The Ultimate Dormammu Thread

A Word:
I want to make this a one-stop spot for all inquiries regarding Dormammu. Please do not hesitate to suggest changes/additions or alert me to errors in the main thread or via private message. A brief overview of what is contained in each section:

The Basics: General character information, such as X-Factor and health values, along with the legend for notation that will be used throughout the guide. Each move is listed, along with the frame data for that move as well as how to make effective use of that move in a various situations. If you are looking for strategies on how to make one of Dormammu’s normals, specials, or hypers useful in a variety of situation, read the “Discussion” portion of that move’s section.

Strategy: First, a general overview of what it means to play Dormammu. Then, a breakdown of general methods of approach, zoning, creating resets, and X-Factor usage, etc. is provided. This section is purely with regard to Dormammu, and does not involve considerations of team functionality.

Team Building: I have presented a general overview of what it means to make a team in Marvel vs. Capcom 3. This is followed by a section for each character in the game Dormammu can pair with, along with the various synergistic abilities between Dormammu and the given character. As often as possible, I will include videos of any claims made.

Matchups: A specific section exists for each potential opponent in the game; within these sections I will try to list effective strategies against each character in the game, especially options Dormammu has to directly counter specific abilities each character has. Be sure to read the Legend so the information is intelligible to you.

Gameplay and Combos: Here contains an archive of videos showing excellent Dormammu gameplay or concepts, and also a listing of combos possible with Dormammu. If you would like to contribute to this section, please be sure to read the rules for video submission. This section does not deal with team-based combos. If you want to see what Dormammu can do with a particular assist, consult that teammate’s section in the Team Building part of the guide.

Please do not hesitate to contribute! All assistance in making this guide as comprehensive as humanly possible is welcome; please do not hesitate to suggest changes as well.

Table of Contents:
The Basics – Overview, Table of Contents, General Information, Legend
The Basics, Page 2 – s.L, s.M, s.H, s.S, c.L
The Basics, Page 3 – c.M, c.H, j.L, j.M, j.H, j.S
The Basics, Page 4 – Throw, Dashes, Dark Matter, Flame Carpet
The Basics, Page 5 – Dark Hole, Purification, Mass Change, Flight, Dark Spells, Liberation
The Basics, Page 6 – 0D0C, 1D0C, 2D0C, 3D0C
The Basics, Page 7 – 0D1C, 0D2C, 0D3C, 1D1C, 2D1C, 1D2C
The Basics, Page 8 – Snapback, Chaotic Flame, Stalking Flare, Dark Dimension, Assists

General Strategy
General Strategy, Page 2
General Strategy, Page 3
General Strategy, Page 4
General Strategy, Page 5

Team Building – Introduction and Legend
Team Building, Page 2 - Akuma, Amaterasu, Arthur, C. Viper, Captain America, Chris, Chun-li, Dante, Deadpool
Team Building, Page 3 - Dr. Doom, Dr. Strange, Felicia, Firebrand, Frank West, Ghost Rider, Haggar, Hawkeye
Team Building, Page 4 - Hsien-ko, Hulk, Iron Fist, Iron Man, Jill Valentine, M.O.D.O.K., Magneto, Morrigan
Team Building, Page 5 - Nemesis, Nova, Phoenix, Phoenix Wright, Rocket Raccoon, Ryu, Sentinel, She-Hulk
Team Building, Page 6 - Shuma-Gorath, Spencer, Spider-man, Storm, Strider Hiryu, Super-Skrull, Taskmaster, Thor
Team Building, Page 7 - Trish, Tron Bonne, Vergil, Viewtiful Joe, Wesker, Wolverine, X-23, Zero

Matchups – Introduction and Legend
Matchups, Page 2 – Akuma, Amaterasu, Arthur, C. Viper, Captain America, Chris, Chun-li, Dante, Deadpool, Dormammu
Matchups, Page 3 – Dr. Doom, Dr. Strange, Felicia, Firebrand, Frank West, Ghost Rider, Haggar, Hawkeye
Matchups, Page 4 – Hsien-ko, Hulk, Iron Fist, Iron Man, Jill Valentine, M.O.D.O.K., Magneto, Morrigan
Matchups, Page 5 – Nemesis, Nova, Phoenix, Phoenix Wright, Rocket Raccoon, Ryu, Sentinel, She-Hulk
Matchups, Page 6 – Shuma-Gorath, Spencer, Spider-man, Storm, Strider Hiryu, Super-Skrull, Taskmaster, Thor
Matchups, Page 7 – Trish, Tron Bonne, Vergil, Viewtiful Joe, Wesker, Wolverine, X-23, Zero

Gameplay and Combos – Gameplay and Combo Compilation Videos
Gameplay and Combos, Page 2 - Combos

Special Thanks

General Character Information:
Dormammu Hitbox/Hurtbox Guide
Vanilla Dormammu Thread
Dormammu Biography
Character Art
Dormammu Color 1
Dormammu Color 2
Dormammu Color 3
Dormammu Color 4
Dormammu Color 5
Dormammu Color 6

General Statistics:
Health: 1,000,000
Level 1 X-Factor Bonuses: 130% Damage, 110% Speed, 11 Seconds
Level 2 X-Factor Bonuses: 155% Damage, 115% Speed, 16 Seconds
Level 3 X-Factor Bonuses: 180% Damage, 120% Speed, 21 Seconds

Notation:
:l: - Light Attack
:m: - Medium Attack
:h: - Heavy Attack
:s: - Special Button
:a1: - Assist Button 1
:a2: - Assist Button 2
:atk::atk: - Any Two Attack Buttons
(Air) - Performable While Airborne
(Low) - This Move Must Be Blocked Low
(High) - This Move Must be Blocked High
(OTG) - This Move Hits Prone Opponents
(Mid) - This Combo Requires A Mid-Screen Opponent
(Corner) - This Combo Requires A Cornered Opponent
(Assist) - This Combo Requires An Assist
(Reset) - This Combo Requires A Reset
(XF1) - X-Factor Level 1 Damage Levels
(XF2) - X-Factor Level 2 Damage Levels
(XF3) - X-Factor Level 3 Damage Levels
c. - Crouching
s. - Standing
j. - Airborne
sj. - Airborne Via Superjump
XDYC - Perform Liberation With X Dark Spell: Destructor(D) And Y Dark Spell: Creator© Charges
(XFC) - X-Factor Cancel
(DHC) - Delayed Hyper Cancel

The Basics, Page 2

Normals:
Standing :l:

Details

Spoiler

Attack Data:
•Hits: 1
•Damage: 48,000

Frame Data:
•Startup Frames: 6
•Active Frames: 2
•Recovery Frames: 12

•Frame Advantage on Hit: 0
•Frame Advantage on Block: -1

Discussion:
•Primarily useful for punishing your opponent’s unsafe moves, as this is Dormammu’s fastest attack. While it has solid range, 6 frames is a slow startup for an s.L attack (3-5 is typical). If you are looking for a normal to cover the space between you and a close opponent, consider using s.M, as it is active for five times as many frames while only having a 2 frame longer startup. Check the Matchup section for information on which attacks this can potentially punish on block.

•This move cannot chain into itself.

Standing :m:

Details

Spoiler

Attack Data:
•Hits: 1
•Damage: 70,000

Frame Data:
•Startup Frames: 8
•Active Frames: 10
•Recovery Frames: 10

•Frame Advantage on Hit: -7
•Frame Advantage on Block: -8

Discussion:
•This move negates low and medium priority projectiles. With some practice, you can successfully destroy nearly any projectile in the game and cancel into a special move. You can use this to punish your opponent’s projectiles via Dark Hole or Purification, or store Dark Spells. Check the Matchup section if you are having trouble negating a projectile; a few projectiles are too much for Dormammu to negate. Arguably Dormammu’s best normal for countering ground projectiles due to its large number of active frames. Consider c.M as well though, as they can both be useful in various situations.

•It is rare for a normal move to have as many as 10 active frames; the excellent range on this move is useful for creating a little space between you and your opponent. s.M outranges a massive portion of the roster’s attacks; see the Matchup section for specific applications.

Standing :h:[

Details

Spoiler

Attack Data:
•Hits: 1
•Damage: 90,000

Frame Data:
•Startup Frames: 13
•Active Frames: 5
•Recovery Frames: 21

•Frame Advantage on Hit: -2
•Frame Advantage on Block: -3

Discussion:
•This move negates low and medium priority projectiles. With some practice, you can successfully destroy nearly any projectile in the game and cancel into a special move. You can use this to punish your opponent’s projectiles via Dark Hole or Purification, or store Dark Spells. Check the Matchup section if you are having trouble negating a projectile; a few projectiles are too much for Dormammu to negate. The small number of active frames and short hitbox make s.H a less optimal choice than s.M or c.M, though.

•Dormammu’s only normal which hits above his head. You can use this as an anti-air, though c.M is often superior. It is essential to know which attack is most appropriate as an anti-air for any situation; consult the Matchup section for general results against specific attacks.

•Knocks opponent upward. As such, when hitting opponents at certain angles, it can be difficult to follow-up from this attack. As this is Dormammu’s best anti-air attack in many situations, it is important to know how to follow up afterward. 0D0C is Dormammu’s best way to combo out of s.H if your opponent is above his head, but even this does not reach all the time. In some instances, you will have to settle for an air throw attempt.

•This is Dormammu’s Snapback animation.

[URL=‘http://youtube.com/watch?v=91OBxCzhj2g&t=55s’]Standing :s:](‘http://youtube.com/watch?v=uyKkcjsA0vU&t=04m08s’)[

Details

Spoiler

Attack Data:
•Hits: 1
•Damage: 95,000

Frame Data:
•Startup Frames: 9
•Active Frames: 20
•Recovery Frames: 12

•Frame Advantage on Hit: –
•Frame Advantage on Block: -9

Discussion:
•This move negates low and medium priority projectiles. With some practice, you can successfully destroy nearly any projectile in the game. Check the Matchup section if you are having trouble negating a projectile; a few projectiles are too much for Dormammu to negate. Of all of Dormammu’s options, s.S is the easiest to negate projectiles with, but since it cannot be canceled into specials or hypers, it also lacks a follow-up. Generally, you want to stick with s.M and/or c.M.

•Neither special nor hyper cancelable.

•This move has a massive 20 active frames, which is great because it allows you to make risky guesses on a move with only 12 recovery frames, but also unfortunate because opponents hit by the initial active frames will have absolutely no problem punishing you in their 9 frames of advantage. s.S has very respectable horizontal and vertical range, and its startup is rather fast for its benefits when compared with many of Dormammu’s other normals.

•When using this move alone, try to make the hit connection as meaty as possible; the number of frames your opponent is placed into blockstun begins on the first frame he is hit. The -9 frame advantage assumes your opponent gets hit on the first frame. Theoretically, it is possible to make the very last frame of your launcher hit, and against a blocking opponent, you will actually have 10 frame advantage on block.

•Mid-screen, when launching opponents, you must make a split-second decision: whether to superjump forward, or superjump straight up. Both lead to a full combo, but superjumping forward will cause your opponent to land mid-screen from you, from which you have the option to relaunch with certain assists, or simply use Purification M into Chaotic Flame, which pushes your opponent full-screen. If you superjump straight up, however, your opponent will be flung full-screen from sj.S. Thus, if you have no intention to relaunch your opponent, and would rather not spend meter on Chaotic Flame, it may be worthwhile to superjump straight up, so you can benefit from having a full screen of space between you and your opponent, but without having to spend the meter to do so.

[URL=‘http://youtube.com/watch?v=91OBxCzhj2g&t=02m19s’]Crouching :l: (Low)](‘http://youtube.com/watch?v=91OBxCzhj2g&t=55s’)[URL=‘http://youtube.com/watch?v=91OBxCzhj2g&t=02m19s’]

Details

Spoiler

Attack Data:
•Hits: 1
•Damage: 45,000

Frame Data:
•Startup Frames: 7
•Active Frames: 2
•Recovery Frames: 13

•Frame Advantage on Hit: -1
•Frame Advantage on Block: -2

Discussion:
•This is one of two low-hitting normals Dormammu possesses, with the second being c.H. c.H has a startup almost twice as long as c.L, and thus c.L is Dormammu’s choice move for starting combos off of a low attack. This attack does not possess a normal hitbox however; rather than threatening the general space in front of Dormammu, only the vicinity around the attack’s “spark” is affected. This may not seem important, but at times this attack will actually reach past and behind your opponent, leaving you open to punishment.

•Dormammu’s magic series does not hit against the cast universally. Because c.M hits higher in the air than Dormammu’s other two crouching attacks, it will sometimes whiff against short or crouching opponents. It’s important to know whether you can chain to c.M against your opponent. c.L to c.H chains universally against the cast; chain to c.H if c.M would whiff against your opponent.

The Basics, Page 3

Crouching :m:[

Details

Spoiler

Attack Data:
•Hits: 1
•Damage: 70,000

Frame Data:
•Startup Frames: 9
•Active Frames: 8
•Recovery Frames: 17

•Frame Advantage on Hit: +6
•Frame Advantage on Block: -7

Discussion:
•This move negates low and medium priority projectiles. With some practice, you can successfully destroy nearly any projectile in the game and cancel into a special move. You can use this to punish your opponent’s projectiles via Dark Hole or Purification, or store Dark Spells. Check the Matchup section if you are having trouble negating a projectile; a few projectiles are too much for Dormammu to negate. Slightly inferior to s.M for countering projectiles, but since you are in a crouching position, it can be easier to follow-up with a Dark Hole or Dark Spell afterward, and the anti-air trajectory can be more helpful against projectiles that approach you from an aerial angle.

•Knocks opponent upward.

•This attack does not hit low. Rather, it is a solid anti-air normal. Dormammu’s crouched stature minimizes his hurtbox, and the vertical hitbox on this attack is respectable. Due to its angle, this attack often whiffs against small and crouching opponents, making it very punishable when used against grounded opponents.

[URL=‘http://youtube.com/watch?v=kg0pqQ7j47U&t=00m54s’]Crouching :h: (Low)](‘http://youtube.com/watch?v=WTHCwqMD3RU&t=62s’)[

Details

Spoiler

Attack Data:
•Hits: 1
•Damage: 90,000

Frame Data:
•Startup Frames: 13
•Active Frames: 4
•Recovery Frames: 24

•Frame Advantage on Hit: –
•Frame Advantage on Block: -5

Discussion:
•This move negates low and medium priority projectiles. With some practice, you can successfully destroy nearly any projectile in the game and cancel into a special move. You can use this to punish your opponent’s projectiles via Dark Hole or Purification, or store Dark Spells. Check the Matchup section if you are having trouble negating a projectile; a few projectiles are too much for Dormammu to negate.

•Knockdown attack.

•Better reach than c.L and c.M, and one of only two attacks Dormammu has that hit low. The startup is particularly slow however, and the recovery on this basic attack is massive compared to the active frames it offers. c.L can always chain into c.H. After a Mass Change M or L, you can use j.M on your way down, and this will link into c.H, Whether this particular c.H leads into a launcher is variable based on your opponent’s character and positioning.

[URL=‘http://youtube.com/watch?v=91OBxCzhj2g&t=28s’]Aerial :l: (High)](‘http://youtube.com/watch?v=kg0pqQ7j47U&t=00m54s’)[

Details

Spoiler

Attack Data:
•Hits: 1
•Damage: 50,000

Frame Data:
•Startup Frames: 7
•Active Frames: 3
•Recovery Frames: 16

•Frame Advantage on Hit: +14
•Frame Advantage on Block: +11

Discussion:
•Dormammu is one of the few characters in the game with an 8-way air dash. Of those few, he is one of the even smaller group of characters who are able to connect a jumping normal off of a down-forward airdash at the minimum height necessary for such a dash. The only move Dormammu can connect with in this situation with j.L. Mass Change M and L will place Dormammu perfectly for one of these down-forward air dashes into c.L, assuming your opponent has not moved since your teleport finished.

•After launching an opponent, you can cancel your aerial combos into Flight, and then connect j.L, followed by further aerial attacks, for a considerable increase in damage. Some corner combos also utilize j.L to juggle off of Dark Matter or air throws.

[URL=‘http://youtube.com/watch?v=kg0pqQ7j47U&t=00m40s’]Aerial :m: (High)](‘http://youtube.com/watch?v=91OBxCzhj2g&t=28s’)[

Details

Spoiler

Attack Data:
•Hits: 1
•Damage: 70,000

Frame Data:
•Startup Frames: 10
•Active Frames: 11
•Recovery Frames: 15

•Frame Advantage on Hit: +15
•Frame Advantage on Block: +15

Discussion:
•This move negates low and medium priority projectiles.

•Dormammu’s aerial M is great for spacing, and it is his only attack that consistently hits every character in the roster post-Mass Change L or M. Due to its high hitbox area, this attack is best used either when level against an opponent in the air or while coming down from a jump to ensure your space is maintained. In situations where you are above your opponent, j.M will frequently whiff, making j.S or j.H your choices of attack in such situations.

•After connecting with j.M post-Mass Change L or M, you can generally link into c.H, and then, depending on your opponent’s character and his positioning, chain into your launcher. If you meet your opponent at superjump heights and successfully hit him with this move, you can generally perform a small Flight combo.

[URL=‘http://youtube.com/watch?v=kg0pqQ7j47U&t=00m42s’]Aerial :h: (High)](‘http://youtube.com/watch?v=kg0pqQ7j47U&t=00m40s’)[

Details

Spoiler

Attack Data:
•Hits: 1
•Damage: 85,000

Frame Data:
•Startup Frames: 10
•Active Frames: 5
•Recovery Frames: 29

•Frame Advantage on Hit: +19
•Frame Advantage on Block: +18

Discussion:
•This move negates low and medium priority projectiles.

•This attack is not good for spacing, but it is good for approaching and starting combos. If you are interested in aerial spacing, use j.M. If you want to start a combo just off the ground against an airborn opponent, j.H, j.S, s.S will do it. After Mass Change H, this is your attack of choice, as it hits directly beneath Dormammu, just like j.S, but comes out 4 frames faster. To lead it into a full combo, you may have to use c.L after landing due to the startup on s.S.

•j.H is also very useful for approaches via superjump. After superjumping, delay a tridash into j.H, and this can lead into a full combo. Learning the timing takes practice, but this is a valuable tool in Dormammu’s arsenal, especially since j.L is rather obvious and not very safe, since you are approaching from the front. With practice, your j.H can connect the moment your opponent comes into range, making the approach method very safe. Approaching with j.H carries the additional bonus of offering an air throw option select.

•Where j.H really shines though is its ability to hit behind Dormammu! The hitbox is not very large, but when setting up your superjump into j.H, position yourself so your airdash will place you just above and behind your opponent, and j.H will still connect. This can be very difficult to block reliably, and still leads into a full combo.

•After a Mass Change H, you can also air dash either forward or backward slightly before canceling into j.H to create a vertical mix-up. Alternatively, you can air dash toward your opponent after Mass Change L or M and then cancel into j.H to start a full combo. The second of these is a rather slow setup, though.

[URL=‘http://youtube.com/watch?v=hbqIAaztlqg&t=70s’]Aerial :s: (High)](‘http://youtube.com/watch?v=kg0pqQ7j47U&t=00m42s’)[URL=‘http://youtube.com/watch?v=hbqIAaztlqg&t=70s’]

Details

Spoiler

Attack Data:
•Hits: 1
•Damage: 90,000

Frame Data:
•Startup Frames: 14
•Active Frames: 5
•Recovery Frames: 27

•Frame Advantage on Hit: +19
•Frame Advantage on Block: +15

Discussion:
•This move negates low and medium priority projectiles.

•This attack does a respectable job of covering the area in front of and beneath Dormammu while he is in the air, making it a solid attack when descending upon opponents. In most situations, connecting with j.S during a downward ascent will allow Dormammu to transition into a full combo. If you do not care to rely on trijumping j.L or j.S to advance on your opponent, considering extending your superjump height a bit and then air dashing down-forward and using j.S as your method of approach. Both are effective in a large variety of situations. j.S can be a nice option outside of j.H for tridash approaches because it allows you to vary your superjump height a bit to throw off your opponent’s anti-air timing.

The Basics, Page 4

Throw - :b:/:f: + :h:[

Details

Spoiler

•Hits: 1
•Damage: 80,000

Frame Data:
•Startup Frames: 1
•Active Frames: -1

Discussion:
•Dormammu is able to follow up solo after utilizing his air throw and ground throw. What you can do depends on your team, but at the very least he is always able to OTG Purification into Chaotic Flame.

•Air throws leads into a full combo for significant damage. Keep in mind that air throws cause significant hitstun decay, so you may need to develop combos specifically for Dormammu’s air throw with your team. Check the Combos section for examples. Dormammu’s backward air throw recovers faster than his forward air throw, and thus makes the appropriate follow-up easier.

•After landing a ground throw in the corner, you can link a Snapback. (Still works in UMvC3?)

•In corners, finishing a combo via Chaotic Flame can offer you an opportunity to reset your opponent via an air throw. After Chaotic Flame, tap your opponent with s.L, and then jump toward them and air throw; this resets you into another full combo. Instead of tapping s.L, you can also elect to simply jump forward after Chaotic Flame. The height at which you launch an opponent into Chaotic Flame from Purification, along with your opponent’s hitbox size, determines how easy it will be to air throw him.

[URL=‘http://youtube.com/watch?v=kg0pqQ7j47U&t=01m04s’]Ground Dash - :b:/:f: + :atk::atk: or :b::b:/:f::f:](‘http://youtube.com/watch?v=rKWjC6qBEs8&t=01m40s’)[

Details

Spoiler

Discussion:
•Jump cancelable, but not attack, special, or hyper cancelable.

•Dormammu’s ground dash is unfortunately limited; he cannot cancel it into any sort of attack, and it cannot be crouch-canceled for wave dashing purposes either. If you are attacked during your dash motion, you are unable to block. Generally, you must either be prepared to jump-cancel your dash to enable blocking, or simply utilize his air dash for travel, as it gives him significantly more offensive and defensive ability while still maintaining a similar level of speed. If you jump-cancel to block an attack, keep in mind that jumping still has 3 frames of animation before you are airborne, and so you are still vulnerable to low attacks for a moment.

[URL=‘http://youtube.com/watch?v=kg0pqQ7j47U&t=03m30s’]8-Way Air Dash (Air) - :b:/:f:/:u:/:d:/:df:/:db:/:uf:/:ub: + :atk::atk:](‘http://youtube.com/watch?v=kg0pqQ7j47U&t=01m04s’)

Details

Spoiler

Discussion:
•Attack and special cancelable in all directions.

•Dormammu’s air dash is highly useful, especially when making approaches. When using Mass Change L or M against an opponent, a post-teleport air dash will allow you to cross-up or simply reach the ground faster. When making a frontal approach, you can superjump to reach minimum air dash height as fast as possible, and then air dash down-forward into j.L. This provides Dormammu with a very fast aerial approach into an overhead attack, and soon after j.L he lands, from which you can land c.L, causing a difficult-to-block high-low mix-up, from which you can launch a full combo from. If you go higher than minimum superjump height, then you gain j.H and j.S as approach options.

•When traveling along the ground, it is often useful to trijump rather than ground dash. Not only is this roughly as fast as dashing normally, but it is more difficult for your opponent to respond to than a simple forward dash, and you retain your offensive options during your maneuvering. Dormammu’s down-back air dash is slower than the other directions, but using an aerial attack will increase his fall rate.

Command Normals:
Dark Matter - :f::h:

Details

Spoiler

Attack Data:
•Hits: 1
•Damage: 80,000

Frame Data:
•Startup Frames: 20
•Active Frames: –
•Recovery Frames: 26

•Frame Advantage on Hit: –
•Frame Advantage on Block: -3

Discussion:
•Causes a wallbounce.

•One low priority hit point.

