DARK HOLE - QCF+ATK (122K)
QUARTER CIRCLE FORWARD + ATTACK
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
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.