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

After hitting your opponent with the fire sphere (Floating Bomb) which is the best follow up (without x-factor)?
I saw that you can use purification but I’m sure it isn’t the most damaging follow up possible.

sure man i have this HD Hauppage pvr thingy that i was using for local SSF4 tourneys in my area but we dont’ have too many of those, so, if u want a visual reference of something, PM me the notation for the combo and if i’m not inept, i’ll make it and put it up

Is there really ABSOLUTELY nothing people can do to counter two Stalking Flares aside from try to hit it out in the beginning and block/x-factor block?

If they’re coming in after a character just died, there’s pretty much nothing they can do from what I’ve seen. If it’s just from randomly throwing stalking flare out, they can try to hit dorm while the flares are chasing them and if they do hit him the flares disappear.

Reset

Hey all, I found a fun little reset with Dorm today. It only works in the corner, and I’ve only tested it with Wesker’s B assist, but I’d assume it will work with any assist capable of OTGing after an air series in the corner. Ok, here’s how it goes:

(in the corner) (assuming Wesker is a1)
:d::l:, :d::m:, :s:, sj.:m:, sj.:m:, sj.:h:, sj.:s:, :a1:, :d::m:, :f::h:, :d::h:, :s:, sj.:l:, sj.:l:, :f::h:

The idea here is to use the hitstun decay from your combo against them and then catch them in an air throw, which is easy to continue comboing out of. The important part is the last :s:, sj.:l:, sj.:l:, because it will look like the second light hit hits when it actually whiffs and the move animation does a pretty good job of obscuring your opponent’s air recovery. What basically happens is it looks like you’re in the middle of a long combo and suddenly you air throw them with no visible break. That whole sequence does ~600k damage and leaves you free to do whatever you want afterwards. What do you think?

Combo with Super Skrull Tenderizer assist:

jump :h:, :d::l:, :d::m:, :s:, sj.:m:, sj.:m:, sj.:h:, sj.:s:, :a1: followed very closesly by :df::h:, power of the destructor x2, liberation xx Sphere, :l: purification.

640.7k.

Oh, and yeah it’s in the corner. Ideally the j :h: is off a rectangle jump.

Since were doing assist combos…

Using Dante’s Jam Session.

This first combo can be done anywhere but the correct dark hole strength must be done for it to connect. :m: Dark hole midscreen :l: Dark hole in the corner.

j.:h:, :d::l:, :d::m:, :s:, sj.:m:, sj.:m:, sj.:h:, sj.:s:, dash forward, :a1: + Fire carpet, :m: Dark hole, Chaotic Flame.

j.:h:, :d::l:, :d::m:, :s:, sj.:m:, sj.:m:, sj.:h:, sj.:s:, dash forward, :a1: + Fire carpet, 3D:0C Liberation, :h: Dark hole, Chaotic flame.

(In corner)

j.:h:, :d::l:, :d::m:, :s:, sj.:m:, sj.:m:, sj.:h:, sj.:s:, :a1: + Fire carpet, 2D:1C Liberation, Dimensional Bubble.

You all are aware that his 2B(down+B) doesn’t hit crouching smaller characters (Viewtiful, X23, Phoenix, etc) outside of throw range right? Any combo involving 2A, 2B probably won’t work on almost half the cast if they’re crouching, especially if you have an overhead in it beforehand.

You can substitute 2C for 2B in those situations.

I’ve been using Dormammu since launch and I’ve completely fell in love with the character. Sentinel/Dorm/Zero is my team and what’s effective is when you mix up Zero’s Dragon Punch assist(don’t know the official name) when someone gets close and it leaves a huge opportunity for combos and mixup possibilities. Sentinel’s assists work really well when in mid range.

I’m trying to create a balanced attack that relies on keep away and aggresive rushdown when needed. Any effective tips with this team?

So how about that lvl 3 creator hand? The one that takes an opponents jump.

I’ve been messing around with it and it seems HUGE in zoning matchups. Trade taking a dagger to the face for a connection on arthur and now you can get in on him no problem. Better yet once your in the low/high mixup with triangle jumps can’t be jumped out of. Has anyone found a way to combo into it?

I have been messing around the S launcher cancel ability with 2C1D and it leaves you with the ability to use an OTG assist into dark hole and chaotic flame. If you have the meter to spend you can cancel chaoctic flame at the end of its last hit and continue the combo with a few stalking flares for 100%. I would like to get a video up of it if i can.

Should you not have an OTG assist you can go right into a dark hole juggle after 2C1D brings them back down. This so far is a corner only combo and can be done with just 1C1D if that is what you have on hand.

A second note about that is from midscreen you can instead OTG with purifcation as the 2C1C bring them back to the ground into chaotic flame for some very good damage.

I assume you are using She-Hulk’s OTG?

Actually using x-23’s ankle slicer but i have no doubt that she-hulks would work as well. The midscreen one is pretty handy and adds a lot more damage than the standard otg off of the air combo.

been trying to learn dormammu all day. this guy has huge potential. i’m guessing the way you have to use him is to start by turtling and trying to piss your opponent off…then bang, teleport, bnb, air combo, otg, chaotic flame. i think he might be one of the best characters in the game. in a twisted way he kinda reminds me of guile because he’s got all the tools to keep you away, great corner pressure, yet one mistake that lets you in and he’s pretty fucked.

i was practising cr.m, d.fwd h x 2 into launcher, j.m, j.m, j.h, j.s, otg, chaotic flame on numerous characters. didn’t seem to work on skrull. worked on captain america but it felt like a one framer.

how do you combo into his level 3?

aircombo> OTG fire carpet to lvl 3 works IIRC

It will OTG just like purification, but it hits right along the ground so you have to make sure that they’re stopped bouncing before you fire it off.

A character with a good beam assist, like Doom A, is very useful for supplementing his zoning. You could also use low hitting assists to make his teleport mixups more difficult to block. Or you could play Sentinal A because Drones are stupid good.

I do the opposite. Rushdown with Dormammu using a beam assist to create a really nasty cross-up, then when they start to feel defensive, I lay the Purification pillars down for a bit. Then back to rushdown once they start feeling the ranged pressure.

I actually wouldn’t mind adding X-23 to my team, so I’ll mess around with that a bit.

It hits OTG and also causes unrecoverable knockdown, so you can bnb, OTG level 3, Purification, Chaotic Flame all together.

Don’t forget Dormammu can combo off of Doom’s Plasma Beam assist! Magneto’s beam is better though because it only hits once, and thus less damage scaling kicks in.