•Special and hyper cancelable. Use Dark Matter combined with Purification to cover both the horizontal and vertical axis simultaneously, or cancel Dark Matter into Dark Spells to store charges while maintaining some semblance of offense. You can still cancel the Dark Spell into Chaotic flame if your Dark Matter hits. In corners, Dark Matter canceled into Flight opens up the possibility for interesting combos. You can always achieve a full combo off of Dark Matter by canceling it into Mass Change L. From greater distances, you can cancel into Mass Change M for a free solo full screen mixup.

•A successful Dark Matter can chain into Dark Hole or Purification if you just want easy damage or recognized the hit too late to confirm into a full combo. If you are close enough to the corner, you can simply jump forward and do an air juggle or dash and perform a ground magic series into a full combo.

•Dark Matter is the weakest projectile in the game in terms of priority. Any other projectile, including Wesker’s gunshots, will destroy it with impunity. Dark Matter also requires a 46 frame period to complete, and only covers the horizontal plane. This makes the move very risky to perform, as it is easy to avoid and leaves Dormammu open for almost a full second. Be ready to cancel into Mass Change if your Dark Matter whiffs and is unsafe.

• Dark Matter flings your opponent to the opposite end of the screen, which is obviously favorable to Dormammu, and is his only meter-free way to create respectable distance outside of clever usage of Mass Change. Dark Matter can be comboed into via s.H, and that combo can continue off of Dark Matter from anywhere on the screen (see the Combos section). Dark Matter is especially helpful for extending corner combos. Alternatively, you can connect a Dark Hole or Purification after a successful Dark Matter, which is much easier, and can still lead to solid damage via Chaotic Flame.

•Since Dark Matter is a command normal, and not a special, you can call assists during its active frames. Having an assist that can protect you after a whiffed Dark Matter can help make the move much safer. Certain assists may even let you transform Dark Matter into a full combo without the need for a teleport. See the Team Building section for specific details on your options if you want to get fancy.

•The following characters can potentially crouch under Dark Matter:
Amaterasu
Firebrand
Frank West (inconsistent)
Morrigan
Phoenix
Rocket Raccoon
Strider (inconsistent)
Wolverine (inconsistent)
X-23 (inconsistent)

•Dark Matter, Mass Change M, j.H can lead to full combos against the following characters:
Dante
Deadpool
Dr. Doom
Dormammu (First jump loop rep can be j.MHS instead of j.LHS)
Ghost Rider
Haggar (+j.MHS)
Hawkeye
Hulk (+j.MHS)
Iron Man
Magneto
Nemesis (+j.MHS, tight timing)
Nova
Sentinel (+j.MHS)
She Hulk (+j.MHS, tight)
Super-Skrull
Taskmaster
Thor(+j.MHS)
Tron Bonne (+j.MHS)
Vergil (when done close to max range [+j.MHS])
Wesker
Wolverine

Flame Carpet (OTG) (Low) - :df::h:[

Details

Spoiler

Attack Data:
•Hits: 5
•Damage: 81,700

Frame Data:
•Startup Frames: 15
•Active Frames: –
•Recovery Frames: 31

•Frame Advantage on Hit: +5
•Frame Advantage on Block: +4

Discussion:
•Lasts 180 frames (3 seconds). Flame Carpet will also disappear if Dormammu takes damage. Take care when laying Flame Carpet. Against some opponents, it may not even be worth your time; Flame Carpet may even place you at a disadvantage in some matchups due to this property.

•Neither special nor hyper cancelable. However, Flame Carpet can be X-Factor canceled, allowing Dormammu to perform solo relaunches mid-screen for huge damage. See the Combo section for details.

•Only one Flame Carpet may be active at any time; you may not “refresh” your Flame Carpet before its time expires. Flame Carpet is Dormammu’s best defense against characters looking to engage in close combat with him, as even aerial approaches must eventually touch the ground, and your opponent risks falling into the pool of fire below even on a successful hit. Flame Carpets laid on top of an opponent expire too fast for Dormammu to combo off of alone, and thus it is best to either utilize an assist to extend this fortune into a full combo, lay Flame Carpets pre-emptively, or plan to use the small frame advantage as an opportunity to create space between you and your opponent. Alternatively, Dormammu can simply chain c.L into Flame Carpet over and over for chip damage and frame advantage until your opponent decides to pushblock you away.

•All of Dormammu’s normals can be canceled during their recovery phase on block or hit into a Flame Carpet, turning his normally punishable normals into a frame advantage. This is possible even if you already have a Flame Carpet laid on the screen, allowing the possibility of multiple Flame Carpets on the screen simultaneously, but only if you are canceling blocked or hit normals into one.

•On small characters, Flame Carpet allows you to uniquely juggle them via c.M several times in the corner. Against incoming characters, pre-emptively laying a Flame Carpet, and then using Mass Change M or trijumping behind them as they appear on screen will provide a nice mix-up. During level 2 and 3 X-Factor, a freshly laid Flame Carpet will combo into Dormammu’s launcher.

•Flame Carpet possesses 5 sets of 1 low priority hitpoints. Its low altitude minimizes its effectiveness as a projectile absorber however. Combined with the restrictive 46 frames needed for this move to complete, this is generally better considered an incidental feature than one to use Flame Carpet for particularly.

•When your opponent is standing between you and Flame Carpet, do not forget that Advancing Guard can potentially knock your opponent into the fire for free damage and a ton of frame advantage. In most situations, your opponent will not be able to avoid the damage.

•Flame Carpet provides a 4 frame advantage to you when it is blocked. When an opponent lands on Flame Carpet and blocks it, you need to have a plan for what to do. Going face-to-face on the ground with any opponent is not a good idea for Dormammu, as his mobility and approach options are all air-based. Against most opponents, you can chain the blocked Flame Carpet into c.L, and then cancel c.L’s recovery time into another Flame Carpet, and repeat this until you have respectable distance between you and your opponent. c.L has a 7 frame startup time, and the game’s fastest normal occur at 3 frames. At worst, against the fastest attacks in the game, you will trade if you perform the link properly. Your primary concern is actually characters with hypers that are invincibile on startup that can also punish you. Alternatively, jumps have a 3 frame startup. Simply use the 4 frames you have to jump or superjump, and then continue fighting as you would normally.

•Flame Carpet Corner Trick 1:
When you c.M into Flame Carpet on small characters, their bounces between flame hits will take longer to complete than normal and large characters. This opens up unique combo opportunities for small characters in corners. However, with proper spacing, you can actually make any character in the game bounce like this in corners when OTGing with Flame Carpet. Each character has a unique degree of spacing necessary to make this happen, but a few examples of how to achieve the proper spacing:
1)After launching your opponent in a corner, superjump backward and complete your normal MMHS series.
2)After launching your opponent in a corner, superjump backward, and hold forward while completing the MMH portion of your normal MMHS series.
3)After launching your opponent in a corner, superjump upward, and hold back while completing the MMH portion of your normals MMHS series.

Any of the above will also have different results depending on how you delay your air series, and if you try using an MHS air series instead of MMHS. Each character on the roster requires a specific input for the proper spacing to be achieved on landing.

Using this trick properly allows Dormammu to relaunch on his own in corners. Your goal is to place Flame Carpet while your opponent is at the peak of his post-sj.S bounce, and he is at the maximum distance possible for Flame Carpet to connect.

•Flame Carpet Corner Trick 2:
Flame Carpet now places further out from Dormammu than it did in Vanilla. As a result, Dormammu can place OTG Flame Carpet in corners and, against some characters, he gets a free relaunch from the juggle angle. This can also allow Dormammu to perform multiple relaunches against some characters from his Flame Carpet alone. See the below video for an example:
[URL=‘http://www.youtube.com/watch?v=xixYGe56DZk’]Flame Carpet Corner Relaunch](‘http://youtube.com/watch?v=kg0pqQ7j47U&t=52s’)

Corner Flame Carpet juggles:
Amaterasu
Arthur
Firebrand
Rocket Raccoon
Viewtiful Joe
Wolverine

Awkward/inconsistent FC juggles:
Morrigan - (but only if done as soon as possible after landing, not too useful)
Storm - (only if done as soon as possible, not too useful)
Tron Bonne - (hold forward on your launch, do not walk forward/tri-dash after landing)
Vergil - (hold forward on your launch, do not walk forward/tri-dash after landing – you’re best off hitting j.S late and doing the FC early)
X-23 – (only if done as soon as possible, not too useful)

The Basics, Page 5

Specials:
Dark Hole (Air) - :qcf: :l:/:m:/:h:[

Details

Spoiler

Attack Data:
•Hits: 9
•Damage: 122,200

Frame Data:
•Startup Frames: 26
•Active Frames: 34
•Recovery Frames: 6

•Frame Advantage on Hit: –
•Frame Advantage on Block: +7

Discussion:
•Knockdown.

•10 sets of 3 low priority hit points.

•Dormammu is unable to act after this move has been performed in the air unless it is during Flight. Dark Hole will disappear if Dormammu takes damage.

•Dark Hole is Purification’s sister skill, and one of the most important lessons to learn with Dormammu is when to use which one. Firstly, it is important to note that Dark Hole does not reach across the entire screen; most opponents can dodge a full-screen Dark Hole by hugging the screen edge, but it generally still catches if your opponent performs any action. Dark Hole comes out slightly faster and recovers faster after its active frames than Purification. Dark Hole is clearly superior for absorbing projectiles, possessing 30 hit points to Purification’s 15. Dark Hole is by far easier to cancel into Chaotic Flame off of, and it even remains for its full effects when canceled. Especially worthy of attention is that a Dark Hole done on an airborne opponent immediately in front of Dormammu can be comboed out of on hit.

•The disadvantages of Dark Hole are noteworthy, however. Worthy of mention but only infrequently coming into play, Dark Hole hits 9 times to Purification’s 4, meaning that future attacks will suffer from damage reduction more than if they had been hit by Purification. Dark Hole covers very little of the vertical plane, and enemies are extremely likely to take the skies to avoid Dark Hole. Most importantly, Dark Hole puts your opponent in a state of recoverable knockdown, which means he has the opportunity to roll toward you for and cover some ground while remaining invulnerable. Dark Hole is clearly the preferred skill for connecting Chaotic Flames at long distances.

• If you whiff a Dark Hole against an opponent and he is able to punish you, consider spending meter on Chaotic Flame (anti-ground) or Stalking Flare (anti-air) if it will make you safe. Losing a bar of meter is much better than losing a character.

[URL=‘http://youtube.com/watch?v=kg0pqQ7j47U&t=01m16s’]Purification (OTG) - :dp: :l:/:m:/:h:](‘http://youtube.com/watch?v=kg0pqQ7j47U&t=01m10s’)[

Details

Spoiler

Attack Data:
•Hits: 4
•Damage: 122,300

Frame Data:
•Startup Frames: 32
•Active Frames: 23
•Recovery Frames: 11

•Frame Advantage on Hit: +11
•Frame Advantage on Block: +2

Discussion:
•Spinning knockdown for first 3 hits, but not for the fourth. This ensures you can always OTG Purification into Chaotic Flame regardless of histun decay, but you must cancel into Chaotic Flame early, or the fourth hit will end the spinning knockdown, and your opponent will recover in accordance with hitstun decay.

•5 sets of 3 low priority hit points.

•Purification is Dark Hole’s sister skill, and and one of the most important lessons to learn with Dormammu is when to use which one. Overall, Purification is the slower attack of the two, and it does slightly more damage. However, on connection, Purification nearly always guarantees that you can safely land a second (likely to be blocked) Purification. Since Purification knocks your opponent into the air, you also do not have to worry about where he decides to recover, unlike with Dark Hole. With Dormammu’s impressive repertoire of screen control techniques, it is not uncommon to have an opponent try to superjump toward you; Purification is excellent for catching your opponent in the heights. However, Purification merely knocks your opponent straight up, not back, and so this is merely a detriment to approaches, and not a solution on its own. If Purification connects with an assist character, that character can be juggled by continual Purifications until its death, as assists have no ability to block and do not benefit from hitstun decay.

•Purification is also Dormammu’s most convenient means to connect a Chaotic Flame on an opponent after an air combo. It is certainly not the only means, but others require specific assists, a corner, or Liberation charges. The timing on Purification after an air combo is tight, as is the cancel into Chaotic Flame. Superjumping forward after launching your opponent at mid-screen will likely require a Purification M after knockdown, while superjumping straight up will likely require a Purification H. Near corners, this placement becomes more difficult to predict.

• If you whiff a Purification against an opponent and he is able to punish you, consider spending meter on Chaotic Flame (anti-ground) or Stalking Flare (anti-air) if it will make you safe. Losing a bar of meter is much better than losing a character. A successful Purification almost always gives you time to safely summon a Stalking Flare.

[URL=‘http://youtube.com/watch?v=kg0pqQ7j47U&t=01m26s’]Mass Change (Air) - :rdp: :l:/:m:/:h:](‘http://youtube.com/watch?v=kg0pqQ7j47U&t=01m16s’)[

Details

Spoiler

Frame Data:
•Startup Frames: 13
•Recovery Frames: 17

Discussion:
•L version places you above and in front of your opponent. M version places you above and behind your opponent. H places you above and centered over your opponent.

•Proper Mass Change usage, along with Dark Spells, marks the difference between an experienced Dormammu player and a novice. Mass Change H allows Dormammu to hit immediately after Mass Change’s recovery, but due to its placement directly over an opponent’s head it also makes him the most vulnerable to being hit during the 17 post-teleport frames. A successful strike from Mass Change H will lead into a full combo in most situations. As you appear above your opponent, you are able to easily mix-up your opponent by slightly airdashing either forward or backward, but again this extends your vulnerability period slightly. Generally, your opponent is mobile, and his choice of movements during the 30 frames you are vulnerable for decide your action for you. Mass Change H always places you slightly in front of your opponent.

•Mass Change M is superb, but against many opponents, leaves you unable to combo out of it without the aid of an assist, an airdash before attacking, or your opponent moving closer during your recovery period. Both j.M and j.S can connect after Mass Change , but j.S is opponent-dependent, and often will not work against medium sized and smaller characters. Against some opponents, delaying your j.M a bit, and then comboing into c.H, will let you connect s.S. You can always airdash down-forward after a Mass Change L or M and mix-up with Dormammu’s j.L into c.L. Dormammu can use Mass Change M to successfully combo off of many assists in the game, even using those assists to cross-up and make the approach extremely difficult to guard. See the Team Building section for more details. Against opponents chasing you, Mass Change M often creates needed space for you, especially against aerial foes. Against incoming characters, pre-emptively laying a Flame Carpet, and then using Mass Change M as they appear on screen will provide a nice mix-up.

•Mass Change L is primarily meant for messing with your opponent’s head; its practical uses are rather limited, and if you are looking to mount an assault from a similar position, Mass Change M is almost always your better option. If you unleash a Stalking Flare at full screen and your opponent expects you to cross-up with Mass Change M, consider using the L version instead; the animation will cause them to think you are performing the predictable cross-up, causing them to block in the wrong direction. Against cornered opponents, it is generally best to not use Mass Change M, simply because a failed assault leaves Dormammu sitting in the corner - unarguably his worst position to be in. Mass Change L can also allow Dormammu to combo from a successful Dark Matter.

•Mass Change is useful for approaches, but it is especially worthwhile as a method to punish careless opponents who rely on ranged attacks. Mass Change during the startup period of their chosen projectile and teach them a lesson in caution. Whether Mass Change H is safe in this situation depends on which projectile your opponent is utilizing. Against some opponents, Mass Change H will place you directly in the projectiles hitbox, ruining your plans.

•Mass Change is also useful against opponents jumping toward you; airborne opponents cannot change their momentum without a dash, and cannot alter the direction their character faces without utilizing a flight mode. A well-timed Mass Change M against an incoming, airborne opponent is rarely a poor idea. If you land before he does (and you can help ensure this by airdashing down), use the time to store a Dark Spell or mount a ranged offense. If there is a lesson to be taken from this, it is that Mass Change can aid Dormammu in almost any goal, and limiting yourself to solely punishment, rushdown, or keepaway with the move is throwing away opportunity.

•If you end up behind your opponent before performing Mass Change in the air (by jumping over him/her, etc.), Mass Change M and L will perform inverse functions.

[URL=‘http://youtube.com/watch?v=c1UIpTEmeDE&t=43s’]Flight (Air) - :qcb: :s:](‘http://youtube.com/watch?v=kg0pqQ7j47U&t=01m26s’)[

Details

Spoiler

Frame Data:
•Startup Frames: 21

Discussion:
•Lasts 100 frames.

•Using Flight during flight cancels Flight; 0 frames of recovery on cancel.

•Dormammu’s Flight is allows him to cancel his recovery on an air dash into another air dash. Use a zig-zag direction air dash at superjump height after entering Flight to make your way across the screen quickly. This is best used as a way to create distance from your opponent.

•Dormammu can use Flight extend his air combos. Check the Combos section for details.

•Flight is one of Dormammu’s best methods for storing Dark Spells. Simply superjump, enter Flight, and then begin charging Dark Spells! This is obviously not entirely safe, but it’s a good option to keep in mind, especially against certain characters that Dormammu has problems with on the ground.

[URL=‘http://youtube.com/watch?v=kg0pqQ7j47U&t=02m04s’]Dark Spell: Destruction (Air) - :qcb: :l:](‘http://youtube.com/watch?v=c1UIpTEmeDE&t=43s’)[

Details

Spoiler

Frame Data:
•Startup Frames: 15
•Recovery Frames: 20

Discussion:
•Stores one “Destruction” charge; see Liberation, below, for more information.

•Dark Spells charge very fast, and take roughly half the time a Dark Hole or Purification does from startup to completion. If ever you find the time to pressure with a Dark Hole or Purification, consider that you may have just given up storing two Dark Spells, depending on your opponent’s situation. Dark Spells provide no immediate benefit, but rather are the actions a skilled Dormammu takes to unleash a new level of power against an opponent. In short, sacrifice a small opportunity now and gain massive potential in its stead.

•Finding the time for Dark Spells is both match-up and team dependent. Against an opponent who has difficulty dealing with a simple Flame Carpet placed before his feet, you will likely have as much time as you like to store Dark Spells. Against one who hails you with projectiles while constantly teleporting to assail you, finding time is more difficult. In general, you can always store a Dark Spell after a successful Dark Hole, Purification, or Chaotic Flame. Stalking Flare, when used properly, provides the opportunity to store three full Dark Spells. When used poorly, you will not even have time to store one. If you utilize certain assists, Dormammu may even have time to store Dark Spells mid-combo!

•Dark Matter and Flight provide two methods to safely charge Dark Spells. With Flight, you can superjump out of your opponent’s immediate reach and start charging Dark Spells. As long as you do not overdo yourself, you can land with relative safety after doing this. With Dark Matter, you can cancel each bolt into a Dark Spell to have some semblance of offense while acquiring a terrifying Liberation for later.

•Generally, singly charges of Dark Spells are not worth liberating unless they would save you in a pinch, and the same goes for having two Dark Spells saved. The end goal should always be to store three Dark Spells, at which time Dormammu will gain access to a new and powerful ability for one time only. For more about the various powers gained through various Dark Spell combinations, see the individual Liberation Combinations.

[URL=‘http://youtube.com/watch?v=kg0pqQ7j47U&t=02m10s’]Dark Spell: Creation (Air) - :qcb: :m:](‘http://youtube.com/watch?v=kg0pqQ7j47U&t=02m04s’)[URL=‘http://youtube.com/watch?v=kg0pqQ7j47U&t=02m10s’]

Details

Spoiler

Frame Data:
•Startup Frames: 15
•Recovery Frames: 20

Discussion:
•Stores one “Creation” charge; see Liberation, below, for more information.

•Dark Spells charge very fast, and take roughly half the time a Dark Hole or Purification does from startup to completion. If ever you find the time to pressure with a Dark Hole or Purification, consider that you may have just given up storing two Dark Spells, depending on your opponent’s situation. Dark Spells provide no immediate benefit, but rather are the actions a skilled Dormammu takes to unleash a new level of power against an opponent. In short, sacrifice a small opportunity now and gain massive potential in its stead.

•Finding the time for Dark Spells is both match-up and team dependent. Against an opponent who has difficulty dealing with a simple Flame Carpet placed before his feet, you will likely have as much time as you like to store Dark Spells. Against one who hails you with projectiles while constantly teleporting to assail you, finding time is more difficult. In general, you can always store a Dark Spell after a successful Dark Hole, Purification, or Chaotic Flame. Stalking Flare, when used properly, provides the opportunity to store three full Dark Spells. When used poorly, you will not even have time to store one. If you utilize certain assists, Dormammu may even have time to store Dark Spells mid-combo!

•Dark Matter and Flight provide two methods to safely charge Dark Spells. With Flight, you can superjump out of your opponent’s immediate reach and start charging Dark Spells. As long as you do not overdo yourself, you can land with relative safety after doing this. With Dark Matter, you can cancel each bolt into a Dark Spell to have some semblance of offense while acquiring a terrifying Liberation for later.

•Generally, singly charges of Dark Spells are not worth liberating unless they would save you in a pinch, and the same goes for having two Dark Spells saved. The end goal should always be to store three Dark Spells, at which time Dormammu will gain access to a new and powerful ability for one time only. For more about the various powers gained through various Dark Spell combinations, see the individual Liberation Combinations.

Liberation (Air) - :qcb: :h: • See “Liberation Combinations” Immediately Below.

Details

Spoiler

Discussion:
•Using Liberation will consume all Dark Spell charges and produce an effect according to the Liberation Combinations list below.

•All Liberations possess invincibility from frames 11-24. This seems more incidental than particularly useful at the moment.

•Dormammu’s fully charged Liberations are powerful enough that it is almost unfair to categorize them with the rest of his specials. All of them are roughly on par with actual hyper combos, and each is powerful enough to take Dormammu’s threat level up a notch. There simply is no strategy your opponent can employ that is able to counter the proper Liberation. The difficulty comes in finding time to use Dark Spells during a fast-paced match; finding time for Dark Spells is something that comes only with experience.

•As with all specials, Liberation can be canceled into after a launcher. After launching, tiger knee the motion instead of the normal motion. By doing this, the up-back input will jump-cancel your launcher; however, all jumps have 3 frames of animation before actually becoming airborn, and during these 3 frames you can cancel the jump into any special, normal, or hyper. So, you are technically canceling your launcher into a jump, and then canceling your jump into Liberation. The timing on the motion will take practice, but this is a worthwhile technique to master - 2D1C is most effective when canceled after a launcher, and 1D2C is extremely powerful when used in this manner as well.

•Liberation can be performed in the air. When doing so, you will teleport directly beneath your current position and unleash the Liberation on the ground. This can be very useful in the creation of custom combos and as a way to surprise and throw off your opponent’s expectations. When most opponents see the Mass Change animation, they expect a Mass Change M, which would put their pre-emptive blocking in the opposite direction of the one you are about to hit them from! This is a very strong new ability Dormammu has – be sure to check the individual Liberation Combinations for ideas on how to make use of it. Alternatively, aerial Liberation can just be used as a quick way to get to the ground – it is Dormammu’s fastest option for doing so.

•When performing an aerial Liberation, you can retain your stocks by canceling into a hyper. Your Liberation will not come out, so this is not a method to abuse charges. It is, however, a useful way to retain a mobility option without having to expend your Dark Spells if you are willing to burn a little meter.

The Basics, Page 6

Liberation Combinations:
0 Destructor, 0 Creator[

Details

Spoiler

Attack Data:
•Hits: 1
•Damage: 80,000

Frame Data:
•Startup Frames: 15
•Active Frames: 5
•Recovery Frames: 21

•Frame Advantage on Hit: +5
•Frame Advantage on Block: -3

Discussion:
•Knockdown.

•Negates projectiles.

•5 low priority hit points.

•The biggest saving grace of this move is that it covers the area above Dormammu’s head and behind his body, something no other move of his can do. Aside from this virtue, 0D0C is lacking in worth. 0D0C’s range is much smaller than it seems and is active for only 5 frames. For the startup and recovery this move inflicts, it is simply not worth using in most situations. If you happen to successfully connect with this move, consider canceling it into Chaotic Flame to create some space for yourself.

