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

Yep, that’s right re: motion. He has an 8-way airdash (faster moving backwards than forwards) and a flight mode. However, he cannot cancel his ground dash into an attack.

It’s really weird.

I don’t know if it’s just me, but it feels like his jump arc is super short. It could be because he is kind of a larger than normal sized character though.

If you xfactor, the limit of yoga catastrophes you can have on the screen is limited by meter and timer only.
I had confirmed 3 out.

if the ball kills the opponent it stays out for an extra period of time

you can ball full screen and teleport mixup any closer and your still recovering to do a real mixup

I’ve been holding back on that front, but I’ll delve into some thoughts I have been having in regards to what you said.

Maybe it’s because I mained Blackheart in MvC2, but I felt like Dormammu absolutely rocks against the inexperienced. Using Sentinel Force, you can chain two Dark Holes together, which is 131,466 damage on block - that’s a ton of chip, especially when the health average in this game is around 950,000. If someone gets in, Dormammu’s not helpless at all, and it’s pretty easy to reset the stage through Fire Carpet -> Suffer -> Dark Hole. You’re free to throw in a Chaotic Flame at the end of that as well; you can do a lot more than that, but that’s basic in execution (and typing length!).

Chain Suffer into Dark Hole, then Chaotic Flame. Or chain it into Purification and use some Dark Spells.

I think Suffer is actually a pretty terrible keepaway tool. Almost every other projectile beats it, it travels slowly, and it has a huge number of recovery frames when thrown full-screen. I think it’s primary use is as I listed above - a method to get your opponent off of you. Although I believe Suffer goes through your opponent on block. Someone mentioned that you can chain Purifications infinitely on assists to kill them, so it might be feasible to Suffer to hit an assist, and then Purification spam while using Sentinel Force to cover yourself to put the hurt on an assist. The question is, which assists would actually lose to Suffer? Not many.

On that note, Suffer is not the official name for the move; I discovered this playing the game yesterday, and I will update the main post after I get the game this evening.

IMO, Dormammu has the tools to never be cornered. If you are ever getting near, teleport behind your opponent as he makes his advance and turn the tables. Obviously this is not an invincible strategy, but I think it’s important to note that Dormammu is not Arthur or MODOK. He does not have to keep backing into a corner slowly like they do.

A Purification on hit provides time to do 2 or 3; I am sure we will discover more opportunities as time goes on.

I am skeptical about this because the recovery on the move is pretty huge, so a blocked attack leaves you wide open. It does have a nice hitbox though.

Right, he cannot cancel his ground dashes into normals, but he does have a decent rushdown thanks to his tri-jump.

I disagree with you here. This is not MODOK, who has to hide behind a shield because his normals barely reach beyond his hurtbox. Dormammu has a teleport directly on top of his opponent, perfect for cross-ups, for a reason. If you use Sentinel Force and teleport behind your opponent right before the drones hit, they push your opponent into perfect range for a full combo with Dormammu - don’t underestimate his close combat abilities. Zoning is definitely a huge part of his game, but it is certainly not his only strength.

I think that’s too early to say. If you did the Fire Carpet mission (7?), that’s definitely not a basic combo. He likely needs the help of assists due to not having a normal magic series, but I think there are some discoveries to be made here.

I prefer to save my meter to punish assists. Chaotic Flame XFC Chaotic Flame does 844,000 damage to an assist, not including the X-Factor bonus damage (since I don’t know what the increase is for him yet). So, if you catch half of the cast on a Dark Hole while they come in, blow 2 meters and X-Factor to completely annihilate them.

I noticed this too - it’s hard to jump over some characters in practice mode, lol.

Nice! Also, I tested Stalking Flare XFC Stalking Flare on Phoenix, and it took out ~70% of her health on block. So if you are looking for an easy way to kill Dark Phoenix…

Yeah, this was disappointing. Since it’s advantageous for your opponent to get hit by Stalking Flare ASAP, I doubt we will ever see a horizontal mixup from Stalking Flare outside of pounding noobs or XFCing the cancel animation. It might be worthwhile to Stalking Flare XFC Teleport behind Stalking Flare or something.

Yeah, I played a little more. He’s kinda got the Dhalsim b+MP thing going on with his s.H and d.H, they seem to cover above his head too if you time it right. Can even launch off it.

If it works like this, i will certainly play dorm. He seems like the natural extension to BH. It appears he’s designed to zone out and play keep away while he builds his hands, and then use his teleports and assists to get inside and tear you apart. I’d love confirmation or denial of this.

I feel like Dormammu has the potential to really throw his opponents off with how fast he can switch on his offense after playing a zoning game for an extend period of time.

c.M is also another good anti-air too. If they try to jump over the fire carpet.

Doom’s rocks can cover Dorm’s landing from a teleport. Also don’t forget, Dorm can triangle jump.

So, about Magneto’s EM Disruptor spam or similar things.

Dormammu comes with a built-in solution, and it’s not a projectile. At least, not technically. If you can read their pattern, you can use any of your :m: attacks - which null non-hyper projectiles if they clash - and throw a Dark Hole on them before they toss out their next Disruptor. Tested this pretty extensively in training mode, it works great.

How well does it work against guns?

Does it work against chris’s magnum too? That shit is godlike.

does it register as a hit if you nullify a projectile with M so you can cancel it into a special or do you just do the special after M recovers?

Damn, I knew it worked on fireballs, but it works on beams too? The timing must be pretty strict though…

Does it build meter for you or for your opponent? Sexy stuff!

Hmm, it seems sorta hard to time.

I can null Unibeam on reaction, but disruptor needs to be predicted. It works on EVERYTHING. (Except hypers. Will test on Whirlwind and Arthur gold lance.)

Will test more tonight, it is so good.

It is treated as a projectile clash as far as I can tell, so you have to use the special after - it is not a cancel.

The simplest combo, then, is this: :d::l: :d::m: :s: sj.:l: j.:m: j.:h: j.:s: OTG :dp::m: :qcf::atk::atk: Use Purification strength as necessary - you may have to use H instead of M. well everytime I otg them it’s like qcf+m does not hit at all. or even close to hitting either they are way to far or it blatnetly all late after there sitting there laughing. Maybe I need a video but like sent for example you can see here you land and hit l.rocket punch otg to super. Just thoughts this guy is so sick.

It’s DP+M, not QCF+M - the pillar that comes up from the ground. Dark Hole will just miss.
Remember to cancel Purification on its first hit, or they’ll be too high.

Also, it should be better to drop the sj.:l:, but whatever.

i think i got some new dormammu shit. will post up later after testing

I look forward to it.

In the air, MMHS works and does more damage than LMHS.

Does Dormammu need to be played as a keep-away? I’m having trouble doing it and sometimes I just give up and rushdown, lol.

One of the best things about dorm is that he seems to have a decent if not deadly up close offense game. His teleport has 3 placings for punishment options, and his 8 ways air dash lets him triangle jump for quick overheads into combos. He’s probably no mag/zero/wesker/etc but he’s not modok or arthur either. In fact in certain matchups it’s almost certain you’ll want to rushdown rather than try to win a zoning war.