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

I like this lol. I’ve been doing anti air c.M but i always went straight to S. I’m at work but can anyone test if this works OUTSIDE OF THE CORNER:

AA c.:m:, :qcf::l:, c.:m:, :qcf::l:, :df::h:, c.:m:, :t::h: (wall bounce), :qcf: :atk: (depending on the distance), :qcf::atk:atk:

This may work… i know it works in the corner, so if you anti air high enough, maybe it works outside of the corner? If they are too low, you may need to leave out the second Dark Hole, or maybe even instead of dark hole insert a Flame Carpet (less hits=more stun to work with)… you should still be able to hit the 3rd c.:m: if flame carpet juggles them. I could live with the AA c:m: into darkhole then c.:m: into Dark matter for a second dark hole and Chaotic flame, but i just wanted to see if we could squeeze just a little more damage out of it.

Also, anyone know if you can link Liberation D3 off of a dark matter? I never tried so…?? I’m still loveing the usage of D:3 and GREAT-BALL-O-FIRE in combos:)

Not sure if you ment my combo or the one you list but if so I never did it in a corner thats why i didn’t say corner only. The only thing require is AA, and combo the cancle and cr.mp’s thats it.

The Flame carpet in the combo you listed won’t combo to DarkHole but it will act as a reset that you can start another combo off of. I tested that when i found the combo the other night. you either have to do Cr.mpxxDarkH,Cr.MpxxDarkH or FPool/Dark Matter.

Side note: Cr.MpxxDarkH,Cr.MpxxDarkH build about 1/3 to 1/2 a meter.

Dealing With the Flame Carpet

This deals with playing against Dormammu, not as him. (I did a search, and didn’t find anything of use, so I decided to make this thread)

I was wondering what kind of tips any Dormammu players could give about dealing with the flame carpet. It’s obviously a very effective tool that handles certain characters more than others, so any general or specific help would be appreciated.

Some characters who I find have a lot of trouble with it are: Felicia, Hulk, Wolverine, Haggar, She-Hulk, and essentially any character without a teleport.

Any help is appreciated. If I posted this out of place or you feel this question is too vague or unanswerable, I apologize.

  1. Use an assist to help you get in.
  2. Wait for it to go out, and then go in; it can’t be refreshed before it expires, and it has a slow startup.
  3. Jump, land on it while blocking, and then attack - Dormammu does not have enough frame advantage to lay another one on you.
  4. Attack Dormammu from the other side.

Dorm vs. Zero

This matchup is annoying simply because medium does not work. Most the time I use c.l, m to hit confirm into S. Against Zero I struggle because trying to hit confirm off the c.l is difficult. Any tricks on dealing with Zero that people have come up with?

I think s.M should connect mostly because I hit Ammy with it quite often, at least more often than c.M.

Also, is there any reason why Dorm can’t do L to H?

If you are trying to mix it up with Z, I think you’re headed towards a losing battle. The way I fight Z (and every other rushdown character) is to establish a ‘no rush zone’ with flame carpet. Normally I do this by calling an assist to protect me. Once that’s down, Z has to decide how to approach me. If he stays back, Dorm can win that projectile war. If he tries to jump to the other side, I just skip to the other side of my flame carpet and build up liberation. I release my liberation (normally one of the meteors) to cover putting down another flame carpet. Of course my strategy has holes, but it’s been pretty effective. Oh, if they come in attacking with the flame carpet down, PLEASE launch and do a combo of choice.

Yes. Capcom is stupid and decided Dormammu should not have any method to hit confirm against most of the cast.

At first I was under the impression that they linked (it visually and felt like it did) but it didn’t take long before I noticed that they didn’t (oh auto guard). So it’s not a glitch, huh?

As for the old Creator spells, sigh. For some reason though, I’m glad they did not make flame carpet cancellable to launcher.

Also, is everyone aware that if you jump too high with Dorm and addf, you’ll be forced to finish your airdash even if you have already reached the ground? This was news to me. Btw, this is with a normal jump, I haven’t tried it with a s uper jump.

