The Ultimate Dormammu Thread

Looking at the notations on the video it seems very similar to what’s in the guide. Here’s the combos from the guide and the notes under the damage and meter gain. I’m sure there’s more ways to expand on all these combos with assists to squeeze more damage in.

The guide has 3 follow-up combos depending on the distance to the corner from :f::h:.

(Opponent closer than halfway to corner)
cr.:l:, :m:, st.:h:, :f::h: xx :rdp::m:, j.:h:, LAND, j.:m:, j.:h:, j.:s:, LAND, cr.:m:,:h:, :s:, sj.:m:, sj.:m:, sj.:h:, sj.:s:, :dp::l: xx :qcf::atk::atk:

738,100 damage, 6% meter gained.

After the Mass Change M, hit your competitor with air :h: as late as possible to give yourself enough time for the subsequent normal jump and air :m:.

(Opponent cornered)
cr.:l:, :m:, st.:h:, :f::h: xx :qcb::s:, j.:m:, j.:h:, j.:s:, LAND, j.:m:, j.:h:, j.:s:, LAND, cr.:m:,:h:,:s:, sj.:m:, sj.:m:, sj.:h:, sj.:s:, :dp::l: xx :qcf::atk::atk:

755,400 damage, 19% meter gained.

Distance requirement to the corner is fairly generous - even if your attacker is a fair distance away from corner you can still perform the combo by flying forward after the flight cancel.

(Opponent farther than halfway to corner)
cr.:l:, :m:, st.:h:, :f::h: xx :rdp::l:, AIRDASH DOWN j.:h:, LAND, cr.:m:,:h:, :s:, sj.:m:, sj.:m:, sj.:h:, sj.:s:, :dp::l: xx :qcf::atk::atk:

700,500 damage, 13% meter loss.

This combo requires you to cancel Dark Matter into Mass Change L with an unintuitive timing - immediately before the opposing character is about to hit the wall. After Mass Change L air dash down immediately and press :h: before they hit the ground.

This next combo was one of the more interesting combos from the advance section.

(Opponent cornered requires 2 destruction, 1 creation)
cr.:l:, :m:, st.:h:, :f::h: xx :qcb::s:, j.:m:, j.:h:, j.:s:, LAND, j.:m:, j.:h:, j.:s:, LAND, cr.:h:, :s:, j. :qcb::h:, :s:, sj.:m:, sj.:m:, sj.:h:, sj.:s:, :dp::l: xx :qcf::atk::atk:

940,900 damage, 91% meter gain.

Good stuff man, and thanks.

Dormammu is so top tier now.

I just got to get the spacings down.

No problem, happy to help. I think you guys have got all his frame data already?

He’s definitely looking very promising. I love his tricky set ups and long range, I’m using :f::h: into teleport cancels while calling Vergil with Rapid slash, which juggles them enough to go into a full combo from full screen.

Karst, something to add for the Wesker (partner) portion regarding the DHC synergy

Phantom Dance -> Chaotic Flame (-)

You won’t get full damage off of the flame. Though I may need to retest this.

Chaotic Flame -> Lost in Nightmares ©

I’ve tried it and it works at times, but the timing might be a bit difficult and hitstun decay can affect things. Might do another retest.

Good dame spacing on those dark matter combos are a so frustrating, Im trying to learn the one that builds 1 bar, but having problems with the teleport timing, good stuff with the vergil assist I haven’t thought of that, then again I don’t like vergil all that much lol.

Thanks Triplex. I’ll add that in the next update. Over the next few weeks I plan on writing the Strategy portion up. I wanted to get a feel for the new Dormammu before telling people how to play him, haha. :wink:

It might be possible to extend the juggle and timing window with the Dr. Strange Bolts assist as the spacing between the two bolts hitting is quite long and it hits high, it also works with Taskmaster’s Horizontal arrows but you have to be very quick with the teleport.

