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    Dormammu by Sigfriedsfriend

    Version: 1.1 | Updated: 04/24/11 | Printable Version | Search This Guide

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    CCCCCCC A    A P      CCCCCCC OOOOOOO M       M     3333333
    
    
    Marvel Vs Capcom: Dormammu Guide
    
    Written By: Darin Dye     <gamemaster53539@yahoo.com>
    
    Completed On: 3/04/2011
    
    
    Version History
    
     1.0 - All fields filled out
    
     1.1 - New tournament level combos discovered and added (Section 3.2)
    
    
    
    
    ##############################################################################
    ******************************************************************************
                               LEGAL STUFF
    This game was created by Capcom and the other affiliated parties. All 
    rights to the game go through them.
    
    This guide was created by me. As such, all rights to guide are mine. Further
    usage of this guide is easy, just shoot me an e-mail and I'll tell you if you
    can use this guide or not (e-mail is above). 
    ******************************************************************************
    ##############################################################################
    
    
    
    
    TABLE OF CONTENTS
    1.0) Background
       1.1) Game Profile
       1.2) Extended Profile
       1.3) Alternate Costumes
       1.4) In-Game Dialogue
       1.5) Titles
    2.0) Movelist
       2.1) Assist Attacks
       2.2) Basic Attacks
       2.3) Skills
       2.4) Hyper Combos
    3.0) Strategies
       3.1) Team Hyper Combos
       3.2) Solo Battle
    4.0) Mission
    5.0) Contact Information
    
    
    
    
    
    Button Layout:::
    
    Square = Light Attack (L)
    Triangle = Medium Attack (M)
    Circle = Heavy Attack (H)
    X = Special Attack (S)
    
       (Atk) = means hit any attack button (L), (M), or (H)
       (Atk Atk) = means his any 2 attack buttons (L+M), (M+H), (L+H), etc
    
    R1 = Partner 2 (P2)
    L1 = Partner 1 (P1)
    Select = Taunt
    
    
    NOTE: Directional inputs are as follows
    
    789 \    7 = up and away ,  8 = up , 9 = up and forward
    456  >   4 = back , 5 = none , 6 = forward
    123 /    1 = down and away , 2 = down , 3 = down and forward
    
    
    
    
    
    =============================================================================
    1.0) Background
    =============================================================================
      This is section of the guide is completely worthless, but may be 
    entertaining if you are looking to learn about who the character is. In the
    following sections I provide the little snapshot the game gives him and info
    I know about him based on the games I've played.
    
    
    ------------------------------------
    1.1) Game Profile
    ------------------------------------
    (This came from the game, unless otherwise noted, so credit goes to the
    makers of the game for this section.)
    
    Real Name: Dormammu
    
    Occupation: Despot, Conqueror
    
    Abilities:
       Among his many abilities are matter transmutation, interdimensional
    teleportation, size and shape alteration, element control, telepathy, 
    creation of artificial beings, and empowerment of others.
    
    Weapons:
       None
    
    Profile:
       Formerly a being made of energy residing in the Chaos Dimension, he gained
    a body made of metal and crossed over to the real world in the hopes of
    conquering it. Currently he serves as the ruler of the mysterious Dark
    Dimension.
    
    First Appearance: Strange Tales #126 (1964)
    
    
                        ACTUAL    
    Intelligence      |  6/7   
    Strength          |  7/7 
    Speed             |  7/7     
    Stamina           |  7/7   
    Energy Projection |  7/7      
    Fighting Ability  |  4/7    
    
    
    
    --------------------------
    1.2) Extended Profile
    --------------------------
    Dormammu is a character I have just heard about through this game, so I know
    absolutely nothing about him. Having resided in the Chaos Dimension in his
    creation I can't help but imagine he knows Shuma Gorath, another of the most
    feared beings to ever exist (or so I've heard). 
    
    With the flaming skull for a head I would also bet he is related to Ghost
    Rider, but I have no certainty in that statement. From the sounds of him,
    though, I'd bet he's an aweful lot like Shuma Gorath (a being that only
    appears in a series just long enough to kill someone and leave again). Given
    his rediculous stats its a shame he didn't make a boss character, but Galactus
    works just as well.
    
    
    --------------------------
    1.3) Alternate Costumes
    --------------------------
    
    Costume 1 (X): Standard
      - A dark-colored armor with a flaming red skull. His traditional look.
    
    Costume 2 (Tri): Red
      - A flaming red suit to go along with the inferno surrounding his head.
    