I started playing Dorm/Doom/whatever when the game first game out, switched it up for a while and then went to my current Wesker/Dorm/Doom, and I notice the majority of the matches are decided from my Dorm over either of the other two characters by far. I originally got frustrated playing Dorm simply because as your first point character, he pretty much requires Tron or Haggar and I am not playing either of those characters. I’m over that though simply because with him as my second, I’ll either have enough meter to do whatever I want, or I can 80% THC off of an OTG Wesker shot at the start of the match.

The only thing I don’t particularly care for about this team is that none of the assists have much in the way of synergy outside of the corner other than Doom’s plasma beam. Dark hole doesn’t really see that much use as an assist, and neither seem to be able to incorporate the OTG shot anywhere other than in the corner, so I may try a different Wesker assist. Doom should be able to abuse the OTG assist with his jumping M, but for it being an “unblockable” setup, both hits are always blocked…

What I love about this team is that it has pretty much every situation covered (other than zero AA assists, unless you hit an early jumper with a Plasma Beam or Samurai shot), and I love annoying people with Dormammu, or punishing/killing assists without even having to think about it.

Everything you said seems to be accurate, but it is possible to pushblock the majority of the cast and lay down another. The main exception being Akuma and his flowchart dragon punch feet and a decent Doom or Storm. Since you’re suggesting calling the assist first, it’s assumed they are off the screen by the time you could pushblock and lay another. I’m not sure what attacking from the other side is going to accomplish however, unless you’re talking about projectile characters since all Dormammu has to do is walk towards it if you’re jumping over/teleporting.

I would like to think it’s a glitch, but apparently Dormammu was one of the first characters they finished, so it’s just lazy and bad development.

Eh, I hate that if I connect a Flame Carpet at close range, Dormammu doesn’t recover with enough time to do anything off of it. I also think Dark Matter could use the s.S cancel to make it a more useful projectile - it’s by far one of the riskiest to throw out in the game.

Is that what causes it? I haven’t really noticed anything consistently.

I think you can experiment with a few other options, like Hsien-ko or Dante.

Dark Hole lets Wesker relaunch off of Samurai Edge, and you can definitely OTG relaunch with Samurai Edge mid-screen with Dormammu. Try delaying your aerial series.

Don’t forget Captain America and Taskmaster - they both have mobile attacks that negate Flame Carpet. You can pushblock and lay another Flame Carpet, but he asked how to get past Flame Carpet, not to hit Dormammu - two separate issues. The assist call depends on the assist, but in general, assists apply more pressure, which makes it harder to keep Flame Carpet up. When I say attack from Dormammu’s other side, I really mean to cross him up with a jump attack and land behind him, so you can launch. Most characters have an option like this, and it is a safe way around Flame Carpet. Yes, Dormammu can just move closer to the Flame Carpet, but in a real match it’s hard enough just to keep Flame Carpet down, let alone adjust your position around it constantly. No strategy is failproof, but those are all valuable suggestions.

That is pretty annoying. It’s kind off punishing you for your opponent’s mistake of not blocking.

I really think so. And it’s just with going forward, going backwards is fine. I want confirmation on it though because I haven’t heard anything like it before.

Now that I think about it, it’s a bit disturbing how poor Dormammu’s keepaway is for a character that was designed to keepaway. It creates a dilemma on how I should play him now because approaching with him is somewhat unorthodox. Being fullscreen is not advantageous either do to the abundance of beams and the fact that it’s a lot easier to read his moves from that view. Midscreen is what looks best on paper partly because dark holes and purifications don’t have dead zones but it’s the toughest place to stay put in.

Eh, might just be homing inferno blues.

I know what Dark Hole does, and how the spacing is that’s required for it to even connect, but I’m also using Doom… so I would never use Dark Hole inside of a single assist combo if Doom is alive. Dark Hole is garbage compared to the Plasma Beam for assist combos unless you’re just going for an easy level 3. It also does absolutely nothing for Doom. It’s best use on this team is for Wesker teleports. Dormammu’s assists in general are awful.