•If you are above your opponent and need to come down safely, consider using an aerial Liberation. 0D0C actually comes out much faster than you would think in this situation, and unless your opponent is mashing a Light attack right beneath you, 0D0C will give you a pretty safe landing. Few things can punish a blocked 0D0C.

[URL=‘http://youtube.com/watch?v=kg0pqQ7j47U&t=01m58s’]1 Destructor, 0 Creator](‘http://youtube.com/watch?v=kg0pqQ7j47U&t=01m46s’)[

Details

Spoiler

Attack Data:
•Hits: 3
•Damage: 94,800

Frame Data:
•Startup Frames: 15
•Active Frames: 10
•Recovery Frames: 16

•Frame Advantage on Block: +1

Discussion:
•Knockdown.

•Negates projectiles.

•5 low priority hit points.

•If you need a quick method to blow your opponent back a bit, it might be worthwhile to utilize this move for the frame advantage and shock value. However, due to the 15 frame startup, the move must still be used pre-emptively, and you are generally better off saving the charge to unleash its bigger brothers later. This move can also be utilized in a minor way during corner combos.

[URL=‘http://youtube.com/watch?v=kg0pqQ7j47U&t=02m00s’]2 Destructor, 0 Creator](‘http://youtube.com/watch?v=kg0pqQ7j47U&t=01m58s’)[

Details

Spoiler

Attack Data:
•Hits: 6
•Damage: 163,800

Frame Data:
•Startup Frames: 15
•Active Frames: 10
•Recovery Frames: 16

•Frame Advantage on Block: +1

Discussion:
•Everything 1D0C is and better. The explosion is large enough that you can hit opponents at mid-screen, giving you a solid threat range with little startup time.

[URL=‘http://youtube.com/watch?v=kg0pqQ7j47U&t=02m04s’]3 Destructor, 0 Creator (OTG)](‘http://youtube.com/watch?v=kg0pqQ7j47U&t=02m00s’)[URL=‘http://youtube.com/watch?v=kg0pqQ7j47U&t=02m04s’]

Details

Spoiler

Attack Data:
•Hits: 10
•Damage: 195,000

Frame Data:
•Startup Frames: 15
•Active Frames: 15
•Recovery Frames: 21

•Frame Advantage on Block: -5
Discussion:
•Causes knockdown.

•Negates projectiles.

•10 sets of 1 low priority hit points.

•Arguably Dormammu’s most versatile Dark Spell combination, this move covers the entire horizontal plane up to the full height of a normal jump.

•Unlike its younger brothers, 3D0C can OTG, and from that OTG you can connect a Dark Hole into Chaotic Flame, making worthwhile for consideration as a combo extender. In corners, 3D0C will allow you to combo into Stalking Flare, which will provide enough time for you to charge another 3 Dark Spells. Alternatively, you can use 3D0C to relaunch in corners; some assists will allow you to do this from full screen.

•3D0C is undoubtedly Dormammu’s best Liberation-based response to projectiles, as it will devour them all and send your opponent flying helplessly into the air; follow up with the mode of pain of your choice, or store more Dark Spells to ready another 3D0C and keep the momentum in your favor. 3D0C is also a superb method to punish assist calls at nearly any range. For consideration of how swift 3D0C is, consider that it differs in only a few frames in startup time from Ryu’s Shinkuu Hadoken; it’s actually slightly faster. Before using 3D0C, never forget how much effort it took you to acquire it in the first place.

•3D0C can be a great aerial Liberation. Most players assume that a Mass Change animation denotes an incoming Mass Change M, and so they either jump to air throw you or just switch their blocking appropriately. 3D0C comes out so fast after you use an aerial Liberation that you will catch a lot of players off guard, since they have no way of knowing which way you’re going to appear!

The Basics, Page 7

0 Destructor, 1 Creator[

Details

Spoiler

Attack Data:
•Hits: 3
•Damage: 108,300

Frame Data:
•Startup Frames: 12
•Active Frames: 10
•Recovery Frames: 24

•Frame Advantage on Block: -10

Discussion:
•Causes knockdown.

•Negates projectiles.

•5 low priority hit points.

•Atrocious in nearly every way. A -10 frame advantage on block means you should never use this outside of a combo, and there are always better options. The high damage may seem to be a saving grace, but as it occurs over 3 hits, it ought to really be considered 3 sets of ~25,000 damage, or less power than chaining three light attacks along with all the damage decay it will cause. It can negate projectiles, but it has as many active frames as s.M while lacking the ability to be canceled into a special.

[URL=‘http://youtube.com/watch?v=kg0pqQ7j47U&t=02m36s’]0 Destructor, 2 Creator](‘http://youtube.com/watch?v=kg0pqQ7j47U&t=02m32s’)

Details

Spoiler

Attack Data:
•Hits: 9
•Damage: 183,400

Frame Data:
•Startup Frames: 12
•Active Frames: 10
•Recovery Frames: 24

•Frame Advantage on Block: -10

Discussion:
•Causes knockdown.

•Negates projectiles.

•5 low priority hit points.

•Definitely superior to 0D2C, but still questionable in terms of versatility. The only benefit of this iteration is that much more space is created between you and your opponent, and Dormammu recovers with enough time to connect a Dark Hole into Chaotic Flame if all three spikes connect. Again, the -10 frame advantage is there, so it must be comboed into unless you want to take a risk. Remember that you are just a step away from 1D2C or 0D3C before using this.

•0D2C comes out surprisingly fast if you use it via aerial Liberation. Most players expect a Mass Change M when they see Dormammu’s teleport animation, but instead you will teleport next to them and summon spikes from below. This can actually be quite useful, and the spikes come out much faster than you would think in this situation.

0 Destructor, 3 Creator (Low)[

Details

[details=Spoiler]
Attack Data:
•Hits: 1
•Damage: 0

Frame Data:
•Startup Frames: 15
•Recovery Frames: 36

•Frame Advantage on Hit: -21
•Frame Advantage on Block: -23

Discussion:
•On hit, opponent cannot jump for 300 frames (5 seconds).

•0D3C can potentially win you the game or waste all of your efforts. 5 seconds is not a long time for the efforts needed to create this effect, but no other ability in the game removes a character’s ability to jump. Against air-based characters, you can remove their wings and place them under your control entirely. Some players particularly utilizing this technique in tandem with Dormammu’s Liberation assist to ground an opponent for their point character. Against some opponents, such as Haggar, 0D3D combined with Flame Carpet removes every option they possess for harming Dormammu. 300 frames is more than enough time to store a further 3 Dark Spells against such opponents, allowing you to maintain the advantage indefinitely, so long as you can prevent them from blocking the setup each time. This is the only Liberation which deals no damage and derives all of its usefulness via its utility, so be sure of yourself when aiming for it as your goal.

•Using this move as an aerial Liberation is tricky. It seems worthwhile, but 0D3C is -21 even on block, so you can’t reliably use it to counter an opponent lurking below you. Perhaps some use will be found in time, though.

•You cannot use 0D3C to guarantee that ground-only command grabs or hypers connect. While affected by 0D3C, enemies who hold up are considered to permanently be in “pre-jump” frames, which count as aerial for the purposes of these moves.
•Once hit by 0D3C you cannot use teleports which leave you in the air, but you can use ones which leave you grounded. You cannot fly whilst grounded, but if you are left in the air while 0D3C is still active on you (i.e. after a failed air series or a move of your own which puts you into the air and allows you to fly after), you can enter flight or use any teleport you want as well as all of your normal air mobility options. Anti-airs and command moves that place you into the air function normally.[/details]

[URL=‘http://youtube.com/watch?v=c1UIpTEmeDE&t=48s’]1 Destructor, 1 Creator (OTG)](‘http://youtube.com/watch?v=kg0pqQ7j47U&t=02m14s’)[

Details

Spoiler

Attack Data:
•Hits: ~24
•Damage: ~194,200

Frame Data:
•Startup Frames: 10
•Recovery Frames: 40

Discussion:
•Unrecoverable knockdown against airborne opponents. Negates projectiles. Each meteor has 3 sets of 3 low priority hit points.

•Likely the most useful 2-charge Liberation combination, though 0D2C is creeping up on it. Use this primarily to create pressure against aerial opponents, as it does too little damage to justify using it as an OTG when compared to Purification, and there is too much delay in meteor fall for it to be used as a punishment or a space-creator. Before using this however, remember that you are merely a charge away from the vastly superior and in every other way identical 1D2C.

[URL=‘http://youtube.com/watch?v=c1UIpTEmeDE&t=58s’]2 Destructor, 1 Creator (OTG)](‘http://youtube.com/watch?v=c1UIpTEmeDE&t=48s’)[

Details

Spoiler

Attack Data:
•Hits: Variable
•Damage (Fire Spike): 80,000
•Damage (Meteors): 15,000

Frame Data:
•Startup Frames: 20
•Active Frames: 20
•Recovery Frames: 21

Discussion:
•Unrecoverable knockdown. Negates projectiles. Each meteor possesses 1 low priority hit point. Fire Spike has 100 hit points and causes knockdown.

•2D1C is useful either as an anti-air for those immediately above you or during a combo. As a mere OTG, most of the meteors will whiff, and the damage is underwhelming. Additionally, 2D1C is guaranteed to come out regardless of whether Dormammu is hit after the first startup frame occurs. Since 2D1C creates a spike directly in front of Dormammu, that makes 2D1C a really strong reversal option for Dormammu. Your opponent might beat on you for a moment, but nothing stops the spike from coming. You can also use this while Dormammu is in the air above an opponent – aerial Liberation will bring you down with guaranteed safety against your opponent unless you are placed in a cinematic screen, which most opponents will not be fast enough for.

•Since 2D1C causes meteors to rain down on your opponent, it can also be used as a counter to random hypers from your opponent at mid-screen range. Dormammu will still take damage, but the meteors will give you the last laugh…unless Dormammu dies, of course.

•Unlike 3D0C and 1D2C, the majority of 2D1C’s effect occurs proximal to Dormammu. The spike and meteors OTG, but the damage they do is pretty weak compared to your other two options. 2D1C shines as a meter-builder when used in a combo. If you cancel your superjump after a launch into 2D1C, all 46 meteors will connect with your opponent! Not only does this build a full bar of meter, but your opponent falls straight down after this, just in time for Dormammu to relaunch him and do a full aerial combo!

•2D1C strongly benefits from X-Factor, since damage scaling is capped during it. Launch-canceling into 2D1C along normally leads to 339,000 damage. With level 1 X-Factor, this leads to 663,600 damage. With level 2 X-Factor, 796,800. With level 3 X-Factor, 965,300! [DAMAGE OUTDATED]

[URL=‘http://youtube.com/watch?v=hbqIAaztlqg&t=02m28s’]1 Destructor, 2 Creator (OTG)](‘http://youtube.com/watch?v=c1UIpTEmeDE&t=58s’)

Details

Spoiler

Attack Data:
•Hits: ~40
•Damage: ~258,200

Frame Data:
•Startup Frames: 49
•Recovery Frames: 14

Discussion:
•Unrecoverable knockdown against airborne opponents. Negates projectiles. Each meteor has 3 sets of 3 low priority hit points.

•1D2C OTGs, and it also covers a huge portion of the playing field, but a different portion. 1D2C only does an adequate job of covering the middle of the playing field; it will frequently whiff entirely against opponents too close or too far from Dormammu or only touch them with a meteor or two. Rather, 1D2C’s primary virtue is that it covers the middle of the horizontal plane while covering most of the vertical plane - at least up to superjump levels. This is doubtlessly Dormammu’s most powerful response to opponents utilizing air tactics against him.

•Like 2D1C, 1D2C will actualize as long as the first startup frame takes place. It’s not as good at being a reversal as 2D1C is due to the random nature of the spread, but it’s far better than 2D1C at countering random hypers since the meteors cover a broader range of the screen. 1D2C ought to make your opponent hesitate before doing any hypers outside of a combo against Dormammu.

•Like 2D1C, 1D2C can also be launch-canceled to great effect. While both the damage done and meter gained are smaller than 2D1C’s, you can relaunch, though this is sometimes difficult in execution due to the inherent randomness of the move.

•Notably, 1D2C recovers very quickly. So quickly in fact that you have time to store two Dark Spells before the move completes, or even Mass Change H into a full combo if it connects, with plenty of time for hit confirmation on the latter.

•If your team composition allows you to end a combo into Stalking Flare while in corners, and the Stalking Flare drags your opponent upward, 1D2C can usually be used as soon as you recover; most of the meteors will connect, and your opponent will be brought back to you so you can damage him further.

•Following up from a bare 1D2C depends on how it hits your opponent. Airborne opponents are put into a knockdown state, while grounded opponents are left standing. Against grounded opponents, simple Mass Change H and combo. Against airborne opponents, you can simply Purification into Chaotic Flame. If you have more meter, you can do any of the following:

  1. 1D2C, charge 1D1C, Dark Dimension, 1D1C, Purification, Chaotic Flame
  2. 1D2C, charge 2D0C, Dark Dimension, charge 3D0C, 3D0C, Dark Hole, Chaotic Flame
  3. 1D2C, charge 1D1C, Dark Dimension, charge 2D1C, 2D1C, Purification, Chaotic Flame
    •1D2C strongly benefits from X-Factor, since damage scaling is capped at 50% during it. Launch-canceling into 1D2C along normally leads to 277,200 damage. With level 1 X-Factor, this leads to 570,900 damage. With level 2 X-Factor, 702,700. With level 3 X-Factor, 853,500! [DAMAGE OUTDATED]

The Basics, Page 8

Hypers:
Snapback - :qcf: :a1: or :a2: (1 Bar)[

Details

Spoiler

Attack Data:
•Hits: 1
•Damage: 50,000

Frame Data:
•Startup Frames: 2
•Active Frames: 5
•Recovery Frames: 21

•Frame Advantage on Block: -3
Discussion:
•While not necessarily a hyper, as it costs meter, I felt this was the most appropriate place to list information about Dormammu’s snapback attack.

•Dormammu can land a Snapback after landing Chaotic Flame in the corner, as well as after a forward ground throw against a cornered opponent.

•Dormammu uses his s.H animation for his Snapback.

•When using Snapback against both a point and an assist character simultaneously, you can continue to juggle the assist character, and no point character will appear on the screen to defend the assist. However, at some point the game’s engine will allow the assist to recover, regardless of your actions against it. The mechanism that determines this is not yet known, but Dormammu is able to do all of the following against an assist post-Snapback:

  1. Two Purifications
  2. Purification, s.S, sj.M, sj.M, s.H
  3. Purification, Chaotic Flame
  4. Purification, Dark Hole, Chaotic Flame (recovers midway)

•When using Stalking Flare after using Snapback against both a point and an assist character simultaneously, the fireball will track the off-screen point character, possibly disappearing entirely from the screen. Stalking Flare will return from off-screen once a point character is back on the screen. [TEST]

•Snapbacks are an excellent tool against close range X-Factor guard cancels. If your opponent attempts to X-Factor your attacks to punish you, simply cancel your normals into a Snapback. Unless your opponent was performing a move with invincibility, or has an attack with less than two frames of startup animation in X-Factor, you will have successfully countered your opponent’s guard cancel.

[URL=‘http://youtube.com/watch?v=c1UIpTEmeDE&t=40s’]Chaotic Flame - :qcf: :atk::atk: (1 Bar)](‘http://youtube.com/watch?v=mZWkuLQsXq8’)[

Details

Spoiler

Attack Data:
•Hits: 30-60
•Damage: 281,400-338,300

Frame Data:
•Startup Frames: 8+3
•Active Frames: 59
•Recovery Frames: 41

•Frame Advantage on Hit: +8
•Frame Advantage on Block: -21

Discussion:
•Knockdown.

•30 sets of 1 high priority hit points.

•Chaotic Flame is Dormammu’s combo ender of choice. It has one of the fastest startups on a beam-based hyper in the game at a mere 11 frames, fast enough to punish many normal attacks on reaction, even up close - simply pushblock your opponent’s attack, and Chaotic Flame afterward; the validity of this tactic obviously depends on how much recovery your opponent’s move has. With high priority, it will also completely devour any non-hyper projectiles on the screen during its active period.

•Assist Punishing: Chaotic Flame does massive damage to assists due to the extra 50% damage assists take. If your opponent’s point character is not hit by Chaotic Flame, then the assist will also take unscaled damage, resulting in even further punishment. Against assists, Chaotic Flame ends in a hard knockdown. If you have the time and meter, after Chaotic Flame ends you can simply OTG Purification into a second Chaotic Flame.

•Chaotic Flame also pushes your opponent across the entirety of the screen, making it an excellent way to create space. However, it is generally a poor idea to rely on this tactic, as Dormammu needs to conserve meter for more fruitful opportunities. If your opponent is low on life, it is worth considering Chaotic Flame to kill them through chip damage - you may either kill their character, cause them to expend meter to swap their current character out, or force a naked tag, which will result in the incoming character getting hit by Chaotic Flame.

•When X-Factor canceling this move, you can cancel at any point and follow it up with a second Chaotic Flame. If you wait for Chaotic Flame to finish before you use X-Factor, you can catch your opponent in a Dark Hole, and then fire another Chaotic Flame. If you want something stronger, you can X-Factor cancel Chaotic Flame into Dark Matter, Mass Change L, and get a full combo, or X-Factor cancel Chaotic Flame into Mass Change M, air dash down, j.H into jump loops. Near corners, Chaotic Flame can be X-Factor canceled into Stalking Flare successfully.

•In corners, connecting c.L, c.M, Chaotic Flame leaves your opponent with enough hitstun still to connect a s.M at the end of the hyper, and then connect a launcher, air combo, and a Purification OTG into a second Chaotic Flame.

• If you whiff a Purification or Dark Hole against an opponent and he is able to punish you, consider spending meter on Chaotic Flame if it will make you safe. Losing a bar of meter is much better than losing a character.

• After using Chaotic Flame in a corner, you can land a Snapback against your opponent before he recovers.

[URL=‘http://www.youtube.com/watch?v=kg0pqQ7j47U&t=03m20s’]Stalking Flare - :qcb: :atk::atk: (1 Bar)](‘http://youtube.com/watch?v=c1UIpTEmeDE&t=40s’)[

Details

Spoiler

Attack Data:
•Hits: 20
•Damage: 256,000

Frame Data:
•Startup Frames: 31+4
•Recovery Frames: 62

•Frame Advantage on Hit: +19
•Frame Advantage on Block: +18

Discussion:
•Homing, lasts until “hits” are expended.

•Disappears if Dormammu takes damage.

•20 sets of 5 high durability hit points.

•Due to the long recovery of this move, your opponent must be full screen or near-to if you want to cross-up via Mass Change. If you want to achieve this effect at a closer range, you must expend X-Factor to do so. The opportunity to cross-up with Mass Change is Stalking Flare’s strongest attribute, as success will likely either put Dormammu in a position to perform a full combo afterward, or provide him with enough time to charge three Dark Spells, if the opponent was caught by the fireball from underneath.

•Stalking Flare disappears when Dormammu takes damage; it must be used cautiously. On the other side of this coin, Stalking Flare can provide you with a perfect baiting hyper; use Stalking Flare when you know it is unsafe to your opponent’s hyper, and when he takes the bait, DHC into a hyper which beats his, while also getting the damage that you would have lost in losing Stalking Flare. While Stalking Flare can be useful for dealing chip damage, Chaotic Flame will cause more, and you may wish to consider whether it is worth your meter to chip your opponent rather than wait for an opportunity to deal full damage. Lone Stalking Flares may buy you a moment to gain Dark Spells, but educated opponents who cannot realistically avoid taking damage from Stalking Flare will rush toward it to block the 20 hits it deals as soon as possible to remove the threat from the screen, and Dormammu will not have time to gain the benefits of three Dark Spells in this situation. It is generally foolish to run away from Stalking Flare to buy time without a sound plan to cause damage to Dormammu, as Stalking Flare will not disappear otherwise. Summoning a Stalking Flare off of a Purification hit or 1D2C usually guarantees your safety.

•It is not recommended to use Stalking Flare to attack assist characters unless it will certainly kill them, as the 20 hits Stalking Flare deals are the same whether they are all received by one character or divided by two. Thus, using Stalking Flare in a combo that affects both the point character and an assist will result in both only receiving roughly half of the damage they would have if either were alone.

•After nearly any corner DHC into Stalking Flare, Dormammu has enough time to charge 1D1C and release it to extend the combo. How you proceed from here depends on your team setup.

•If you have 1D2C readied and are in a corner, using it as soon as you recover from a Stalking Flare that connects underneath your opponent (and is thus dragging him upward) will drag your opponent back down to the ground, from which you can cause further damage depending on your positioning, readied assists, and hitstun decay. In corners, you can combo into Stalking Flare from 3D0C, and have time to charge up three Dark Spells again.

•You may fire unlimited Stalking Flares on the screen simultaneously, but it is difficult to maintain more than two on the screen due to the move’s massive recovery. Stalking Flare will remain on the screen and act normally if you DHC out of it. If your opponent’s point character dies while Stalking Flare still has hits to expend, it will wait for your opponent’s next point character to arrive and then behave normally. Due to these properties, it is sometimes useful to place several Stalking Flares on the screen after killing a point character. The incoming character will suffer the chip damage from all Stalking Flares until they expire unless he is willing to expend X-Factor to negate the damage.

•Chipping with Stalking Flare:
Since chipping an opponent out with Stalking Flare is so popular, I decided to calculate the damage of Stalking Flare chip damage at various X-Factor levels. This will allow you to better determine if Stalking Flare is a worthwhile expenditure of your meter. All damages assume Advancing Guard is not used. Stalking Flare deals 256,300 damage, and all chip damage is 30% of normal damage. However, Stalking Flare will actually deal more chip damage than this would suggest, because it does not suffer from damage decay when blocked.

The damage, per hit, of Stalking Flare’s chip damage:
Normal: 6,000
X-Factor 1: 7,800
X-Factor 2: 9,600
X-Factor 3: 11,400

Since Stalking Flare hits 20 times before expiring, the full chip damage:
Normal: 120,000
X-Factor 1: 156,000
X-Factor 2: 192,000
X-Factor 3: 228,000

Consider whether this expenditure of meter is worthwhile; it is generally a good idea to chip out a character with little life using Stalking Flare, as the flare remains for when the next character comes on the screen. It is also a good idea when the chip damage from Stalking Flare can kill your opponent’s last character before he or she touches ground, thus removing their use of X-Factor, assuming it is still available. Otherwise, remember that while a level 3 X-Factor Stalking Flare does 228,000 chip damage, a successful Chaotic Flame deals 534,660 damage, and a successful Dark Dimension will deal 760,000; both of these alternatives are very easy to land as a punishment against an opponent. Weigh your options carefully.

• If you whiff a Purification or Dark Hole against an opponent and he is able to punish you, consider spending meter on Stalking Flare if it will make you safe. Losing a bar of meter is much better than losing a character.

[URL=‘http://youtube.com/watch?v=kg0pqQ7j47U&t=02m56s’]Dark Dimension (OTG) - :dp: :atk::atk: (3 Bars)](‘http://www.youtube.com/watch?v=kg0pqQ7j47U&t=03m20s’)[

Details

Spoiler

Attack Data:
•Hits: 1
•Damage: 400,000

Frame Data:
•Startup Frames: 8+0
•Active Frames: 20
•Recovery Frames: 72

•Frame Advantage on Block: -69

Discussion:
•Frames 1-36 invincible.

•Untechable knockdown.

•5 sets of 5 high priority hit points.

•Dark Dimension leaves your opponent in a state of untechable knockdown, allowing you to use an OTG move or assist to continue your combo afterward. Your most basic option is simply to tack on an OTG Purification followed by Chaotic Flame. Dark Dimension hits OTG, and is thus appropriate for ending aerial combos with. As with all level 3 hypers, Dark Dimension is unaffected by damage scaling.