    Costume 3 (Sqr): Standard?
      - Looks an aweful lot like costume 1, but with red boots instead of black
    
    Costume 4 (R1): Toxic
      - An evil green suit of armor with a flaming blue skull.
    
    
    
    --------------------------
    1.4) In-Game Dialogue
    --------------------------
    This section contains notable dialogue the character says during battle. 
    Things like him shouting a character's name is omitted unless he refers to
    the character in a special way. Also, sayings directed at him by characters 
    that are unique are also written down. If I'm missing any please let me know,
    but make sure it's not like: Felicia while swapping mid-battle "Dormammu!"
    
    NOTE: about the [Unkown] phrase in the intro and victory sayings, I can't
    find who it is but I suspect it's either Galactus or the DLC Shuma Gorath.
    
    
    Intros:
       "Who dares defy the Dread Lord?
       "You are doomed."
       "You will not survive this."
       "I will rule this world!"
       "I have no use for you."
    
    to Thor - "Not even the power of Asgard can humble the dread: Dormammu."
    to Dante - "I shall strike you down, demon hunter."
    to Trish - "You dare challenge me with magic!?"
    [Unknown] - "Ancient one, what is thy will?"
    
    Victory:
       "You are broken. Farewell."
       "I claim this all for my realm."
       "A new will grips the Earth. The sky, the ether... my will."
       "Tis I who nows stands ready to snuff out the brief candle of your 
          worthless life, I Dormammu."
    
    to Thor - "Now Asgard will fall to me."
    to Dante - "[laugther] As if your insignificant abilities were worthy of 
               my notice."
    to Trish - "[laughter] You wield power innaffectively."
    [Unknown] - "Back to the Chaos Dimension with you."
    
    End with full health? - "This planet is mine and now you will die!"
    
    End-Level Dialogue Box:
       "And now the time has come to let the Mindless Ones loose."
    
       "Fear me! I am lord of the Dark Dimension. I am Dormammu!"
    
       "I will destroy all who cross me!"
    
       "If you're the best this dimension has to offer, consider this world
        already mine."
    
       "What hope do you have against one who wields the dark magicks?"
    
    to Dante - "As you can see, not all demons are created equal. Stick to 
              fighting Mundus, boy."
    
    to Trish - "Ha-ha-ha-ha! You are but a demon's toy and do not deserve
              the freedom you have."
    
    
    Taunt: "I will slay you." or "Show me your best."
    
    Chaotic Flame Activation:
     alone - "Burn to cinders..."
    
    Stalking Flare Activation:
     alone - "I summon the power..."
    
    Dark Dimension Activation:
     alone - "Dark Dimension..."
    
    HC Activation in a Series
     middle - "Good bye..."
     last - "Fall into darkness..."
    
    
    
    --------------------------
    1.5) Titles
    --------------------------
    
    Soul Eater        - Clear Arcade mode with Dormammu on any difficulty
    
    [Unknown]         - Clear Arcade mode with Dormammu on Very Hard
    
    Phantasmagoric    - Complete 5 missions with Dormammu
    
    True Conquerer    - Complete 10 missions with Dormammu
    
    Lord of Darkness  - Use Dormammu 30 times
    
    
    
    =============================================================================
    2.0) Movelist
    =============================================================================
      In this section I provide a list of his attacks and explain what they do
    and how they perform. This can give insight as to how useful moves are and
    different strategies they can be applied to. 
    
    
    Button Layout:::
    
    Square = Light Attack (L)
    Triangle = Medium Attack (M)
    Circle = Heavy Attack (H)
    X = Special Attack (S)
    
       (Atk) = means hit any attack button (L), (M), or (H)
       (Atk Atk) = means his any 2 attack buttons (L+M), (M+H), (L+H), etc
    
    R1 = Partner 2 (P2)
    L1 = Partner 1 (P1)
    Select = Taunt
    
    
    NOTE: Directional inputs are as follows
    
    789 \    7 = up and away ,  8 = up , 9 = up and forward
    456  >   4 = back , 5 = none , 6 = forward
    123 /    1 = down and away , 2 = down , 3 = down and forward
    
    
    ------------------------------------
    2.1) Assist Attacks
    ------------------------------------
    
    Alpha Type: Dark Hole
     - Appears next to player and summons a mid-range black whole that sucks the
      enemy off his/her feet (hits 9 times)
    