I will never play Hsien-Ko, and have shelved Dante for a while. As for relaunches with a Wesker assist, I’ll need more practice I suppose. It probably is just a matter of hitting the aerial :s: too early. If I do land early and dash, then call Wesker, Wesker always seems to be too far away to do anything. If I lay a carpet, and call Wesker, they both kind of hit at the same time and Dormammu doesn’t recover in time to relaunch.

I’ve also been meaning to try out Tron ever since mentioning her weeks ago after watching the Evo seedings, but I just haven’t been able to bring myself to play her. The only reason I would ever really consider her is if I was going to start with Dormammu on point.

-Edit: Well, I figured out why I couldn’t get the Wesker assist to land, or at least I found a way to get it to land consistently out of the corner. Not sure what other people are doing, but I’m having to jump towards the fallen opponent and call the assist right before my apex. Otherwise, I just can’t seem to land it. You can call him while dashing, but it just feels very cumbersome and unreliable.

I’ve been playing around with Dorm’s wallbounce lately, and I came up with a few cool combos.

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This is the main one, and I think if someone is able to find something with this setup, it could potentially replace the old BnB in some situations, but I can’t find anything. I tried linking j.ACS after the 6C>j.A, but hitstun scaling didn’t like that. You can’t 2B into dark hole either. Does anyone have any ideas?

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Something done solely for style really, very impractical.

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And an XFC combo for good measure.

That tri-dash after the wall bounce is fucking sick. The fact that it puts them in the corner is great for Dorm and especially great for my team. Now I’ll easily be able to set up corner teleport resets and Unblockables. All that’s needed now is to test this against smaller characters.

Good stuff man :tup:

Then explain why there’s a difference in the air state of the character if I do :d:u: instead of simply :u: after a :s:.

For the game’s code the state that you’ll be in when you press :u: after a connected :s: is different form the state you’re in when you do :d::u:. Therefore, it’s not a proper superjump.

And also if it were (but it isn’t), it would still be misleading.

Day 1 of play was locking people down with Purifications and Dark Holes, flinging everyone around with Dark Matter, etc. Week 2 was getting some of those in, but eventually having to lay Flame Carpet. Now, I pretty much consider Purification and Dark Hole to be filler abilities before I have to go face to face with my opponents.

You shouldn’t need to carpet, just delay the MMHS in the air, land, call Wesker, and relaunch.

I use her in one of my teams just because it lets me put Dormammu on point.

Brilliant, adding to the Dormammu thread’s combo section. I just wish this were, you know, possible online…

Would you mind doing an iteration of the wall bounce combo into Dormammu’s bnb, i.e. not using Wesker?

How is it different?

Dude, really?
Try with zero cr.h, f.h, s, :u:, m, m, h, s (mid screen), then try it with :d::u: instead of just :u:-

I’m at work right now, and I have a trip to go on this weekend; feel free to answer the question. If it somehow affects where the opponent lands, or whether flying screen is caused, that doesn’t relate to whether your character is in a superjump state.

I’ll do a quick recap.
You think it’s ok to call superjump (thous using sj in the notation) :u: after :s: but:

  • when you write sj you don’t mean you have to :d::u: after :s: -> misleading
  • there are combos which can only be done with :d::u: after :s:, those combo doesn’t work with just :u: -> your notation can’t make clear the difference between the cases when you really need to superjump after :s: and when you only need to press :u:

So your notation is lacking accuracy and clearness and this was the point of my (constructive) criticism in the first place.

On the subject if :u: after :s: is a proper superjump state I think that if doing a real superjump after :s: affects where do YOU land, affects how much time do you spend in the air, affects the combos that is possible to do and the general trajectory, speed, height and direction of the jump so doing :s::u: it’s not a proper superjump for the basic logical principle that you can’t call with the same name two different things.

You said: “Your character is considered to be placed in the superjump state by the game’s code”, so please post here the exact part of the game’s programming code where it states that you are in a superjump state after :s::u:. I can bet that in the game’s code :s::d::u: and :s::u: are processed differently.

Let’s keep this discussion constructive, have a nice time on your trip.