UMVC3/Dormammu/Combos: Difference between revisions

From SuperCombo Wiki
 
(4 intermediate revisions by the same user not shown)
Line 101: Line 101:
| Title      = Dormammu Hidden Missiles BNB
| Title      = Dormammu Hidden Missiles BNB
| Oneliner  = The combo to learn if you run missiles
| Oneliner  = The combo to learn if you run missiles
| Difficulty = Easy-Medium
| Difficulty = Easy
| Damage    =  
| Damage    = 726,200
| Meter      =  
| Meter      = 1.1
| Anchor    = DormammuDay1MissilesCombo
| Anchor    = DormammuDay1MissilesCombo
| Youtube    =  
| Video      = Dormammu_with_Missiles_Day_1.mp4
| Timestamp  =  
| Timestamp  =  
| Recipe    = {{clr|L|2L}} > {{clr|H|2H}} > call Missiles > {{clr|S|5S}} > superjump > {{clr|M|j.M}} > {{clr|M|j.M}} > {{clr|H|j.H}} > {{clr|S|j.S}} > land > {{clr|M|5M}} > {{clr|S|5S}} > superjump > {{clr|M|j.M}} > {{clr|M|j.M}} > {{clr|H|j.H}} > {{clr|S|j.S}} > land > {{clr|L|623L}} > 236XX
| Recipe    = {{clr|L|2L}} > {{clr|H|2H}} > call Missiles > {{clr|S|5S}} > superjump > {{clr|M|j.M}} > {{clr|M|j.M}} > {{clr|H|j.H}} > {{clr|S|j.S}} > land > {{clr|M|5M}} > {{clr|S|5S}} > superjump > {{clr|M|j.M}} > {{clr|M|j.M}} > {{clr|H|j.H}} > {{clr|S|j.S}} > land > {{clr|L|623L}} > 236XX
Line 115: Line 115:
<br>
<br>
{{CoreComboDef}}
{{CoreComboDef}}
{{TheoryBox
| Title      = Solo Dark Hole Combo
| Oneliner  = Slightly more damage than MMHS
| Difficulty = Medium
| Damage    =
| Meter      =
| Anchor    = DormDarkHoleSoloCombo
| Video      = UMVC3_dormammu_dark_hole_easy_combo.mp4
| Timestamp  =
| Recipe    = {{clr|S|j.S}} > {{clr|L|2L}} > {{clr|H|2H}} > {{clr|S|5S}} > {{clr|H|j.H}} > {{clr|S|214S}} > {{clr|L|j.L}} > {{clr|H|j.H}} > {{clr|L|j.236L}} > airdash fwd > {{clr|M|j.M}} > {{clr|H|j.H}} > {{clr|S|j.S}} > 623X > 236XX
| content    = This combo is useful if you're in the corner, or if you know you can't get the corner. It's good if you don't have an assist to pick up after. If you do, you probably want to opt for MMHS.
}}
{{TheoryBox
| Title      = Two spells off horizontal assist
| Oneliner  = Corner only
| Difficulty = Hard
| Damage    = 900,000
| Meter      = 1.2
| Anchor    = DormCornerMissilesCombo
| Video      = Umvc3_dorm_2_spells_from_assist.mp4
| Timestamp  =
| Recipe    = {{clr|L|j.L}} > {{clr|L|2L}} > {{clr|H|5H}} > {{clr|H|6H}} > {{clr|L|214L}} > {{clr|M|5M}} > {{clr|H|5H}} > call assist > {{clr|H|6H}} > {{clr|L|214L}} > {{clr|M|5M}} > {{clr|S|5S}} > {{clr|M|j.MM}}{{clr|H|H}}{{clr|S|S}} > call missiles immediately on landing > {{clr|L|214L}} > {{clr|L|214L}} > {{clr|S|5S}} > {{clr|M|j.M}}{{clr|H|H}}{{clr|S|S}} > {{clr|L|623L}} > 236XX
| content    = A good and fun advanced combo utilizing hidden missiles and spells.
}}
{{TheoryBox
{{TheoryBox
| Title      = Looping Chaotic Flames
| Title      = Looping Chaotic Flames
Line 133: Line 158:
<br>
<br>
{{AdvancedComboDef}}
{{AdvancedComboDef}}
{{TheoryBox
| Title      = Dorm Missiles 3 Red Combo
| Oneliner  = Great damage, but decently difficult to execute
| Difficulty = Hard
| Damage    = 900,000
| Meter      = 1.2
| Anchor    = DormAdvMissilesCombo
| Video      = UMVC3_Dorm_adv_missiles_combo.mp4
| Timestamp  =
| Recipe    = (with one red hand charged) {{clr|L|j.L}} > {{clr|L|2L}} > {{clr|H|5H}} > {{clr|H|6H}} > slight delay > {{clr|H|421H}} > airdash fwd > {{clr|H|j.H}} > {{clr|S|j.S}} > {{clr|M|j.M}} > {{clr|H|j.H}} > {{clr|S|j.S}} > {{clr|M|j.M}} > {{clr|H|j.H}} > {{clr|S|j.S}} > {{clr|M|5M}} > call missiles > {{clr|S|5S}} > {{clr|M|j.MM}}{{clr|H|H}}{{clr|S|S}} > land > immediate {{clr|L|214L}} > {{clr|S|5S}} > superjump > immediate airdash fwd > {{clr|S|j.S}} > land > immediate {{clr|L|214L}} > {{clr|L|214L}} > {{clr|H|6H}} > {{clr|L|236L}} > 236XX
| content    = A good and fun advanced combo utilizing hidden missiles and spells.
}}