•Dark Dimension is noteworthy for its extended invincibility frames - 36 frames is more than half a second, and actually lasts longer than the hyper combo’s actual startup and active frames. However, with 72 frames of recovery, throwing Dark Dimension out during a match with your opponent able to act freely leaves you completely open for a punishment of your opponent’s choice. Besides this, Dark Dimension travels along the ground at a somewhat slow pace - it can be avoided entirely merely by your opponent jumping, and it is not unblockable.

•Since all specials in MvC3 can be canceled into hypers, if you are using Dark Dimension in a combo, be sure to get a free Dark Spell off before canceling it into Dark Dimension.

Assists:
[URL=‘http://youtube.com/watch?v=kg0pqQ7j47U&t=01m10s’]A: Dark Hole :m:](‘http://youtube.com/watch?v=kg0pqQ7j47U&t=02m56s’)[

Details

Spoiler

Attack Data:
•Hits: 9
•Damage: 122,200

Frame Data:
•Startup Frames: 50
•Active Frames: 33
•Recovery Frames (This Assist): 98
•Recovery Frames (Other Assist): 68

Discussion:
•Knockdown.

•10 sets of 3 low durability hit points.

•Dark Hole’s assist version has a massive 50 frame startup; this is nearly a full second, making Dark Hole difficult to utilize in a fast-paced fight. For some characters, the slow activation rate may actually be beneficial, and proper timing of the assist with certain attacks may make them safer, with Dark Hole beginning right as the blockstun on your attack ends. To help Dark Hole connect, it is often beneficial to switch what side you are on of your opponent after you call it to mix up your opponent’s blocking. This is easiest with teleporters.

•Dark Hole will devour any low durability projectile in the game, and it also covers a large space in the middle of the screen, making it a solid assist for screen control. Dark Hole can also be used to increase the lockdown period on an opponent in blockstun. Remember, pushblock is effectively disabled while a character is blocking an attack from an assist. Use this to mount an extended assault on an opponent via high-low mix-ups. For characters such as C. Viper and Taskmaster, the blockstun of Dark Hole may provide you with enough time to execute their unblockable attacks. For almost every character in the game, Dark Hole being blocked provides a setup for very strong combo opportunities - see the individual character sections for examples.

•Unfortunately, due to Dark Hole hitting 9 times, any combos started with Dark Hole will suffer a dramatic damage decrease due to scaling. It is easiest to start combos with Dark Hole when using a highly mobile character, or one with great reach. Dark Hole can be used as a combo extender under the right circumstances, but the actual extension is also limited for this same reason. As an upside, the large number of hits can lead to reset setups via air throw, as opponents usually recover very quickly after being hit by Dark Hole at the end of a combo. Alternatively, if your character can self-OTG, you can use Dark Hole as an easy way to hold your opponent while you snap in another character while still attaining respectable damage from your character’s combo. Dark Hole can also be useful for locking down incoming characters for long periods of time.

[URL=‘http://youtube.com/watch?v=kg0pqQ7j47U&t=01m16s’]B: Purification :l: (OTG)](‘http://youtube.com/watch?v=kg0pqQ7j47U&t=01m10s’)[URL=‘http://youtube.com/watch?v=kg0pqQ7j47U&t=01m16s’]

Details

Spoiler

Attack Data:
•Hits: 4
•Damage: 120,300

Frame Data:
•Startup Frames: 56
•Active Frames: 23
•Recovery Frames (This Assist): 103
•Recovery Frames (Other Assist): 73

Discussion:
•Spinning knockdown for the first 3 hits.

•5 sets of 3 low durability hit points.

•Purification is an awkward assist, primarily due to its 56 frame startup - this is nearly a full second of in-game time. This makes Purification awkward to use for its OTG effect outside of corners, and even in corners, you must finish your aerial combo as close to the ground as possible for Purification to OTG in time. Purification also fires your opponent straight into the air, far out of reach for many characters to follow-up with a combo. While it performs reasonably well against projectiles, it cannot be used on reaction to defend against them.

•On the positive side, Purification is rather wide, and it covers the entirety of the screen’s vertical axis. Outside of specialized character combos, Purification’s primary utility is in creating a pre-emptive wall to prevent characters who are airborne from closing in on you. This makes Purification a worthwhile consideration for keepaway-focused characters who have difficulty covering themselves from the heights. Similarly, Purification can be useful as an assist for characters with few or no options against opponents who like to stall in the air. Simply call Purification while standing on the grounds below, and they will be brought before you. Again, the one second startup time is considerable here, so this application is somewhat limited in practice.

C: Liberation - see the above list of Liberation Combinations.

Details

Spoiler

**Discussion: **
• All assists have a startup of the base attack plus 24 frames. Use this to gauge how long it will take for Dormammu to assist your point character when he possesses various Dark Spell combinations.

•Using Liberation as an assist will function as the normal move at all times. All Dark Spell charges will be consumes upon calling the assist, resetting the Dark Spell charges to zero for both Creation and Destruction. Dormammu must store Dark Spells while on point to perform anything other than 0D0C Liberations.

•Both Dormammu’s best and his worst assist, depending on the situation. 0D0C is objectively awful as an assist, but many characters are able to DHC into Stalking Flare and provide Dormammu both with enough time to charge 3 Dark Spells, and raw tag another character in, all without losing damage potential or putting a character in harm’s way. No other assist in the game comes near the power of any fully charged Liberation Dormammu has at his disposal, but your teams needs to be oriented around making use of it. See the Team Building section for a list of DHCs that allow Dormammu to build 3 Dark Spells.

General Strategy

A Word:
Dormammu is a strong zoning character with a lot of mix-up opportunities. In any given situation, Dormammu has a large list of strategies to choose from, and often none of them come out clearly ahead of the others without considering who your opponent, and what your team, are. If there is one thing that can be said for certain about Dormammu, it is that time is his friend. The difference between a Dormammu with three properly chosen Dark Spells stored and one without is worlds apart. The more experienced your opponent is, the more difficulty you will have in finding time to store Dark Spells; depending on your team and matchup, you may not have time at all.

What Dark Spells you want to store, and how you want to face your opponent with Dormammu, is a combination of personal taste and matchup knowledge.

Table of Contents:
Playstyles
Approach Methods
Hit Confirmation
Ranged Options
Cross-ups, Mix-ups, and Setups
Resets
Air Juggles
Running Away
X-Factor
Team Aerial Combos
Incoming Character Setups
Dark Spells and Liberations
Team Order

General Strategy, Page 2

Playstyles:
I believe Dormammu can be broken down into four distinct playstyles, each of which is suitable dependant on the team/character you are facing. These are conceptual playstyles; they are not something one should limit oneself by, but rather a way to guide your thoughts when figuring out how to handle specific matchups. Certain teams and characters are most vulnerable to certain styles of play. The ideal Dormammu play always merges all of these concepts into one whole. The worst Dormammu is a predictable Dormammu.

Tower Style

Spoiler

I call this Tower Style because it reminds me of turtling in RTS games behind a wall of Bunkers, slowly whittling down your opponent’s resources as you remain safe behind a wall of buildings. This style is best used against slower characters with either predictable movements or no means to inflict serious harm to you in the event that you misinterpret your opponent’s positional goals.

In the event that you guess wrong against your opponent’s position half a second from your input, you are likely in a position to be punished. If this is the case, cover yourself by canceling into Chaotic Flame if your opponent is near the ground, or Stalking Flare if your opponent is high up in the air. Likely, you will only get chip damage out of these, but losing a bar of meter is preferable to losing a character.

Aside from these issues, your biggest concern is Dormammu’s utter inability to play keepaway in the traditional sense. Dark Hole and Purification, hit or block, do not provide you with any space on their own. Flame Carpet helps deter your opponent’s advance, but doesn’t actually create space on its own. Dark Matter creates a little space, but it only covers the horizontal plane. To rectify this, you either need an assist that forces space between you and your opponent on block or hit, or get used to having to Mass Change away from your opponent once the distance is covered. You can also perform c.L, Flame Carpet block strings to force space.

Dark Matter is now cancelable into any of Dormammu’s specials or hypers in Ultimate, which gives it a much stronger presence in this playstyle. Instead of having to guess horizontally with each Purification or Dark Hole you put on the screen, you can throw out Dark Matter and then cancel into either of these specials, thus covering both axis. This is time consuming and has its own risks, but it’s a worthwhile strategy that helps ensure you preserve any space you have earned.

Sorcerer Style

Spoiler

As the name suggests, this method of play is all about Dormammu’s Dark Spells. Against some opponents, you are never quite safe enough to Tower Style due to your opponent’s punishment options, but your opponent also has no easy way to get past Flame Carpet and apply pressure to you. At more than a second from startup to completion for both Dark Hole and, sometimes you need a safer option while still zoning your opponent. Dormammu’s Dark Spells take half as much time to complete, and lead to big damage/chip that is still very safe.

Sorcerer Style utilizes Flame Carpet, Dark Matter, Dark Spells, and Mass Change frequently. Essentially, place a Flame Carpet, and spend the majority of your time charging Dark Spells, Liberating them when able, and refreshing Flame Carpet at every opportunity. Unlike Tower Style, you can deal damage from afar while remaining mobile with this strategy. Because you are not using Dark Hole and Purification to slow your opponent’s advancement, you will need to use Mass Change M frequently to create space between you and your opponent.

Which Dark Spells you charge is entirely a matchup-based decision. While 3D0C is without a doubt Dormammu’s most versatile Liberation, the payoff when it is blocked is very small - it doesn’t even provide frame advantage on block. On the other hand, 1D2C deals significant chip damage, still leads to a full combo on hit, and also provides you with enough frame advantage on block to charge two full Dark Spells without compromising yourself, placing you only one more Dark Spell away from another volley of meteors.

Dark Matter is now cancelable into any of Dormammu’s specials or hypers in Ultimate, which gives it a much stronger presence in this playstyle. Instead of canceling Dark Matter into offensive moves, like Purification, you can cancel it into a Dark Spell or two while your opponent has to deal with your projectile. This works best when combined with Dark Matter canceled into Purification to make your opponent more hesitant about moving forward. By utilizing Flight, you can also try to find time to charge your Dark Spells in the air now!

Phantasm Style

Spoiler

Since the day this game was released, and I saw the title “Phantasmagoric”, I knew it was for me. Phantasmagoric refers to the nature of something being chaotic and ever-changing, and a phantasm is an illusion. This playstyle is most effective against characters that are airborne often, or that do not have the ground mobility to punish your teleports easily.

This playstyle emphasizes the usefulness of Mass Change. Mass Change is this game’s safest teleport. It recovers faster than any other teleport in the game, and unlike other character-relative teleports, it places Dormammu at a healthy distance from his opponent when the L and M versions are used.

What do you after a Mass Change M or L is up to you. You have multiple rush opportunities, you can dash to the ground and place a Flame Carpet for defense, you can air dash upward and Mass Change again, go for an air throw, enter Flight, etc. The moves place you in a very versatile position. Now and then you may even risk a Mass Change H to pressure your opponent immediately. The point of the playstyle is to confuse and disorient your opponent, ideally with the help of assists to make your teleports more threatening.

With Dark Spells being chargeable in the air, and Liberation being performable in the air, there is good reason to mix in aerial Liberations in with your Mass Changes. By far, the most popular Mass Change is M, which means your opponent immediately suspects he must start blocking in the direction opposite of your current one once the Mass Change animation starts. Since aerial Liberations bring you straight to the ground, they can be good for messing with your opponent’s blocking.

Dark Matter is now cancelable into any of Dormammu’s specials or hypers in Ultimate, which gives it a much stronger presence in this playstyle. Instead of canceling Dark Matter into offensive moves, like Purification, you can cancel it into Mass Change M for a solo cross-up that is difficult to block. Performed properly, this will lead to a full combo.

Rush Style

Spoiler

Alright, it’s not the fanciest name, but it works. Rush style is just what it suggests: rushing constantly with Dormammu via superjumps into j.L, j.H, and j.S, combined with Mass Change and Flight to mix up your opponent’s ability to counter your approach. See the section entitled Approach Methods below for your various rushing opportunities. This section is primarily about why someone would play like this when Dormammu is such a capable zoner.

First, the rewards are great. If you play the zoning game, you have a long and difficult fight ahead of you. One slip up and Dormammu will probably get KOed. With rushing, you just need to do one thing right, and, assuming you have the resources, you just earned yourself a dead character.

Second: he’s good at it. Dormammu is no Magneto, but two of his air normal cross up, and his air dash lets him choose his angle of approach carefully. In the event you realize you are about to make a mistake, Mass Change can shift you to a more comfortable position.

Thirdly, Dormammu simply is not the best zoner in the game. Against some teleporters and keepaway characters, this simply is your best option.

Approach Methods:
Dormammu cannot cancel his dashes, making continued ground pressure nigh impossible;it is best for Dormammu to only use ground normals when either punishing an opponent’s attack or when outranging an opponent’s approach; I recommend checking the ever-evolving list of ways to outrange your opponent’s approach methods with Dormammu’s in the Matchup section.

Dormammu’s strongest method of approach is through the air. While airborne, Dormammu has access to his air dash, teleport, and flight - he is very mobile. Mixing up the timing of your descent helps make Dormammu’s aerial approach stronger. A combination of delaying your post-superjump air dash, entering flight and dashing, and using Mass Change makes your actual form of descent difficult to respond to reliably.

As for how to end your time in the air, j.M is only really useful as an air-to-air normal. It has excellent range, but does not cover the area below Dormammu well at all. j.L is only really useful if you are making a normal jump approach into tridash, and then chain it into c.L, or if you need to win an air-to-air conflict that you can’t outrange. In general, you are choosing between j.H and j.S when approaching your opponent from the air. Neither is clearly superior to the other, but rather, they are each situational. j.S comes out slower, but covers more of the area beneath Dormammu and causes more hitstun and damage. j.H comes out faster, and provides a very nice option select throw for Dormammu.

Hit Confirmation:
On the ground, c.M whiffs against a massive portion of the cast; while Dormammu now possesses a full magic series in Ultimate, you don’t always want to utilize it. For a good portion of the cast, your ground string ought to be c.L into c.H, followed by s.S if your opponent was hit or Flame Carpet if your attacks were blocked. If your opponent is susceptible to Dormammu’s full magic series, though, you ought to utilize it!

If you can manage it from an execution perspective, you might find it better to use s.H over c.H for blockstrings. While the damage and frame advantage on both moves is roughly the same, c.H can only lead into Flame Carpet or Dormammu’s launcher, and s.H can be canceled into Dark Matter, which can then be canceled into Mass Change, which then leads into much longer and more damaging solo combos. s.H also has less range than c.H, which is worth considering.

Additionally, against some opponents, Flame Carpet may not be your blockstring ender of choice. While it provides +4 frame advantage on block, Dark Matter is now special cancelable, which means you can end combos with Dark Matter into Dark Hole for +7 frame advantage instead of +4, as well as additional chip damage, meter gain, and spacing.

Regardless of your chosen method of approach, ending it in a Flame Carpet will always provide a bit of chip damage, is generally safe, and provides you +4 frame advantage on block, which is just enough time to perform a superjump or dash away from your opponent and create some space to ensure the match continues on your own terms.

General Strategy, Page 3

Ranged Options:
Dormammu has more ranged options than any other character in the game, because not only do you have to choose between charging Dark Spells, placing a Flame Carpet, using a Liberation, approaching with Mass Change, spending meter on Stalking Flare or Chaotic Flame, and firing Dark Holes or Purifications, but with the massive startup time on the latter of these options, you have to think about where you place them as well! Now, with Ultimate, you even have an additional level of complexity, in that Dark Matter can be canceled into any of the above!

Both Dark Hole and Purification have roughly a half-second of startup time. For many characters, an aggressive approach, combined with a misplaced hole or pillar, is enough time to start a full combo against Dormammu. Knowing your matchup and the consequences for a whiffed Dark Hole or Purification is essential. These are very powerful, but very slow and punishable moves. The rewards for your success here are meager, and the risks are often massive.

Flame Carpet is rarely a bad choice, but it may not be a good choice; depending on your opponent, it may not even last until you need it, as it expires after 3 seconds, and it may dissipate if your opponent hurts Dormammu during your ranged war. Liberations are such a complex issue that I will leave commentary to this: you took the time to store three full Dark Spells; it’s not an easy task. Take care before expending them, make the effort worthwhile. If you are looking for additional information about Liberations, a full section has been devoted to them within the General Strategy section.

In almost every situation, finding time to store Dark Spells should be a primary goal of yours, as every Dark Spell combination takes Dormammu’s damage and control options to a new level of power. For specifics on which Liberations are most appropriate for any given situation, consult the individual discussion sections for each Liberation as well as the Liberation portion of this section. However, when choosing to store Dark Spells, you are foregoing other opportunities: Flame Carpet, Dark Hole, Purification, Dark Matter, Mass Change cross-ups, etc.; these are all worth considering in every situation, and thus the big question when playing Dormammu becomes: “when do I do what?”

Additional Reading. – some of this is outdated, but the information is still worth considering.

Cross-ups, Mix-ups, and Setups:
Dormammu has no ground-based mix-ups; he has no standing overhead. However, Dormammu can cancel any of his normals into Mass Change, which puts Dormammu in a position to use a high attack. The real threat of this cancel is not the high/low mix-up, though, but the potential to cross-up your opponent by calling an assist beforehand. Dormammu’s easiest, and still strong, method of crossing-up an opponent is through calling an assist, and then using Mass Change M. Check the Team Building section for what assists provide a strong opportunity for utilizing this option. From Mass Change H, an air dash in either direction can make your attack difficult to block, but this is time consuming and dangerous without the cover of an assist.

If you have space between you and your opponent, Flame Carpet can potentially set up an unblockable against a grounded opponent, but the spacing is very precise. After placing Flame Carpet, Mass Change M, and your subsequent air attack, which hits high, will knock your opponent into Flame Carpet, which hits low. This is generally not something to rely on, but instead a potential setup to keep in mind during play.

As was said before, Dormammu cannot reliably apply ground pressure. Luckily, Dormammu’s strongest mix-up and cross-ups both originate from his air approach. Dormammu’s only real mix-up is his trijump j.L into c.L. The j.L can be performed at his lowest jump height required for an air dash; superjump to reach this height faster. Properly performed, this mix-up is difficult to block reliably. Its downside is that, with Dormammu being such a slow character, the trijump into j.L takes a while to perform relative to your opponent’s options, and the j.L has very weak range for an approach option. Thus, it is best to save this mix-up for when your opponent is pinned by an assist, or on your opponent’s wake-up.

Dormmamu’s strongest cross-up is without a doubt his superjump followed by a down-forward air dash, and then j.H or j.S. When properly performed, Dormammu’s angle and speed of approach make this setup very difficult to respond to beyond blocking. Dormammu switches sides almost immediately before attacking, and thus your opponent does not have time to place his own attack in the proper direction to counter your approach. The approach is also safe on block, and works on the game’s entire roster. As an extra bonus, using j.H provides you with an option select if your opponent attempt to meet you in the air, and Dormammu’s air throw leads to a full combo. j.S can be used instead of j.H, but you will need to delay more before your air dash, and the angle of its effectiveness is different.

Resets:
Dormammu is, in all situations, able to combo off of his air throw, and he has a good number of ways for setting up those air throws for a reset. The first is the most obvious: after using Chaotic Flame in the corner, you can air throw your opponent upon his recovery. Depending on your opponent’s hitbox and height at the end of Chaotic Flame, you may need to link a s.L afterward before the air throw - you can always link an s.L after Chaotic Flame in corners. If you want to be cheap with meter, you can even just Purification your opponent and then air throw him after he recovers.

When air comboing an opponent, you can try for a reset either by using a weak attack like s.L, waiting for your opponent to recover, and then air throwing him, or by doing a standard sj.M, sj. M, sj.H series, canceling into Flight, and then air throwing your opponent. Obviously, you want to use this sparingly, and typically only during a relaunch, otherwise the damage versus risk is generally not worthwhile.

Any time you are about to relaunch your opponent, you have an opportunity for a reset. s.H props your opponent to the perfect height for an air throw, and also recovers quickly. In corners, when relaunching, you can do Dark Matter, c.M, and instead of canceling c.M into s.S, wait for a moment and air throw your opponent. c.M can be replaced with s.H, and you can omit the Dark Matter to throw your opponent off a bit.

Dormammu has many more reset options, but they are all team-dependent. The above situations are nigh-universal, since Dormammu can relaunch with the vast majority of the game’s assists.

To keep your opponent from mashing to tech your air throw, you need a secondary threat: an air combo.

General Strategy, Page 4

Air Juggles:
This section is not about air combos after a launcher, but rather what sorts of things Dormammu can do to an airborne opponent outside of a launcher. Dormammu can juggle an airborne opponent using a combination of j.L, j.H, j.S, j.M, j.M, j.S, and j.M, j.H, j.S. Which of these to use, and how many repetitions you can do before your opponent recovers, is largely dependent on your opponent’s character and his character height.

j.L has almost no effect on your opponent’s height.
j.M knocks your opponent slightly upward.
j.H knocks your opponent noticeably upward.
j.S knocks your opponent noticeably downward.

Learn the proper combinations to maintain your opponent’s air position for juggling, and then link into c.M or c.H when you are ready to transition the combo to the ground.

At higher altitudes, Dormammu can cancel j.H into Flight and perform some extended fly combos. Consult the Combos and Gameplay section for examples of your options.

Running Away:
Dormammu is one of only two characters in the game with an 8-way air dash, flight mode, and teleport; the other is Phoenix. This means Dormammu is tied for having the most mobility options in the game’s cast. Unlike Phoenix’s teleport, Dormammu’s comes with an option to place him at a convenient distance away from the opponent’s character - right out of strike range for most opponents, but right within yours, and is difficult to air throw on reaction, unlike Dante’s predictable Air Trick.

With all of these options, plus Flame Carpet, Dormammu is without a doubt one of the best characters in the game at running away from an opponent, though he is not necessarily able to possess an offense while doing so. Why does this matter?

It helps in running down the clock when you have a life lead, and it helps get Dormammu out of troublesome situations, but the most notable use for Dormammu’s unpredictable and largely safe mobility options is waiting for your opponent’s X-Factor to disappear to run out after it has been used out of desperation. Unlike many characters who simply have to risk blocking or fighting, Dormammu is able to evade his opponent’s approaches. Plus, since Dormammu’s normal offense works in a similar manner, you are always maintaining the threat of an offensive approach against your opponent - you are always just a Mass Change away.

X-Factor:
Dormammu has a ton of usages for X-Factor. His level 1 X-Factor is not impressive, but it can be used to greatly enhance the damage and meter gain on a post-launch 2D1C or 1D2C, both of which lead to a full combo in X-Factor, or to extend a Chaotic Flame into a second Chaotic Flame plus whatever your situation allows you to combo in before it. If you want to burn his level 1 X-Factor, it’s probably to kill a particularly troublesome character with a rare opportunity you found, or to cover an error of yours.

If you are down a character, particularly a character Dormammu uses for Mass Change cross-ups, using X-Factor after a Stalking Flare can replace that character’s function once from anywhere on the screen, and leads into a full combo that is guaranteed to kill your opponent if you have the meter available and the cross-up is successful.

New to Ultimate, Dormammu can now X-Factor cancel Flame Carpet. You can use this to solo relaunch with Dormammu and deal big damage. In corners, relaunching too soon, or placing your Flame Carpet too far off-screen, can cause your opponent to bounce on it when landing after your relaunch, which causes your combo to drop.

At X-Factor level 3, Dormammu receives a massive 80% damage boost; Stalking Flare combined with 5 bars of meter can deal over a million damage in chip alone without considering the benefits of Advancing Guard. It is not at all unreasonable to spend a few meters in this fashion if it will result in a dead character. Take care to not expend all of your meter unless it results in a won match, however; the threat of a level 3 X-Factored Chaotic Flame will change how your opponent plays, and in your favor. The major shortcoming of holding off on X-Factor for solo Dormammu is that many of the boosts he gains are chip damage related, and thus an opponent activating X-Factor negates much of your strategy. Dormammu is not particularly good at maintaining rushdown pressure, and is among the less able characters when it comes to getting a hit in solo.