    Beta Type: Purification
     - Appears next to player and summons a vertical beam of energy out of the
      floor directly next to you. Lifts up floored enemies (also hits 4 times)
    
    Gamma Type: Liberation
     - Appears next to player and releases any enchantments he currently has
      (see section 2.3 to know which outcome occurs)
    
    
    ------------------------------------
    2.2) Basic Attacks
    ------------------------------------
    
    (L) - snaps his finger, which summons a small explosion before him
    (M) - slaps with his arm on fire
    (H) - slashes the enemy with his hand (lifts enemy)
    (S) - summons a surge of fire from below (air combo transition)
    
    (2+L) - snaps his finger and produces a small, ground-level explosion
    (2+M) - pushes an emission of flames into the enemy (lifts enemy)
    (2+H) - slashes enemy's legs with his hand (trip)
    (3+H) - creates a small, persisting fire on the ground (5 hits)
    (6+H) - launches a horizontal dagger (can bounce enemy off walls)
    
    air L - snaps one finger and creates a small explosion
    air L, air L - snaps other finger and creates a small explosion
    
    air M - punches enemy with a flaming hand
    air M, air M - punches enemy with other flaming hand
    
    air H - uppercuts the enemy with a slash from a hand
    air S - spikes the enemy with a slash from a hand
    
    Ground Throw - Lifts the enemy using magic and shoots him/her away
    
    Air Throw - Suspends the enemy using magic before blowing him/her up.
    
    
    ------------------------------------
    2.3) Skills
    ------------------------------------
    
    Dark Spell: Destruction (214+L)
     - Enchants his left hand by one red charge. If the number of charges passes
       3 he instead uses Liberation.
    
    Dark Spell: Creation (214+M)
     - Enchants his right hand by one blue charge. If the number of charges
       passes 3 he instead uses Liberation.
    
    Liberation (214+H)
     - Casts a spell using the enchantments he has collected. Below are the
     spells he can cast:
    
      Red     Blue      Description
      ------------------------------
       0       0       He emits a small burst from his body
    
       1       0       Detonates a blast in front of him (3 hits)
       2       0       Detonates a large blast in front of him (6 hits)
       3       0       Blows up the stage (10 hits)
    
       0       1       Summons a stalagmite out of the floor (3 hits)
       0       2       Summons a trial of stalagmites (3 hits x 3)
       0       3       Enemy can't jump?
    
       1       1       Summons a small meteor shower (up to 14 hits)
       1       2       Summons a heavy meteor shower (around 35 hits)
       2       1       Summons a volcanic eruption with a rain attack
    
    
    
    Dark Hole (236+atk) in air OK
     (L) - Summons a black hole at close range (9 hits)
     (M) - Summons a black hole at mid range (9 hits)
     (H) - Summons a black hole at long range (9 hits)
    
    Purification (623+atk)
     (L) - Summons a pillar of energy from the ground (close range, 4 hits)
     (M) - Summons a pillar of energy from the ground (mid range, 4 hits)
     (H) - Summons a pillar of energy from the ground (long range, 4 hits)
     NOTE: picks enemies up off the ground for extra comboing.
    
    Mass Change (421+atk) in air OK
     (L) - Teleports in front of enemy at the edge of his striking range
     (M) - Teleports behind the enemy at the edge of his striking range
     (H) - Teleports on top of the enemy
    
    Flight (214+S)
     - Gains the temporary ability to freely move through the air
    
    
    ------------------------------------
    2.4) Hyper Combos
    ------------------------------------
    
    Chaotic Flame (236+atk atk)
     - After creating a supercharged mass of fire in his hands he launches a 
      full-screen beam of flames. Great move and hits 30 times, also forces any
      enemy who is hit by the whole attack to touch the ground before being able
      to recover.
    
    Stalking Flare (214+atk atk)
     - After creating a supercharged ball of fire in one hand, he unleashes it
      as a swirling fireball that homes in on the target. Chases for a 
      considerable time and hits 20 times.
    
    Dark Dimension (623+atk atk) Consumes 3 HC gauges
     - Using his dark powers he sends a ripple of darkness along the floor. If
      this hits the enemy the foe is encased in a sphere of darkness. Dormammu
      then compresses the ball and crushes it, causing it to explode. Can hit
      enemies that are grounded. (1 hit)
    
    
    
    =============================================================================
    3.0) Strategies
    =============================================================================
      In this section I will cover what combos I have developed that
    makes him a formidable character. The first sub-section covers specific 
    combos I have performed that are either very flashy or incredibly devastating
    or useful. The second section is meant to set up basic combos with him when
    he is the only character you have left.
    
