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

yo that was perfect, thank you!
I run dorm on point and doom second, so i kinda want ammy on my team to buff doom.

Right I just uploaded this follow up vid showing off a combo, mainly with Dorm, doing 1,375,200 while spending only 1 bar. It also shows the small amount of utility Iron Fist gives other characters by allowing them to hard tag and then setup the desired combo and/or reset:

[media=youtube]S6GZVrUzp4A[/media]

I was wondering how everyone gets their Dorm rushdown started. Do you guys zone and then go in against those who can’t match your zoning?

For myself, a big part of this decision is based off my matchup knowledge with Dormammu vs. any other character. Knowing the other characters potential helps me structure my Dormammu game. If I know my zoning can keep them out, I use Dark Matter 50/50’s, block strings ending in flame carpet, and purifications. I use meteors here as well. The carpet keeps them out of your face and makes them block low, otherwise you can blow them up if you’ve got meter to burn. Catch them with a Dark Matter cross up, pretty much guaranteed combo. No sense in getting close if you don’t have to.

However, if their mobility or zoning tools are ones that I know Dormammu can’t at least negate, I rush them down, hard. If I’ve got the space, i’ll Dark Matter then teleport M. If it hits, great, if they block, I’ll either square dash over them and air H for the cross up. If they block that, I’ll do cr. low, flame carpet as soon as I land, and usually try to teleport and mix them up with H again. If I ever get enough distance to go for a Dark Matter cross up, I do it. I like keeping Meteors charged. Or 3D depending on the mood and whether or not their assists are really vulnerable. If the matchup is scary enough, like Zero for example, I don’t even bother trying to zone, unless I’m absolutely positive one purification won’t get me combo’d. I’ll maybe put flame carpets out, but I try to keep Dark Matters a threat and teleport every which way to take advantage of his normals and air dashes. Tri dash mix ups are ok but they feel ‘floaty’ to me and I don’t know too many players that I feel comfortable imitating Magneto against.

Hope this answers your question. This is just what I think my strategy is, if I watched myself play I’m probably all over the place.

Kind of a noobish question maybe, but if I’m doing the basic ABC - Wesker gunshot - ABC, what’s my best sequence to relaunch midscreen? Like, after the gunshot, sMS? Or Masta CJ’s Fly jS, land something-into-S? I find the Fly variation to be cake in the corner, but miss midscreen often. I don’t much mind just doing S and being done with it, but would like to milk the damage if I can. Sometimes adding hits helps a combo, sometimes it doesn’t.

I do the MastaCJ combo. After I call Gunshot, I immediately go into Flight and move forward a little, then do j.HS -> cr.MS. I usually call Wesker during a dash after I land from the first air combo.

Perfect, thanks!

Do this.

[media=youtube]2A76uUZuchU[/media]

my 2D1C version of the combo

[media=youtube]mn3wXDdIIpE[/media]

this is my team right now.

you could just dash jump forward and do j.h, J.s, when i was using the wesker assist thats what i did,

Hey guys. Does anyone happen to know the notations for the most damaging and known BnB Dormammu combo that only uses 1 bar and no assists/xfactor?

Thanks.

Midscreen, j.S, land, cr. M, st. H, f +H xx Mass Change L, ADD, j.H, land (jump, j. MHS) x 2, st. M, S, SJ, j. MMHS, land, Purification OTG xx Chaotic Flame does 803k.

potential dormammu player looking for help

what’s the best combo he can do after Disruptor + teleport jH sH S? sadly flight mode -> dark hole doesn’t seem to connect afterwards so i’ve just been doing jMMHS :confused:

You can get;
Disrupter + Teleport M > j.:h: or j.:s:, st.:l:, st.:h:, :f:+:h: xx Teleport L > air dash down + :h:, j.:m:, j.:m:, j.:h:, st.:m:, st.:s: > SJ > j.:m:, j.:m:, j.:h:, j.:s: > Land > OTG Pillar xx Chaotic Flame

I’ve not used it that much yet myself, so it’s possible that after the second teleport you may be able to get a second jump loop before launching, but generally that’s the best he can do by himself after Disrupter.

Any idea on the damage on this? Trying to learn a good no charge no assist no x factor BnB. If this isn’t it, what is?

800k - 840k+ i believe, depending if you do 2 jump loops

Teleport loop doesnt work when the target is in the air for the initial hit , and if he means call disruptor assist and teleport with dorm , then this combo wont work

Care to elaborate on the first bit? “Teleport loop doesnt work when the target is in the air for the initial hit”, you mean if Disrupter hits them while they’re airborn then the loop won’t work?

I know for a fact that Disrupter + Teleport into that combo works (at least it works on a grounded opponent, I can say that much) as I’m learning Mags right now and that’s the combo I’ve been using. Getting the Dark Matter to hit is a little troublesome, especially on smaller characters but that’s why after the first teleport I use st.:l:, st.:h: before Dark Matter so they stay lower to the ground.

I figured out a way to get a pretty decent combo off an air grab of any height anywhere on the screen. hopefully I can find something to record it. 560k off a grab is pretty nice and a lot better then grab, OTG pillar, super.

Two combos I’ve been working on.

  1. Down TAC
    Down TAC, ADDF, Fly, M,H x Darkhole, L, H x Darkhole, J. H (while falling), land, Darkmatter.

Note: After Darkmatter you can either cancel into Fly and hit J.S to knock them to the ground or if you have the right assist you can call assist and cancel Darkmatter into Darkhole. It does about 30k more than a normal down TAC (up to the Darkmatter)

  1. CORNER DORMAMMU SOLO RELAUNCH (NO ASSIST, NO SPELLS, NO WALLBOUNCE)
    Cr. L, S, J.M, J.H, J. S (delay the air series as long as possible), land, jump X ADDB, Flame Carpet, Dash forward, Cr. M, S

Note: How many times Carpet hits is distance specific, because of this, if you do anything other than Cr. L, S, the distance will be wrong and the carpet will not hit slow enough to allow you to dash forward and relaunch. You can start the combo with any jumping normal. I have only tested it on Captain A., Storm, and Trish, but I think it will work on every character