Team Aerial Combos:
When TAC exchanging into Dormammu, he has the ability to ground himself and freshly launch an opponent. Immediately after engaging in a TAC attack, immediately after Dormammu performs his automatic attack while coming onto the screen, airdash to the ground. This will work when TACing up, left/right, or down, but the timing is more difficult when Dormammu comes in higher off the ground.

Alternatively, Dormammu is able to combo two Dark Holes after a TAC in any direction while still having the opportunity to OTG. You can see a video of this concept in action here.

General Strategy, Page 5

Incoming Character Setups:
Since Flame Carpet now disappears if Dormammu gets hit, Dormammu’s setups are significantly weaker. They’re still good, though, and Dormammu is one of the few characters in this game that can create solo cross-ups, and even unblockables, if you know what you are doing and the stars are aligned in your favor.

Flame Carpet provides Dormammu with his strongest setups. In nearly every case, it’s a good idea to place Flame Carpet before a fresh character enters the screen. After placing Flame Carpet, depending on your time, positioning, and matchup, you have a few options:

  1. Trijump into j.H or j.S. If you choose this option, your goal is for your opponent to be landing on Flame Carpet right as you pass over the center of his/her character, which makes blocking Flame Carpet a true 50/50. If you positioned Flame Carpet properly, your opponent may also have problems blocking both Flame Carpet, which hits low, and your aerial attack, which hits high. If you performed the setup perfectly, this is an unblockable attack. It’s pretty rare to have the grace of perfection, though. Using j.H can give you the additional benefit of possibly air throwing your opponent.

  2. Mass Change M. This is generally inferior to the trijump j.H/j.S option, but where it shines is against characters that have strong aerial anti-airs, like Haggar’s pipe and Hulk’s j.S. Against these characters, it can be risky to be air dashing above their heads. They have no way to attack behind them though, and so placing Flame Carpet, followed by Mass Change M, provides you with a weaker but still worthwhile mixup on them as incoming characters.

  3. Dark Hole. Using Dark Hole on an incoming character works best when your opponent’s character is in a corner. If you have time, the ideal setup is to place Flame Carpet, enter Flight, and then Dark Hole pre-emptively so your opponent is forced into its hitbox as he/she enters the screen. Hit or block, your opponent will be forced to the ground, into Flame Carpet. By itself, the Dark Hole setup is not a character killer. Instead, it’s Dormammu’s best way to ensure that a mobile incoming character has to stay in the corner, and it leaves Dormammu with a lot of frame advantage to follow the setup with additional mix-ups, especially if he has a pinning assist to force his opponent into a blocking situation while huddled in the corner.

  4. Dark Spells. This is primarily applicable against a Sentinel player with meter, particularly if Sentinel has level 3 X-Factor available. Hard Drive will simply smother all of the above setups, though it’s extremely difficult for Hard Drive to beat the Dark Hole scenario. In this scenario, you just want to use the time you have to get three Dark Spells ready, because it’s your only safe option, and it’s still a good one. 1D2C and 2D1C are particularly good if you want to continue to apply corner pressure in the event your opponent decides against using Hard Drive as he comes in. This can also be a good choice if you are far away from the screen side your opponent will come in from, and thus options 1-3 cannot be capitalized on, or if you would prefer to stick to pure zoning on whichever character is coming in.

Dark Spells and Liberations:
Dark Spells are quick to store, and the rewards are massive. Regardless of how you play Dormammu, Dark Spells and Liberation should be a core part of your gameplay. Check the Dark Spells section for advice on how to create situations where you can charge Dark Spells safely; ideally, you are not sacrificing opportunities to charge them, but the utility gained from a fully stocked Liberation is generally worth the sacrifice anyway.

Check the below video out for some ideas on how you can charge Dark Spells without sacrificing momentum:
Charging Dark Spells Mid-Combo

Against many opponents, a combination of back dashes, your assist(s), Mass Change, Flight and Flame Carpet can provide you with the time to charge your Dark Spells; Dormammu is arguably one of the best runners in the game. If you currently enjoy the opportunity to throw out several Purifications or Dark Holes against your opponent, strongly consider charging Dark Spells instead; the trade-off is generally worth it.

The proper Liberation always depends on your knowledge of the matchup as well as your own personal goals and playstyle. When building up to your destined Liberation, consider which intermediate Liberations would be most useful for your team and matchup.

3D0C

Spoiler

3D0C is best used as a full-screen attack below superjump height that is made predictively on your opponent. Why predictively? With both 1D2C and 2D1C both effecting the screen regardless of interruptions during their startup and active frames, 3D0C is much weaker as a punishment option now. At 15 frames of startup, 3D0C is also slower than Chaotic Flame, but essentially functions as a meterless Chaotic Flame.

3D0C is really only desirable as a punishment option if your opponent intends to zone you from full-screen below superjump height. In these instances, the quick startup of 3D0C allows you to catch most ranged attacks during their startup frames, and then you can follow up for some big damage. While 2D1C is better as an anti-air, the inability for characters to block during air dashes can make 3D0C a reasonable option for this purpose if you also want to shut down your opponent’s ranged game.

In a sense, you want to pick 3D0C if you are looking to catch your opponent off-guard and/or force him to play a much more cautious game. Aerial Liberations can make 3D0C even more unpredictable. 3D0C also hits OTG and leads to relaunches in corners, which makes it a viable consideration if you want a little extra damage during your combos. If your opponent is in or near a corner, 3D0C canceled into Stalking Flare will provide Dormammu with enough time to charge three fresh Dark Spells as well.

In Summary…
Pros:
•Fast and difficult to predict, which makes 3D0C good for surprising opponents.
•Beats pretty much everything but projectile invincible moves and high priority projectiles (hypers).
•Possessing 3D0C causes your opponent to cease much of the behavior that made 3D0C desirable.
•Very comboable, and possibly self-sustaining if used mid-combo near corners.

Cons:
•If blocked or whiffs, 3D0C was essentially a huge effort for very little benefit.
•Without particular assists, leads to the least follow-up damage among your options.
•Possessing 3D0C causes your opponent to cease much of the behavior that made 3D0C desirable.

1D2C

Spoiler

1D2C is Dormammu’s choice Liberation for harassing opponents via chip damage, and for three reasons. First, it deals good chip damage. Second, now that 1D2C comes out as long as Dormammu completes his first startup frame (i.e. pretty much always), 1D2C is really hard to counter. Third, 1D2C provides enough frame advantage on block for Dormammu to safely charge two Dark Spells, placing him just one Dark Spell away from another 1D2C, and thus more chip damage.

1D2C covers the middle of the screen well, but just barely hits in front of Dormammu and at the extremity of the side opposite to him. The meteors are also random, which means they may not hit either of these sections at all. Because of this, if you want to use 1D2C’s 1-frame activation as a way to punish your opponent’s hypers on startup, it’s best to keep your opponent within the suitable range of this move. 1D2C also covers a small portion of the screen at superjump height very well, making it a strong anti-air.

1D2C can also be jump-canceled into after a launcher for big damage, can OTG an opponent after an aerial series, and if you have 1D2C saved up after DHCing into Stalking Flare from particular setups, you can link into 1D2C from the Stalking Flare into even more damage, depending on your preference and hitstun decay.
In Summary…
Pros:
•Excellent for punishing hypers.
•Provides a ton of frame advantage on block, which allows you to achieve 2/3 of another 1D2C.
•Very comboable, with many nice team-dependent setups.

Cons:
•Only covers the middle portion of the screen properly.
•You need to be willing to trade damage with your opponent to get full use out of 1D2C.

2D1C

Spoiler

2D1C covers the area directly in front of Dormammu very well, and also showers a few meteors directly behind him. It has poor range, and it does not lead to anything damaging on its own without meter expenditure or proper assist usage. In Vanilla, 2D1C was Dormammu’s second least useful Liberation, and with good reason: it’s not very flexible. In Ultimate, 2D1C is still the least flexible of Dormammu’s Liberations, but with its guaranteed activation after 1 frame of startup it now has a strong, defined role in his game:

2D1C is Dormammu’s only “get off me” move, and it’s also arguably the best one in the game. 2D1C causes a hard knockdown on hit, and on block it provides enough frame advantage to let Dormammu back off or mix up his opponent. If your opponent attempts to do anything between the spike’s eruption and the follow up meteors, he will probably be hit, and you score a free combo. Of course, your opponent will not frequently give you time to call 2D1C at the most opportune moment. Make good use of aerial Liberations to drop a nigh unstoppable bomb next to your opponent.

Like 1D2C, 2D1C can be jump-canceled after launching for solid damage, but the results are somewhat inconsistent based on the distance between you and your opponent when the launcher is performed. Ideally, you want the tip of the spike to be directly under your opponent’s hitbox, but more typically your opponent will be off-center, and thus only half of the meteors will hit. This leaves your opponent on the ground for a very long time, which allows for OTG follow-ups that may not normally be possible during a standard combo series.

Pros:
•Very comboable.
•One of the best “get off me” moves in the game.
•Is extremely safe on block, and tends to be safe on whiff when used intelligently.

Cons:
•Poor range.
•Poor damage outside of combos.
• You need to be willing to trade damage with your opponent to get full use out of 2D1C.

0D3C

Spoiler

This entry is underwhelming because the Dormammu community overwhelmingly feels 0D3C is as well. 0D3C stops jumping, but only for 300 frames (5 seconds), and the move is blockable. This can be useful for specific team setups, such as tagging in another character for an unblockable, but the fruits are questionable for an effort. In all cases, it seems as though if one could build 0D3C, regardless of its follow-up setups, one would be better off in simply building a different Liberation combination. So, it’s not that 0D3C is useful, but rather that Dormammu’s other options are all significantly better.

Of course, the state of the game is constantly changing. If you’re aware of some really amazing uses for 0D3C that have been missed, share them! I am sure the rest of the Dormammu community would love to have reasons to consider this option over its siblings.

Team Order:
This section is in the General Strategy portion of the guide, rather than the Team Building section, because it does not deal with specific team compositions. Proper team composition can go a long way to mitigating some of the cons of each below position, and can even destroy some of his pros. Thus, this is more about thinking about what makes Dormammu what he is, and how his position in a team can detract from or benefit his abilities.

First

Spoiler

Dormammu benefits a lot from assists. He is a good character, but he has holes. Filling holes in a character’s game is the essential job of an assist. Dormammu has mixups, but he can’t perform them well alone. He has a really good teleport, but no way to easily capitalize off of it. Dormammu can cover the y-axis really well, but not the x-axis. His zoning deals a lot of damage, but he’s not very good at keeping characters away from him. Assists can fix all of these shortcomings.

As any good (or even bad) Dormammu player knows, Dormammu loves meter. The more meter he has to burn, the stronger he is. The primary weakness of Dormammu being your first character is that he only starts with one bar of meter. Of course, with the proper team setup, that problem disappears once you get your first hit in.

Also worth considering is that Dormammu likes space. Even rushdown Dormammu likes space, because it takes space to set up trijumps – you don’t do them when your opponent is in your face. Dormammu on point does not get to start with space against characters like X-23. This may or may not bother you, but it’s worth considering.

Second

Spoiler

The only weakness in placing Dormammu second is that he will generally only benefit from one assist. Otherwise, placing Dormammu second rectifies all of the weaknesses had in placing him either first or third, assuming your third character has a good assist to make your team function smoothly. While it’s a technical weakness that Dormammu has to survive a mixup as he comes in if your point character dies, that’s not a weakness particular to Dormammu. In fact, between an 8-way air dash, flight, and a teleport, Dormammu is among the characters most capable of surviving such setups.

As your second character, Dormammu can make use of an assist to cover his offensive weaknesses. While you may need to cover some ground to make up for failings with your first character, Dormammu does not need to destroy the entire opposing side via X-Factor, so you can play him with some patience, which he benefits from. If you want to use X-Factor, Dormammu’s level 2 X-Factor is still very strong.

Third

Spoiler

Dormammu is already among the best chip damage characters in this game. Level 3 X-Factor gives him an 80% damage boost, which means, with meter, he can chip out a whole team. Just spamming Stalking Flare with 5 bars will put out over a million damage, and Chaotic Flame punishes/pre-emptives start taking away more than half of your opponent’s life bar.

The downside of this, of course, is that your opponent can just save X-Factor for Dormammmu. If you get outplayed and lose your first two characters, when your comeback opportunity is significantly diminished if your chip damage barrage can simply be turtled through. If your opponent can confidently turtle, then Mass Change is also not particularly threatening, since it’s easy to turtle while waiting to air throw punish a teleport. This essentially reduces Dormammu to rushdown mode, and his only worthwhile tools are Dark Matter canceled into Mass Change M, which will probably not be helpful if your opponent is spamming superjumps while turtling.

Dormammu is not good at chasing opponents. He has one of the slowest dashes in the game, and his 20% speed boost in level 3 X-Factor doesn’t do much to change that. What makes characters like Wesker particularly terrifying during level 3 X-Factor is that there is no defense against them; if you superjump, Wesker gets a free cross-up from underneath you; if you turtle, Wesker has a 1-frame command throw. Dormammu does not have these tools to make your opponent worry about his rushdown offense. He doesn’t have strong mix-ups against opponents dedicated to a defensive position. If your opponent decides to turtle while superjumping, you will likely find yourself doing a superjump dance with him in a desperate attempt for air throws that will likely be teched anyway.

Most of this is a “worst case scenario”. Anyone who has run Dormammu on anchor under favorable conditions knows that he’s plenty scary as an anchor. Working in Dormammu’s favor, outside of chip damage, is that he can set up solo mixups on incoming characters, so if you kill one character, there’s a good chance that you’ll kill another, and maybe a third, too. Stalking Flare can provide him with free combo opportunities if your opponent wants to superjump away from you over and over, and Mass Change guarantees that your opponent is never completely out of your reach.

In my opinion, a good anchor, unless it has the ability to kill entire teams regularly during level 3 X-Factor, ought to have a great assist for the entire team to benefit from. Why else put the character last? Unfortunately, Dormammu’s assists are not the sort that generally give one’s team a “complete” feeling. Liberation is highly situational, Purification either combo material or defensive in nature, and Dark Hole, while solid, is still relatively low on the list of assists that make whole teams function smoothly. It doesn’t help that the characters with assists to make your team function smoothly also frequently make better use of level 3 X-Factor outside of chip damage considerations.

Team Building

A Word:
When building a solid team, there are six questions to be asked in no particular order of importance:

  1. What assist-based synergy exists between the characters.
  2. What DHC-based synergy exists between the characters.
  3. How able your team is at handling a variety of opposing strategies.
  4. Whether the structure and order of your team is solid (point/battery/assist/anchor/etc.).
  5. Whether your THC synergizes well; this is generally an afterthought.
  6. Whether special TAC opportunities exist.

If you are new to building a team in UMvC3, you may find my team building guide helpful:
Team Building Guide

The character sections below cover, to the best of my ability, 1, 2, and 6. The others are too team-specific, rather than partner-specific, and are thus beyond the scope of this guide. These sections are ever-evolving; please do not hesitate to contribute, as it is a massive task to take on alone.

All DHCs are performed after a basic magic series combo for testing. If there are special considerations given to a DHC outside of a combo situation, then it will receive the necessary notation as listed below. For DHCs out of Stalking Flare, all tests are done by launching an opponent and then canceling the launch animation into Stalking Flare, unless the associated notation declares otherwise.

As of December 27, 2012, I have decided to add gameplay of solid Dormammu players playing with the various characters in this game. This will be more or less helpful depending on the exact team structures being used, but I am confident that this is worth including. If you know of a gameplay video that would help others learn Dormammu’s team synergies, please point it out to me.

Hyper Combo Synergy Legend:
(+) - The DHC can occur in full with either no or little damage lost from most positions.
(~) - The DHC requires strict timing, is inconsistent, or may not function under heavy hitstun decay.
(-) - The DHC is not possible without sacrificing considerable damage on one of the hypers.
© - The DHC only takes place when the starting hyper combo takes place in or near a corner.
(d) - The DHC allows Dormammu time to charge several Dark Spells.
(b) - The DHC can allow a hyper which would normally not connect alone due to travel time to do so.
(f) - The DHC does not connect on its own, but a second DHC can make the hypers connect.
(u) - No direct damage-based connection takes place, but your new point is left in a profitable situation.

Team Building, Page 2

Akuma (Partner)

Spoiler

Akuma Assists:
•Gohadoken: Allows Dormammu to relaunch in corners. Helps with horizontal space control. Allows Dormammu to cross-up with Mass Change M when called beforehand.

•Tatsumaki Zankukyaku: Allows Dormammu to relaunch in corners. Allows Dormammu to cross-up with Mass Change M when called beforehand at short distances, and will carry your opponent back to you for a full combo. Tatsumaki Zankukyaku’s blockstun can also provide you with enough time to use Dormammu’s j.L, c.L tridash mix-up.

•Hyaki Goju: Allows Dormammu to relaunch anywheree. One of two assists in the game which must be blocked high, allowing Dormammu to set up unblockables. However, the timing on the assist makes it very difficult for the setups to be used in practice.

Akuma to Dormammu DHCs:
•Messatsu Gouhadou -> Chaotic Flame (+)
•Messatsu Goshoryu -> Stalking Flare (+)(d)

Dormammu to Akuma DHCs:
•Chaotic Flame -> Messatsu Gouhadou(+)

General Tips and Tricks:
•Akuma has a standing overhead command normal, and a thin character frame. If you can get your opponent locked down in Dark Hole, you can move him into the Dark Hole and try for high-low mix-ups. This is especially effective because your character’s attacks are partially covered by the Dark Hole, obscuring your opponent’s vision from what attacks you are using.

Dormammu to Akuma DHC interactions against opposing hypers when trying to make Stalking Flare safe: here.

Amaterasu (Partner)

Spoiler

Amaterasu Assists:
•Solar Flare: An absolutely worthless assist as far as is known by anyone. A considerable startup time and very few active frames make it unlikely that you will be able to use this assist to achieve its intended goal.

•Cold Star: Allows Dormammu to relaunch from anywhere on the screen. Allows Dormammu to cross-up with Mass Change M when called beforehand. Cold Star’s blockstun can also provide you with enough time to use Dormammu’s j.L, c.L tridash mix-up.

•Bloom: The meter gain really is superb, but it means having to essentially play Dormammu without direct assist support a good portion of your matches. Dormammu is also not particularly strong at protecting Amaterasu. Bloom is more vulnerable and slower to recover than Morrigan’s Dark Harmonizer.

Amaterasu to Dormammu DHCs:
•Okami Shuffle -> Chaotic Flame (+)

Dormammu to Amaterasu DHCs:
•Chaotic Flame -> Okami Shuffle (+)
•Stalking Flare -> Vale of Mist (u)

General Tips and Tricks:

Gameplay:
F. Champ (Magneto/Dormammu/Doom) vs. Zak Bennett (Firebrand/Dormammu/Amaterasu)
Zak Bennet (Firebrand/Dormammu/Amaterasu) vs. PR Balrog (Dante/Vergil/Hawkeye)

Arthur (Partner)

Spoiler

Arthur Assists:
•Heavenly Slash: Allows Dormammu to relaunch in corners.

•Dagger Toss: Allows Dormammu to relaunch anywhere. Helps with horizontal space control. Allows Dormammu to cross-up with Mass Change M when called beforehand. If you perform c.L into c.H and then Mass Change M, Dagger toss will keep your combo going; from here you can perform Dormammu’s air loops.

Dagger Toss’ blockstun can provide you with enough time to safely perform Dormammu’s j.L, c.L tridash mix-up.

•Fire Bottle: Allows Dormammu to relaunch in corners. Fire Bottle’s blockstun can also provide you with enough time to use Dormammu’s j.L, c.L tridash mix-up.

Arthur to Dormammu DHCs:
Goddess Bracelet -> Chaotic Flame (+)

Dormammu to Arthur DHCs:
Chaotic Flame -> For the Princess (+)
Stalking Flare -> Armor Summon (u)

General Tips and Tricks:

C. Viper (Partner)

Spoiler

C. Viper Assists:
•Thunder Knuckle: Anti-air with no invincibility. Good for Crossover Counters since it can lead to a full combo. Can be very helpful for creating space for Dormammu in his weak spot, directly above himself, and also the space immediately in front of him. Can combo into Purification if timed properly. Can also provide time to lay down defenses or store Dark Spells on a successful hit.

•Seismic Gunner: Allows Dormammu to relaunch anywhere. Call Seismic Gunner before OTGing with Purification into Chaotic Flame for a little extra damage. If you throw Dark Matter immediately before Seismic Gunner is called, it will connect; this can allow Dormammu to gain a charge mid-combo in corners.

•Burning Kick: Allows Dormammu to relaunch in corners. One of two assists in the game which must be blocked high, allowing Dormammu to set up unblockables. However, the timing on the assist makes it very difficult for the setups to be used in practice.

C. Viper to Dormammu DHCs:
•Burst Time -> Chaotic Flame (+)
•Burst Time -> Stalking Flare (+)(d)
•Emergency Combination -> Chaotic Flame (+)
•Emergency Combination -> Stalking Flare (+)(d)

Dormammu to C. Viper DHCs:
•Chaotic Flame -> Burst Time ©(+)
•Chaotic Flame -> Emergency Combination ©(+)

General Tips and Tricks:
•Use Dormammu’s Dark Hole assist to create enough blockstun to land C. Viper’s unblockable Focus Attack.

•With Dormammu on point, after launching, considering TACing to C. Viper instead of ending with the usual Purification into Chaotic Flame. After the TAC, use C. Viper’s Burst Time, and then DHC into Dormammu’s Stalking Flare. This will provide you with enough time to gain 3 Dark Spells, all while retaining Dormammu on point!

•After DHCing from Burst Time to Stalking Flare, consider building up the charges for 1D2C. The next time you Burst Time into Stalking Flare, 1D2C can connect off of Stalking Flare, which then leads into a Dark Hole, Chaotic Flame. 1D2C and Dark Hole build nearly a full bar of meter together, so this additional damage pays for itself.

Captain America (Partner)

Spoiler

Captain America Assists:
•Shield Slash: Allows Dormammu to relaunch from anywhere. Helps with horizontal space control. Allows Dormammu to cross-up with Mass Change M when called beforehand.

•Stars and Stripes: Anti-air with no invincibility. Can be very helpful for creating space for Dormammu in his weak spot, directly above himself, and also the space immediately in front of him. Can combo into Purification if timed properly. Can also provide time to lay down defenses or store Dark Spells on a successful hit.

•Charging Star: Allows Dormammu to relaunch in corners. Possesses projectile invincibility and knock opponents away, making it a solid space-creating assist. Causes a hard knockdown, from which Dormammu can follow up.

Captain America to Dormammu DHCs:
•Hyper Charging Star -> Chaotic Flame (+)
•Hyper Charging Star -> Dark Dimension (+)
•Hyper Stars and Stripes -> Chaotic Flame (+)
•Hyper Stars and Stripes -> Dark Dimension (-)
•Hyper Stars and Stripes -> Stalking Flare (+)(d)

Dormammu to Captain America DHCs:
•Chaotic Flame ->Hyper Charging Star (+)©
•Chaotic Flame -> Hyper Stars and Stripes (+)©
•Chaotic Flame -> Final Justice (+)©

General Tips and Tricks:
•When using Charging Star, call Dark Hole beforehand. If your spacing is proper, Dark Hole will hold your opponent long enough for you to be able to launch him into a full combo. If your Charging Star whiffs, Dark Hole will make it safe.

•When performing Captain America’s normal magic series, call Dark Hole and then Cartwheel. This allows you to perform mid-screen Shield Slash loops in situations where you would normally not be able to due to screen positioning.

•When using aerial Shield Slash, call Dark Hole. At the proper distance, Shield Slash will drag your opponent into Dark Hole, allowing for a full combo.