Here’s what I have so far:

Frank West Assists:
•Shopping Cart: pick this one

Frank’s Shopping cart helps Dorm because you can treat it like a lockdown beam (note that it doesn’t go full screen) so you can teleport. If they block you have time to do whatever, teleport, store a spell, pillar/dark hole.

You can do a flame carpet into the shopping cart to extend your combos (easy hit confirm too), but in the corner sometimes you don’t get all the hits of the flame carpet so it sticks around for a bit. This means if you slams your opponent into the ground they make take 1-2 hits from the carpet and it may mess your combo up. I think it depends on the total hits/time during when your opponent is hit by shopping cart + flame carpet.

•Tools of Survival L: (dependent upon leveling him up, I still think you want Shopping cart)

•Pick Me Up: (if you need meter, you still probably want Shopping Cart)

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

Dormammu to Frank West DHCs:

General Tips and Tricks:

Dorm Black Hole (a assist) is the juice for Frank West. It does multiple hits, and holds them in place. You want to use it at the end of a combo for maximum efficiency.

Here is the combo I do (because I have mediore execution), a real Frank West player can probably do something even better, but it gives you an idea of how to use Dark Hole:

cr. M, cr. H, S, M, M, H, d+H, assist (I use Task arrows a), S, M, M, H, d+H, Dorm assist, QCF+S, QCF+S, QCB/QCF + ATK ATK (optional, QCB will do more damage)

This takes Frank to level 4.

To test:
If you blow a Dark Hole / Purification and know you’re going to get rolled, you can Chaos Flame (or Stalking Flare) and then DHC into Funny Face Smasher (req. level 3 Frank, airborne enemy only). Most people will of course block when they see Dorm’s super, so that’s where Frank’s unblockable air super comes in.

I also need to test the Dorm->Frank DHCs. We’ll see if I can do that because I’m currently without a controller. :confused:

I’m sure other people can contribute info to this as well, so please feel free. I am by no means a great Marvel player. :lol:

Thanks!

Hey all, I’m new to Dormammu. That BnB a little further up is great and all but the spacing is way too strict to make it an actual BnB, unless I’m doing something wrong? Is there a good damage combo that can work from anywhere?

These two combos from the first page are really simple and work everywhere with some practise. You just have to get used to the timing on cancelling the sj. :h: into flight mode then it’s pretty easy to land.

713,700 Damage (1M)
j.:h:, j.:s:, c.:m:, s.:s:, sj.:m:, sj.:h:, :qcb::s:, sj.:l:, sj.:h:, :qcf::l:, sj.:h:, sj.:s:, :dp::l:, :qcf::atk::atk:

702,000 Damage (1M)
j.:h:, j.:s:, c.:m:, c.:h:, s.:s:, sj.:m:, sj.:h:, :qcb::s:, sj.:l:, sj.:m:, sj.:h:, sj.:s:, :dp::l:, :qcf::atk::atk:

As for the teleport combos they just take practise until it becomes muscle memory that on reaction to the distance you press the right button. Keep at it and you’ll get it eventually.

I’m apparently an idiot and did not test Frank West --> Dorm at FULL/Mid SCREEN (not corner).

Anyways here is the correct data:

In the corner:

Blue Light Special (shopping cart) --> Chaotic Flame (+)
Blue Light Special (shopping cart) --> Stalking Flare (+)
Tools of Survival (weapons) --> Chaotic Flame (+)
Tools of Survival (weapons) --> Stalking Flare (+)

Mid/full screen:

Blue Light Special (shopping cart) --> Chaotic Flame (+)
Blue Light Special (shopping cart) --> Stalking Flare (-) will not combo
Tools of Survival (weapons) --> Chaotic Flame (+)
Blue Light Special (shopping cart) --> Stalking Flare (-) will not combo
So basically outside the corner do Chaotic Flame, inside the corner you can do either (probably want stalking flare so you can store spells?)

how do u guys deal with a competent hulk especially paired with sentinel? if i rush hulk i get armored, if i zone hulk he will look for a gamma crush or power through some how. if im corner pressured by hulk any button press is death. if i push block hulk the pressure keeps on coming with sent drones. if hulk gets the hit its going to be a TOD.
what are your top strats dealing with hulk? i play dorm on point, thx.

