The Ultimate Dormammu Thread

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This vid gave me alot of ideas for corner combos with drones assist. Dont think its been posted yet.

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This vid from the other thread also gave me some good ideas. I think it was gomzu who said that he thought the next level to Dorm would be combos that allowed for spell charges mid combo and it seems like Missiles+Drones assists are the key to this.

That probably will be the next step. I’m sure other certain assists can be used as well, right?

Hey, y’all, haven’t done much Dormammu-related for a while, but it seems I can’t RUNNNNNN from the guy since the Spidey-Dorm synergy is so stupidly broken that I had to give up on Spidey-Nova synergy. But, yeah, I’ve been rocking Spidey/Dorm/Akuma for the past month or two and have been loving every minute of it. Just last night, however, I was finally getting used to Dormammu’s movement and the synergy between the two:
[media=youtube]OATIEs-0LmM[/media]

Old stuff, yes, but there are places where I might be able to build more charges:

  1. Instead of going into flight, I can just build a charge and go into launch, then relaunch with web swing assist /herpderp
  2. I can build a charge right before I lay the Flame Carpet for Akuma (timing is slightly strict… shoutouts to Spartan_Throne)
  3. I might be able to either build a charge to cancel into Stalking Flare or I might be able to build a charge before I go into Liberation after Stalking Flare

Anyways, to make this post even longer, I’ll be looking for resets with Tatsu assist in the near future, in hopes that I can find some nasty vortex-like situations there.

I found a really simple way to convert from a dark matter anywhere on screen , this is mostly for people that have trouble with dark matter teleport /wavedash combos . It doesnt do as much damage but its pretty simple once u get it down and im suprised nobody thought of it . Basically do whatever into DM , then ( grounded) dash , tridash L into crm and then relaunch. its literally max range so u need to be good at dorms ground movement for it to hit.

As old as Vanilla, but like you said the damage is small and it’s not easy, so people don’t go for it.

I’ve been working for the past couple days to find a fun but still pretty good team for Dorm. Currently I’m running Dormammu (Dark Hole)/Chris (Gunfire)/Strider (Vajra)

Any advice on the order or assists or is this a pretty solid team?

Flicking back through the actual guide part of the thread I noticed there doesn’t seem to be a straight forward list of the main character specific stuff. Do we not have a list up somewhere?

If not here’s one I made a while ago for reference (there’s a couple of specific things I’ve missed out to keep it simple because it’s no good if it’s ridiculously specific, but none of it is so important to know):

Dormammu

  • Corner Flame Carpet juggles:
    [INDENT=1]· Amaterasu[/INDENT]
    [INDENT=1]· Arthur[/INDENT]
    [INDENT=1]· Firebrand[/INDENT]
    [INDENT=1]· Rocket Raccoon[/INDENT]
    [INDENT=1]· Viewtiful Joe[/INDENT]
    [INDENT=1]· Wolverine[/INDENT]
    Awkward/inconsistent FC juggles:
    [INDENT=1]· Morrigan - (but only if done as soon as possible after landing, not too useful)[/INDENT]
    [INDENT=1]· Storm - (only if done as soon as possible, not too useful)[/INDENT]
    [INDENT=1]· Tron Bonne - (hold forward on your launch, do not walk forward/tri-dash after landing)[/INDENT]
    [INDENT=1]· 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)[/INDENT]
    [INDENT=1]· X-23 – (only if done as soon as possible, not too useful)[/INDENT]
    [INDENT=1] [/INDENT]

  • Dark Matter doesn’t hit when crouching:
    [INDENT=1]· Amaterasu[/INDENT]
    [INDENT=1]· Firebrand[/INDENT]
    [INDENT=1]· Frank West[/INDENT]
    [INDENT=1]· Morrigan[/INDENT]
    [INDENT=1]· Phoenix[/INDENT]
    [INDENT=1]· Rocket Raccon[/INDENT]
    [INDENT=1]· Strider Hiryu[/INDENT]
    [INDENT=1]· X-23[/INDENT]

