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Monday
Feb072011

NORMAL MOVES

 

Damage #s are for (standing/crouching/air)

L - LIGHT (48k/45k/50k)


M - MEDIUM (70k/70k/50k)

Standing, crouching, and air M nullifies some projectiles.

c.M launches opponents very slightly.

H - HARD (90k/90k/85)

Standing, crouching, and air H nullifies some projectiles.

S - EXCHANGE (95k/NA/90k)


COMMAND NORMALS

DARK MATTER

TOWARDS + H (80k)

Fires a dagger-like projectile.  Wall bounces on hit.  Special cancelable. 

FLAME CARPET

DOWN-TOWARDS + H (81,700)

Dormammu places a pool of fire on the ground at his feet.  It will OTG and inflict chip damage.

Monday
Feb072011

SPECIAL MOVES

DARK HOLE - QCF+ATK (122K)

QUARTER CIRCLE FORWARD + ATTACK

Dark HoleDormmamu summons a vortex of energy when casting Dark Hole, which is a multi-hit attack that absorbs projectiles. Effective for controlling horizontal space in front of Dormammu. 

Can be performed in the air.

PURIFICATION - F/D/DF+ATK (120K)

FORWARD, DOWN, DOWN-FORWARD + ATTACK

This special is a pillar of dark energy that is a multi-hit attack and effective for controlling vertical space in front of Dormammu. Works well versus characters who have the ability to fly and stopping players who try to super jump towards you. 

Using Purification in conjunction with Stalking Flare Hyper is a great way inflict massive chip damage versus blocking opponents. 

DARK SPELL: DESTRUCTION - QCB+L 

QUARTER CIRCLE BACK + LIGHT ATTACK

Stock levels of Destruction. Charge three in a row to release a large explosion. 

DARK SPELL: CREATION - QCB+M

QUARTER CIRCLE BACK + MEDIUM ATTACK

Stock levels of creation. Charge three in a row and the opponent will be unable to jump. 

LIBERATION - QCB+H

QUARTER CIRCLE BACK + HARD ATTACK

Liberation on its own is a simple special that will also absorb projectiles and send the opponent reeling if they are hit with it. 

Using liberation with stocked levels of Creation and Destruction will result in a number of different attacks. For instance, stocking one level of Destruction and a level of Creation and then performing Liberation will result in a meteor shower. 

Dark Spell chart coming soon. 

TELEPORT - B/D/DB+ATK

BACK, DOWN, DOWN-BACK + ATTACK

Dormammus teleport is great for popping around the screen on a whim and creating mix-up opportunities and even getting out of trouble.

L: Teleport in front of opponent.

M: Teleport behind opponent. 

H: Teleport above opponent. 

FLIGHT - QCB+S

QUARTER CIRCLE BACK + S

Using flight with Dormammu is great for dippin' out when the opponent starts to close the gap. Dormammu is a keep away character so using flight is essential for being able stay far away from the opponent at all times. 

Monday
Feb072011

ASSISTS

DARK HOLE (122K)

Shot - Front

PURIFICATION (120K)

Shot - Tilt Up

LIBERATION

Shot - Front

Monday
Feb072011

HYPER COMBOS

CHAOTIC FLAME - QCF+2ATK (281K)

Chaotic FlameQUARTER CIRCLE FORWARD + ATTACK X 2

Full screen and fairly damaging super. Effective for punishing wiffed attacks. Combo into this Hyper after a connected Forward + C attack -- even from full screen!

STALKING FLARE - QCB+2ATK (256K)

QUARTER CIRCLE BACK + ATTACK X 2

Stalking Flare is a great super to throw out against opponent low on life considering it inflicts massive chip damage, especially when used in conjunction with his Purification special. Even if the opponent dies before all the hits connect, it will still stay active once the next character tags in. 

DARK DIMENSION (LEVEL 3) - F/D/DF+2ATK (400K) 

FORWARD, DOWN, DOWN-FORWARD + ATTACK X 3

Full screen level three super where Dormammu traps the opponent in their own little universe, ultimately crushing them for big damage. 

Monday
Feb072011

COMBOS

Crouching L, Standing M, S, Neutral Jump, M, M, H, Cancel into Light Dark Hole
Damage: 344,600 

Forward + H, Chaotic Flame
Damage: 352,400 

Forward + H, Chaotic Flame, X-Factor, Chaotic Flame
Damage: ~ 620K

Crouching L, Standing M, S, Neutral Jump, M, M, H, S, Heavy Purification, Chaotic Flame
Damage: 578,000

(Three levels of Dark Spell: Destruction stocked, in corner) Crouching L, Crouching M, S, Jump, M, M, H, S, Liberation, S, Jump, M, M, H, S, Light Purification, Chaotic Flame
Damage: 697,700 (Varies based on Light Purification into Chaotic Flame timing)

(Three levels of Dark Spell: Destruction stocked, in corner) Crouching L, Crouching M, S, Jump, M, M, H, S, Dark Dimension, Liberation, S, Jump, M, M, H, S, Light Purification, Chaotic Flame
Damage: 1,089,200 (Varies based on Light Purification into Chaotic Flame timing)

Crouching L, Standing M, X-Factor, Crouching M, S, Neutral Jump, M, M, H, S, Heavy Purification, Chaotic Flame
Damage: 850,700

Monday
Feb072011

TEAMING GUIDE

Dormammu works well with other zoning assists and is most effective when he is the second or third (anchor) character on the team. 

Getting some space with your point character, and bringing in Dormammu with a DHC can be an effective strategy to gain positional advantage.