===Assist Extensions===
===Assist Extensions===


===Comboing in X-Factor===
===Comboing in X-Factor===

Latest revision as of 19:44, 15 April 2025


Motion Input Chart
7 Ub.png 8 U.png 9 Uf.png
4 B.png 5 N.png 6 F.png
1 Db.png 2 D.png 3 Df.png
Notation Meaning
(Leave a space) cancel from the previous normal to the following.
, Link from the previous move to the following.
> Cancel the previous move into the following special / super move.
~ Cancel special into set followup or plink previous attack into the following.
dl. / delay Delay the following move.
whiff Must whiff the following move.
land Must land on the ground before the next move.
rejump Must land then jump again before the next move.
j. / sj. Move is done in a jump / superjump.
jc / sjc Cancel previous move into a jump / superjump.
ia./tk. Instant Air or Tiger Knee Special or Super Move.
XX Any two attack buttons excluding S.
NXX Dash / Airdash in N direction.
X+S Any other attack button and S pressed at the same time.
AA Anti-Air
[X] Hold input
-X- Release input
(N) Connect with only the Nth hit of this attack.
(Move) Move is optional.
[sequence] x N Repeat sequence N times.

Combos

Solo Combos

No Starting Spell Charges

j.5S, land, 2L > 5M > 5H > 6H xx 421H (switches sides), j.5H > j.5S, rejump, j.5M > j.5H > j.5S, rejump, j.5M > j.5H > j.5S, land, 5M > 5S sjc. j.5M > j.5M > j.5H > j.5S, land, 623X xx 236XX, 5M (815,000 for 1 bar, builds ~1.25 bars of meter)

Video Timestamp. Basic jump loop confirm off a midscreen hit. Switches sides, so it is useful if Dormammu is closer to the corner.

j.5S, land, 2L > 5M > 5H > 6H xx 214S, 9XX > 3XX xx j.5M > j.5H > j.5S (whiff), rejump, j.5M > j.5H > j.5S, rejump, j.5M > j.5H > j.5S, land, 5M > 5S sjc. j.5M > j.5M > j.5H > j.5S, land 623X xx 236XX (785,000 for 1 bar, builds 1.25 bars of meter)

Video Timestamp. Alternate midscreen jump loop BnB. The only difference is you use Flight and airdashes to catch the opponent instead of teleport, so you do not switch sides. Flight does not automatically put you above minimum airdash height, so this requires some manual adjustment and is somewhat difficult.

2L > 2M > 5H > 6H xx 214S, j.5M > j.5H > j.5S, rejump, j.5M > j.5H > j.5S, rejump, j.5M > j.5H > j.5S, land, 5M > 5S sjc. j.5M > j.5M > j.5H > j.5S, land, 623L xx 236XX, 5M (777,000 for 1 bar, builds ~1.3 bars of meter)

Video Timestamp. Corner route. Do not use teleport, because the corner Wall Bounce is shorter and Teleport takes too long.

j.5S, land, 2L > 2M > 2H > 5S sjc. j.5H xx j.214S, j.5L > j.5H xx j.236L, j.5H > j.5S, land, 623X xx 236XX (691,000 for 1 bar, builds 0.9 bars of meter)

Video Timestamp. Basic Flight mode route.

j.5S, land, 5M > 5H > 6H xx 421H, 2XX, j.5H, rejump, j.5M > j.5H > j.5S, rejump, j.5M > j.5H > j.5S, land, 2M > 5S sjc. j.5M > j.5M > j.5H > j.5S, land 623X xx 236XX, 5L (808,000 for 1 bar, builds ~1.25 bars of meter)

Video Timestamp.

j.5H, land, 2L > 5M > 5H > 6H xx 214L, 5M > 5H > 6H xx 214M xx 236XX, 5M > 5S sjc. 2147H, 623L xx 236XX, 5M (1,020,000 for 2 bars, builds ~1.1 bars of meter)

Video Timestamp. Corner only Spell route building and consuming two stacks mid-combo.

