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

Alright so while I have the internet i’ll post my skrull combos from a page or two ago. Theyre nothing particularly fantastic but they get the job done from midscreen all the way to the corner. Works on everybody just gotta time the lvl3 differently with different bounce heights. -_-

[media=youtube]sWbs1Xe7mVA[/media]

cr.L + tenderizer assist, cr.M, carpet of flames, dash, dash, S, sj.M, sj.M, sj.H, sj.S, dark dimension.

Basically the combo. You can switch out Dark dimension for L purification, another carpet of flames, whatever tickles your fancy. Quick note, the dashing is a bit tricky. Depending on the size of the other character if you dash to soon you can push either dorm, or the other character away and lose the combo (i havent really figured out which it is) Other than that theres just using the carpet to pop the people up into tenderizer. Also if you want to do the combo in the corner, Skrull gives you plenty of time to build charges, and if you dont use them in combo you can potentially have all three. I dont know about you guys but I have yet to be able to get three off of one purification so I like the extra time. Finally Xfactor can pretty much be used at your discretion. The 100% on Sent is with Level 2 Xfactor in case that threw anybody off.
In the end you need alot of bar, or a nice big xfc to kill sentinel, everybody else is relatively easy with only one or two.

Corner Fly Combo with 0C1D Liberation

I messed with fly combos as well. It definitely does not work as you suggest; however, Tragic was able to get a fly combo off in the corner with 0C1D Liberation. Here is the link:
YouTube - trag13’s Channel: Dormammu - Combo 08 - Corner Buster!

I haven’t done this combo myself so I can’t answer questions about it. But I think you don’t need to unfly before you do falling :s: and it should all work the same. Hope this helps.

ok, so since i got this game i’ve basically only been in training mode since day one (i’ve played like 5 games online and that’s it). i’ve been messing with dormammu more than any other character in practise. this guy is potentially a beast and does ridiculous damage. the only downside is that he needs a lot of meter imo. i don’t see any other place for him other than 3rd position on the team. this is a shame for me as i also want to use storm, so i think i gotta pick one of the two as they both seem most powerful in that 3rd position.

anyways, just out of interest, can someone confirm this corner combo CANNOT be done. i’ve been attempting it to no avail:

j.s, cr.l, cr.m, fwd.h, chaotic flame, st.l, st.m, s, j.m, j.m, j.h, j.s, dimensional bubble, 0C3D Liberation, dark hole, chaotic flame.

i know this is totally not worth all the meter, i’ve just been trying to do it and i cant pull it off…and i’m starting to think it’s not possible. if i leave out the bolded part of the combo (starting it with naked chaotic flame), the rest can be done.

I like Dorm with a meter building assist, the more I play with him. If you have space just use fire carpet / meter assist. As long as you have 1 bar, if you miss with a dark hole / tower, you can just whiff cancel them into his beam. Not sure what kind of assist to use as far as zoning. Sentinel drones are good but I really don’t want to use sentinel lol.

Amaterasu is a pretty good partner for him IMO. Dark hole covers the range she’s usually at to get back in when she gets push blocked and she can use the meter assist when he’s on point. Phoenix in the last slot with overdrive is ok for covering front space. I have yet to have her hit out of that, I swear she’s invincible while doing it. Plus the meter building combo benefits her a lot.

i’ve been playing my brother offline and i’ve found dante’s jam session quite good for shutting down haggar-type characters trying to get in on dorm if you miss a black hole. having said that, my brother is hardly justin wong.

You can’t call Dante while doing dark hole can you? Since dark hole is a special and you can’t assist while specialing.

Yeah you have to use him on prediction. What I do though is call Jam Session when I think they’re coming in and then I put a hole or purification where they’re standing. It’s risky because I’ve been beam super’d for it but it’s good at making people hesitant.

Well as ffar as assists go I think magneto is an insanely good assist. EM disruptor is sttupid fast and even if you miss a hole/tower he’s usually quick enough to knock back anybody getting to close. Right now im using skrull and magneto. Skrull is pretty good at making a little box with carpet so jump ins can be kept out pretty great if anyone jumps the carpet. I like to use magneto first often times and try and get the tower/hole off of that.

Like someone who posted earlier, I use Sentinel/Dormammu/Doom. This team is a beast! It reminds me of team clockw0rk from MvC2. I start off with Sentinel and build meter. For now, it seems that playing keepaway and shooting 2 lasers (standing hard, crouching hard) and calling Doom’s hidden missiles assist covers both horizontal and vertical space and also builds a ton of meter. Even if the opponent does a beam super through your lasers, a missile can interrupt their combo and you’ll be safe.

Once I get 3 bars, I’ll do down, down-forward, forward, up-forward and two attacks with Sentinel to do his invincible air super (this super is SO good!) and then I’ll DHC into Dormammu with his “Floating Bomb” super (it tracks!) to ensure that I’ll stay in control of the match and for chip damage. While they are blocking the fireball, you can call Doom’s missile assist then do Purification for extra chip damage and it also builds more meter. Or, you can try and level up…I either do power of the creater 2x + 1 power of the destroyer because that move, even if blocked, builds a lot of meter. Or, I’ll do 3 power of the destroyers. Or, alternately, while they are still blocking the fireball, lay a fire carpet on the floor to protect you from frontal attacks. Or, another thing you can do is keep doing purification on them until they are close to the floor and then lay a fire carpet. Or, another thing you can do is while they are blocking the super, is to do a purification (after calling doom missiles) and cancel into yet another “Floating Bomb”.