•During combos, call Dark Hole right before you use Charging Star toward the end for some extra damage.

Chris Redfield (Partner)

Spoiler

Chris Redfield Assists:
•Combo Punch: Allows Dormammu to relaunch in corners.

•Gun Fire: Allows Dormammu to relaunch in corners. Helps with horizontal space control. Allows Dormammu to cross-up with Mass Change M when called beforehand.

•Grenade Toss: Allows Dormammu to relaunch in corners.

Chris Redfield to Dormammu DHCs:

Dormammu to Chris Redfield DHCs:

General Tips and Tricks:

Chun-li (Partner)

Spoiler

Chun-li Assists:
•Kikoken: Allows Dormammu to relaunch in corners. Helps with horizontal space control, but does not reach full-screen. Allows Dormammu to cross-up with Mass Change M when called beforehand.

•Tenshokyaku: Anti-air with no invincibility. Can be very helpful for creating space for Dormammu in his weak spot, directly above himself, and also the space immediately in front of him. Can combo into Purification if timed properly. Can also provide time to lay down defenses or store Dark Spells on a successful hit.

•Hyakurestu Kyaku: Allows Dormammu to relaunch from anywhere, with enough time to charge a Dark Spell in corners. Hyakuretsu Kyaku’s blockstun can also provide you with enough time to use Dormammu’s j.L, c.L tridash mix-up.

Chun-li to Dormammu DHCs:

Dormammu to Chun-li DHCs:

General Tips and Tricks:

Dante (Partner)

Spoiler

Dante Assists:
•Jam Session: Allows Dormammu to relaunch from anywhere, with enough time to charge a Dark Spell in corners. If your opponent benefits from high hitstun degradation, instead of relaunching from Jam Session, you can connect a Dark Matter, Dark Hole/Purification combination instead.

After a Mass Change M, Dormammu can call this assist while using j.M during his descent, and this leads to a full combo. Jam Session holds your opponent long enough for you to combo off of it from anywhere on the screen via Mass Change M. This makes it very useful for mindgames, as you can call Jam Session while superjumping toward or away from your opponent; Jam Session will cross-up if you are close enough on a forward jump, and then you can Mass Change L to place yourself for a full combo after it finishes. Jam Session also makes the very unsafe Dark Matter much, much safer. Jam Session’s blockstun can also provide you with enough time to use Dormammu’s j.L, c.L tridash mix-up. Jam Session provides a much-needed method for Dormammu to push back those who approach him; Purification and Dark Hole merely slow down opponents, they cannot stop them.

In corners, you can call Jam Session while OTGing with Purification, and this can allow you to combo into Stalking Flare. Timed properly, this will allow Dormammu enough time to gain 3 Dark Spell charges.

If you call Jam Session at the same time you lay a Flame Carpet, and Flame Carpet connects, it will combo into Jam Session, which then leads into a full combo.

Jam Session also provides for some interesting reset possibilities. Performing a Flame Carpet OTG with Jam Session, instead of relaunching, mix up your opponent with Mass Change. [Example.](’ http://www.youtube.com/watch?v=kIkWhOCOfyE’)

•Crystal: Allows Dormammu to relaunch in corners.

•Weasel Shot: Allows Dormammu to relaunch anywhere. Helps with horizontal space control. Allows Dormammu to cross-up with Mass Change M when called beforehand.

Dante to Dormammu DHCs:
•Million Dollars -> Chaotic Flame (+)
•Million Dollars -> Stalking Flare ©(d)

Dormammu to Dante DHCs:
•Chaotic Flame -> Million Dollars (-)(~)
•Stalking Flare -> Devil Trigger (u)

General Tips and Tricks:
•With Dormammu on point, using an assist that makes him use Chaotic Flame as his THC hyper, Dante’s Million Dollars will last much longer than your own hyper. You have an abundance of time to build Dark Spells, or, if your opponents hitstun is low, you can Mass Change M, and Dante’s last shot will place your opponent in a perfect position for you to launch into a full combo.

•When OTGing with Dante via Cold Shower -> Prop Shredder, you can call Dark Hole for some additional damage without interfering with the flow of your combo.

•Call Dark Hole when using Stinger, and then Bold Cancel into Air Trick - the mixup is difficult to block and makes Air Trick safer.

Combos:
GomuGomu’s Dormammu/Dante/Magneto Combo Video

Gameplay:

Deadpool (Partner)

Spoiler

Deadpool Assists:
•Quick Work: Allows Dormammu to relaunch anywhere.

•Katana-rama!: Allows Dormammu to relaunch anywhere.

•Trigger Happy: Allows Dormammu to relaunch in corners.

Deadpool to Dormammu DHCs:
•Cuttin’ Time -> Chaotic Flame (+)
•Cuttin’ Time -> Stalking Flare (+)
•Happy Happy Trigger -> Chaotic Flame (+)
•Happy Happy Trigger (Air) -> Dark Dimension (+)

Dormammu to Deadpool DHCs:
•Chaotic Flame -> Happy Happy Trigger (+)©
•Chaotic Flame -> Cuttin’ Time (+)©
•Stalking Flare -> Happy Happy Trigger (+)(b)

General Tips and Tricks:
•Deadpool has a standing overhead command normal, and a thin character frame. If you can get your opponent locked down in Dark Hole, you can move him into the Dark Hole and try for high-low mix-ups. This is especially effective because your character’s attacks are partially covered by the Dark Hole, obscuring your opponent’s vision from what attacks you are using.

Team Building, Page 3

Dr. Doom (Partner)

Spoiler

Dr. Doom Assists:
•Plasma Beam: Allows Dormammu to relaunch in corners. Helps with horizontal space control. Allows Dormammu to cross-up with Mass Change M when called beforehand.

At the end of combo, you can tack on a little extra damage by either calling Plasma Beam immediately before OTGing with Purification into Chaotic Flame, or OTGing with Flame Carpet and linking Chaotic Flame off of the beam.

•Hidden Missiles: Allows Dormammu to relaunch in corners, but the timing is very tricky; the missiles hit OTG, and you want to call them right as you are launching your opponent. Use Mass Change M to cause Hidden Missiles to cross-up right before they are about to connect; success leads into a full combo. Helpful for allowing Dormammu to apply extended pressure between Dark Holes and Purifications, and can also be effective for buying you time to charge more Dark Spells. Since the missiles appear directly behind Dormammu, this is also an effective way to shut down teleport-happy opponents. The missiles also effectively form a brief wall behind Dormammu; dashing behind them gives you a wall of missiles to protect you against opponents jumping in on you. The length of the active frames on this assist makes it difficult to protect though. Hidden Missiles’ blockstun can also provide you with enough time to use Dormammu’s j.L, c.L tridash mix-up.

•Molecular Shield: Allows Dormammu to relaunch anywhere, and provides enough time for one Dark Spell charge in corners. Helps with horizontal space control. Allows Dormammu to cross-up with Mass Change M when called beforehand; depending on your distance from your opponent, j.S after the Mass Change may cause your opponent to fall into a soft knockdown from Molecular Shield; j.H provides more consistent results.

On an opponent in a hard knockdown state, call Molecular Shield while OTGing with Flame Carpet, and use the rocks as a way to apply pressure on your opponent during his recovery. Depending on your opponent’s tendencies and position, you may want to either call Molecular Shield simultaneously with Flame Carpet, immediately beforehand, and you will have to choose between using Mass Change H and M.

Absorbs all projectiles during the windup period of its active frames, making it very useful in firefights.

After a successful Chaotic Flame that places your opponent at full-screen, call Molecular Shield while using Purification H or Dark Matter. This will provide exactly as much blockstun as you need for Molecular Shield to travel to its optimal distance for a Mass Change M cross-up.

During any period when you would confidently place a Flame Carpet that will connect with your opponent, call Molecular Shield simultaneously and it will also connect for additional chip damage. Molecular Shield will provide enough blockstun for you to also connect a Dark Matter on your opponent, which creates additional space, or leads to a Dark Matter, Dark Hole, or Purification if your opponent was hit, depending on the opponent’s position and hitbox size.

Molecular Shield is summoned slightly behind Dormammu, and the windup phase has a very large hitbox. The hitbox is so large that it will cover the area behind Dormammu, and it is high enough that it will even hit Dante after he teleports via Air Trick. Molecular Shield is good for protecting Dormammu from teleporters.

Dr. Doom to Dormammu DHCs:
•Photon Array -> Chaotic Flame (+)
•Photon Array (Air) -> Chaotic Flame (+)
•Photon Array (Air) -> Stalking Flare (+)(d)

Dormammu to Dr. Doom DHCs:
•Chaotic Flame -> Sphere Flame (+)©
•Chaotic Flame -> Photon Array (-), ©
•Stalking Flare -> Sphere Flame (-)©

General Tips and Tricks:

Combos:
Xero15’s Spider-man/Dormammu/Dr. Doom Combo Video

Gameplay:
F. Champ (Magneto/Dormammu/Doom) vs. ChrisG (Morrigan/Doom/Hawkeye)
Brightside (Spider-man/Dormammu/Doom) vs. FrankieG (Dante/Vergil/Magneto)
F. Champ (Magneto/Dormammu/Doom) vs. Hi I’m Nasty (Wesker/Skrull/Captain America)
F. Champ (Ghost Rider/Dormammu/Doom) vs. Black Travis (Rocket Raccoon/Jill/Arthur)
F. Champ (Magneto/Dormammu/Doom) vs. Fanatiq (Magneto/Storm/Sentinel)

Dr. Strange (Partner)

Spoiler

Dr. Strange Assists:
•Daggers of Denak: Nice for covering a variety of points on the screen while Dormammu is zoning. The delay on this assist can also make it nice for setting up mixups with Dormammu’s teleport. Difficult to protect.

•Eye of Agamotto: Allows Dormammu to relaunch anywhere. Provides a nice shield for Dormammu to relax behind and charge Dark Spells or zone in general. Has a good number of durability points for this (10).

Call Eye of Agamotto after placing Flame Carpet on an incoming character, j.M with Dormammu and then Mass Change M. If your opponent blocks the mix-up, Flame Carpet is still waiting for Dormammu to land an unblockable attack.

Eye of Agamotto lasts just long enough for Dormammu to charge 1D2C and release it safely, and it recovers as an assist in time to call during the meteor shower.

•Bolts of Balthakk: Good for horizontal space control, but they can be crouched under by most of the cast, limiting their offensive ability. For those that cannot crouch under Bolts of Balthakk, the double beams provide a really strong mixup opportunity for Dormammu.

Dr. Strange to Dormammu DHCs:
•Seven Rings of Raggador -> Chaotic Flame (+)
•Spell of Vishanti -> Chaotic Flame (+)
•Spell of Vishanti -> Stalking Flare (-)

Dormammu to Dr. Strange DHCs:
•Chaotic Flame -> Spell of Vishanti (+)
•Chaotic Flame -> Astral Magic (+)©

General Tips and Tricks:

Combos:
Maziodyne’s Flames of the Faltine loop setup

Gameplay:
Ryan Hunter (Dr. Strange/Hawkeye/Dormammu) vs. Dark Hokage (Zero/Storm/Doom)
Pete Q (Chris/Hawkeye/Sentinel) vs. Pete V (Strider/Dr. Strange/Dormammu)

Felicia (Partner)

Spoiler

Felicia Assists:
•Rolling Buckler: Allows Dormammu to relaunch in corners. Calling Rolling Buckler before a Mass Change creates an unblockable due to it hitting low. If you use Mass Change M, the setup becomes even more difficult to block, and Felicia is also safer due to your opponent having to attack in the direction opposite of her.

•Sand Splash: Allows Dormammu to relaunch in corners.

•Cat Spike: Allows Dormammu to relaunch in corners.

Felicia to Dormammu DHCs:

Dormammu to Felicia DHCs:

General Tips and Tricks:
•If your opponent blocks Dark Hole, practice tick throwing your opponent out of blockstun with Felicia’s command grab.

Firebrand (Partner)

Spoiler

Firebrand Assists:
•Hell Spitfire H: Allows Dormammu to relaunch in corners. If Luminous Body is up, allows Dormammu to relaunch anywhere.

After Dark Dimension, call Hell Spitfire H to relaunch afterward – you will have enough time to charge two Dark Spells. If you canceled a Dark Spell into Dark Dimension mid-combo, you’ll have three charges ready to end your combo with something fancy.

After 2D1C, call Hell Spitfire H, and you will have enough time to charge two Dark Spells before launching your opponent. This presumes your opponent was close enough when 2D1C hit for Hell Spitfire H to reach him in time.

•Demon Missile M: Allows Dormammu to relaunch in corners.

•Demon Missile H: Allows Dormammu to relaunch in corners.

Firebrand to Dormammu DHCs:
•Dark Fire -> Chaotic Flame (-)
•Dark Fire -> Stalking Flare (+)(d)

Dormammu to Firebrand DHCs:
•Chaotic Flame -> Dark Fire (-)
•Chaotic Flame -> Luminous Body (~)
•Stalking Flare -> Chaos Tide (u)
•Stalking Flare -> Luminous Body (u)

General Tips and Tricks:
•Use Dark Hole to set up Firebrand’s unblockable. A simple blockstring canceled into Demon Missile H while calling Dark Hole is reasonable. After using a snapback with Firebrand, call Dark Hole and go into Demon Missile H (hold) immediately. Characters without aerial mobility or aerial hypers have no way to escape the unblockable.

•Stalking Flare is fantastic for setting up Firebrand’s unblockable. There are three ways to create a setup that is difficult for your opponent to escape: after any aerial combo with Dormammu, finish your combo with Stalking Flare DHCed into Luminous Body; when performing a combo with Firebrand, TAC to Dormammu and then DHC from Stalking Flare to Luminous Body; utilize the properties of a cinematic DHC after a second Bon Voyage in one combo. The video here demonstrates the third setup.

•DHCing from Luminous Body to Chaotic Flame can be an excellent way to extend Firebrand’s screen presence and punish assists.

•After using Bon Voyage, raw tag to Dormammu. If your Bon Voyage was near a corner, and hitstun is low, Dormammu can continue the combo with s.LMHS, etc. If Bon Voyage was far from a corner, Dormammmu can OTG with Purification into Chaotic Flame, 3D0C, or lay Flame Carpet.

Gameplay:
F. Champ (Magneto/Dormammu/Doom) vs. Zak Bennett (Firebrand/Dormammu/Amaterasu)
Zak Bennet (Firebrand/Dormammu/Amaterasu) vs. PR Balrog (Dante/Vergil/Hawkeye)

Frank West (Partner)

Spoiler

Frank West Assists:
•Shopping Cart: Call mid-screen before teleporting for a cross-up. Shopping Cart also pins your opponent down for a while, which allows Dormammu to perform his j.L, c.L mix-up in some situations. Alternatively, use the time your opponent is pinned to simply charge Dark Spells or inflict more chip damage. Additionally, if Shopping Cart hits the opponent, it leaves them in a standing animation, meaning you could successfully land 0D3C (but you will not be able to continue a combo off of this, even from close range).

After an air series, use Shopping Cart combined with Flame Carpet to extend your combo a bit. Allows Dormammu to relaunch in corners.

•Tools of Survival L: Allows Dormammu to relaunch from Level 1-2; other levels will require the corner.

•Pick Me Up: The meter gain really is superb, but it means having to essentially play Dormammu without direct assist support a good portion of your matches. Dormammu is also not particularly strong at protecting Frank West. Pick Me Up is more vulnerable and slower to recover than Morrigan’s Dark Harmonizer.

Frank West to Dormammu DHCs:
•Blue Light Special -> Chaotic Flame (+)
•Blue Light Special -> Stalking Flare (+)(d)
•Survival Tools -> Chaotic Flame (+)
•Survival Tools -> Stalking Flare (+)(d)

Dormammu to Frank West DHCs:
•Chaotic Flame -> Blue Light Special (+)©
•Chaotic Flame -> Survival Tools (+)©
•Stalking Flare -> Survival Tools (u)

General Tips and Tricks:
•Use Dark Hole to relaunch with Frank via his camera shot and up your number of hits in the combo significantly. Dark Hole holds your opponent in place long enough to take a second picture for huge XP gain, and you can still end your combo with a hyper if you so choose.

•If you whiff a Chaotic Flame against a superjumping opponent, don’t forget that you can DHC into Frank’s Funny Face Smasher as they come down!

•In the corner, Dormammu can Dark Matter -> Dark Hole L -> Stalking Flare, then quickly DHC into Frank’s Survival Tools. If done correctly, Survival Tools will whiff, but Frank has enough time to Super Jump and use air Snapshot, getting to at least Level 3, and if the combo was long enough, Level 4.

•With Dormammu on point, landing either 2D1C or 1D2C both give you time to raw tag into Frank and use Snapshot to gain easy XP, as well as combo into the Hyper of your choice.

•With Dormammu on point and in the corner, if you land a j.L/cr.L mix-up, you can combo into MH -> Chaotic Flame. mashing will add 60 hits to your combo, and from there you can relaunch with st.M and st.S (although this has very strict timing). If you are feeling lucky, TAC into Frank when doing your air series and spike the opponent down after doing a few Tools Of Survival L loops. Snapshot into a Hyper Combo of your choice for a Level 4 Frank.

•With Dormammu on point, if you want to mix things up, use Stalking Flare and as soon as it materializes, DHC into Survival Tools with a Level 2 or higher Frank. This turns the field into a game of hyper footsies, with the Flare looming over the opponent while Frank has a very strong tool in this situation: his Combat Roll.

Gameplay:
Fizzykups (Nemesis/Frank West/Dormammu) vs. Justin Wong (Wolverine/Storm/Akuma)

Ghost Rider (Partner)

Spoiler

Ghost Rider Assists:
•Chain of Rebuttal: Causes a wall bounce, making it good for combo extension. The huge range on this assist also makes it good for Mass Change M cross-ups.

•Heartless Spire: A decent anti-air. OTGs.

•Hellfire L: OTGs (allows relaunch?)

Ghost Rider to Dormammu DHCs:

Dormammu to Ghost Rider DHCs:

General Tips and Tricks:

Gameplay:
F. Champ (Ghost Rider/Dormammu/Doom) vs. Black Travis (Rocket Raccoon/Jill/Arthur)

Haggar (Partner)

Spoiler

Haggar Assists:
•Double Lariat: Allows Dormammu to relaunch anywhere. [TEST]

•Violent Axe: Allows Dormammu to relaunch in corners.

•Steel Pipe: Allows Dormammu to relaunch anywhere.

Haggar to Dormammu DHCs:
•Giant Haggar Press -> Chaotic Flame (+)
•Giant Haggar Press -> Dark Dimension (+)
•Rapid Fire Fist -> Chaotic Flame (+)(~)
•Rapid Fire Fist -> Stalking Flare (~)(d)

Dormammu to Haggar DHCs:
•Chaotic Flame -> Giant Haggar Press ©(+)
•Chaotic Flame -> Rapid Fire Fist ©(-)
•Stalking Flare -> Giant Haggar Press ©(-)

General Tips and Tricks:
•If your opponent blocks Dark Hole, practice tick throwing your opponent out of blockstun with Haggar’s command grabs.

Gameplay:
Jan (Dormammu/Sentinel/Haggar) vs. DJ Huoshen (Felicia/Skrull/Taskmaster)
Ranmasama (Haggar/Dormammu/Magneto) vs. Abegen (Tron/Thor/She-Hulk)

Hawkeye (Partner)

Spoiler

Hawkeye Assists:
•Quick Shot (Greyhound): Helps with horizontal space control. Allows Dormammu to cross-up with Mass Change M when called beforehand.

•Trick Shot (Violet Frizz):

•Ragtime Shot (Kamikaze):

Hawkeye to Dormammu DHCs:
•Gimlet -> Chaotic Flame (+)

Dormammu to Hawkeye DHCs:
•Chaotic Flame -> Gimlet (+)

General Tips and Tricks:

Gameplay:
Ryan Hunter (Dr. Strange/Hawkeye/Dormammu) vs. Dark Hokage (Zero/Storm/Doom)

Team Building, Page 4

Hsien-ko (Partner)

Spoiler

Hsien-ko Assists:
•Senpu Bu: Allows Dormammu to relaunch in corners.

•Henkyo Ki: Allows Dormammu to relaunch in corners. Helps with horizontal space control.

•Anki Hon: Allows Dormammu to relaunch in corners, but inconsistently due to the randomness of items. Helps with horizontal space control.

Hsien-ko to Dormammu DHCs:
•Chiretou -> Chaotic Flame (+)

Dormammu to Hsien-ko DHCs:
•Chaotic Flame -> Rimoukon (u)

General Tips and Tricks:
•If your opponent blocks Dark Hole, practice tick throwing your opponent out of blockstun with Hsien-ko’s command grab.

•When your opponent blocks Dark Hole, use this time to mix up your opponent with Hsien-ko’s instant overheads.

•When performing your normal magic series with Hsien-ko, call Dark Hole and dash. This can be an excellent way to reset your combo against your opponent. If your opponent blocks Dark Hole, you still have your opponent locked down for further mixups.

Hulk (Partner)

Spoiler

Hulk Assists:
•Gamma Wave: Allows Dormammu to relaunch in corners. Helps with horizontal space control. Allows Dormammu to cross-up with Mass Change M when called beforehand. The spacing on this is very awkward and sometimes unsuccessful; spend time in training mode to ensure you grasp its limitations. Blasts your opponent across the entire screen, helping you maintain your space. Each rock arises independent of one another, which means the move beats out most projectiles, allowing you an effective means of control in a firefight. Unfortunately, it does not reach full screen.

•Gamma Charge (Up): Anti-air with super armor. Can be very helpful for creating space for Dormammu in his weak spot, directly above himself, and also the space immediately in front of him. Can combo into Purification if timed properly. Can also provide time to lay down defenses or store Dark Spells on a successful hit.

•Gamma Charge (Forward): Allows Dormammu to relaunch in corners. Can help Dormammu by providing him with space against incoming opponents, and now possesses super armor (?).

Hulk to Dormammu DHCs:
•Gamma Crush -> Chaotic Flame (+)
•Gamma Crush -> Dark Dimension (+)
•Gamma Crush -> Stalking Flare (+)(d)
•Gamma Quake -> Chaotic Flame (+)©
•Gamma Quake -> Stalking Flare (+)©
•Gamma Tsunami -> Chaotic Flame (+)
•Gamma Tsunami -> Stalking Flare (-)

Dormammu to Hulk DHCs:
•Chaotic Flame -> Gamma Crush (+)©
•Chaotic Flame -> Gamma Quake (+)©
•Chaotic Flame -> Gamma Tsunami (-)(~)
•Stalking Flare -> Gamma Crush (+)
•Stalking Flare -> Gamma Quake ©(+)

General Tips and Tricks:
•In corners, you can call Dark Hole while OTGing with Gamma Wave. If you have built enough hitstun decay, your opponent will immediately recover in the air upon Dark Hole finishing. Use this opportunity to land Hulk’s anti-air throw, and reset the combo as seen [media=youtube]Kz2dhMK5YW4[/media].

•Dark Hole can make many of Hulk’s normally punishable normals safe. If your opponent blocks Dark Hole, practice tick throwing your opponent out of blockstun with Hulk’s command grab.

Iron Fist (Partner)

Spoiler

Iron Fist Assists:
•Dragon’s Touch:

•Crescent Heel:

•Rising Fang:

Iron Fist to Dormammu DHCs:

Dormammu to Iron Fist DHCs:

General Tips and Tricks:

Gameplay:
Spartan Throne (Wolverine/Dormammu/Iron Fist) vs. SmexyMillz (Vergil/Dante/Strider)

Iron Man (Partner)

Spoiler

Iron Man Assists:
•Unibeam: Allows Dormammu to relaunch in corners. Helps with horizontal space control. Allows Dormammu to cross-up with Mass Change M when called beforehand. Unlike other beam projectiles, Unibeam holds your opponent in place on hit, and does not propel your opponent back a significant distance.

