. :frowning:

teleport > airdash forward (cross-up) > j.S > land > cr.A (hit confirm) > st.S > (wait a little) > sj.B > sj.B > sj.C > sj.S > input DP motion before landing > land > Purification xx Chaotic Flame (600k+ damage. 1 meter)

This is the easiest BnB. Try not to do cr.B as much when doing combos because it whiffs on small crouching characters. Also use light Purification in the corner and medium midscreen. Once you get used to this combo you can use DHC’s to rack up to 750K damage with characters like Storm. If you want to DHC you have to wait untill Chaotic Flame pushes them full screen then quickly DHC. Use cr.B for anti-air.

I’m really starting to think more people need to use his liberation stuff. Especially if i start him on point i’ve been finding myself just going for hand charges rather than wasting meter on flame. It’s decent damage but with either 2/1 or 3 in destruction you can basically turn his bnb into a kill combo. I’m really looking into the liberation assist as well because of this. Granted the level of play i’m at is a joke, but i feel a lot of dorms are overlooking just how great hands are. Especially when someone trys to runaway. Let sent/doom/morg fly around for a bit and charge those hands.

This is what I think will separate Monster Dormammu’s from Good Dormammu’s. The use of his Dark spells/Liberation. I use/store a Darks Spells instead of going for free chip all the time. Dormmammu is more of a problem with dark spells locked, and the damage, meter building, positioning and the fear the Dark Spells net Dromammu is great. In my opinion his best/most useful spells are Destruction level 3, Creation level 2 and Meteor Rain (2 creations and 1 destruction). I don’t go for the others dark spells because there lacking in follow ups and are very situational in my eyes.

Actually since i’d love to hear others thoughts on it, my current view:
D1-combo extender and not much else
D2-pretty much the same thing.
D3-PAINFUL combo extender and a pretty awesome way to punish from a distance
C1-I have yet to find any real use for this.
C2-I’m surprised to see this on your list. I’ve found almost nothing worthwhile leading into or out of it. I’d like to know what you’ve got because i tend to wind up with it when going for C2D1.
C3-I think this will wind up having some very specific uses. Not being able to jump in this game is HUGE, but not for dorm. Land C3 and DHC from floating bomb into someone with a nasty ground mixup game(Anyone with a command grab or one of the millions of pixy gods in this game) and it’s basically free damage. Not being able to jump out of mixup is so huge.
C1D1-Just seems super sub par all around
D2C1-Good, but there’s almost nothing it does that C2D1 doesn’t do better except space, and really you don’t want to waste it on that.
C2D1-His best choice by far and what i usually go for. The damage and meter on this thing is sick just after a launch, and you get to combo out of it as well. It’s basically another hyper.

d2c1 can be used to OTG and extend combos AFAIK, you can use D3 for that too but still its kind of neat. it also works as a ghetto AA and its very useful as an assist for rushdown characters.

as for c2, i think you can do combo> f.H C2 H hole xx Chaotic Flame.

Which should be save for something better rather then extending a combo unless its a sure kill, which isn’t the case for me 99% of the time which makes them useless.

control space, Otg’s, plus the fear of setting it off, but my favorite use for it is to catch an assist in the explosion and possibly kill the assist with Purification juggles into Chaotic Flame.

Its useless to me.

Ok, I like it and find it useful when ever Im trying to store Dark spells up for Meteor Rain (2 creations and 1 destruction spell) I go for storing 2 Creations 1st. Simply because storing one Creation and one Destruction leads to nothing special. Now with two Creation spells, Whenever the Opp tags my Dromammu and lands on the Flame Pool, I can tag him with the spikes and follow up with a Dark Hole into Chaotic Flame, whenever Im out of range to follow up with the standard BnB combo. Not to mention the spikes into dark hole + Chaotic flame puts Dormammu and the Opp full screen apart from each other. Which is great for Dromammu and the damage isn’t bad at all.

I don’t know, is it even possible to combo into?

From my times playing with it, it only has its great uses in corner combo’s, I see Dormammu fighting mid screen most of the time, and its AA abilities is over shadowed by the likes of Flame Pool, Purification, Dark Hole, Cr M.

Yup, Jump cancel that baby and watch a constellation drop on there head, best used mid screen, where Drommammu will be fighting most of his battles.

I did some preliminary tests with C3 liberation, and it doesn’t seem like you can combo into it during a combo, but I think it may have some uses as an unblockable setup, either with dorm on point and a OH assist, or with liberation assist and an OH. (e.g. [Hulk, Dorm] j.C, A1, J.S, Gamma tornado etc.)

It does seem to move slow when not done really close, like his lvl 3 super.

To be honest i’ve had the same problem comboing into it. That said i’ve seen it as really useful as a trade vs other zoners. It moves extremely fast so you wait for them to throw something and fire it off, take the hit, and DHC out so your pixy can eat them.

Or at least that’s the theory. Trading is easy, i still need work on the rest. For the team i use it does help wesker a ton though because his air mobility isn’t as good as his ground mixup.

