Sorry, im new tho these forums, but I have been playing Dormammu as a main sense day 1. I use Xfactor early in matches all the time and find it extremely useful. for example when I am not wanting to DHC after an anti-air Stalking flare , Xfactor to a Mass Change ( Heavy or Medium) just to ensure pressure. I prefer to use stalking flares on any ranged match (minus Akuma/Ryu). as the Stalking Flare give me advantage instantly. and Its officially a 90% chance of me gettign a full combo from it.
I notice that everyone is talking about comboes that use Dark Dimension but no one ever seems to follow it up with 2C1D > 2 dark spell charges > assist > fire carpet > BnB pick up.This combo is at bare minimum 600k health and requires little to no set up ( start with the level 3 or BnB). and if you have good assists you can do well over 1.2 mill damage
I wish I knew about these forums earlier as I have learned many new tricks here. you are all very insightful, and in my opinion open minded. both of which are rarities in most forums.
Juece
1182
I use the 2C1D after Dark Dimension if I had a chance to stock up on spells during the match, its just that I don’t always have the chance to stock up since Dorm isn’t on point when I play. Also with the way my team is set up I don’t usually need to use Xfactor lv1 since most of my bnb should do up to 700k-800k of damage off 1 meter and 1 assist. When I really need to kill a character I just DHC and save Xfactor till my anchor is alone or I have enough meter to chip out my opponents anchor usually phoenix.
@ Juece, every character can do 700k-800k from a combo plus assist,but Xfactor early on (my definition of early on is still having 3 characters alive on my team) is amazing for avoiding a long recovery time and not burning my hyper meter on a hyper I know will not do much damage cuz the opponent will be jump blocking, already shooting a ranged hyper at me, advance guarding everything or Xfactoring to take no damage(typically only happens when they have one member left).
You should be getting dark spells mid combo with the help of assist. every time I use a Purification tower I am canceling into it from a dark spell, every time I am saved from a hyper via hidden missiles I am charging a dark spell. stalking flare is a free 2 dark spells if you didn’t want to rush or build meter with Purification towers. Dark spells for me are like free hypers. Dormammu just has a lot of recovery time and start up on them to be trowing them out at melee unless I can hit confirm them. plus they build meter soooooo well. It took me a long time to figure when and were it was safe to charge them.
stalking flare is amazing pressure, but it has far too many down sides in the first 3 seconds. I just want to ensure that I can use this insanely strong ability at full screen without worrying about something just tapping me, any teleport character can punish with ease, any diagonal aerial ranged attack will punish it and most ranged hypers will counter it or reduce it to 1-5 hits before it touches.
Hate to bring up old ids but can someone explain this video to me.
Airborne
1185
Flame Carpet hits low, so combining a correctly timed overhead with it creates an unblockable, due to the fact that it’s impossible for a person to siumltaneously block high and low.
evilben
1186
flame carpet also has a weird thing when you cross up people, as seen in the magneto one where he teleports behind and it randomly starts hitting.
It’s not “randomly” hitting. Character hitboxes are asymmetrical. So, if a character is very close to Flame Carpet, and they are forced to turn around, their vertical axis they are turned on is not in the center of the character; rather, their hind section is larger. Thus they will sometimes be hit by Flame Carpet, because their hitbox is effectively flipped into it.
But I thought when you land on flame carpet your held up in the air, so you wouldn’t need to block low or high.
Guess what Im really asking is…is what is happening in the video a truly unbloclkable?
No, Flame Carpet doesn’t hold you up in the air, sir (although now that I think about it, it kinda does look like that o.O). What is happening in the video is truly unblockable, although most characters have ways to avoid the Flame Carpet due to some aerial mobility of sorts. Which reminds me, I heard She-Hulk has an airdash now in Ultimate. o__O Fucked up, huh?
It was removed in the latest patch no biggie.
It does hold you up in the air if you land on top of it while airborne. If it didn’t Dormammu would get guaranteed unblockables on incoming characters; lay carpet > air series to make them block > overhead. What happens in the video is that they land just outside the range of flame carpet and when Dorm’s teleport causes them to turn around, their hitbox is pushed into the carpet and forces them to block low, and then Dorm follows up with an overhead to create the unblockable.
LOL, never mind then. I don’t know about Dormammu so I’mma just keep my mouth shut unless a question arises about Spidey. XD
Instead of doing the teleport setup, I’ve been laying a Flame Carpet and then doing trijump H on my incoming opponent. If you time it right, the H crosses up and knocks your opponent into the air, but what matters is that your opponent hits the Flame Carpet right as you are centered over them, making it impossible to block reliably; the H is just to lift your opponent up into a combo. If you play against a character that tries to air dash out, you get the air throw.
makes sense thank bro.
ima implement that into my game.
Dormammu Magneto Sent I find to be a excellent team.
Two great assist, one for crossups (disruptor) and one for getting in (drones)
You can also play keepaway with these horizontal assist.
I find that team is best in this order:
Magneto/Sentinel/Dormammu.
As long as I’ve been playing Dormammu, I find it odd that I don’t visit his forum more often. Anyway, I’m starting to wonder about some of the resets he’s capable of. I’ve been in the lab, doin’ some decent corner resets off of Purification. Is there any mid screen madness he can do?
Mid-screen, you will need to OTG Flame Carpet + assist after spiking your opponent and elect to air grab instead of relaunch, or simply end a combo, Flame Carpet OTG, and then mix-up with Mass Change + assist.
Any good strategies that involve using Dormammu’s Liberation assist?
I.E. Starting Dorm on point and dhcing safely into another teammate then playing with the threat of a 3D0C assist looming over your opponent’s head.
Anyone else find better uses for liberation assist?
I recommend checking the DHCs for which characters can DHC into Stalking Flare while providing Dormammu with enough time to get three Dark Spells off plus a hard tag.