At the end of combo, you can tack on a little extra damage by either calling Unibeam immediately before OTGing with Purification into Chaotic Flame, or OTGing with Flame Carpet and linking Chaotic Flame off of the beam.

•Repulsar Blast: Allows Dormammu to relaunch anywhere. The area this assist covers can be very nice as a way to help create space against incoming rushdown, and it is also a very effective counter to teleport characters.

•Smart Bomb: Allows Dormammu to relaunch anywhere.

Iron Man to Dormammu DHCs:
•Proton Cannon -> Chaotic Flame (+)

Dormammu to Iron Man DHCs:
•Chaotic Flame -> Proton Cannon (+)

General Tips and Tricks:

Jill Valentine (Partner)

Spoiler

Jill Valentine Assists:
•Flip Kick: Allows Dormammu to relaunch anywhere.

•Arrow Kick: Allows Dormammu to relaunch in corners.

•Somersault Kick: Allows Dormammu to relaunch in corners.

Jill Valentine to Dormammu DHCs:
•Machine Gun Spray -> Chaotic Flame (+)
•Raven Spike -> Stalking Flare (-)(d)

Dormammu to Jill Valentine DHCs:
•Chaotic Flame -> Machine Gun Spray (-)
•Chaotic Flame -> Raven Spike ©

General Tips and Tricks:
•If your opponent blocks Dark Hole, practice tick throwing your opponent out of blockstun with Jill’s command grab.

M.O.D.O.K. (Partner)

Spoiler

M.O.D.O.K. Assists:
•Barrier: The shield this assist creates is invulnerable to all non-hyper damage. It is not destroyed by attacks that normally destroy projectiles, such as Akuma’s Tatsumaki Zankukyaku.

•Balloon Bomb: Allows Dormammu to relaunch in corners. Helps with horizontal space control. Balloon Bomb has medium projectile priority, and so it will not be destroyed by most of the game’s non-hyper projectiles.

•Psionic Blaster: Allows Dormammu to relaunch in corners. Helps with horizontal space control. Allows Dormammu to cross-up with Mass Change M when called beforehand. Blasts your opponent across the entire screen, helping you maintain your space.

At the end of combo, you can tack on a little extra damage by either calling Psionic Blaster immediately before OTGing with Purification into Chaotic Flame, or OTGing with Flame Carpet and linking Chaotic Flame off of the beam.

M.O.D.O.K. to Dormammu DHCs:
•Hyper Psionic Blaster -> Chaotic Flame (+)

Dormammu to M.O.D.O.K. DHCs:

General Tips and Tricks:

Magneto (Partner)

Spoiler

Magneto Assists:
•EM Disruptor: Allows Dormammu to relaunch in corners. Helps with horizontal space control. Allows Dormammu to cross-up with Mass Change M when called beforehand. Due to the speed of EM Disruptor, you will need to use j.H post-teleport if you want to combo, and then you have two options: if you want to stick to the basics, go into c.M, s.S. If you want to be fancy, you can jump after j.H and juggle your opponent with j.L, j.H, j.S multiple times, land, and then c.M into s.S. This makes EM Disruptor one of the few assists that allow Dormammu to reach high damage numbers without the need to relaunch. EM Disruptor is also the only beam in the game that allows Dormammu to combo off of Mass Change H; simply use the Mass Change M follow-up.

At the end of combo, you can tack on a little extra damage by either calling EM Disruptor immediately before OTGing with Purification into Chaotic Flame, or OTGing with Flame Carpet and linking Chaotic Flame off of the beam.

•Hyper Gravitation: Allows Dormammu to relaunch in corners.

•Force Field: Magneto is only vulnerable for a single frame before the active frames begin. It can be a potentially valuable space creator, but it means having to put Magneto’s low health at risk and forgoing the valuable EM Disruptor assist and all of its uses. Also absorbs projectiles during its active frames

Magneto to Dormammu DHCs:
•Magnetic Shockwave -> Chaotic Flame (+)

Dormammu to Magneto DHCs:

General Tips and Tricks:
•With Magneto on point, using Magnetic Shockwave and then DHCing into Chaotic Flame will allow both to hit with the speed of Chaotic Flame; you essentially give Magnetic Shockwave instant full-screen coverage. This can be an excellent punishment tactic, especially against assists. Alternatively, DHC into Stalking Flare, and Dormammu will have time to OTG Purification for before the opponent recovers from Magnetic Shockwave’s hard knockdown.

Combos:
GomuGomu’s Dormammu/Dante/Magneto Combo Video

Gameplay:
F. Champ (Magneto/Dormammu/Doom) vs. ChrisG (Morrigan/Doom/Hawkeye)
Wentinel (Wesker/Dormammu/Magneto) vs. F. Champ (Magneto/Doom/Phoenix)
Sanford (Wesker/Dormammu/Magneto) vs. Predator (Haggar/Chris/Wesker)
F. Champ (Magneto/Dormammu/Doom) vs. Zak Bennett (Firebrand/Dormammu/Amaterasu)
MastaCJ (Dormammu/Magneto/Wesker) vs. Dieminion (Viewtiful Joe/Dr. Strange/Morrigan)
Ranmasama (Haggar/Dormammu/Magneto) vs. Abegen (Tron/Thor/She-Hulk)
F. Champ (Magneto/Dormammu/Doom) vs. Hi I’m Nasty (Wesker/Skrull/Captain America)
F. Champ (Magneto/Dormammu/Doom) vs. Fanatiq (Magneto/Storm/Sentinel)

Morrigan (Partner)

Spoiler

Morrigan Assists:
•Shadow Blade: Anti-air with no invincibility. Good for Crossover Counters since it can lead into a full combo. Can be very helpful for creating space for Dormammu in his weak spot, directly above himself, and also the space immediately in front of him. Can combo into Purification if timed properly. Can also provide time to lay down defenses or store Dark Spells on a successful hit.

•Soul Fist: Allows Dormammu to relaunch in corners. Helps with horizontal space control. Allows Dormammu to cross-up with Mass Change M when called beforehand.

•Dark Harmonizer: The meter gain really is superb, but it means having to essentially play Dormammu without direct assist support a good portion of your matches. Dark Harmonizer is only vulnerable for 10 frames and also recovers quickly – so fast, in fact, that coupling it with a second meter building assist actually results in less meter if you alternate between them.

Morrigan to Dormammu DHCs:
•Finishing Shower -> Chaotic Flame (~)
•Finishing Shower -> Stalking Flare (+)©(d)
•Shadow Servant -> Chaotic Flame (+)(b)

Dormammu to Morrigan DHCs:
•Chaotic Flame -> Darkness Illusion (+)
•Stalking Flare -> Astral Vision (u)

General Tips and Tricks:
•With Morrigan on point, using Shadow Servant and then DHCing into Chaotic Flame will allow both to hit with the speed of Chaotic Flame. This can be an excellent punishment tactic, especially against assists.

•If your opponent blocks Dark Hole, practice tick throwing your opponent out of blockstun with Morrigan’s command grab.

•After throwing a Soul Fist, air dash behind it for cover, and call Dormammu’s Dark Hole as you approach. Not only is Morrigan’s advance self-covered, but your opponent is pinned for mix-ups as well.

•Between Shadow Servant and Astral Vision, there is no hyper in the game that can punish a Stalking Flare from Dormammu. Morrigan can always make it safe.

•After a f.H jump cancel loop, call Dark Hole when Morrigan lands and continue the juggle on the ground. As soon as Dark Hole connects, you can land Soul Drain into Finishing Shower. If you call Dark Hole right as you input f.H, you can do j.H, Soul Drain, j.S, and then continue the combo into a relaunch from there.

Team Building, Page 5

Nemesis (Partner)

Spoiler

Nemesis Assists:
•Clothesline Rocket M: Allows Dormammu to cross-up with Mass Change M when called beforehand (with the rocket Nemesis fires after swinging). Allows Dormammu to relaunch in corners.

•Launcher Slam M: Allows Dormammu to relaunch from anywhere, with enough time to also use Dark Matter.

•Rocket Launcher: Allows Dormammu to cross-up with Mass Change M when called beforehand. Allows Dormammu to relaunch in corners.

Nemesis to Dormammu DHCs:
•Biohazard Rush -> Chaotic Flame (+)
•Biohazard Rush -> Stalking Flare (+)(d)
•Bioweapon Assault -> Chaotic Flame (+)
•Bioweapon Assault -> Stalking Flare (+)(d)

Dormammu to Nemesis DHCs:
• Chaotic Flame -> Bioweapon Assault ©
• Chaotic Flame -> Biohazard Rush (~)©
• Stalking Flare -> Bioweapon Assault (-)

General Tips and Tricks:

Nova (Partner)

Spoiler

Nova Assists:
•Gravimetric Pulse H:

•Centurion Rush M:

•Centurion Rush L:

Nova to Dormammu DHCs:

Dormammu to Nova DHCs:

General Tips and Tricks:

Gameplay:
Fizzykups (Nemesis/Frank West/Dormammu) vs. Justin Wong (Wolverine/Storm/Akuma)
Tronzilla (Trish/Nemesis/Dormammu) vs. Gouken Respek (Taskmaster/Storm/Amaterasu)

Phoenix (Partner)

Spoiler

Phoenix Assists:
•TK Shot: Allows Dormammu to relaunch in corners. Helps with horizontal space control. Allows Dormammu to cross-up with Mass Change M when called beforehand.

•TK Overdrive: Allows Dormammu to relaunch in corners.

•TK Trap: Allows Dormammu to relaunch in corners. If you call TK Trap right as OTGing with Purification into Chaotic Flame, the TK Trap will hit right at the end of your hyper for a little extra damage.

Phoenix to Dormammu DHCs:
•Phoenix Rage -> Chaotic Flame (+)(b)
•Phoenix Rage -> Stalking Flare (+)(d)

Dormammu to Phoenix DHCs:
•Chaotic Flame -> Phoenix Rage (+)
•Stalking Flare -> Healing Field (u)
•Stalking Flare -> Phoenix Rage (+)(b)

General Tips and Tricks:
•With Phoenix on point, using Phoenix Rage and then DHCing into Chaotic Flame will allow both to hit with the speed of Chaotic Flame; you essentially give Phoenix Rage instant full-screen coverage. This can be an excellent punishment tactic, especially against assists. If you have more time, you can even Phoenix Rage, and as your opponent is returning from his wall bounce, Phoenix Rage a second time, and then DHC into Chaotic Flame. For absolutely massive damage, Phoenix Rage (XFC) Phoenix Rage, delay for the wall bounce, Phoenix Rage (DHC) Chaotic Flame works as well.

•Phoenix has a standing overhead command normal, and a thin character frame. If you can get your opponent locked down in Dark Hole, you can move him into the Dark Hole and try for high-low mix-ups. This is especially effective because your character’s attacks are partially covered by the Dark Hole, obscuring your opponent’s vision from what attacks you are using.

•If you have the meter to blow, Phoenix Rage -> Stalking Flare, raw tag to Phoenix, Teleport H, Phoenix Rage -> Stalking Flare loops.

Phoenix Wright (Partner)

Spoiler

Phoenix Wright Assists:
•Paperwork M:

•Press the Witness M:

•”Get ‘em, Missile!”: Allows Dormammu to relaunch anywhere. Hits low and covers the entire x axis, and is thus great for setting up unblockables for Dormammu.

Phoenix Wright to Dormammu DHCs:

Dormammu to Phoenix Wright DHCs:

General Tips and Tricks:

Rocket Raccoon (Partner)

Spoiler

Rocket Raccoon Assists:
•Spitfire M:

•Claymore:

•Pendulum:

Rocket Raccoon to Dormammu DHCs:

Dormammu to Rocket Raccoon DHCs:

General Tips and Tricks:

Ryu (Partner)

Spoiler

Ryu Assists:
•Shoryuken: Anti-air with no invincibility. Can be very helpful for creating space for Dormammu in his weak spot, directly above himself, and also the space immediately in front of him. Can combo into Purification if timed properly. Can also provide time to lay down defenses or store Dark Spells on a successful hit.

•Hadoken: Allows Dormammu to relaunch in corners. Helps with horizontal space control. Allows Dormammu to cross-up with Mass Change M when called beforehand.

•Tatsumaki Senpukyaku: Allows Dormammu to relaunch in corners. Allows Dormammu to cross-up with Mass Change M when called beforehand at short distances, and will carry your opponent back to you for a full combo.

Ryu to Dormammu DHCs:
•Shinkuu Hadoken -> Chaotic Flame (+)
•Shinkuu Tatsumaki Senpukyaku -> Chaotic Flame (+)
•Shinkuu Tatsumaki Senpukyaku -> Stalking Flare (+)

Dormammu to Ryu DHCs:
•Chaotic Flame -> Shinkuu Hadoken (~)
•Chaotic Flame -> Shinkuu Tatsumaki Senkpukyaku ©(+)

General Tips and Tricks:
•Ryu has a standing overhead command normal, and a thin character frame. If you can get your opponent locked down in Dark Hole, you can move him into the Dark Hole and try for high-low mix-ups. This is especially effective because your character’s attacks are partially covered by the Dark Hole, obscuring your opponent’s vision from what attacks you are using.

Sentinel (Partner)

Spoiler

Sentinel Assists:
•Sentinel Force (Charge): Allows Dormammu to cross-up with Mass Change M when called beforehand. Helps with horizontal space control. The drones also interestingly seems to “teleport” right next to the opponent so that they will always arrive at the same time when used with Mass Change M, regardless of your distance when calling Sentinel. After using Mass Change M, hit your opponent with j.M, and this will knock him into the drones. With proper placement, the drones will keep your opponent in hitstun just long enough for you to charge a Dark Spell, and then launch your opponent, without dropping the combo; some small characters fall out when doing this, unfortunately.

If you call Sentinel Force right before you OTG with Purification mid-screen into Chaotic Flame, the last drone will hit your opponent right as Chaotic Flame ends. This provides just enough time for you to link a second Chaotic Flame, or lead into a Purification!

If you do not want to spend meter on Purification into Chaotic Flame at the end of a combo, call Sentinel Force right as you land, and then OTG with Flame Carpet. As your opponent rolls into recovery, use Mass Change to mix-up the Sentinel Force drones. Even if this mix-up fails, Sentinel Force will keep your opponent in blockstun long enough for you to perform Dormammu’s j.L, c.L mix-up.

If you intend to try for an air throw reset in a corner after Chaotic Flame, but sure to call Sentinel Force right before your attempt. If you fail, Sentinel Force will help protect you and allow you to maintain pressure. If you succeed, your opponent will fall into the drones, and you can continue your combo with j.M, j.H, j.S, s.S.

Call Sentinel Force before you use 3D0C, and if you Dark Hole on the way down, the drones will connect, allowing you enough time to turn 3D0C into a full combo through Mass Change. If your opponent has already been through a long combo, you can still call Sentinel Force while OTGing with 3D0C to get a little more damage in before Chaotic Flame.

If you call Sentinel Force right as you launch, and you delay your air series, you can spike your opponent back into the drones. You can then jump and perform a few hits in the air for extra damage. If you hit your opponent with j.S at any time, he will still be spiked into an unrecoverable knockdown state.

Sentinel Force can also be used to relaunch in corners, but you must delay your air combo and the subsequent Flame Carpet as much as possible. Call Sentinel Force well before you lay the Flame Carpet.

•Sentinel Force (Bomb): Can be very useful for carpet bombing the middle of the screen. Do not think that the drones drop bombs based on where you call Sentinel - they will always drop their bombs relative to the camera’s focus on the screen when the assist was called. Unlike Sentinel Force, this stays out even if Sentinel gets hit, making it the safest assist option. While it is very nice for spacing, the bombs cause little hitstun and damage, and it doesn’t really lead anything in particular.

•Rocket Punch: Allows Dormammu to relaunch from anywhere, with enough time to charge a Dark Spell in corners.

Sentinel to Dormammu DHCs:
•Hard Drive -> Chaotic Flame (-)(~)
•Hard Drive -> Stalking Flare (+)(~)(d)
•Hyper Sentinel Force -> Chaotic Flame (+)(b)
•Hyper Sentinel Force -> Stalking Flare (-)(d)
•Plasma Charge -> Chaotic Flame (+)
•Plasma Charge -> Stalking Flare (+)(d)©

Dormammu to Sentinel DHCs:
•Chaotic Flame -> Plasma Charge ©
•Chaotic Flame -> Hyper Sentinel Force (~)

General Tips and Tricks:
•Sentinel’s Hard Drive causes spinning knockdown on its 12th (final) hit. After launching an opponent with Dormammu, instead of ending with the usual Purification into Chaotic Flame, consider TACing to Sentinel. From here, air combo into Hard Drive, and then DHC into Stalking Flare on the 12th hit. Done properly, you will have enough time to charge 3 Dark Spells, and Dormammu will be back on point.

•With Sentinel on point, using Hyper Sentinel Force and then DHCing into Chaotic Flame will allow both to hit with the speed of Chaotic Flame; you essentially give Hyper Sentinel Force instant full-screen coverage. This can be an excellent punishment tactic, especially against assists.

•Dormammu’s Dark Hole provides the perfect amount of time needed to cover Sentinel on blocked attacks. For example, call Dark Hole assist at the same time you use s.S with Sentinel. If you hit with s.S, Dark Hole will not interfere, and your combo will continue as normal. If s.S whiffs, Dark Hole will start up just as the blockstun from s.S ends, making your launcher much safer. Dark Hole can also be combined with Sentinel’s Rocket Punch OTG to allow him to relaunch. Alternatively, you can simply enjoy the extra damage while invoking Hyper Sentinel Force or Plasma Charge.

•In corners, after using Hyper Sentinel Force to relaunch, call Dark Hole right as you launch, and slightly delay your sj.S spike. This will result in hitting your opponent back into the Dark Hole; performed properly, this will only hit once. Your opponent will immediately recover; as many opponents are holding forward to tech roll out of the corner, you can sometimes create a reset using this setup if you sj.S again on your way down.

•In corners, call Dormammu’s Purification after a relaunch off of Hyper Sentinel Force (or any other high hitstun decay situation) to cause extra damage. Purification can also be used to cross-up during Sentinel’s Flight mode, from which Sentinel can spike your opponent with j.S, leading into a full combo.

•If your opponent blocks Dark Hole, practice tick throwing your opponent out of blockstun with Sentinel’s command grab.

•While you can DHC Hyper Sentinel Force into Chaotic Flame for massive damage and a great mode to punish opponents, if you have more time and need a little more damage, it’s possible to Hyper Sentinel Force, wait, start a second Hyper Sentinel Force after the first one finishes, and then DHC into Chaotic Flame - all three hypers will hit, without the need for X-Factor, though if you wanted to, you could X-Factor cancel the second Hyper Sentinel Force into a third one, and then use Chaotic Flame.

Gameplay:
Jan (Dormammu/Sentinel/Haggar) vs. DJ Huoshen (Felicia/Skrull/Taskmaster)

She-Hulk (Partner)

Spoiler

She-Hulk Assists:
•Torpedo: Allows Dormammu to relaunch anywhere. Calling Torpedo before a Mass Change creates an unblockable due to it hitting low. If you use Mass Change M, the setup becomes even more difficult to block, and She-Hulk is also safer due to your opponent having to attack in the direction opposite of her.

•Clothesline: Allows Dormammu to relaunch from corners.

•Somersault Kick: Anti-air with no invincibility. Can be very helpful for creating space for Dormammu in his weak spot, directly above himself, and also the space immediately in front of him. Can combo into Purification if timed properly. Can also provide time to lay down defenses or store Dark Spells on a successful hit.

She-Hulk to Dormammu DHCs:
•Emerald Cannon -> Chaotic Flame (+)
•Emerald Cannon -> Stalking Flare (+)(d)

Dormammu to She-Hulk DHCs:

General Tips and Tricks:
•If your opponent blocks Dark Hole, practice tick throwing your opponent out of blockstun with She-Hulk’s command grab.

Team Building, Page 6

Shuma-Gorath (Partner)

Spoiler

Shuma-Gorath Assists:
•Mystic Ray: Allows Dormammu to relaunch in corners. Allows Dormammu to cross-up with Mass Change M when called beforehand. Blasts your opponent across the entire screen, helping you maintain your space. The beam also helps because it covers the entire screen in front of you; if you misjudge an opponent’s positioning before calling a Dark Hole or Purification, Mystic Ray can help cover your error. While the beam loses out in almost all clashes due to a low number of hit points, it frequently connects and stops enemy assists, as the beam first connects above the ground at a low and slanted angle, below most enemy projectiles.

At the end of combo, you can tack on a little extra damage by either calling Mystic Ray immediately before OTGing with Purification into Chaotic Flame, or OTGing with Flame Carpet and linking Chaotic Flame off of the beam.

•Mystic Stare: Allows Dormammu to relaunch in corners.

•Mystic Smash: Allows Dormammu to relaunch in corners.

Shuma-Gorath to Dormammu DHCs:
•Hyper Mystic Ray -> Chaotic Flame (+)
•Hyper Mystic Smash -> Chaotic Flame (+)

Dormammu to Shuma-Gorath DHCs:
•Chaotic Flame -> Hyper Mystic Ray (-), (+)©
•Chaotic Flame -> Hyper Mystic Smash (~), (+)©

General Tips and Tricks:
•If your opponent blocks Dark Hole, practice tick throwing your opponent out of blockstun with Shuma-Gorath’s command grab.

Gameplay:
Angelic (Wolverine/Dormammu/Shuma-Gorath) vs. MarlinPie (C. Viper/Doom/Amaterasu)

Spencer (Partner)

Spoiler

Spencer Assists:
•Wire Grapple (H Shot): Allows Dormammu to relaunch anywhere.

•Wire Grapple (Slant Shot): Allows Dormammu to relaunch anywhere.

•Armor Piercer: Allows Dormammu to relaunch in corners.

Spencer to Dormammu DHCs:
Bionic Lancer -> Stalking Flare (+)(d)

Dormammu to Spencer DHCs:

General Tips and Tricks:
•If your opponent blocks Dark Hole, practice tick throwing your opponent out of blockstun with Spencer’s command grab.

•Spencer has a standing overhead command normal. If you can get your opponent locked down in Dark Hole, you can move him into the Dark Hole and try for high-low mix-ups. This is especially effective because your character’s attacks are partially covered by the Dark Hole, obscuring your opponent’s vision from what attacks you are using.

•After OTGing with Spencer near corners, you can call Dark Hole right before hitting your falling opponent with Armor Piercer for extra damage.

Spider-man (Partner)

Spoiler

Spider-man Assists:
•Web Ball: Allows Dormammu to relaunch in corners. Helps with horizontal space control. Allows Dormammu to cross-up with Mass Change M when called beforehand.

•Web Swing: Allows Dormammu to relaunch in corners.

•Spider Sting: Anti-air with no invincibility. Good for Crossover Counters since it can lead to a full combo. Can be very helpful for creating space for Dormammu in his weak spot, directly above himself, and also the space immediately in front of him. Can combo into Purification if timed properly. Can also provide time to lay down defenses or store Dark Spells on a successful hit.

Spider-man to Dormammu DHCs:
•Crawler Assault -> Chaotic Flame (+)
•Maximum Spider -> Chaotic Flame (~)
•Maximum Spider -> Dark Dimension (+)
•Maximum Spider -> Stalking Flare (+)(d)
•Ultimate Web Throw -> Dark Dimension (+)

Dormammu to Spider-man DHCs:
•Chaotic Flame -> Maximum Spider (+)
•Stalking Flare -> Maximum Spider (~)

General Tips and Tricks:
•Dormammu’s Dark Hole assist allows for Spiderman to get a free web ball/web throw in, this is helpful in his zoning game against characters he has trouble fighting in close quarters with. Spider-man has an excellent ability to hit confirm off of Dark Hole from a wide variety of positions.

•After DHCing from Maximum Spider to Stalking Flare, you can raw tag Spider-man back in, and land another Maximum Spider, which then once again DHCs into Stalking Flare.