Dorm loses or on defensive to every character with decent zoning

I dont think Dorm is a pure keep away character, specially with meter. You have to try to move in at some point, you can do more damage in there.

I use Dormammu very effectively online and sometimes when my point character dies he can take out the entire team on his own. I’m not trying to brag but honestly I believe his liberation is very impractical in a match. I rarely have free time to just randomly charge either power because I’m constantly putting pressure on my enemy. The only use I see in it is the empty one as a “get off me” move or to stop crossups.

However the safest time you can charge up liberation is after his BnB. Other than that I pretty much use him to rush down and apply pressure so it’s hard to charge up. I’ve played other Dormammus and won easily because of a random liberation charge which leads to chaotic flame > DHC > GG on my part…It’s definately very risky but the rewards pay off I guess…Maybe it depends more on style of playing?

Anything random usually leads to your death. I’ve found instances where I can store dark spells up with out the risk of being punished for it, I’ve been treating/using Dark Spells in the same mind set I use Flame Pool or Fire Carpet, much like flame pool or Fire Carpet you can’t just blindly lay em down with out getting punished for it some match up’s, and IMO a Dormammu with Dark Spells > a Dormammu with out em.

For the most part, people that are spamming aren’t trying to be annoying.

If it’s easy and it’s effective, why do something that’s hard?

Get around it and they’ll stop doing it.

Use your teleport. Medium teleport rapes Phoenix for free, for example.

Dorm’s teleport doesn’t rape Phoenix at all imo.

Her teleport is way better than ours and her projectile is way better than ours. Just go to the training room and try how astonishing fast is Phoenix teleport.

To be honest I think that is never a good idea to have Dorm on the battlefield if there’s Phoenix too: if you did a snap back to take her in before she gains 5 meters then you need to use a rush down char with a great mix-up game, on the other side if you did the mistake of letting her have 5 meter and turn into Dark Phoenix (with X-F 3) your Dorm is yet dead.

I know Phoenix’s teleport is faster, but her main game before she becomes Dark Phoenix is to super jump, throw three fireballs, land, and do it again.

If you do a teleport with Dormammu right after the first fireball, you’ll go behind her for a free combo that will likely kill her.

It’s not that Dormammu’s teleport is the best, it’s just that he has a teleport.

By the way, best money’s on good Phoenix players putting her first.

Her on point first is much better than her getting snapped in. If she keeps away well enough and builds five meters, she gets dark phoenix for free plus two more characters. Dark Phoenix with two characters = you win.

[media=youtube]H4pX8ZPUEbA[/media]

0.59
"Starting phoenix is the worst idea ever… why would you risk loosing Phoenix?"

Maybe in the future good players will use her on point but if I have to bet I’m betting on Phoenix used as the last char.

you can combo your dark spells a handful of ways: (1) OTG assists charge dark spell cancel into Chaotic flame, as well as (2)chaotic flame, XFC, dark spell cancel into chaotic flame (probably).

e.g. with Dorm and Hulks Gamme Wave assist you can special hard knock down, call his assist (late OTG), dark spell charge and cancel that into Chaotic flame/Stalking Flare.

I wish i had video for this.

Dormammu/Skrull/Thor (2 meters to start, corner, 1D stored)

j.C, d.A, d.B, f+C, d.C>S, sj.B, sj.B, sj.C, sj.S, land, Skrull Tenderizer–>d/f+C, qcb+A, qcb+B, wait a bit, S xx sjc 2D1C, opponent lands, qcb+A, Dark Dimension, Thor Mighty Smash–>d/f+C, qcb+A, qcb+A, 3D, qcf+A xx Chaotic Flame

This combo has 4 hard knockdows (sj.S, 2D1C, Dark Dimension, Thor Mighty Smash assist), two full stock Dark Spells (2D1C, 3D), builds ~two meters on its own, and only requires one spell stored to start. The bolded part indicates that after 2D1C, you can charge 1D before lvl3 allowing you to charge two more after ThorMS, which gives ample time for 3D. IIRC, it does 1.25+mil damage, and there’s a variant that does 1.3+. The other variants have different amounts/combinations of dark spells stored so you can get creative and pile on the damage w/o xfc. Dorm d/f+C is :tup:

Double Dark Dimension (5 meters, corner, 1D stored)

j.C, s.A, s.B xx Dark Dimension, Skrull Tenderizer–>OTG d/f+C, qcb+A, qcb+b, wait a bit, S, sj.B, sj.B, sj.C, sj.S, land, Thor Mighty Smash–>OTG d/f+C, wait a bit, S xx sjc 2D1C, opponent lands, Dark Dimension

This is just a fun combo. You can start off with 2D1C if you like and fill in the gaps. Deals 1.3+mil damage. That makes Felicia, Ryu, Skrull, Magneto, and Dormammu characters that I’ve seen recombo their lvl3s, but i’m pretty sure the rest can do it also.