  • Falling j.H follow-ups to ***RAW ***Dark Matter xx Mass Change, assuming you would normally go for two j.LHS loops into st.M, cr.H, S etc.:
    [INDENT=1]· Dante[/INDENT]
    [INDENT=1]· Deadpool[/INDENT]
    [INDENT=1]· Doctor Doom[/INDENT]
    [INDENT=1]· Dormammu (First jump loop rep can be j.MHS instead of j.LHS)[/INDENT]
    [INDENT=1]· Ghost Rider[/INDENT]
    [INDENT=1]· Haggar (+j.MHS)[/INDENT]
    [INDENT=1]· Hawkeye[/INDENT]
    [INDENT=1]· Hulk (+j.MHS)[/INDENT]
    [INDENT=1]· Iron Man[/INDENT]
    [INDENT=1]· Magneto[/INDENT]
    [INDENT=1]· Nemesis (+j.MHS, tight timing)[/INDENT]
    [INDENT=1]· Nova [/INDENT]
    [INDENT=1]· Sent (+j.MHS)[/INDENT]
    [INDENT=1]· She Hulk (+j.MHS, tight)[/INDENT]
    [INDENT=1]· Super Skrull[/INDENT]
    [INDENT=1]· Taskmaster[/INDENT]
    [INDENT=1]· Thor(+j.MHS)[/INDENT]
    [INDENT=1]· Tron Bonne (+j.MHS)[/INDENT]
    [INDENT=1]· Vergil (when done close to max range [+j.MHS])[/INDENT]
    [INDENT=1] · Wesker[/INDENT]
    [INDENT=1] · Wolverine[/INDENT]

I don’t list the Flame Carpet juggle stuff because you can juggle every character in the game in the corner with the appropriate spacing. I’ve sort of been hoping that someone would go through and figure out the exact science for each character eventually, and I would include that. I do see the value in including a list of “small” characters, though, so I’ll add that in.

The Dark Matter info is very useful, thank you.

I don’t understand what your last list is about - who can’t you follow up via j.H with?

Yeah I’m aware about the ones involving backwards airdashes etc, but I felt at the time of making the list that they’re getting a bit too character specific for too little reward to bother me looking into (unless you can make like a set list of those juggles and what you can do with them?), whereas obviously these corner juggles are very practical and allow dead easy solo combos and more complicated ones because you don’t have to adjust your spacing when you land, meaning you can do quick extensions with just st.S > SJ > j.HS > land > FC (or tighter ones than that) etc. which I’m assuming isn’t possible with the back dash ones? So that list was less about getting a relaunch but more about those specific juggles.

Sorry I definitely should have clarified a bit more, my bad, I’m not talking about mid-combo Dark Matter xx Teleport combos, I’m talking about when you do raw Dark Matter xx Teleport and characters with appropriate hitboxes and weight get stuck on Dormammu’s body instead of going underneath him, meaning midscreen you can get a falling j.H into jump loops, instead of otherwise just getting Dark Hole xx Chaotic Flame from the wallbounce from the Dark Matter when you’re not close enough to the corner. This is on grounded characters (or characters just off the ground), and won’t really work jumping character because obviously Dormammu teleports in relation to them and ends up too high.

There’s some specific stuff with that which I missed out, like at almost max range when you throw the Dark Matter xx Teleport, Felicia (and some others) will still go under your body like normal, but their hurtboxes allow you to catch them anyway with a j.H after they’ve already passed under you, it’s just getting a bit too specific and reliant on the spacing, height, hurtboxes etc.

Sorry about the confusion.

Edit: loooool I’ve made it clear in the list now haha.

Whenever I Dark Matter from full screen, I usually air dash backwards after the teleport and it seems to catch most of the time.

-_-

y u no share sooner? gombu pls.

lol thank you anyway, hadn’t thought of that. Testing it now, seems like to get it consistently it’s best to plink :l:+:m:~:h:. Unless you have more insight on it? Though anything closer than just about fullscreen is seeming really hard.


This brings to mind something the Fei Long forums had going. There was Lab Findings thread for all specific tech and what not, and a tidbit thread called “5 things I learned this week”, people just plopped little things which were neither here nor there into those threads, and while a lot of it was stuff which some people might know, people would offer up situational punishes, useful option selects, arguments as to why they do one thing in a situation rather than another etc. and it was quite useful when every now and again when someone would post something good to know like what you just mentioned Gomu.

Perhaps a Labwork/Tidbit thread or something like that would be good for the Dorm forums to get people posting stuff which they otherwise wouldn’t? Or maybe we should just start posting more of the little things in this thread anyway.

I think people should just share their stuff, personally. It’s better to assume it’s new than that it’s old.

And someone should offer to record combos for me. :stuck_out_tongue:

Whats the story or possible applications behind the whole double flame carpet thing? Like you can lay one carpet but then afterwards you can lay another if you do it in the cr. l, carpet block string.

There are no applications aside from the knowledge that you always have a safe blockstring.

