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

Sweet, that’s what I was looking for. I don’t use drones or missiles, have not touched either character since day 1 vanilla, so learning to combo with them is slightly new for me.

Thanks.

omg i love him TO THE LAB!

Corner combo as right now:
j.S > c.L > c.M > S > j.M > j.M > j.S > Liberation (3 destruction) > s.M > S > Call Doom Missles > j.M > j.M > j.H > j.S > Dark Hole L (Missles hit) > Chatotic Flame [780K]

or from the last j.S without Doom Missle assist: Dark Dimension > Purification L > Chaotic Flame [1.17 mil with both 980K just DD]

Anywhere y’all seeing that I could possibly get more damage in?

Well, just as a starter, you don’t so much need the explosion, and try j.S and either st.M or cr.L into st.H Dark matter, flight, j.MHS land, j.MHS, st.M cr.H S, MMHS, fire and stuff. Does similar damage, and you can retain the charges. If you run doom, throw him in before the air series for charges while missiles otgs and you can get crazy stuff, especially if you go into the fireball, or use the explosion after the combo proper has ended, and if you’re still with them in the corner, you can always throw in a dark matter dark hole L before the chaotic flame for added damage.

But, different news. So, I have a combo video! It’s my first, I posted it on the video thread, but I thought it would be useful to have a link to it here, as it heavily features the charge-getting properties of Haggar’s lariat assist, as well as some meter-efficient stuff. The first is all simple low-meter bnbs, the second is dark matter stuff plus a few alternate teams. Also, I like people’s opinions, helps me with my game. Oh, and I forgot to put it in the video, but if you hit with a spin, you can go into a j.MMH j.MHS j.MHS S MMHS tower Flamez, but it reduces a bit.

Spoiler

First Part:
[media=youtube]rTLZzXyRoNc[/media]

Second Part:
[media=youtube]ZJXaU6EiSkg[/media]

Just to add to the first page. We have a sick thread but our first page is missing the important shit.
Combo 1(works anywhere emit air dash in corner) Bars Built: 1 Damage 509,100
:d::l::h::f::h: :qcb::s: aduf addf :m::h::s: j:m::h::s: st:m::d::h::s: sj:m::m::h::s: :dp::atk:
[media=youtube]_NG0VFJ69Mc[/media]

Combo 2(midscreen) Bars Built: 1.10 Damage:531,900
:d::l::h::f::h: :rdp::l: add:h: nj:m::h::s: j:m::h::s: :m::s: sj:m::m::h::s: :dp::atk:
Combo 3(corner) Bars Built: 1.2 Damage:554,300
:d::l::h::f::h: :qcb::s: nj:m::h::s: nj:m::h::s: j:m::h::s: :m::s: sj:m::m::h::s: :dp::atk:
[media=youtube]b6f5uANT0FI[/media]

Combo 3(works anywhere) Bars Build: .8 Damage: 445,700 *Important because it is probably best confirm from an :s:
d:l::d::h::s: sj:h: :qcb::s: :l::h::qcf::l: :m::h::s: :dp::atk:
[media=youtube]9LxfWvpruqg[/media]

Also does anyone have combos from sj grabs and any sj confirms?

The first post hasn’t been updated since early 2011. I don’t think it will be anytime soon. I bookmarked your combos and will add them to the main thread.

.

never mind wasent canceling fast enought forget it lol

I don’t think any of them are outdated except for the corner one. I included the most practical combos and they are probably the best ones. No offense but its kind of embarrassing that you’d bring up that that isn’t the max damage combo when there is a more damaging combo right below it. The reason its good is because it works anywhere the reason the last one is good is because its a confirm off of an :s:. But I checked out the one on your channel never tried it but if you want it included instead of the one I posted embed it and make an organized transcript.

[media=youtube]xH6-dEMGdCE[/media]

Saw it in my sub box but thanks very much.

[media=youtube]XnOjgtftvsk[/media]

air grab and S.j air grab pretty easy combos

Yeah I have a normal jump confirm and throw combo just had nothing for super jumps.
I don’t know about the sj throw combo but you can improve on your normal jump throw combo.

I have others but those are just really easy and you asked about the Sj throw, so I showed you one I do fairly easily and consistently

does anyone straight-up counterpick this guy?

Fchamp posted a list of characters he thinks he loses to which I agree with for the most part:

Viper,zero,vergil,wesker,spencer,dante,hawkeye,dr.strange,wolverine

Apart from that Captain America and Skrull can give him problems.

Hrm…dang, and dormy was my counterpick for vergil…hmm…

Also, running a new team of Nemesis/Dorm/Strange. Bolts is great for both dudes, and considering all the tentacles mixed in with the bolts, and how assistkilly the DHCs are, there’s good grabs and birthdays aplenty.

Launcher Slam for Nemesis, extends Dormy combos from anywhere, working out a way to insert it into neutral. Bolts helps everything for everyone, and has some really cool-looking extensions with Nemesis, and it allows Dormy to extend with Liberation for sillyness’s sake. Dormy’s assist, however, I’m pretty unsure about. Dark Hole is pretty good for keeping people still when bolts will not do, but I’m wondering about the other assists. And, just to say right now, the THC with Liberation assist is worse than worthless for Nem, and no different from a stalking flare DHC when using strange. Anyone mess around with purification and Nemesis (now there’s a narrow audience)?

Huh? Vergil shits all over Dorm. Especially with Vajra.

Oh, totally. I didn’t mean counterpick, wrong word, more like who I pick from my team. I just never learned the Vergil matchup for Haggar. I’m assuming pipe and spin, as with every of Haggar’s matchups, but still, that antiair st.H is scary as hell for Haggar, who has quite a big sweaty hitbox to connect it on.

Taskmaster it is, then.