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

I was trying out the 1D/2C, 2C/1D combos but from my tests it looks as if the 3D one is consistently doing more damage. but then again that could be because i’m using the 3D as a late OTG as opposed to how i’ve set up the combos with the other mixes.

Whirlwind has multiple hitboxes so I doubt it.

Out of curiosity, I wonder what the most damage we can do without assists is.

I tried to carry out the extended version of Trag13’s combo:

5 meters, x-factor, 2 red charges, 1 blue charge !!!

c.L, c.M, finger shot, c.H, S, j.M, j.M, j.H, j.S, purification, chaotic flame, x-factor cancel, liberation, dark dimension, purification, chaotic flame.

Tested it to 2001.7k with lvl1 xfc, and 2640.5k with lvl3 xfc

Heres the ones u wanted Karsticles.

Keep in mind purification commands are position specific

  1. 1D:2C, Mass Change :h:, j.:s:, cr.:m:, s.:s:, sj.:m:, sj.:m:, sj.:h:, sj.:s:, :dp::m:, :qcf::atk::atk:
    [media=youtube]_gptQqOLSvE[/media]

  2. s.:s:, 2D:1C, s.:s:, sj.:m:, sj.:m:, sj.:h:, sj.:s:, :dp::m:, :qcf::atk::atk:
    [media=youtube]0pw6SO5bkG0[/media]

  3. s.:s:, sj.:m:, sj.:m:, sj.:h:, sj.:s:, 3D:0C, :qcf::h:, :qcf::atk::atk:
    [media=youtube]yBFAUyaswsI[/media]

4)Mass Change :h:, j.:s:, cr.:l:, cr.:m:, s.:s:, sj.:m:, sj.:m:, sj.:h:, sj.:s:, 1D:2C, :qcf::atk::atk:
[media=youtube]2bc1cSTAgss[/media]

  1. Plasma Beam (assist), Mass Change :m:, j.:s:, s.:s:, sj.:m:, sj.:m:, sj.:h:, sj.:s:, :dp::m:, :qcf::atk::atk:
    [media=youtube]LZ08J_uToxI[/media]

I would say this:
3D0C: Most versatile, instant punish, solid damage, builds ~half a meter.
2D1C: Least versatile, high damage, builds a full meter.
1D2C: Somewhat versatile, high pressure, solid damage, builds ~3/4ths of a meter.

Looking at it this way, they all have their place, but Dormammu players will probably like the versatility of 3D0C more than anything.

Launchers can be canceled into jumps, and jumps can be canceled into specials on their first 4 (IIRC) frames. So if you tiger knee the special’s input, you can essentially cancel your launcher into any special with any character.

You must be trolling. Bionic Arm beats 90% of the hypers in this game due to its high number of invincibility frames. He could have done that on reaction to anything Dormammu can throw out, because it’s a damn good move. This has nothing to do with Flame Carpet; it’s a great demonstration of how underrated Spencer is, though.

Is that corner only? If not, I’d love to see a video if you don’t mind. That’s really intriguing.

Yeah, that tends to be the issue. The other Liberations cause huge damage scaling early on in the combo. I think the tradeoff is they build much more meter than 3D0C.

Thank you much sir!

I unfortunately will not be able to use this one. 1D2C is finicky, and if you cancel it too fast, most of the meteors will not come out. Because of how fast you canceled it, only a few meteors came down. The timing is a little tricky; I would be grateful if you would record this one again.

Do people already know about the SJ>immediately down forward air dash>j.H crossup?

I’ve been messing with it for awhile, and it’s an insanely fast cross up for what it is.

Yea its corner only but upon realizing that I came up with another that pulls about a million from midscreen that’s pretty easy. Just need skrull, and lvl 1 xfactor.

Cr.l, tenderizer, cr.M, carpet of flames, xfactor, dash, dash, S, sj.M, sj.M, sj.H, sj.S, dark dimension.

The only things to know are that the carpet flames are pushing the opponent into tenderize, and that you’re not canceling the fire with xfactor as its not cancellable. So fire into tenderizer, and wait for the xfactor then dash like hell to catch them with the launcher. You can always put the xfc in after the air combo but you lose about 300k. Its up to you. Ill try and get a video or two up of anything I come up with in sometime here soon.

Yeah, but I don’t use it a lot because people are ALWAYS pushing buttons online so I always get hit out of it by some bullshit low jabx5 into launcher.

Yeah, Dormammu’s teleport is ironically more dangerous against bad players than good ones due to button mashing.

