huh? what do you mean? you could always cancel liberation into a hyper
Is anyone else having trouble dealing with the new Flame Carpet in the corner? I can’t get any kind of relaunch on a non-small character. The first hit of FC hits them but then they recover before I can get anything else going.
Also, it seems that a lot of the time when I go for the standard airMMHS after a launcher, Dormammu ends up falling beneath the opponent a lot more than he used to. I don’t know if it’s a timing thing with me or what. I adjust for it in training mode, but anytime I play a match I just keep falling beneath my opponent and dropping my combo. Any ideas?
Dormammu is just less floaty in general. You need to adjust your magic series accordingly.
Flame carpet relaunch does not same to always work the character lands back on the carpet still active and some times characters pop out of the chaotic flame after pillar otg especially in corner.
no i mean you can perform a liberation in the air and then quickly cancel into a hyper before your charges are released and get the hyper out instead of your spells. This lets you keep your spells if you want to use them later. its a cool trick but i ive only used it to keep opponents guessing.
Thanks Seth, I’ll add it to the guide. Next weekend I’ll post the first full iteration of the guide. I have all the text prepared, I’m just holding off since I promised the guide creators I would.
jesus christ are you kidding me???
Looks like i found someone else to pair up with Strider/Mammu
Ooooo so u mean u cancel it right before he releases it? interesting. Are you trying to use this in combos or just as a mixup to get back to the ground quick for a punish?
Captain america seem sto run shop over my dorm, seems like a total counter. Anyone else having a hard time with caps?
his 4 frame short is killing me
Ive seen players picking Purification over Dark hole, why is this, was there a buff to purification or something?
yeah that’s what I meant. For now I only use it as a mix up to get out a stalking flare/ chaotic flame. I haven’t had any luck utilizing it in combos yet, but who knows, when I become more familiar with the new Dorm I’ll see if i can come up with one
depends on ur team. Purification is better for defense and controlling the entire space right in front of ur character, but darkhole is better for pressure and extending combos. My old team used to use purification sometimes with taskmaster on point firing off arrows all over the place. it makes it very hard for ppl to get in
SELF-RELAUNCH in the CORNER without any assist.
It’s possible against every characters except:
Iron man
Dante
Wesker
Iron fist
Nemesis
Ghost Rider
Doc. Strange
Trish
Felicia
Spencer
Spiderman
Hulk
Hsien ko
Dorm
She-Hulk
Taskmaster
(Feel free to correct me if you find a way to relaunch against these)
I’m talking about relaunching without the help of any assist in any part of the combo.
Against the “bouncers” it’s possible to add a cr.:h: before the :s: and the only condition for succeeding in the relaunch is to superjump forward. Against other characters you may need to delay the air series or to tri-jump after landing.
I found something that is a must know imo: if you’re facing the characters listed above you can setup a semi-unblockable reset in the corner after landing from your standard air magic series. Right after landing tri-jump forward and lay down the flame carpet, your opponent will reset and immediately land between you and the flame carpet (he will NOT chicken block the carpet), now quickly superjump forward then while dashing downward use j.. It’s an high-low unblockable and it works well regardless of the direction of their air tech roll.
Karst, you are a gentleman a scholar. This thread is amazing.
Also I’ve stolen your team. Fire, Dorm, Morrigan. This is the anti-“no airdash” team. I love it.
Fair warning: Hidden Missiles is a bitch to deal with.
The Ultimate Dormammu Thread has been updated. All of The Basics sections are now filled out. I went through the old guide and retained what was useful while adding new things people have discovered thus far. Feel free to share any criticisms or thoughts on content. The videos are all from Vanilla, and it will likely stay that way for some time unless someone wants to help me out on that end.
If a bit of info has [TEST] next to it, that means I have a hunch that information is still valuable, but it needs to be tested. Anyone who would like to help me out by testing those things is well received.
The Team Building portion of the guide was updated. Irrelevant Vanilla information was removed. I presumed that most of what allows Dormammu to relaunch in Vanilla still allows him to do so. Feel free to let me know if any of the information is presently false.
Edit: Matchup section updated as well.
If anyone saw my tweet: he can XFC flame carpet now. Flame Carpet, XFC3, Dark Hole, relaunch, DEATH. XD
I’m aware. If anyone have recording equipment, a video for the combo section would rock.
I’m having some trouble with team order and assist usage. I’m using Doom, Storm, Dormammu with Hidden Missiles, Whirlwind, Black Hole. I’m not feeling Dormammu as anchor and I don’t think he works out too well like that (maybe I’m wrong). Based on these assists, what order makes the most sense so I can make best use of Dormammu (and all my other characters of course)? Also would it be better to use Plasma Beam instead of Hidden Missiles here?