-My shot at a Dormammu list:
-After an air throw, air dash forward, j.H into jump loops
-Flame Carpet XFC into jump loops or launcher
-Purification OTG into Chaotic Flame
-Dark Matter cancels; particularly into Mass Change M to make it cross-up
-Dark Matter mid-combo cancels
-Flight combos - j.H, fly, j.L link
-Air maneuverability - when to j.L/H/S approach
-j.L, c.L mix-up, especially out of a Mass Change M
-Liberation (air) canceled into hypers while preserving Dark Spells
-Air conversion at superjump height: j.H, j.S, Liberation x Chaotic Flame
-Flame Carpet + assist relaunches
-Flame Carpet + assist corner relaunch timing that allows you to get a Dark Spell
-Flight into ADDF/ADUF movement to get out of bad situations
-Linking 3D0C into Dark Hole
-Relaunching off of 1D2C and 2D1C after launcher-canceling
-Charging 1D1C into Liberation after DHCing into Stalking Flare in some combinations
-XFC Chaotic Flame into full combos either via Dark Matter or Mass Change M
-XFC Dark Hole into full combos via Mass Change H
-XF2/3 Dark Hole loops (same as TAC)
-TAC Dark Hole loop: j.MH, qcb.S, j.LH, qcf.L, j.H, qcf.L, j.S
-Multiple blockstrings for appropriately-sized characters (c.LH, Flame Carpet vs. c.L, s.H, Dark Matter)
-Pushblock into Chaotic Flame punish on poor blockstrings
-Charging two Dark Spells before Dark Dimension
This discussion of training regimens has lead me to this question. Who are the top 5 most difficult characters to play well with. Basically the steepest learning curves. I'm talking overall when it comes to execution, movement, knowledge, etc. I think my top 5 in no order would be Dante, Viper, Jill, Morrigan, and Iron Man.
Jill, Morrigan, Strider, MODOK, Doom