•With Dormammu on point, after launching, considering TACing to Spider-man instead of ending with the usual Purification into Chaotic Flame. After the TAC, use Spider-man’s Maximum Spider, and then DHC into Dormammu’s Stalking Flare. This will provide you with enough time to gain 3 Dark Spells, all while retaining Dormammu on point!

•After DHCing from Maximum Spider to Stalking Flare, consider building up the charges for 1D2C. The next time you Maximum Spider into Stalking Flare, 1D2C can connect off of Stalking Flare, which then leads into a Dark Hole, Chaotic Flame. 1D2C and Dark Hole build nearly a full bar of meter together, so this additional damage pays for itself.

Combos:
Xero15’s Spider-man/Dormammu/Dr. Doom Combo Video

Gameplay:
Brightside (Spider-man/Dormammu/Doom) vs. FrankieG (Dante/Vergil/Magneto)

Storm (Partner)

Spoiler

Storm Assists:
•Whirlwind: Allows Dormammu to relaunch in corners. Helps with horizontal space control. Allows Dormammu to cross-up with Mass Change M when called beforehand. Each whirl arises independent of one another, which means the move beats out most projectiles, allowing you an effective means of control in a firefight. Unfortunately, it does not reach full screen.

•Double Typhoon: Dormammu can combo off of this via Mass Change M, but the timing is very strict. Double Typhoon can help Dormammu fill the screen with pillars, making it much more difficult to approach him, but Double Typhoon falls short of superjump height.

•Lightning Attack: Anti-air with no invincibility. Good for Crossover Counters since it can lead to a full combo. Can be very helpful for creating space for Dormammu in his weak spot, directly above himself, and also the space immediately in front of him. Can combo into Purification if timed properly. Can also provide time to lay down defenses or store Dark Spells on a successful hit.

Storm to Dormammu DHCs:
•Ice Storm -> Chaotic Flame (+)
•Elemental Rage -> Chaotic Flame (+)

Dormammu to Storm DHCs:
•Chaotic Flame -> Ice Storm (+)
•Stalking Flare -> Ice Storm (+)(b)

General Tips and Tricks:

Gameplay:
Tronzilla (Trish/Nemesis/Dormammu) vs. Gouken Respek (Taskmaster/Storm/Amaterasu)

Strider Hiryu (Partner)

Spoiler

Strider Hiryu Assists:
•Ame-no-Murakumo M:

•Gram M:

•Vajra H: Helps Dormammu control the screen, especially the skies. Think of it as a second, tracking, Purification that can be called.

Any time Vajra H connects, Dormammu can OTG with Purification into Chaotic Flame (or not) for more damage.

Call Vajra H when OTGing with Purification, and Vajra H will cause a hard knockdown on your opponent for a second OTG follow-up!

Strider Hiryu to Dormammu DHCs:
Legion -> Chaotic Flame (+)(b)

Dormammu to Strider Hiryu DHCs:

General Tips and Tricks:
•Properly timed, Strider can use Dark Hole to let him continue his combos OTG. Call Dark Hole, and then use Strider’s df.H. This works after Strider’s full launch to relaunch combo, and off of his throws.

•Call Vajra while using Dark Matter, and Vajra will connect off of the wall bounce if Dark Matter hits. If you cancel Dark Matter into Dark Spell (Destruction) very quickly three times, you can land the 3D0C OTG, and then combo Dark Hole -> Chaotic Flame.

•Call Vajra immediately before using Purification to OTG, and it will cause a hard knockdown, allowing either a second Purification or another option of your choice.

•Call Vajra when you use 3D0C, and it will lead into a hard knockdown. You will have just enough time to recharge 3D0C.

•When you OTG an opponent with Flame Carpet, call Vajra just as the last hit of the fire is connecting, and Vajra will connect right as your opponent recovers from his roll, regardless of the direction. This is good for mix-ups.

Gameplay:
Pete Q (Chris/Hawkeye/Sentinel) vs. Pete V (Strider/Dr. Strange/Dormammu)

Super-Skrull (Partner)

Spoiler

Super-Skrull Assists:
•Stone Smite: Allows Dormammu to relaunch anywhere.

Call Stone Smite, and Mass Change M behind your opponent - your opponent will not wall bounce, but rather, your opponent will be sent flying back to the wall of the screen, and you will skid along the ground with him while remaining in a standing position. This does not appear to be useful in particular, but it is amusing.

•Orbital Grudge: When placing Flame Carpet, calling Orbital Grudge simultaneously will cause the two attacks to combo. From here, follow-up as though you are using the combination to OTG your opponent after an air combo.

Orbital Grudge has super armor, making it a solid way to help protect Dormammu from advances.

•Tenderizer: Allows Dormammu to relaunch anywhere, and provides enough time for two Dark Spell charges during this period.

Super-Skrull to Dormammu DHCs:
•Inferno -> Chaotic Flame (-)
•Inferno -> Stalking Flare (d)(-), (+)©(d)
•Skrull Torch -> Chaotic Flame (-)
•Skrull Torch -> Stalking Flare ©(+)(d)

Dormammu to Super-Skrull DHCs:
•Chaotic Flame -> Death Penalty (+)
•Chaotic Flame -> Inferno (+)©
•Chaotic Flame -> Skrull Torch (-)

General Tips and Tricks:
•If your opponent blocks Dark Hole, practice tick throwing your opponent out of blockstun with Super-Skrull’s command grab.

•When THCing with Super-Skrull’s Skrull Torch, its active frames have 0 startup time; if your opponent is not blocking once the flash occurs, they will be hit. This can serve as a nice, but costly, way to create space with Dormammu against highly aggressive opponents.

•If your team order places Super-Skrull behind Dormammu, in instances where your Chaotic Flame whiffs due to an error in judgment or execution, DHCing to Super-Skrull’s Inferno often protects you from punishment and catches opponents off-guard.

•After DHCing from Inferno to Stalking Flare, consider building up the charges for 1D2C. The next time you Burst Time into Stalking Flare, 1D2C can connect off of Stalking Flare, which then leads into a Dark Hole, Chaotic Flame. 1D2C and Dark Hole build nearly a full bar of meter together, so this additional damage pays for itself.

•With Dormammu on point, after launching, considering TACing to Super-Skrull instead of ending with the usual Purification into Chaotic Flame. Because TACs place your opponent into a spinning knockdown, you can land Super-Skrulls charged j.S, which then leads into a ground bounce, and a relaunch. From here, you can DHC into Dormammu’s Stalking Flare. This will provide you with enough time to gain 3 Dark Spells, all while retaining Dormammu on point!

Combos:
Lintlikr’s Dormammu & Skrull Combos

Taskmaster (Partner)

Spoiler

Taskmaster Assists:
•Aim Master L: Allows Dormammu to relaunch in corners. Helps with horizontal space control. Allows Dormammu to cross-up with Mass Change M when called beforehand.

•Aim Master M: Allows Dormammu to relaunch in corners. Helps Dormammu cover the horizontal plane in the jumping range.

•Aim Master H: Allows Dormammu to relaunch in corners (OTG with Purification). Helps cover the superjump angle for Dormammu. Properly timed, this assist can also help you approach via Mass Change H, letting you combo off of the arrows as they land. Conveniently, the first of the three arrows lands just outside of Flame Carpet’s hitbox, allowing you to control the next half of the screen beyond it. This assist can also be called while Dormammu launches an opponent, and the arrows will hit during your normal air series, adding more damage to your combo.

Taskmaster to Dormammu DHCs:
•Legion Arrow LM -> Chaotic Flame (~)
•Legion Arrow MH (Air) -> Chaotic Flame (~)
•Legion Arrow MH (Ground) -> Stalking Flare (+)(d)
•Legion Arrow MH (OTG) -> Stalking Flare (+)(f)

Dormammu to Taskmaster DHCs:
•Chaotic Flame -> Legion Arrow LM (+)
•Chaotic Flame -> Legion Arrow LH (-)
•Chaotic Flame -> Legion Arrow MH (-)©

General Tips and Tricks:
•Use Dormammu’s Dark Hole assist to create enough blockstun to land Taskmaster’s Sword Master unblockables.

•If you intend on using Dormammu ahead of Taskmaster in your team order, consider placing Taskmaster immediately behind Dormammu. In instances where your opponent might try to punish your Chaotic Flame or Stalking Flare with moves like Hyper Charging Star or Bionic Lancer, DHC to Taskmaster’s Aegis Shield to cover yourself and score a free combo.

Combo:
Unblockable setup

Gameplay:
Tronzilla (Trish/Nemesis/Dormammu) vs. Gouken Respek (Taskmaster/Storm/Amaterasu)

Thor (Partner)

Spoiler

Thor Assists:
•Mighty Spark: Allows Dormammu to relaunch anywhere. Helps with horizontal space control. Allows Dormammu to cross-up with Mass Change M when called beforehand.

At the end of combo, you can tack on a little extra damage by either calling Mighty Spark immediately before OTGing with Purification into Chaotic Flame, or OTGing with Flame Carpet and linking Chaotic Flame off of the beam.

•Mighty Smash: Allows Dormammu to relaunch anywhere.

When used as a crossover counter, leads into a full combo.

•Mighty Strike: Anti-air with no invincibility. Negates projectiles. Good for Crossover Counters since it can be canceled into Mighty Tornado. Can be very helpful for creating space for Dormammu in his weak spot, directly above himself, and also the space immediately in front of him. Can combo into Purification if timed properly. Can also provide time to lay down defenses or store Dark Spells on a successful hit.

Thor to Dormammu DHCs:
•Mighty Punish -> Chaotic Flame (+)
•Mighty Punish -> Dark Dimension (+)
•Mighty Punish -> Stalking Flare (+)(d)
•Mighty Thunder -> Chaotic Flame (+)(~)
•Mighty Thunder -> Dark Dimension (+)
•Mighty Thunder -> Stalking Flare ©(-)
•Mighty Tornado -> Chaotic Flame (~)
•Mighty Tornado -> Stalking Flare (+)(d)

Dormammu to Thor DHCs:
•Chaotic Flame -> Mighty Thunder (-)
•Chaotic Flame -> Mighty Tornado ©(+)
•Stalking Flare -> Mighty Thunder ©(-)

General Tips and Tricks:
•With Thor on point, using Mighty Thunder and then DHCing into Chaotic Flame will allow both to hit with the speed of Chaotic Flame; you essentially give Mighty Thunder instant full-screen coverage. This can be an excellent punishment tactic, especially against assists.

•If your opponent blocks Dark Hole, practice tick throwing your opponent out of blockstun with Thor’s command grab.

•Dark Hole can help Thor’s combos in a variety of manners. After finishing Thor’s air series, you can call Dark Hole while performing Mighty Smash H, and Dark Hole will pick up your opponent from the OTG. During your ground series with Thor, if you call Dark Hole during one of your attacks and then cancel into Mighty Spark or Mighty Strike L, Thor will recover with enough time to use Mighty Smash M and continue his combo. While this causes a lot of damage decay, it builds significant meter and provides Thor with a much stronger blockstring for staying in on opponents while also dealing some solid chip damage.

•With Dormammu on point, after launching, considering TACing to Thor instead of ending with the usual Purification into Chaotic Flame. After the TAC, use Thor’s Mighty Tornado, and then DHC into Dormammu’s Stalking Flare. This will provide you with enough time to gain 3 Dark Spells, all while retaining Dormammu on point!

•Whenever you would DHC from Mighty Tornado to Stalking Flare, instead of charging Dark Spells, consider hard tagging Thor back in and using Mighty Speech. When done from mid-screen, you will have enough time to gain between a half and a full bar of meter.

Team Building, Page 7

Trish (Partner)

Spoiler

Trish Assists:
•Hopscotch: Allows Dormammu to relaunch in corners.

•Peekaboo: Calling this assist while placing a Flame Carpet on a downed opponent in a corner creates a nice reset opportunity. Your opponent will recovery almost instantly after hitting Peekaboo - jump forward and air throw.

•Low Voltage: Allows Dormammu to relaunch in corners. Helps with horizontal space control. Allows Dormammu to cross-up with Mass Change M when called beforehand.

Trish to Dormammu DHCs:
•High Voltage -> Chaotic Flame (+)
•Round Harvest -> Chaotic Flame (+)(b)

Dormammu to Trish DHCs:
•Chaotic Flame -> High Voltage (+)
•Stalking Flare -> Round Harvest (+)

General Tips and Tricks:
•With Trish on point, using Round Harvest and then DHCing into Chaotic Flame will allow both to hit with the speed of Chaotic Flame; you essentially give Round Harvest instant full-screen coverage. This can be an excellent punishment tactic, especially against assists.

Gameplay:
Tronzilla (Trish/Nemesis/Dormammu) vs. Gouken Respek (Taskmaster/Storm/Amaterasu)

Tron Bonne (Partner)

Spoiler

Tron Bonne Assists:
•Bonne Strike: Allows Dormammu to relaunch in corners.

•Gustaff Fire: Allows Dormammu to relaunch anywhere. The projectile hitbox can make this a useful anti-projectile assist for Dormammu while you ready a Purification or Dark Hole. Unfortunately, the assist has a tendency to knock opponents out of range for Dormammu to launch on a successful hit, and often the only follow-up you’ll have available to you is c.H.

•Bandit Boulder: Allows Dormammu to relaunch anywhere. Helps with horizontal space control. Allows Dormammu to cross-up with Mass Change M when called beforehand. Unlike her normal assist, Bandit Boulder reaches full-screen, and has 10 projectile hit points, making it a very effective anti-projectile assist. During the start-up, Tron’s presence will negate all incoming projectiles.

Tron Bonne to Dormammu DHCs:
•King Kobun -> Chaotic Flame (+)
•King Kobun -> Stalking Flare (+)(d)
•Lunch Rush -> Chaotic Flame (+)
•Lunch Rush -> Stalking Flare (+)(d)

Dormammu to Tron Bonne DHCs:
•Chaotic Flame -> Lunch Rush (~)

General Tips and Tricks:
•If you DHC Chaotic Flame into Lunch Rush after a combo, your opponent will frequently recover mid-air, right above the Lunch Rush gunshot.

•If your opponent blocks Dark Hole, practice tick throwing your opponent out of blockstun with Tron’s command grab.

Vergil (Partner)

Spoiler

Vergil Assists:
•Judgment Cut:

•Rising Sun:

•Rapid Slash:

Vergil to Dormammu DHCs:

Dormammu to Vergil DHCs:

General Tips and Tricks:
•Helm Breaker, Dark Hole, df.H, s.M leads to full combos.

•Helm Breaker, Dark Hole, df.H, s.S can be used as a relaunch technique.

•Helm Breaker, Dark Hole, Spiral Swords, df.H lets Vergil start sword loops after a long combo.

Combos:
Dark Hole during HS strings in a Vergil Combo
Dark Hole to relaunch in a Vergil Combo

Viewtiful Joe (Partner)

Spoiler

Viewtiful Joe Assists:
•Voomerang: Allows Dormammu to relaunch in corners. Helps with horizontal space control. Allows Dormammu to cross-up with Mass Change M when called beforehand.

•Groovy Uppercut: Allows Dormammu to relaunch in corners. Anti-air with no invincibility. Good for Crossover Counters since it can lead to a full combo. Can be very helpful for creating space for Dormammu in his weak spot, directly above himself, and also the space immediately in front of him. Can combo into Purification if timed properly. Can also provide time to lay down defenses or store Dark Spells on a successful hit.

•Shocking Pink: Allows Dormammu to relaunch in corners, but must be called during your launcher, and your air series must end prematurely. When using Purification OTG -> Chaotic Flame, call Shocking Pink immediately before Purification, and Chaotic Flame will carry Joe’s bomb to the screen’s extremity for a little extra damage. Somewhat unreliable, and even dangerous in corners.

Viewtiful Joe to Dormammu DHCs:
•Six Cannon -> Chaotic Flame (+)(b)

Dormammu to Viewtiful Joe DHCs:
•Chaotic Flame -> Six Cannon (~)

General Tips and Tricks:
•With Viewtiful Joe on point, using Six Cannon and then DHCing into Chaotic Flame will allow both to hit with the speed of Chaotic Flame; you essentially give Six Cannon instant full-screen coverage. This can be an excellent punishment tactic, especially against assists.

•Viewtiful Joe has a standing overhead command normal, and a thin character frame. If you can get your opponent locked down in Dark Hole, you can move him into the Dark Hole and try for high-low mix-ups. This is especially effective because your character’s attacks are partially covered by the Dark Hole, obscuring your opponent’s vision from what attacks you are using.

Wesker (Partner)

Spoiler

Wesker Assists:
•Ghost Butterfly: Allows Dormammu to relaunch in corners.

•Samurai Edge: Allows Dormammu to relaunch from anywhere, and provides enough time for one Dark Spell charge during this period. Alternatively, in corners, you can enter Flight, j.H, j.S, and then continue your relaunch. Example. Calling Samurai Edge before a Mass Change creates an unblockable due to it hitting low. If you use Mass Change M, the setup becomes even more difficult to block, and Wesker is also safer due to your opponent having to attack in the direction opposite of him.

•Jaguar Kick: Allows Dormammu to relaunch in corners.

Wesker to Dormammu DHCs:
•Phantom Dance -> Chaotic Flame (-)
•Phantom Dance -> Stalking Flare (~)(d)

Dormammu to Wesker DHCs:
•Chaotic Flame -> Lost In Nightmares ©
•Chaotic Flame -> Phantom Dance (+)
•Chaotic Flame -> Rhino Charge (u)
•Stalking Flare -> Rhino Charge (u)

General Tips and Tricks:
•Wesker can use Dormammu’s Dark Hole assist to relaunch, snapback, or connect Lost in Nightmares in conjunction with an OTG Samurai Edge. If you have a second assist that allows you to relaunch with Wesker, call it for your first relaunch; during your second OTG, you can time Dark Hole to go off immediately after your opponent recovers in the air; use Phantom Move to create a mix-up.

•If your opponent blocks Dark Hole, practice tick throwing your opponent out of blockstun with Wesker’s command grab.

•If you intend on using Dormammu ahead of Wesker in you team order, consider placing Wesker immediately behind Dormammu. In instances where your opponent might try to punish your Chaotic Flame or Stalking Flare with moves like Hyper Charging Star or Bionic Lancer, DHC to Wesker’s Rhino Charge to cover yourself and score a free combo.

Gameplay:
Wentinel (Wesker/Dormammu/Magneto) vs. F. Champ (Magneto/Doom/Phoenix)
Sanford (Wesker/Dormammu/Magneto) vs. Predator (Haggar/Chris/Wesker)
MastaCJ (Dormammu/Magneto/Wesker) vs. Dieminion (Viewtiful Joe/Dr. Strange/Morrigan)
Stone (Zero/Wesker/Dormammu) vs. Mihe (Zero/Vergil/Dante)
Stone (Zero/Wesker/Dormammu) vs. ComboFiend (Nova/Spencer/Dr. Strange)

Wolverine (Partner)

Spoiler

Wolverine Assists:
•Tornado Claw: Allows Dormammu to relaunch in corners. Anti-air with no invincibility. Good for Crossover Counters since it can be canceled into Fatal Claw. Can be very helpful for creating space for Dormammu in his weak spot, directly above himself, and also the space immediately in front of him. Can combo into Purification if timed properly. Can also provide time to lay down defenses or store Dark Spells on a successful hit.

•Berserker Slash: Allows Dormammu to relaunch anywhere, but the placement mid-screen is tricky. Dormammu must be close enough for the opponent to be knocked back toward Dormammu. Otherwise, a decent mid-screen assist that flings your opponent back to reset the fight in your favor.

•Berserker Barrage: Allows Dormammu to relaunch in corners.

Wolverine to Dormammu DHCs:
•Berserker Barrage X -> Chaotic Flame (+)
•Berserker Barrage X -> Dark Dimension (-)(~)
•Berserker Barrage X -> Stalkign Flare (+)(d)
•Fatal Claw (Air -> Chaotic Flame (-)
•Fatal Claw (Air) -> Stalking Flare (+)(d)

Dormammu to Wolverine DHCs:
•Chaotic Flame -> Berserker Barrage X (-), (+)©
•Chaotic Flame -> Fatal Claw (+)©
•Chaotic Flame -> Weapon X (+)©
•Stalking Flare -> Berserker Charge (u)

General Tips and Tricks:
•If you call Dark Hole simultaneously while using Berserker Slash H, your opponent will be caught in the Dark Hole. You can turn this into a full combo, but if you relaunch via Dive Kick’s ground bounce, you will have caused too much hitstun decay to end the combo with Drill Claw, Fatal Claw. Either end the combo with a normal sj.S, or do not relaunch.

•Properly timed, Wolverine can use Dark Hole to let him continue his combos OTG. Call Dark Hole, and then use Wolverine’s df.M. This works after Wolverine’s full launch to relaunch combo, and off of all of his throws. The timing is particularly difficult off of ground throws, but it leads to a full combo - definitely worth it!

•With Dormammu on point, after launching, considering TACing to Wolverine instead of ending with the usual Purification into Chaotic Flame. After the TAC, use Wolverine’s Fatal Claw, and then DHC into Dormammu’s Stalking Flare. This will provide you with enough time to gain 3 Dark Spells, all while retaining Dormammu on point!

•After DHCing from Fatal Claw to Stalking Flare, consider building up the charges for 1D2C. The next time you Fatal Claw into Stalking Flare, 1D2C can connect off of Stalking Flare, which then leads into a Dark Hole, Chaotic Flame. 1D2C and Dark Hole build nearly a full bar of meter together, so this additional damage pays for itself.

Gameplay:
Angelic (Wolverine/Dormammu/Shuma-Gorath) vs. MarlinPie (C. Viper/Doom/Amaterasu)
Spartan Throne (Wolverine/Dormammu/Iron Fist) vs. SmexyMillz (Vergil/Dante/Strider)

X-23 (Partner)

Spoiler

X-23 Assists:
•Neck Slice: Allows Dormammu to relaunch in corners.

•Ankle Slice: Allows Dormammu to relaunch anywhere.

•Crescent Scythe: Anti-air with no invincibility. Can be very helpful for creating space for Dormammu in his weak spot, directly above himself, and also the space immediately in front of him. Can combo into Purification if timed properly. Can also provide time to lay down defenses or store Dark Spells on a successful hit.

X-23 to Dormammu DHCs:

Dormammu to X-23 DHCs:

General Tips and Tricks:
•If your opponent blocks Dark Hole, practice tick throwing your opponent out of blockstun with X-23’s command grab.

Zero (Partner)

Spoiler

Zero Assists:
•Ryuenjin: Allows Dormammu to relaunch in corners. Anti-air with no invincibility. Can be very helpful for creating space for Dormammu in his weak spot, directly above himself, and also the space immediately in front of him. Can combo into Purification if timed properly. Can also provide time to lay down defenses or store Dark Spells on a successful hit. If you choose to end corner combos combos with Flame Carpet OTG plus this assist, you will have enough time to summon Stalking Flare successfully. Mid-screen or in corners, Dormammu can also link 2D1C from this move during relaunches.

•Hadangeki: Allows Dormammu to relaunch in corners. Helps with horizontal space control. Allows Dormammu to cross-up with Mass Change M when called beforehand.

•Shippuga: Allows Dormammu to relaunch in corners.

Zero to Dormammu DHCs:
•Rekkoha -> Chaotic Flame (-), ©(+)
•Rekkoha -> Stalking Flare (+)(d)

Dormammu to Zero DHCs:
•Chaotic Flame -> Genmu Zero (+)
•Chaotic Flame -> Rekkoha ©(+)
•Stalking Flare -> Genmu Zero ©(+)
•Stalking Flare -> Rekkoha (+)(~)
•Stalking Flare -> Sougenmu (u)

General Tips and Tricks:

Gameplay:
Stone (Zero/Wesker/Dormammu) vs. Mihe (Zero/Vergil/Dante)
Stone (Zero/Wesker/Dormammu) vs. ComboFiend (Nova/Spencer/Dr. Strange)