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

Color me confused, but it looks like you answered your own question.

huh?

Put an airdash after teleport and your M to launcher string should connect. That’s what I use.

This works even if she has 5 Bars… but instead of the Chaotic Flame do a third floating bomb. She’ll have to block all three at once with dpho, and she can only take 2… Its awesome. just don’t let them hit the ground. In fact Your main goal fighting any Phoenix is to block well, throw at least 1 floating bomb and get her to block. If she’s in the air she dies. Be care ful if she’s on the ground though…

thanks for the input.

I summon the power!

can’t say I agree with Realplayer, imo Dorm is one of the best solo characters. I rarely even call assists when I’m Dorm because I just don’t need them. He creates assists for himself lol. I usually make comebacks with solo Dorm, he doesn’t need other characters

I would love to see some recordings of your matches to determine whether you are merely the best Dormammu player ever, he who has unlocked all of the unknown secrets the rest of us wish to have, or if you are merely playing against weak opponents.

Is dormammu really that bad? I’m just more comfortable using him than any other character, that’s all.

He’s not that bad, he just has some serious weaknesses, particularly to a good rush down. He’s not a powerhouse that can quickly eliminate 3 skilled characters based on his offensive power like, say Phoenix or Sentinel. He needs assists to aid his cause. For Instance, how will you get Tron off of you in a one on one fight? X23? Akuma? He’s not bad, its just more difficult than you’re making it sound, especially if its 3 on 1.

I can definitely vouch for this. I use Skrull/Dormammu myself, and carpet flame OTG into tenderizer assist in the corner is GODLIKE. You have enough time to get 2 powers before the tenderizer ends expanding mass combo opportunity.

Flame Carpet is your friend :slight_smile: With solo Dorm most of my time is spent laying flame carpet, running away and slowly nicking away at my opponent’s health. Hit confirm into his high-damaging bnb with flame carpet (opponent lands on it) -> c.L optional -> launch, or triangle jump L. Dorm can go on offense with his excellent triangle jump L, or an M teleport to air dash downforward L. Just because he is labeled a keepaway character doesn’t mean he can’t rush down himself! Punish pretty much anything (especially assists) with Chaotic Flame. Very rarely I will throw out a finger shot fishing for a hit, which I can combo into H dark hole to chaotic flame. Anti air with crouch M which can also be used to swat projectiles. He pretty much has an answer to everything.

I never feel overwhelmed or forced to switch Dorm out when facing heavy rushdown. When I started playing him I did, but I started putting him on point a lot to practice him and I improved vs rushdown. Now I have him second while Tron on point builds a ton of meter for him to spend

This is nice in theory, but good opponents simply do not get hit by Flame Carpet, they expect it to be there when they land. Flame Carpet is only +4 on block, so Dormammu has no truly meaningful follow-up; you can c.L, c.M, and then…what? You can cancel c.M into Dark Hole to get some free chip and meter, leaving you at +7, but from here? Then there’s the large portion of the cast that c.M whiffs on entirely (Capcom needs to fix this, or let c.L combo into c.H, which it should already).

I would really be interested in seeing your gameplay sir; you have a youtube channel, do you have a means to record?

I’ve asked this before but missed the answer, why does Dormammu’s H teleport leave him facing the wrong way often?

Hitboxes. Or sometimes the characters might have moved just before the teleport.

Since he is placed directly over the opponent, it only takes a slight movement from your opponent to change the placement. That, or the character is tall enough to change where Dormammu appears.

I still scrub and miss OTG purification into chaotic flame once in awhile. If you want something easier, try Light, Medium, Special, super jump, air Medium, air Hard, air Special , then try to OTG Dark dimension.

Wondering about the properties of the 3creator spell…

When using my team Shuma, Dro, Skrull…mid combo with Skrull assist makes it easy to finish my charges, relaunch and air tag out to Skrull.

From there I try to use his liberation assist, but need a way to land it consistently…Skrull vs. an opponent that cannot jump is too beast. Problem is, it seems like you can only combo into the 3creator assist if the opponent is still grounded, and on their feet (IE can’t get it after a launch>spike combo, or after abc/c.c, since Skrull knocks them around…wondering if anyone knows if theres a way to land it outside of this state, preferably after a bnb.

Thoughts?

Why you guys say “super jump”?

You don’t need to do :d::u:, you can just move the stick upwards.

He doesn’t say to do the super jump motion, per say, but I think he just means that sj is the next move in the sequence.

Does C:3 hit low? If so you can create an odd unblockable with meteor smash (hits high) with simultaneous C:3 assist (low). They have to choose to block and get hit with C:3 or eat the combo. Me likey.

HOWEVER if C:3 doesn’t hit low, then it’s useless as an assist IMO, especially considering how much stronger C:2D:1 and D:3 are as assists…