    
    ------------------------------------
    3.1) Team Hyper Combos
    ------------------------------------
    Dormammu has some insanely useful hyper combos at his disposal, most of which
    can be used in conjuction with just about any other offensive hyper combo
    in the game. Chaotic Flame hits full-screen almost instantly and Stalking
    Flare is just plain evil. Dark Dimension is really cool... but any enemy you
    plan to hit with it MUST be on the ground for the little ripple to hit. Below
    are some interesting/useful hyper combo chains for Dormammu.
    
    
    Ryu (Shinku Tatsu...) --> Chaotic Flame/Stalking Flare/Dark Dimension
     - Any time before the last hit cancel into any of Dormammu's attacks.
    
    [Beam Hyper Combo] --> Chaotic Flame --> X-factor --> Chaotic Flame
     - Any time before the last hit cancel into Chaotic Flame, then X-factor just
       after the last hit, wait for the enemy to fall back into range (because
       they must hit the floor to move), and do it again. [Beam Hyper Combo] 
       is stuff like Ryu, Dante, Phoenix, Iron Man, anybody with a purely
       horizontal move that does nothing but hit a bunch of times before tossing
       the enemy away.
    
    Amaterasu (Okami Shuffle) --> Chaotic Flame --> X --> Chaotic Flame
     - Same as always with ammy, just before the end of the lightning sequence
       cancel in and let the lingering lightning spike the enemy into your attack.
       X factor after the last hit of chaotic flame and do it again when the
       enemy falls into range.
    
    Thor [Mighty Tornado] --> Chaotic Flame/Stalking Flare
     - Any time before the last hit cancel into Dormammu
    
    Thor [Mighty Punish] --> Chaotic Flame
     - As the hammer falls from the heavens with the enemy, the moment it slams
      him/her into the floor activate Dormammu.
    
    Tron [Servbot Takeout] --> Chaotic Flame/Stalking Flare
     - Once the servbots start running you can cancel into Dormammu because they
      will persist until they run out. Dark Dimension, sadly, doesn't work here.
    
    [Combo HC] - Dark Dimension
     - A simple way of doing it, but just about the only way to force a hit.
      [Combo HC] includes Chun Li, Ryu, Viewtiful Joe, Felicia, etc who have
      hyper combos that are nothing more than physical beat downs.
    
    
    
    ------------------------------------
    3.2) Solo Battle
    ------------------------------------
    
    Dormammu is a surprisingly brutal solo fighter. Despite having very little
    to his movelist and gatling attacks, he has a varitable stew of attacks that
    just keep combos rolling for an obnoxiously long time for amazing damage.
    Below are some of the comboes I've done with him.
    
    2+L, 2+M, S, air M, air M, air H, air S, 623+atk, Chaotic Flame
     - NOTE: I left 623+atk without a given input because it depends how far you
        end up throwing your enemy (e.g. if you're in the middle of the stage
        atk = H or if you end up an inch away atk = L)
     - NOTE 2: The moment the pillar begins to animate cancel into Chaotic Flame
           when done properly the enemy will be popped off the ground, but not
           far enough to be over the flames.
    
    2+L, 2+M, S, air M, air M, air H, air S, Dark Dimension, 623+M, Chaotic Fl.
     - NOTE: Dark Dimension will hit 100% of the time if you take a brief delay
       after spiking the enemy. You know you're doing it too early if it misses.
     - NOTE: All of this combo is unstoppable and 1 combo. Dormammu is the only
        character that can combo out of his own level 3 hyper.
    
    ALL FIVE GAUGES
    ----------------
    2+L, 2+M, S, air M, air M, air H, air S, 623+atk atk, 623+L, 236+atk atk,
       x-factor, 236+atk atk
    NOTE: Use Dark Dimension to pick up the spiked enemy, and while the enemy is
        floored by the level 3 hyper combo pick him/her up with 623+L and unleash
        Chaotic flame. Immediately after Chaotic Flame COMPLETELY ENDS X-factor
        and time the 2nd one for the falling enemy.
    
    P1+P2, 421+H, S, air M, air M, air H, air S, P1 or P2, 3+H, 236+atk atk,
       X-factor, 236 or 214+atk atk
    NOTE: An ultimate combo; requires one ally to be Dante because Dante's 
       Million Dollar hyper combo continues long after Dormammu's does. This 
       allows you to teleport next to the enemy, take him into the air, and do
       an entire follow-up combo. With Dante and Iron Man as supports I got
       160-ish hits.
    
