I’ll do the best I can with these questions, and I do have access to sentinel, I’ve got the retail game and all chars unlocked.
The move your talking about is actually Sentinel’s exchange, and as far as i can tell it’s quite unique. Some of modok’s command normals may have the same properties because their hitboxes are crazy, and possibly tron as well, but most chars won’t be able to bat away doom rocks or other projectiles.
Arthur’s normal axe throw goes above him, and then down into him and forward, so it looks like it’s hovering around him but it’s got a set motion that it does once, then goes away.
Hellfire lasts long enough to get some more powerups safely, but I don’t think it lasts quite long enough to power up and then get another one out unless you use an assist in between to keep them locked down. Doom’s hidden missiles are godlike for this purpose!
As for stigma, I know it hits low, does not otg, but I’m not sure if it’s unblockable. I’ll test it later. All it does is prevents jumping. They can use any super/special move in their arsenal as far as I know. They can switch out. and i don’t believe there are any assists that require you to be airborne, so yes they can call all assists.
Dormammu can combo purification off of aa assists, it’s really fast and really good to cancel into the fireball super. Hellfire explosion might be a bit too slow, but they’ll land into some blocking, which is still a good thing
Suffer isn’t that great. Slow startup, and you don’t recover until it reaches full screen, so if it connects you can combo off of the wallbounce, but if they block it from far away, you’ll be even and they’ll be out of blockstun long before you teleport or do any other move. It’s really only good to force non projectile characters to jump so you can plan assists and keep them off of you imo.
Modok’s shield is godlike. It’s out on a timer, or takes a few hits, and if they’re in the shield range, the shield will take hits before modok even if the attack’s hitbox would reach modok (as long as it hits the shield first)
Liberation is ass both on point and ass an assist.
One of the mission modes does have dormammu using the fire carpet to juggle 3 times, but only on viewtiful joe and maybe arthur or ameterasu, and also only in the corner. They’re airborne during this juggle, so while it’s good in that particular situation, it’s not something he can use to force blockstun and get out of trouble.
I’m sure ryu can cancel srk into shinku hadoken. Pretty much anything you can think of is possible in this game, S Kill wasn’t lying. This shit is bananas.
Beam supers generally rape assists. Stuff like wesker’s won’t do much, but if you connect with a full super that has lots of hits (like 30+) you do about 50% assist life. An x-factored hailstorm will kill a lot of assists, save maybe sentinel thor hulk and tron. I imagine dormammu’s chaotic flame has a similar effect. Assists need to be protected in this game
Dark hole is far and away dormammu’s best move. The hitbox is fantastic, and TKing that shit near the ground causes lots and lots of problems for would-be rushdown heads. If you have a good aa assist and some patience, dormammu can do some work.
Teleports are fast in this game, but not completely safe. If they bait it or know it’s coming, they can hit you, but if you do it off of blocking or with an assist for a mixup, you’re generally ok unless they have a get off me super like gamma crush or skrull’s inferno.
I haven’t played amaterasu yet so i don’t know anything about her beyond what’s been in videos.
Dormammu can not use purification in the air. He also cannot attack after dark hole during a normal/super jump, which i didn’t know but just tested and found to be true, BUT he can attack after doing a dark hole while flying, and his flight activation is rather fast. Something to keep in mind, and thank you for enlightening me.