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

Dante teleport is pretty free to air throws if you know it’s coming.

Agreed, but this was a discussion regarding the ability to punish it with normals if Dante blocks as soon as he recovers from Air Trick.

Yeah, I saw tested the same. I asked Sycho to explore why Dormammu’s 9 frame c.:m: could punish a teleport that is only vulnerable for 7 frames and it’s because you can start the attack during the 5 invincible frames. I agree - the window is small enough that you would not be able to do it on reaction.

Seeing as there was just a video on how to capitalize on Dormammu’s air throw - I’d just use that. Unless you’re locked down when Dante teleports, you should be able to react in time to grab him out of the air.

Agreed entirely. Funny thing, I actually tend to jump too early to punish the teleport…

Karst. amazing Dorm guide. hella clean and it should be the standard for all characters. Thanks to you and all who contributed/tested stuff/etc its making picking Dorm up easier.

Thanks ShinMoo. Sol Badguy, you can s.S and cancel it into 2D1C for more meter gain in that situation; nice combo! 2D1C is underrated.

Made this combo video that uses allot of dormammu’s different levels of his liberation move
I hope it’s up to par with your expectations… if not sorry :sweat:
[media=youtube]8mDRUbV6C-Q[/media]

I was testing the limits of Dormammu’s combo, without any dark spell nor x-factor, regarding hit stun deterioration.
I found this corner combo:

Fly, air :h:, air :s:,** Land**, s.:h:, Dark matter, s.:h:, Dark matter, :s:, Jump, :m:, :m:, :h:, :s:, Land, Call multi-hit assist, Flame carpet, cr.:h:, :s:, Jump, :s:,** Land**, Dark dimension, Purification. ** Damage: 1,035,900** (3 meter used)

If you add a Chaotic flame after the Purification the damage become 1,215,900 for 4 meter.

  • It builds more then 1.5 meters
  • Using a purification xx chaotic flame instead of the Dark Dimension may be impossible because of the long start up of purification (32 frame) compared to the speed of the level 3 (8 frame).
  • I used Doom’s beam assist which does 113,600 damage for 8 hits, probably with a different assist it’s possible to slightly increase the damage (works probably with every multi-hit assist).
  • Tested on Akuma, She hulk, Cap

The highest possible damage for Dormammu without any dark spells or x-factor?

I’d love a video of that Duke.

Edit: Adding your liberation combo video to the main thread.

I don’t have a capture card, the best i can do is recording the screen with an old camcorder.
here’s two examples of the result: one, two

Well, I wouldn’t add it to the thread, but videos are still purdy. :slight_smile:

I think your camera would have done better if it had some other light in the room for contrast.

Where is a mossad man when we need one? :smiley:

So for Dorm with Jam Session, to hitconfirm safely, I’ve been doing :

2A 5B 3C Jam Session. If it hits you can either dash forward, j.B j.C j.S land and continue to a combo or just dark hole > chaotic flame. You can also B teleport after Jam Session, falling j.S into a combo if you wanna be fancy.

On block you can B teleport and either stay in place and hit them from behind, air dash towards them and cross up as they’re pushed into you by jam session, or air dash down and go low.

Really useful assist all around for Dorm IMO, makes him extremely hard to get in on and a lot more reliable in damage.

Replace Jam Session with Molecular Shield, and we have a very similar approach to the situation.

I edited the previous combo, I replaced the cr.m with a cr.h and used Doom’s beam assist to break 1.2 million damage for 4 meter.
I would like to reach 1,050,000 with 3 bars to kill also Cap America but I don’t think it’s possible. Which is the most damaging multi-hit assist in the game?

Adding a second assist (Dante’s jam session) at the end during the last purification make the combo do 1,052,700 which is enough to kill Cap but using both the assists isn’t something which is always available.

Hi guys,

I didn’t know if anyone posted this but up against Ryu, be very careful about teleport :m: ( :b: :d: :db: +:m:) to air dash in order to punish or rush down

If you teleport to counter a shinku hadouken :d: :df: :f: + :atk: :atk:, Ryu sometimes goes into Shinku Tatsu :d: :db: :b: + :atk: :atk: because of the auto correct (due to the fact that the teleport puts you behind him) and you will in essence dive right into a spinning boot to the face

happened to me last night and I was livid

Cheers

It sounds more like you were trying to yomi the Shinkuu, because it’s not reasonable for you to “counter” it before it comes out. This does not seem like an autocorrect situation, but rather you just teleporting before he finished the input.

Anyway, I superjump a lot against Ryu, and then Mass Change if he Shinkuu’s.

That’s true, he was spamming fireballs, so I anticipated that he would throw the random Shinku Hadouken. Didn’t think about that

Thanks for the tip, I’ll use super jump instead and then Mass Change

I don’t know if this is known or not, it’s a bit silly, but I found out you can 0d3c into chaotic flame and it combos, so I guess it could be considered a full screen punish option that pins them to the floor.

Also how were people doing dark spells mid combo? I’m kinda interested in learning to use that.

On another note: Won a tourney yesterday with my Zero / Dorm / Dante team. If they don’t have a teleport, most of the cast is so free to Dorm / Dante lol. Like I’m pretty sure there’s literally nothing some characters can do to get in on Dorm with Dante assist. Just corner yourself, plop a flame carpet down, call jam session and profit. Even if they just block everything, you can pester them with chip until they get annoyed and come over to dorm to run into some stuff lol. Jam session pushing them away full screen even on block is such a nice benefit of that move.

Only matchup I’m really hating with Dorm atm is Wesker. That character is irritating if he gets started and he’s got a good enough teleport to sneak in past the zoning.