UMVC3/Dormammu/Combos

From SuperCombo Wiki


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.
Basic Midscreen Dark Matter BNBDay 1 execution for good damage
Easy


2L > 5H > 6H > slight delay > 421H > airdash forward > j.H > j.S > jump > j.M > j.H > j.S > jump > j.M > j.H > j.S > 5M > 2H > S > j.MMHS > 623L > 623XX

This is a very useful bnb combo that builds a full meter even without assist extensions. This is your go to damage dealing combo if you don't want to worry about spells.


Basic Midscreen Dark Matter BNBDay 1 execution for good damage
Easy


2L > 5H > 6H > 214S > j.M > j.H > j.S > jump > j.M > j.H > j.S > jump > j.M > j.H > j.S > 5M > 2H > S > j.MMHS > 623L > 623XX

The same combo from before, but instead of teleporting, you fly!


Dark Matter, Missiles, and Spells - Oh My!The combo to get down if you run doom
Easy-Medium


2L > 5H > 6H > slight delay > 421H > airdash forward > j.H > j.S > jump > j.M > j.H > j.S > jump > j.M > j.H > j.S > 5M > call doom > 2H > S > j.MMHS > 214L > 214M > missiles hit > 5S > 2147H > 623L > 623XX

This is a very useful bnb combo that builds a full meter even without assist extensions. This is your go to damage dealing combo if you don't want to worry about spells.

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.

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.

Assist Extensions

Comboing in X-Factor