(alpha) Dark Hole
: Dark Hole is the preferred assist as it grants Spider-man control of space in between him and his opponent, assisting him in either advancing in on the opponent, keeping the opponent out, or locking the opponent down. The assist is active for a whole 33 frames, meaning it will pin the opponent down for quite some time or will leave the opponent in hit-stun long enough for Spider-man to pick up off of it fairly well.
This is also one of the best assists in terms of extending Spider-man's combos this time around, due to the fact that it will hold the opponent long enough for Spider-man to connect an OTG Web Zip into a
Web Throw at the end of a combo. Spider-man can then choose to finish the combo with Maximum Spider or Crawler Assault -given the position of the opponent in relation to the stage- or even go for a reset with an OTG Web Zip.
Dark Hole has 50 frames of startup. This supplies you enough time to scare your opponent into blocking and throw them for their feeble defenses. You also have enough time to get a quick cross-up in the works if you time it right.
Due to Dark Hole's rapid hits, you are able to force a fuzzy guard on your opponent by getting them to block high against such moves as j.
. This can create deadly hi-lo mixups by allowing you to perform cr.
, or get that instant over head with
or even j.
Dark Hole can create left-right mixups on incoming opponents midscreen, due to Spider-man's ability to cross-under the opponent using a grounded
Web Glide a.k.a. Web Zip. In the corner, Dark Hole can force guard breaks when timed correctly; by performing an Instant Air Dash (IAD) j.
while calling Dark Hole so that the last 3 hits will connect, Spider-man can punish any attempt to Advancing Guard with either a dash up air throw or an Ultimate Web Throw. Should the opponent take the hit of the j.
and Dark Hole, Spider-man can land and perform st.
Web Throw ton pick up off of the combo.
: Purification does not prove to be very effective as an assist in general, let alone for Spider-man. It has 56 frames of startup, not only leaving Spider-man the inability to use this as a practical combo extension, OTG or not, but it's hardly easy to pick up off of for a combo. It only remains active for 23 frames as well, leaving it subpar compared to Dark Hole's extra 5 hits and 10 active frames.
The one thing that Purification does have over Dark Hole is that even if Dormammu gets hit late in the startup, Purification will still come out for its natural duration.
: Liberation assist works the same as it does as Liberation on point; the move's output changes depending on the number of charges that Dormammu has stored. When Dormammu performs Liberation, all stored charges are consumed in the process.
This assist should only be used when Spider-man is already paired with an assist that will provide him screen control and possibly combo extension capabilities. However, due to the fact that it provides 10 different assists in one, it is the most flexible assist in the game. The only issue is to figure out how to build those charges while you still have Spider-man alive...
Liberation continues to be even more unique than the other two assists because when Liberation is chosen as Dormammu's assist, Dormammu will perform Stalking Flare as his hyper in any THC, rather than Chaotic Flame.
In order to build charges with Dormammu most efficiently while keeping Spider-man on point, you must be able to DHC from Maximum Spider or Crawler Assault into Stalking Flare. When Stalking Flare is correctly DHC'd into, it slowly carries the opponent up, up, and away, miraculously granting enough time for Dormammu to build 3 charges, and then safely
raw tag back into Spider-man.
The combinations to go after the most are:
3 Destruction, 0 Creation
2 Destruction, 1 Creation
1 Destruction, 2 Creation
1 Destruction, 1 Creation
2 Destruction, 0 Creation
I may possibly go in more depth with Liberation someday down the road...
Spider-man to Dormammu DHC's:
Maximum Spider -> Stalking Flare*
Maximum Spider -> Dark Dimension***
Crawler Assault -> Chaotic Flame
Crawler Assault -> Stalking Flare**
Crawler Assault -> Dark Dimension
Ultimate Web Throw -> Dark Dimension***
Dormammu to Spider-man DHC's:
Chaotic Flame -> Maximum Spider
Stalking Flare -> Maximum Spider
Stalking Flare-> Crawler Assault```
* - Best works when connected to from Web Throw
** - Best Works in the corner
*** - Requires a delay so that the opponent does not bounce over Dark Dimension's hitbox.
``` - Requires that the opponent is ground (and is easier when performed in the corner)
General Tips and Tricks:
Although one of Dormammu's best role is perhaps his ability as one of the scariest anchors of the cast, it is best to always have him on the second slot of a Spider-man point team. Your objective with this team is to land a hit with Spider-man so that you are able to combo into Maximum Spider or cornered Crawler Assault while you have 2 bars. When done correctly, you are able to DHC into Stalking Flare that will slowly land its hits on the opponent, allowing Dormammu to build 3 Liberation Charges. You are left with enough time to raw tag back into Spider-man or into your 3rd character, throwing Dormammu onto anchor with 3 Liberation charges in store.
After landing a Web Throw, Spider-man is able to raw tag into Dormammu for some fun shenanigans to ensue; Dormammu has enough time to land a 3 Destruction Liberation, Dark Dimension, or even a Flame Carpet for combo extension/resets. Now that the opponent floats for a longer period of time, giving Spider-man more free time after Web Throw. It is now possible to raw tag Dormammu in and have him perform Purification xx Chaotic Flame.
Provided Dormammu already has his charges or the opponent is close to death but Stalking Flare after Maximum Spider won't do the job, Dormammu can do one of two options:
- If Dormammu has 1 Destruction charge and 1-2 Creation charge(s), Dormammu can immediately go into Liberation (Meteor Shower), and then either Dark Hole xx Chaotic Flame as they are falling, or Purification xx Chaotic Flame or Dark Dimension on the hard knockdown.
-If Dormammu does not
have the required charges for Liberation (Meteor Shower), he can immediately perform
Mass Change Air Dash Forward (ADF) j.
Dark Hole to add on a significant amount of damage.