DreamKing

Nemesis/Dormammu/Ghost Rider Combos by DreamKing

1. Cr.M, S, J.M, M, H, D+H, Cr.M, H, Assist 1, S, J.M, M, S, Air Rocket Launcher, Assist 2, M Rocket Slam, Bioweapon Assault

 ” This combo begins with Nemesis’ relaunch loop. Dormammu’s Dark Hole assist is used to keep Sentinel in place in order for Nemesis to hit S, then neutral jump into M, M, S. The neutral jump is being used so that Nemesis will end up at the correct distance to successfully hit OTG air Rocket Launcher. The OTG air Rocket Launcher is being TK’d in conjunction with Ghost Rider’s assist in order to get the pop up. The combo finishes with M Rocket Slam into Bioweapon Assault.”

2. J.H, Cr.L, Cr.M, L Clothesline Rocket, Forward Dash, J.L, M, H, Cr.M, S, J.M, M, H, S, Crossover Combination

” This combo is a pretty basic way of getting an instant kill on anyone with 950,000 health or less using 3 hyper meters. The tricky part is, after hitting the L Clothesline Rocket wall bounce, you must dash up with Nemesis and hit the series of jumping attacks rather quickly. “

3. (Dark Spell: Destruction x2, Dark Spell: Creator x1) - Flight H, S, Cr.L, Cr.M, Cr.H, S, J.M, M, H, Flight, L, M, H, S, Dash Forward, Flame Carpet (DF+H), Assist 2, S, J.H, S, Flame Carpet (DF+H), Assist 1, Liberation, Crossover Combination, L Dark Hole, Chaotic Flame, St.L

” This combo is very impractical and mostly for show. It begins with Dormammu equipping himself with the proper Dark Spells that he’ll need later in the combo. After the first launch I performed a basic flight cancel string, (M, M, H, Flight, L, M, H, S). The dash up Flame Carpet is being done because on certain characters (smaller hit boxes it seems), using Flame Carpet up close in the corner will result in a staggering effect allowing you more time to call assists and move about. Nemesis is called to add a ground bounce and I walk backward a bit with Dormammu in order to have the correct spacing for when Ghost Rider needs to be called. Flame Carpet is used once again to allow Ghost Rider’s assist to score a wall bounce. Now Dormammu can hit liberation and the eruption and subsequent meteors cause the opponent to become grounded long enough for the Crossover Combination to successfully hit. Dormammu finishes his part of the team hyper early allowing for L Dark Hole into Chaotic Flame finisher. “

4. (Dark Spell: Destruction x1, Dark Spell: Creator x1) - H Teleport, Air H, Cr.L, M, H, F+H, H Teleport, Air S, Cr.M, H, Assist 2, Stalking Flare, Liberation, Flame Carpet (DF+H), Assist 1, S, J.S, Dark Dimension, L Purification, Chaotic Flame, St. L

” Only 2 Dark Spells are needed for this combo. After the F+H I instantly performed a H Teleport which resulted in Dormmamu staying in front of Thor. If done too late the wall bounce will occur before the H Teleport and Dorm will end up behind Thor. Nemesis is being called simultaneously with the St.H xx Stalking Flare in order to get the ground bounce and in turn have Thor positioned a bit higher up. It’s important to have Thor bounced up higher when the Stalking Flare hits because it takes longer for the 20 hits of the hyper to finish hitting and allows for Dormammu to perform Liberation and continue the combo. The meteors bring Thor back down into a Flame Carpet/Ghost Rider assist OTG. After the St. S, the J.S must be done quickly or else Thor will air recover and fall out of the combo. Dark Dimension must also be done as soon as you hit the ground in order for it to keep the combo going. Finally, the combo finishes off with L Purification xx Chaotic Flame. This combo uses 5 hyper bars and is very impractical, but still looks awesome. “

5. H ~ H, Chain of Rebuttal, H, Assist 1, M Hellfire, H ~ H, Conviction Slam, B+H, Assist 2, Hell’s Embrace, L Hellfire, Hellfire Maelstrom, XFC, Hell’s Embrace, Crossover Combination, Hellfire Maelstrom

” After Chain of Rebuttal, Dormammu’s assist is used to keep Ryu in place long enough for Ghost Rider to hit M Hellfire then a St. H ~ H afterward. Following up with Nemesis’ assist after Conviction Slam bounces Ryu high enough allowing for Ghost Rider to hit Hell’s Embrace. X Factor Canceling Hellfire Maelstrom allows for Ghost Rider to hit another Hell’s Embrace. And finally after the Crossover Combination, Ghost Rider finishes early enough for him to perform another Hellfire Maelstrom. This combo uses all 5 meters. “

6. H ~ H, Chain of Rebuttal, J.M, M, S, Cr.M, S, J.M, M, S, L Hellfire, Assist 2, Hell’s Embrace, B+H, Assist 1, Conviction Slam, Crossover Combination, Hellfire Maelstrom 

” This combo will kill off anyone with 1,150,000 health using 4 meters. A jumping series of attacks can be performed after Chain of Rebuttal. Using L Hellfire to OTG into Dorm’s assist allows for Ghost Rider to hit Hell’s Embrace. Following up with B+H and Nemesis’ assist gets the ground bounce enabling Ghost Rider to hit Conviction Slam. Follow up with Crossover Combination then a Hellfire Maelstrom to finish the opponent. “

Music: Megaman X - Sigma Stage 2