I look forward to it, especially if you can get it done similarly without X-Factor plus a level 3.

nifty little combo with amaterasu that I haven’t quite finished but there’s some awesome ideas that I’d like to share
unfortunately it’s corner only

:s:, j.:m: j.:m: j.:h: j.:s:, land, :a1::qcb::l:, :df::h:, :qcb::l:, :s:, j.:h: j.:s:

the first air combo has to be done with very precise timing…too fast and it’s impossible, too slow and the combo drops in the air.

edit: not sure if both QCB:l:s can be done in the combo, you can do each one stand alone of the other and still get launcher, but when you do P1, :qcb::l: :df:H they don’t get launched as high as just P1 :df::h: :qcb::l: and there’s a split second less time to do anything…maybe with perfect timing?

funny thing is if this all works you can relaunch, MMHS :qcb::l: then liberate and OTG a second time

maybe sent assist?

I’m liking 1D2C. It lets you safely build 2 more charges and on hit you can dark hole xx Flame. It also is good for grounding people from the air like Sent/Phoenix/Storm.

So, fly stuff is bugging me. I think you might be able to do j.C xx fly xx j.A real quick, but they flip out right before I catch them. To be fair, I’m really bad at fly/unfly combos in general for some reason so it might just be that. Hmm…

That’s why it’s nice to have an assist like tron’s fire. Stop mashers cold.

So, does anyone know the s. M can be kara canceled?

I’m think that this would be a really good way to fight against projectiles as it severely shortens the recovery of s. M. If you can do the timing right.

Though I’m not sure if it’ll work well nullifying projectiles that way. Need to test.

Otherwise, not really useful as dorm doesn’t really need to have more range for his moves and the kara range increase is nearly non existent. :stuck_out_tongue:

I’ll just sum up my “concerns” with this. Or rather, what is the best way to start a match with this character against pixies that are walking into you before the match has actually begun? Dormammu does not seem to have any very high priority moves at point blank range that have a very small startup and gets shoved into the corner easily. Teleporting from the ground is not an option and neither is advancing guard if they go for an instant overhead if you’re crouching, or a low hitting attack if you’re standing. The only options so far seem to be a) guess which way to block, b) jump straight up > air dash and hope for the best (in this case, an unpunished teleport), c) walk towards the corner… and d) always have a very specific assist paired with Dormammu.

I’ll post this here and in the other thread: I use Sentinel (Drones)/Dormammu (Purification)/Dr. Doom (Missiles). While I love Plasma Beam and all it offers, I am enjoying Hidden Missiles as a “combo breaker” - it’s possibly the only assist in the game that can help you while you are in hitstun.

Also, notice that my team order is different. I start Sentinel, but I don’t intend to keep him on point. I start every match by double jumping right before it starts, calling Dr. Doom, and then entering flight mode near the top of the screen. The match always starts on my terms, with Sentinel having aerial advantage, and missiles about to rain down. My very first combo against my opponent, I end it with Hyper Sentinel Force and DHC it into Chaotic Flame. Now Dormammu is on point, and my opponent and I are on opposite sides.

I’ve tried this and had no success; if we had the frame advantage data for his aerials, we could just figure it out mathematically…

Into Dark Hole? Or what?

Yeah, I’ve tried it with dark hole and it seems to work. I’ve got to test it more. Theoretically it should work with any special move.

Though the one thing I don’t really know if the hit box which can cancel projectiles comes out before or after the kara.

Which is why I’m kinda hoping that using s. M to cancel projectiles and then kara cancel into a teleport could be used to get in on people with fast projectiles, but I dunno if it’ll work or not.

I was starting to think this was going to end up being the “best” option for now, and pretty much defeats the whole point of starting with Dormammu, but what’s ten to thirty seconds right? It’s definitely a much safer way to start, but again it’s essentially the same as my complaint about how you have to give him a specific assist. In this case it’s simply removing him from the equation altogether.

And since you’re starting with Sentinel, are you using Purification for your assist? I was playing Dante/Storm/Sentinel as my other team, and while it did very good, after switching Dante and Sentinel it was just so much better thanks to Dante’s Jam session allowing very early air harrassment. Purification is obviously not the same, but it can be used somewhat like a ghetto version.

I’ve been messing around with Dormammu for a little I don’t think anyone has posted this but I’ve been messing around and I found this combo. You need a dante jam seesion assist or Dr.Doom wall but it goes

cr.A, cr.B, S, j.M, j.M, j.H, S, dash forward, call assist, flame carpet, f.H, black hole, chaotic flame. I believe it did like 500-600k damage. I’ll get back to you on that.