I figured I’d post my team progress:

[LEFT][/LEFT]
I spent a good amount of time in training mode, and landed my first full Morrigan double Soul Fist combo! (j.S, s.LMH, f.H, j.MMH, qcf.H, qcb.S addf, j.H, qcf.H, qcb.S, s.S, sj.MMH, dp.M/H, qcf.AA) I actually did it quite a few times in a row, which felt pretty good. I’ve had to do my own single Soul Fist variant for a while now.

XF3 Vergil with DT on does 400K chip damage with Dimension Slash. WTF.

I found out that Vergil can DHC glitch to Morrigan. I didn’t mess with it a lot, but she can definitely start doing a Soul Fist loop from that point. Throw, Devil Trigger, Astral Vision, Soul Fist loop. As with any other throw -> tag situation, the Soul Fists don’t seem to suffer from damage decay, since just landing 2 of them did 240K. I’ll mess with it more some other time, though.

Landed Helm Breaker, Dark Hole, High Rise (df.H’s name, right?), j.S once. Hard as hell, not sure if I’ll be able to do it for a long time. Since someone discovered that you can Spiral Swords, High Rise, Lunar Phase to OTG someone after Helm Breaker, but that’s way too hard for me, I might try and do Helm Breaker, Dark Hole, Spiral Swords, High Rise to see what happens. I don’t care about the damage scaling, I’d just like some way to benefit from happy birthdays without blowing X-Factor when I catch them on a Helm Breaker.

Did my first sword loop. The c.H after Judgment Cut L is hard as heck to get out. Not sure why. I might end my loops early for a while like some noobs do.

Tried to do the Dimension Slash -> Stalking Flare -> 3D0C combo, but my j.S wasn’t spiking. Not sure why.

Gah, the hitstun decay on f.H is just brutal for Dormammu. I can’t seem to get anything more than this combo going:
j.S, c.LHS, sj.MMHS, dash, call Rapid Slash, Flame Carpet, f.H, Dark Hole, Chaotic Flame.

In corners I get a full relaunch, so this is mostly an issue with mid-screen. I’d like to be able to get more, just so I can get the Dark Harmonizer call in.

If I call Rapid Slash at the same time I throw Dark Matter, they always combo. I can wait for Rapid Slash to hit before I teleport, and then air dash into j.S for a full combo.

Starting a round by throwing Round Trip and canceling into Devil Trigger provides ALMOST enough time to combo off the Round Trip after a hard tag. AAAAALMOST. :frowning: Still a fantastic way to start rounds if I want Morrigan or Dormammu on point. People are too scared of Vergil to start near him.

What ender are you using?

iirc you can’t do launch into :d:+:h:, land then :d:+:h: xx Dimension Slash, because it ends the SJ state. You need to do launch BBC xx Dimension Slash for Dorm’s j.S to cause the HKD.

Yeah, I need to rewatch the combo video that inspired this. Thanks!

A simple SJ height hit confirm for Dorm, SJ, H x S ( delay the S a tiny bit ) , H liberation cancelled into chaotic flame. If there in the corner u can relaunch after the chaotic flame with M.

Hey, what do people think Dormammu’s worst matchups are?

My vote’s on Vergil, because swords ruins everything, and stops beam assist teleport shenanigans, as well as a lot else, and it’s scary to try to AA his helm breaker. He also can teleport through his fields of pain. Cap is annoying for me too, rolls and charging stars with good prediction makes it sketchy to zone, and air shields can hinder teleport sillyness. Viper’s seismos, perhaps Firebrand (no invincible supers and large hitbox make for easy overhead/unblockable reset target). But, I’m relatively inexperienced against most of the top tier, and I’m the only one of my friends who plays cap, so my matchup knowledge is limited to random online stuff/speculation.

Ooh, I ran the pair for a while, Dorm/Vergil, and they’re FUN. Rapid slash + pillar zoning is my friend. For the midscreen, I find they occasionally drop out before they get hit by dark matter, for some inane reason, but that’s because I’m trying to teleport in and relaunch. I found that turning the first air combo from MMHS to MHS allows for a decent chance of relaunching and doing some serious damage. It’s also possible to j.S, cr. LHS sj.MMHS, call Rapid Slash, Flame Carpet, no f.H and just teleport, land with j.S or j.H depending, relaunch fun. My problem with this is the last time I labbed it was months ago, and I recall that without the f.H, catching them with the teleport was hard to land consistently in combat. I ran Dark Vergil, so I didn’t have any of those cool point Vergil and roundtrip shenanigans (I ran him anchor mostly because I found the dark hole High time s.S thing to be just impossible to time right)

Sounds like a sick team. I hope to see it on stream or something in the future.