I also struggle with the Hulk backed by Sent Drones Match up, here’s a few things I like to do.

[LIST]
[]If he calls drones, you can do :m: teleport > Air backdash and you can hit Sentinel while he’s out and clear the drones.
[
]If Hulk is at normal jump height and drones are behind him, just Chaotic Flame to push him out and clear the screen. Be careful not to do it late because you don’t want to get swatted by J.:s: in the startup frames.
[]Use instant air dark holes to stop hulk from advancing and to punish him for trying to use Gamma Wave. Should eat up most of the Drones too.
[
]If it’s the beginning of the match, try your best to get him to burn his first meter so you don’t have to worry about Gamma Crush.
[]DON’T lay flame carpet unless you’re completely safe. Hulk can easily jump, hit you with J:s: and get a combo. No more carpet trades.
[
]st.:m: is pretty good at stopping Gamma Charge, you might want to think about throwing this out at some point. It’s risky though.
[]Most hulks like to call Drones from fullscreen. My favourite punish for this is to use :h: purification, confirm if it hits Sentinel (both characters is desireable), do another purification, cancel into Stalking Flare, X-factor, then keep juggling their assist with purification while they block the flare. Almost always leads to a dead assist, especially since Hulk doesn’t really have a full screen punish for this situation. The X-Factor, while increasing damage keeps you safe from any retaliation once you summon the flare.
[
]Oh, and build 2C:1D whenever possible. The 1 frame meteor trades are too good to give up and it fills the screen.
[/LIST]

Hulk is tough, pretty much everything he has is safe or a frame trap. Try to zone him out and you might be able to meet him in the air for trades or push blocks, but once hes in on you its very hard to get him out without getting hit or pushed to the corner. I think its an uphill battle since all his supers will beat yours.

I guess using spells would be best and going for teleports like GG said to get away from assists and try to open him up.

The tricky part is knowing what teleport to use. The L tp into a down air dash seems to work at almost all distances except in the corner.

Thanks. I corrected the data in my notes. I’ll put an update out in a week or so.

If anyone else wants to volunteer to figure out synergies between Dormammu and one of the other new characters…please do! It’s a huge help.

Lots of Dark Hole Ls to try and catch him being overly aggressive with Gamma Charge, keep Flame Carpet out if you can, and get 1D2C charged ASAP, and keep those meteors flowing. I actually find Hulk really hard to deal with. I even got perfected by one last night. -_-

Gamma Charge has armor no - no go on this one.

If you touch Hulk, consider snapping Sentinel in.

When does the armour kick in? I’ve definitely stopped a Hulk from charging with :m: but it’s something i did pre-emptively and not on reaction.

All iterations of Gamma Charge (ground) have armor from frames 9-25. All of the Gamma Charge follow-ups have armor from frames 3-15.

So, your M would have to be hitting either right at the beginning of Gamma Charge, or as it was coming to a close. So, M can stop it, but I don’t think it’s a good idea given the risks involved.

No problem, just some clarfication on the Chaotic Flame -> Lost in Nightmares.

If you combo a lot into OTG Purification -> Chaotic Flame, then Lost in Nightmares will not hit because of the hitstun decay. However, if you manage to catch someone in the corner with Chaotic Flame normally, you can DHC into Lost in Nightmares and it will hit.

Yeah, those combos on the guide are strict and not easy to pull off. I have a variation that I do but it uses Task’s horizontal arrow. I can do it anywhere on screen and the timing is less strict. Also, the flame carpet staying on the ground for too long always screws up my corner relaunch combos… >=(