I guess that makes sense. But why would you want to try and get in? Run the fuck away!
Because this is the Dormammu thread. The Arthur thread is thataway ------>
try jumping straight up as opposed to up and into the corner… it whiffs most of jthe time when i jump up and into the corner but is 100% when i just straight up…
im really having trouble with mission 9 though… when i X factor joe just flips out and starts blocking… it makes no sense to me AT ALL. I just dont get it.
took me a while to get this but when u do the first catastrophic flame thingy, there is an audio cue towards the end of the animation where joe makes like a sound. At this point on from the hyper, joe is in a falling state and wont reset in the air. U have to x factor cancel at this point, cancel quickly into light dark sphere and chain the second hyper quickly after that.
Which makes me wonder, if you hit with catastrophic flame from a far distance, can u use the same concept and x factor, cancel into medium/hard dark sphere and then go into hyper again? the damage off of this easy hit confirm is insane.
Thought i should put this in somewhere (sorry for the double post). If you have super bars, and are getting rushed down, use an assist like haggar (lariat) as your assist 1. Block and use the assist counter (forward + assist) then cancel the hit into a hyper combo, then cancel that hyper combo into doormamus catastrophic flame thingy.
Doesn’t have to be haggar but seems like haggar has the best assist for rushdown pressure. Point is, at the xpense of a few super bars you can relieve pressure and do serious damage AND keep doormamu on the screen.
toying around with dormammu and came across something weird.
If you charge his hands and do stalking flare, he retains the charge.
However if you specifically charge two creators and one destroyer while he’s in X-factor (For the sake of this post, I was using Level 1 X-factor), Dormammu will randomly lose the charge after he launches the Sphere. Also if he has one creator charged, he’ll also lose the charge after tossing the sphere. I haven’t really seen it happen with other charges
I’m not really sure what’s going on, but I’m messing with it and occasionally after tossing the sphere, he completely loses the charge (As in I have to recharge three more hands). Other times he’ll throw out the sphere and my charges will retain with no problem.
Toying around with it more (read: Spamming spheres with infinite meter), I ended up finding out this happens rather infrequently, sometimes it would happen on the first sphere I throw out, sometimes it takes about four spheres, but…just something to note in case someone else comes across this as losing a charge mid-match is not a good position for dormammu
so I’m not crazy. I was working on a combo that has sphere > xfactor > 2C1D and I thought I was getting old because I would randomly not have charge even though I would swear I charged it up again before starting the combo.
I just finished Mission 9 last night, so I know your frustration. Let the entirety of Chaotic Flame finish out before using X-Factor. If you cancel it early, you will not be able to connect a Dark Hole. Also, your first Chaotic Flame must connect on the first hit of Purification, or Joe will be too high for Dark Hole to hit him regardless.
At 3 bars, that is not very practical.
Can you post a video? It should go into the bug/glitch thread.
[media=youtube]8_CBziKzAC4[/media]
I’ll also put it in the bug thread
ah, maybe when you are activating the sphere, you press one of the buttons out of sync and cancel the charge release with the stalking fire? why not mess around with this on simple commands where the inputs don’t overlap?
Good idea!
Also, is it just me, or is Flame Carpet pretty bad if the enemy is already on top of you, even if it hits? It doesn’t seem to give much/any frame advantage at all on hit, and it doesn’t seem like I can do anything out of it - thoughts?
I don’t think he can stalking flare in simple mode, although yeah it’s looking like you can liberate right before you use the sphere
If you manage to kill the point character and he called out his assist, you can spam Purification [that is the pillar special right?] and juggle the assist until death. Did it in a match and it was hilarious!
Flame Carpet is something you do preemptively to give yourself space. You can go into a :h: off of a hit if they land or walk into it.
yeah if they are right on you and you do flame carpet on hit or block I block right after because I can’t hit anything after it either
I suppose tele mixups could be applied but I’d only want to use teleport if I could :h: teleport then backdash to get me that distance but he forward dashes instead
I know what Flame Carpet is meant for. It’s important to explore other possibilities as well.
That’s my experience, which basically means using Flame Carpet up close is entirely pointless, unless someone figures out it has a use. I remember when it could be canceled into launcher in earlier builds…
Oh lol I gotta try that, old skool.
hello, fellow dormammu worshippers:
I’m having a crises. l’ve been rushing down using his j.L for a fast overhead… the issue is that some characters are so small (zero), the proceeding combo (cr.L cr.M/st.M S) whiffs after cr.L and it’s REALLY hard to hitconfirm the cr.L into S wiithout guessing. how can l remedy this?
also, what exactly are dorm’s weaknesses besides being a bit slow? thanks to trish’s assist l can zone for sometime. but what angle of dorm cannot be covered by any of his own attacks? =/
I updated the topic post with all of Dormammu’s frame data. And now I get some much-deserved sleep.
only thing i can think of is to use an assist when u attempt the combo, so that u can use the S in your move and be safe from retaliation