I think the power of this team is Doom’s assist, it’s so awesome! You can have your opponent stay up high in the sky blocking purification + hidden missiles if they get hit by one purification. All the while these attacks are building more meter for you to lay another floating bomb and keep them in blockstun even longer.

Burn in Flames

Liberation combo:
Dark Spell 1:snkc::2:snkd: , 1 meter

Cr.:l:, cr.:m:, :s: xx :qcb:.:h:, s.:m:, :s:, sj.:m:, sj.:m:, sj.:h:, sj.:s: (land) purification (otg) xx chaotic flame

in the corner (only) after qcb.H you can do cr. M, S instead
655,900 damage combo

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do with this what you will and if you improve it let me know, the bigger the damage the better

also try to extend the combo with assists, I’m new to the MVC series so its still new to me to use an assist (doesn’t stop me from trying to learn)

edit:
if you start this combo with j.:s: instead of cr.:l: then the damage is: 700,900
if you start it with j.:h: instead of cr.:l: then the damage is 695,900

Here is the link to my post in the video thread I included some other stuff there (be sure to check it)

Hey folks, long time lurker, first time poster here. I thought I’d share a simple combo I’ve been experimenting with using Dormammu on point.

About 720,000 damage, no X-Factor, and 1 Hyper Bar (thought the combo gains enough meter to use the hyper by the end). Team: Dormammu/Wesker (Samurai Edge)/Akuma (Tatsu). Can be done anywhere on the screen, though corner is significantly easier.

c.:l:, c.:m:, :s:, [jump] j.:m:, j.:m:, j.:h:, j.:s:, ((Samurai Edge)) [dash if needed] :s:, [jump] j.:m:, j.:m:, j.:h:, j.:s:, ((Tatsu)) [dash if needed] Flame Carpet, Dark Hole xx Chaotic Flame.

I’ve only been working with it in Training so far, but I like the idea of a combo that does not have any x-factor or hyper bar requirements, yet still hits very hard. Let me know what you all think. My only concern is that it might be DI-able.

Best way to deal with runaway spammers?

Alright, so I decided to post my findings and if you guys have any other things post them and I can update this post. If you think this is useless then ignore it and let it die. I did notice Ryan Hunter having trouble against Doom Plasma Beam spam in one of the recent matches he played. He was trying to time a super jump/teleport and ended up eating a couple beams before getting away.

  • With the right timing you can super jump and teleport to safety. This can be risky because the other player can react and go for a combo, anti air, etc. You also want to air dash after the teleport because depending on the positioning you may be just out of range.

  • :s: negates Sentinel’s spit on reaction and some beams. Almost everything else lasts longer than the the :s: and forces you to block the last hit or 2 anyway

  • Flame Carpet blocks a few hits of low projectiles like Amaterasu’s Cold Star. This gives you some time to react without worrying about blocking

  • Purification and Dark Hole can be done full screen against the basic spamming (Drones, Deadpool’s guns, etc.) but it ends up in a trade. I would recommend Purification since you can follow up for chip damage and I think Dark Hole stops once you get hit so you wont do full damage.

If this does get packed with information on countering all types of spamming/zoning tactics I can organize it by character. For now I don’t feel like putting that time in if no one needs this.

Super jump, teleport, H purifications, move forward then H dark hole, throw a chaotic flame before their projectiles hit you. You’re playing a keep away character the other side of the screen is where you want them anyway.

I do go for reaction Flames, but if you’re out of meter you’re screwed. Do the Purifications come out quick enough to hit b4 most projectiles get out? Deadpool, Sentinel, Ama all have some pretty quick ones.

Flame carpet nullifies ice shots.

They don’t nullify all of them, but it’s something.

Hmmm good to know! I wish training mode let us record actions like SF4 did so I could test these out easier. Or can it?

I think if we have a solid way to nullify most projectiles Dorm’s zoning would become awesome. I was using Hsien Ko’s reflect assist, but seems to come out too slow to really be used effectively against spammers :confused:

You can record in training mode. Just configure your buttons. You can even have a recording repeat for you to practice against. Great for practicing how to punish block strings.
Only thing I can’t seem to figure out is how to have it perform a team aerial counter. I think if I time it right I should be able to do something on reaction to the counter such as aerial Dark Hole, but it’s hard to practice. May have to insert an air dash to get it position correctly.

This whole “spammers” label needs to end.

Fun fact, many of Dorms normals nullify many projectiles. Try to see which ones in training mode.

So what would you call these people?
Sentinel who sits back sending drone after drones even when some of them get reflected
Sentinel who keeps running spitting lasers
Deadpool who sits fullscreen shooting all day
Phoenix just shooting the little orbs all day even though they’re not hitting you
Amaterasu shooting cold star all day

It certainly isnt zoning, and they’re not running away, they’re just doing the exact same move over and over again. Sounds like spam to me.

Now that I know I can record I will be testing things out. And I think a lot of dorms normals only nullify some of the hits from most projectiles, so you end up getting hit anyway. But I’ll do some testing, thx EiseneFaust . I guess I never was looking in the right menu.

EDIT: where is the record command? I am in training mode under the dummy settings and only see positions, P2, and Computer

Medium teleport should put you right behind the doggy. Just combo into launch domination. You should be able to fit a teleport between ice shot barrages.