    
    Cornered
    --------
    
    L, M, 6+H, H, S, air M, air M, air H, air S, P1, 3+H, [end]
    
    2+L, 2+M, S, air M, air M, air H, air S, 623+L, Chaotic Flame, [finish]
    
    2+L, 2+M, S, air M, air M, air H, air S, P1, 3+H [end]
    
    
    [end]
    -----
    ...Chaotic Flame or Stalking Flare, [finish]
    
    ...S, air M, air H, air S, P2, 3+H, Chaotic Flame/Stalking Flare, [finish]
    
    
    [finish]
    --------
    ... (from Chaotic Flame only) X-factor, Chaotic Flame
      - X factor after the last hit. This ensures the enemy must touch the
       ground in order to recover and you can easily hit them on the way down.
    
    
    [P1 and P2]
    Should be characters like the following (who come in and juggle the enemy
    after you picked him/her off the floor with 3+H)...
    
      Iron Man (unibeam or smart bomb)
      Dr Doom (Molecular shield or plasma beam)
      Chris (machine gun)
      .
      .
      .
    
    
    
    
    
    
    
    
    =============================================================================
    4.0) Missions
    =============================================================================
    In this section we tackle the missions (or at least the ones I can do).
    Most missions are straight forward, but for some characters beating a mission
    requires rediculously perfect timing and if I have completed them this 
    section will be useful to those who are stumped.
    
    Ones I've Completed: 1-10
    Ones I have not completed: N/A
    
    
    Mission 1 - Attack using Dark Hole
     Solution: 236+L
    
    Mission 2 - Attack using Purification
     Solution: 623+L
    
    Mission 3 - Chain a unique move into a special move (mid-screen only)
     Solution: 6+H, 623+H
    
    Mission 4 - Perform a combo using a cancel
     Solution: 2+L, 2+M, 214+H
    
    Mission 5 - Perform a combo using a hyper combo cancel
     Solution: 2+L, 2+M, 214+H, 236+atk atk
    
    Mission 6 - Perform an air combo
     Solution: 2+L, 2+M, S, air M, air H, air S
    
    Mission 7 - Perform a combo using a mid-air throw (corner only)
     Solution: air front throw, 623+L, 236+atk atk
     Strategy: Input purification to lift the enemy off the floor and cancel
              into chaotic flame the moment it begins to hit.
    
    Mission 8 - Perform a combo using the screen edge (corner only)
     Solution: (2+M, 3+H)x3, 6+H, 2+H, S, air M, air M, air H, air S
     Strategy: Stay about a half-body length away and input the initial part of
             the combo (being point blank for this move makes it much harder).
             After the third 3+H you should have adequite time to pause and input
             6+H, bounce the Joe off the wall and finish with 2+H into air combo.
    
    Mission 9 - Perform a combo using X-factor... (corner only)
     Solution: air S, 2+L, 2+M, S, air M, air M, air H, air S, 623+L, 236+atk atk
             X-factor, 236+L, 236+atk atk
     Strategy: coming down from a jump hit S to begin the combo. After taking the
               enemy into the air and spiking him on the ground, pick him up with
               a quick 623+L and cancel into chaotic flame on the first hit. Let
               the last hit of chaotic flame hit, x-factor, and finish the
               combo. You MUST let the last hit of chaotic flame hit so that the
               enemy needs to touch the floor to end the combo.
    
    Mission 10 - Perform a special combo (corner only)
     Solution: air S, 2+L, 2+M, S, air M, air M, air H, air S, P1, 3+H, S,
             air M, air M, air H, air S, 623+L, 236+atk atk
     Strategy: This mission is a pain only because of P1 = spiderman. Start the
             combo like you normally would and spike the enemy into the ground.
             The trick is to call in P1 as soon as possible and slightly delay
             your 3+H input. The flames on the floor need to pick the enemy up
             off the ground and have Spiderman's web ball hit just after the last
             hit of 3+H. IF, if if if if, you time the web ball perfectly you
             can continue the combo, but you have until web ball connects to hit
             with S and finish the move.
    
    
    
    
    
    =============================================================================
    5.0) Contact Information
    =============================================================================
    If you have any questions, feel free to ask. Below is my contact info.
    
    Name: Darin
    Email: gamemaster53539@yahoo.com