MM      M    AA    RRRRR   V           V  EEEEEEE  L
M M    MM   A  A   R    R   V         V   E        L
M  M  M M  A    A  R    R    V       V    E        L
M   MM  M  AAAAAA  RRRRR      V     V     EEEE     L
M       M  A    A  R   R       V   V      E        L
M       M  A    A  R    R       V V       E        L
M       M  A    A  R     R       VV       EEEEEEE  LLLLLLL

              V       V  SSSSSSSS
               V     V   S
                V   V     SSSSS
                 V V           SS
                  V      SSSSSSS

CCCCCCC   AA   PPPPPP CCCCCCC OOOOOOO MM      M     3333333
C        A  A  P    P C       O     O M M    MM           3
C       A    A PPPPPP C       O     O M  M  M M           3
C       AAAAAA P      C       O     O M   MM  M        3333
C       A    A P      C       O     O M       M           3
C       A    A P      C       O     O M       M           3
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