Yeah, I feel you on the snap part. I was just showing it as a snap. If they take the unblockable, I’d go for the kill, but off a jam session it I can choose to XF kill that character or snap and still be meter neutral.
I never really thought about that too much, but she might be able to. It depends on where she XFC at, because she gets chipped pretty fast. If she does it early enough I can react and dorm ball, and do a mixup instead (with bolts for my team specifically).
I should also work out an XFless chip set up, but this one was for anywhere on the screen, starting with 1 meter and no charges, so that it can be used off the first hit of the match (for ex).
Thanks for the input! The different viewpoint is definitely what I was looking for and much appreciated. Gonna test out the XFless stuff
Sup guys so I made a video tutorial showing all the examples of Dorms solo flame carpet relaunches with a few swag combos thrown in the mix and some minor instructions how to perform them. Vast majority of them are game practical combos.
Hey guys, I mainly hang out in the Firebrand forums but I’m trying to pay more attention to my Dormammu too.
I have two videos I uploaded a while back that I wanted to share because I have never seen any one else do either of them, even though they are pretty easy and really effective. I’m gonna write up a long description of the first one because I have a lot to say about it.
So this one is my favorite extension that I have come up with using Dormammu. I’m really surprised that I haven’t seen anyone else do this, because it’s pretty basic. I just happened to come up with this in mid-match as a random thought, and I even pulled it off right then.
Here are the important facts about this combo
[details=Spoiler]1. Corner only.
This is kind of obvious but you need to be in the corner so that the Stalking Flare doesn’t take them away
2. You need to have your spells already
I imagine there are combos w/ assists that let you build it in combo. But if you DHC or TAC into this, you need to have your spells already.
3. This extension (2D1C, Dark Matter, Dark Hole) builds almost a full bar
I was really surprised by this. You need to do the Stalking Flare to set up this extension, but the extension itself almost pays for itself. Doing this off basically any confirm will be meter positive if you don’t do another hyper after your Dark Hole. Along with this, hitting them at the peak of the Inferno does around 140k, which is only 20k less than the Stalking Flare itself.
4. This can be done with 2D1C, 3D0C, or 1D1C
This is great too (specifically for me). 2D1C builds the most meter/damage, but 3D0C can be done the exact same way. 1D1C can be used, but you have to go straight into Chaotic Flame after it. This is great for me because any time I had any combination of spell that isnt 2D1C, 3D0C, or 0D3C, I can DHC to Dormammu for my Stalkign Flare DHC. But if I can’t, I have to TAC, THC, or hard tag out of Firebrand to get a damaging DHC. Not anymore
5. This can be done off of any TAC (solo or w/ assist) and off of a lot of DHCs
I haven’t done much testing on the DHCs, but any time you can end into a Dark Hole in the corner w/ them at the proper height, this works. A lot of DHCs do work though. With TACs, you can use an extension like I did in the video, or you can use proper air dashes to get close to the ground and set it up yourself with (falling j.H, Dark Matter, Dark Hole, Stalking Flare, etc) right after your last air Dark Hole. As far as if you want to DHC into it, open the below spoiler for a video and description:
[/details]
[details=Spoiler]http://www.youtube.com/watch?v=I7avoTNsijY&list=UU2gqUMNE_1HyTZbcNdLf4dw
As you can see, this combo is a FIREBRAND GROUND GRAB that starts with 1 bar and ends up doing 1.3 m with .7 bar left. It basically does 1.3 m for .3 bars+2D1C. Other characters who have real damage will get a ridiculous amount of damage off this, to the point where the inferno itself will probably kill first. Meaning, free meter.
With a little thought, I’m sure that people can come up with ways to DHC into this off of most any character. So I recommend doing some testing. The only requirement is that they are basically right in front of you when you do the Flare so that it depletes at the right time and doesn’t carry them up to high (Like the Stalking Flare 1D1C DHC does vs small characters)[/details]
Back air grab BELOW MINIMUM AIR DASH HEIGHT
[details=Spoiler]This one is really old and not news to most people, but there is one thing I want to direct your attention to. As we know, Dormammu’s minimum air dash height is pretty high, so if he gets an air grab really low to the ground, it can be harder to convert. Well, I found a really easy way to always convert it if you aren’t high enough to air dash. Go to 33 seconds in and check it out. It makes Dormammu’s close to the ground grab game a lot more threatening.
You basically jump towards them instantly after the throw and do j.M, j.M, slight delay, j.S, land, jump, j.M, j.H, j.S and then do what you want from there. This is pretty easy and I have never seen any other Dormammu besides myself do it. I always go for back grabs over front grabs with Dormammu because this one is way more consistent and more damaging than converting off of forward throw below minimum air dash height.
It can be slightly tougher on small characters and XF can change the timing of it.[/details]
I might go through my videos in the Firebrand forums and find some good ones of my Dormammu to post here if I have some time later.