5H > 6H xx 214L, 5H > 6H xx 214L xx 236XX, 5M > 5S sjc. j.5M > j.5M > j.5H > j.5S, land, 214L, 214H, 6H xx 236L xx 236XX, 5L (1,008,000 for 2 bar, builds ~1.1 bars of meter)

Video Timestamp. Corner only Spell route buiilds and consuming three stacks mid-combo.

With Starting Spell Charges

TBW

X-Factor Combos

236XX xx X-Factor (Level 1+), 6H xx 421L, j.5H > j.5S, rejump, j.5M > j.5H > j.5S, rejump, j.5M > j.5H > j.5S, land, 2H > 5S sjc. j.5M > j.5M > j.5H > j.5S, land, 623X xx 236XX

Video Guide. X-Factor confirm off sniping an opponent with fullscreen Chaotic Flame.

Sample Team Combos

Deadpool/Dorm/Strider
Deadpool/Dorm/Taskmaster

Dorm/Dante/Strange

Dorm Hard Tag to Doom

Dorm synergies with Doom, X-23, Trish, and Strider

Thor/Dorm/Doom

TAC Infinites

All sides/spacings Tutorial

Alternate route


Beginner Combos


Combos One Star.png
Basic, simple combos with few requirements or restrictions.
  • Work on all or nearly all characters.
  • Require little to no resources (Meter, Assists, Character Specific Stocks).
  • Need minimal adjustments for positioning or starter.
Day 1 Dormammu ComboDay 1 execution for some damage
Very Easy
2L > 2H > 5S > superjump > j.M > j.M > j.H > j.S > land > 623X (depends on spacing, L in corner, M or H midscreen) > 236XX

This basic magic sequence combo is the basis of a lot of Dormammu's combo structure. Get this down before you try anything else.

Day 1 Combo + Horizontal AssistDay 1 execution, exact timing will vary
Easy
2L > 2H > 5S > superjump > j.M > j.M > j.H > j.S > land > call assist > 3H > 5M > 5S > > superjump > j.M > j.M > j.H > j.S > land > 623X (depends on spacing, L in corner, M or H midscreen) > 236XX

This is the above combo, but with an extension from Flame Carpet (3H) and a horizontal assist. Just about any horizontal/beam assist will do, though some are easier to confirm with than others, and some only work in the corner.

Dormammu Hidden Missiles BNBThe combo to learn if you run missiles
Easy
2L > 2H > call Missiles > 5S > superjump > j.M > j.M > j.H > j.S > land > 5M > 5S > superjump > j.M > j.M > j.H > j.S > land > 623L > 236XX

This is the basic Dorm BNB with hidden missiles. There are many more advanced variants, but this one is easy and reliable.

Core Combos


Combos Two Stars.png
Core combos that balances reward with execution and reliability.
  • Works against a selected set of characters.
  • Can require adjustments for positioning and resources.
  • Are expected to be consistently performable by a skilled player who main the character.
Solo Dark Hole ComboSlightly more damage than MMHS
Medium
j.S > 2L > 2H > 5S > j.H > 214S > j.L > j.H > j.236L > airdash fwd > j.M > j.H > j.S > 623X > 236XX

This combo is useful if you're in the corner, or if you know you can't get the corner. It's good if you don't have an assist to pick up after. If you do, you probably want to opt for MMHS.

Two spells off horizontal assistCorner only
Hard
j.L > 2L > 5H > 6H > 214L > 5M > 5H > call assist > 6H > 214L > 5M > 5S > j.MMHS > call missiles immediately on landing > 214L > 214L > 5S > j.MHS > 623L > 236XX

A good and fun advanced combo utilizing hidden missiles and spells.

Looping Chaotic FlamesCharacter Knowledge comes in handy!
Medium


(after air magic sequence, land in corner) > dash into corner > 3H > 236XX > 6H > 236L > 236XX

This combo is most reliable on pixies - short characters like Wolverine or Rocket Raccoon.

Advanced Combos


Combos Three Stars.png
Advanced Combos are specialized in usage, require awareness, execution, and have advantages over core combos.
  • May only work on a few characters or in specific circumstances.
  • Can have any amount of requirements such as meter, positioning, starter.
  • Are not necessarily harder than core combos, but require more specific knowledge.
Dorm Missiles 3 Red ComboGreat damage, but decently difficult to execute
Hard
(with one red hand charged) j.L > 2L > 5H > 6H > slight delay > 421H > airdash fwd > j.H > j.S > j.M > j.H > j.S > j.M > j.H > j.S > 5M > call missiles > 5S > j.MMHS > land > immediate 214L > 5S > superjump > immediate airdash fwd > j.S > land > immediate 214L > 214L > 6H > 236L > 236XX

A good and fun advanced combo utilizing hidden missiles and spells.

Assist Extensions

Comboing in X-Factor