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

How do you guys rushdown with dorm?

Teleport+airdash and trijump mixed with lows and empty trijumps so far. He’s a big box with rather eh priority on his hits so you do need to cover yourself with an assist, but it’s not like that’s uncommon in this game. If you want you can just throw floating bomb and go in as well. Thing was built for rushdown.

any ideas how to throw liberation and the different combos of red/blue hands into combos?

is there anything besides a basic cLcM into level 1 red hand?

Yea sir just posted a few combos up above using 2c1d.

When do you guys find the time to power up your red/blue hands? Do you use stalking flare to cover you while you power it up?

So far usually just after using purification. If you don’t end it with flame cone it usually gives you time for one or two hands.

Craziest rushdown DHC ever:
3 bars-
Dorm- floating bomb
Ama- Slow time
Zero/Wolvie- powerup.

Totally a waste, but so fun.

(i’ll search later and apologize in advance)

I was looking for a way to combo into an x-factored lvl 3 super, and you can do it with the help of an OTG assist.

For example with deadpools katana-rama you can do:

j.s, cr.a, cr.b, s, a.m, a.m, a.h, a.s, a1, s+a+b+c, df.c, s, a.m, a.m, a.h, a.s, lvl 3

Sorry if this has been posted elsewhere, but I didn’t see it anywhere.

Corner, lvl 3 PotD, 1 hyper and Doom rocks assist required(Dante/Chun Li/Skrull and others can sub in), 824,200 damage. You can start this combo with your hyper bar completely empty, and you’ll have the meter by the time you need it. On characters that are smaller (Iron Man and smaller), you’ll want to wait a second more to super jump, or you’ll miss with the second :m: in each air series.

j.:s:, s.:m:, :s:, sj.:m:,:m:,:h:,:s:, (land) :df:+:h:+Doom *or whoever, :qcf:+:l:,:s:, sj.:m:,:m:,:h:,:s:, (land), :qcb:+:h:, :qcf:+:l:, :qcf:+:atk::atk:.

I’m going to take you up on your offer; anyone else in the thread is welcome to do this as well if they want their video linked in the main thread, but I need videos of the some combos; the only rules are that I want only the combo displayed from beginning to end in the video (no DHCs, no messing around or failed attempts, etc), the video quality must be high (no webcams sitting on your table), and you must have damage display on for ease of reference. If you can record the video without max meter to demonstrate how much meter is gained, that would be much appreciated as well. Thank you to anyone who takes the time to do any of these.

The combos:

  1. All existing combos I have linked but only have the % damage they do.
  2. 1D:2C, Mass Change :h:, j.:s:, s.:s:, sj.:m:, sj.:m:, sj.:h:, sj.:s:, :dp::m:, :qcf::atk::atk:
  3. s.:s:, 2D:1C, s.:s:, sj.:m:, sj.:m:, sj.:h:, sj.:s:, :dp::m:, :qcf::atk::atk:
  4. s.:s:, sj.:m:, sj.:m:, sj.:h:, sj.:s:, 3D:0C, :qcf::h:, :qcf::atk::atk:
  5. s.:s:, sj.:m:, sj.:m:, sj.:h:, sj.:s:, 1D:2C, :qcf::atk::atk:
  6. Plasma Beam (assist), Mass Change :m:, j.:s:, s.:s:, sj.:m:, sj.:m:, sj.:h:, sj.:s:, :dp::m:, :qcf::atk::atk:

Thanks in advance, and feel free to add your own or do a variation if you think you can make an improvement. Combo 3) actually gains a meter and a half when performed right, and all 46 meteors should hit; you must superjump-cancel the liberation off of launch.

Just a bit of advice for anyone who has issues cancelling and keeps jumping. Simply hold your stick :d: before pressing :s:. It may seem obvious, but more often than not I end up jumping if trying to start the motion in a neutral position after hitting :s:.

Another thing that should be obvious, is that pretty much any of the combos listed that use an OTG Purification into hyper that aren’t using dark spells, could simply replace the pillar with 3D+Dark Hole for much more damage. And honestly, I haven’t really found the situational use of the other spells to make up for just how versatile 3D is, even if it doesn’t have the best chip, or ultimate damage in all cases. It’s simply the best punish into free hyper and typically the easiest to add into any combo. It’s also laughably easy to get a level 3 in with it, or to use after for yet another air combo or carpet/assist or even hyper if you feel like wasting the meter for the hell of it.

Have I missed something? What kind of cancellation is this? lol

Spencer and anyone else with a fast ass Super like Bionic Arm beats Dorm…

[media=youtube]vM_ctgz8iYQ[/media]

Its only because spencers arm is invincible until it hits. Im gonna go check now but im pretty sure dorms level three will beat out the bionic arm fire or no.

EDIT yes dorms lvl three beats spencers arm anywhere on screen. Bionic arm eats supers till it hits then spencer will likely take a lingering bit of the move. But that’s more for the biocom thread I spose

Also fun combo with super skrull whether you use it for building destruction or just big damage,

cr.l, cr.m, -> H, tenderizer assist, qcb.L, qcb.L, qcb.H, S, sj.m, sj.m, sj.h, sj.s, kfc, dark dimesion. Pulled about 900k on sent. Easy enough to kfc plenty of other places mid combo though and pick up a bit more damage. Or just go purification L in chaotic flame.

It’s just s.S then hit with 2D1C liberation.

Also isn’t spencer’s bionic arm projectile invic?

Mmm… i dont think it is jsut hit S. U can’t cancel S, its a super jump cancel. So the input is the tiger knee input. i.e d, db, b, ub + C. u have to do the C during the pre jump frames i guess.

You can cancel a standing launcher into any special move. That was much the same combo i had worked on cancel launcher into 2C1D it will bring them back to the ground for a midscreen otg purification into chaotic flame. You can make it a corner combo and catch them with dark hole straight up or do an otg assist into dark hole and then its all what you wanna do after that.

Ah ok I’m gonna have to incorporate this into my game. Currently I only use 3D:0C, and rarely 1D:2C or any of the others.

Commander: I could of sworn I tried that before and it didn’t work lol. Oh well, good to know it’s possible.

Yes sir its just a basic tiger knee motion adds a significant amount of damage to combos versus the standard air combo.

j.H/S > Flame Carpet > c.H, S into whatever

j.L, c.L, s.M > Flame Carpet, c.H, S > whatever

Two good basic B&B’s. The trick to landing these consistently is that you can’t be point blank when you start this combo if started from the ground. Basically you need to get all 5 hits of flame carpet to link the c.H. Actually you can link a bunch of stuff after the 5th hit like 1/2/3D or 1/2C

3C > Chaotic Flame combos as well. You can’t hit confirm… but it’s a really good tool to have. Full screen low into Chaotic Flame. Catches a lot of people off guard. Another interesting tidbit about this is that they are considered airborne while in hitstun from chaotic flame. For some reason that doesn’t seem to countdown the 300 frames they are stuck to the floor. That more than enough time to get into your teleport shenanigans

Jump Canceling S into 1D, 1/2C you don’t have to OTG your followup. You can combo with s.M/c.M as they’re getting rained on. I especially like c.M because the meteors leave them in hitstun enough for you to get into his combos that are only available in the corner… like c.M > L dark hole, c.M, S ect.

c.M as an anti air works great. c.M > L dark hole, c.M, S > whatever, does a really good amount for an anti air normal in this game.

Yea it is. The arm went through chaotic flame from almost fullscreen but spencer still got hit with a bit after he actually connected with dorm