I hate that about Dark Dimmension. You have to activate it relatively close to counter a beam hyper which takes away from its counter/punishing ability. I wonder if Dorm can pull a Chris with his Lvl.3 if he XFC since it has so many frames of invinc?
I’m not sure what you mean by pulling a Chris, but do you mean something like canceling blockstun with XFC into Dark Dimension, and your opponent just has to eat it? If so, yes.
No I mean when chris does his hyper with the greanade laucher and the homing missile and XFC it during a counter beam hyper and keeps the Invinc from his hyper while being able to free roam the through the oppents beam and punish them.
Ah, I see what you mean. Perhaps - I’ll try to give it a test within the next few days.
Hopefully I’ll get a chance to test it out but if Dante can Teleport xx Double Jump to bait c.M, can he do the same to Dorm’s s.S?
You can punish Dante’s teleport with Dorm’s launch before he has a chance to double jump, so no. Air throw is also a good teleport counter.
Yeah, I think Dormammu can respond to anything Dante wants to do pretty well if we’re just talking 1v1. Also, depending on your assists, you can lock him out of Air Trick in other ways. Hidden Missiles, for example fires right behind you, so they’ll hit any teleports that warp to that region.
Has anyone figured out a combo that can be done with Dormmamu that includes storms whirl wind or sentinels drones?
If you have the person in the corner, you can OTG with assist (I use Ryu’s hurricane kick, and Ryu in general cause people think he is bad). 2A, 2B, 6C, D, SJ follow, j.B, j.B, j.C, j.D, Assist, Flame Carpet, (strict timing D), SJ follow, j.B, j.C, J.D, Purification, Chaotic flame.
Note, when you follow up for the started combo don’t follow up in a diagonal way, go straight up. Otherwise when you OTG carpet with assist it will cause problems.
Thanks for the heads up!
I think I get too predictable with c.M in that matchup to punish Teleports that I end up getting punished when Dante players do Teleport. I need to Air Throw more.
i started playing this guy the other day…someone was telling me hes a phoniex killer any reason why?
Check the Team Building section of the main thread - I list a few things that Dormammu can do with Sentinel’s drones.
Stalking Flare, probably.
No need to double jump to bait this. Just teleport and block.
:s: is a good counter to most Dante players when they teleport, however, I would recommend air throw at higher levels of play. When Dante appears behind you, he only has 7 vulnerable frames before he can act. :s: or c. works on most Dante’s b/c they press
or :h: after they teleport in the hopes of hitting you. However, if they teleport and just hold back, you’re going to eat a full combo because you’re :s: doesn’t come out fast enough and they will recover fast enough to hit you.
As a Dante player, I’d like to know what you’re referring to as far as the 1v1 matchup goes. I checked out the match-up section. While that is good information, Dante has A LOT of options and that section covers only a few; some of which would be silly to do, like Killer Bee as an opener or random Million Dollars - both of which are unsafe against almost the entire cast).
In any case, in my experience, this match-up is bad for Dormammu because his tools aren’t fast enough to deal with Dante. None of his zoning options are safe without an assist covering him because of the speed of Dante’s teleport and box jumping, and carpet doesn’t work at all against Dante players smart enough to launch before they touch it. Dormammu’s normals are faster than Dante’s, but so is almost every other characters’ and that doesn’t stop him. Basically, unless I’m missing something, Dormammu is reduced to a bad Magneto with no zoning when he’s pit against Dante 1v1.
I don’t mean this as an attack of any kind by the way, I just want to make sure I’m not overlooking something in my Dante matchup. Ever since I retired Dormammu for Doom, I’ve continued checking the Dormammu threads because he really is a great character and Karst has the most interesting and best structured character thread out there.
I’m not entirely sure if this is the place to ask, but so many times I’ll get a punish and go for the typical cr:l: cr:m: :s: and watch the cr:m: whiff because they’re a pixel to far away/too short. The cr:m: just goes right over their head and I need to prepare for a punish of my own. What’s the best way to deal with that? I started trying to switch to standing instead of crouching if I feel they’re far away and it looks like it works, but I’m not sure what other implications there are. Just wondering if anyone else has had that issue.
Yeah, it’s because I’m one man running tests for the matchups; the first round of tests was against random hypers and tests between the range of some attacks. It is by no means declared to be a complete matchup section. For instances of unused approach options, like Killer Bee, I decided to test them out of curiosity; why not share the results?
I’m not saying Dante is an easy win for Dormammu 1v1; I said Dormammu can respond well to anything Dante decides to throw out. The same cannot be said for many characters 1v1 against Dante.
I think, in general, Dante is a very difficult opponent 1v1. To be clear, what I meant to convey is that Dormammu has more tools against Dante than most in a 1v1 situation. I think the best answer against Dante mostly revolves around laying Flame Carpet to create space between you and Dante, and then charging Dark Spells. In general, Dormammu’s greatest issue is dealing with extended pressure due to assist lockdown; without that to occupy him, it’s much easier for him to bide time and charge Dark Spells safely.
No offense taken; simply know that it is a lot to test everything for one character, let alone against an entire cast, and with an entire cast as his partner. Plus, I do work 45 hours a week and am married, plus we’re moving to Chicago for my graduate schooling in a few months. I make what time I can to test things, but I doubt things will ever become “complete” unless Dormammu becomes a more interesting character to the community, and thus more people decide to frequent these forums and contribute. Not every character has a legion of fans waiting to uncover him like Dante does, unfortunately.
It’s a huge issue. If you’re just punishing, c.L, c.H works. This is the only time c.H chains from c.L. You could switch to s.M, but s.M also whiffs against a lot of crouching characters. c.H is your only universal hit confirm from c.L; note that if you try to use j.L, c.L, c.H, the c.H will not chain unless you have X-Factor speed bonuses to help you.
So if I know I’m in that situation, I have to hit cr.H, alright. I tried it in training mode to see if it linked and it didn’t but maybe because its not a punish or something. Or maybe I just messed it up.
This isn’t the only situation where the cr. whiffs though, if I recall correctly. I might just be drawing a blank at the moment but I think I’ve seen it whiff just because (mostly on short characters, zero, arthur, etc). If I’m not punishing, will the cr. :h: not link? If not what are my options
A part of me wonders if it’s character dependent. I recall long ago testing c.L into c.H and it didn’t link, but then I tried it against two weeks ago and it worked, so I just figured that I remembered it wrong. I can’t think of why that would be an issue, though.
c.M whiffs a lot - it’s pretty dangerous to use unless it’s an anti-air. c.L linking into c.H doesn’t have anything to do with punishing, it just works. Like I said, maybe it’s character dependent - I’d have to find some time to mess with it. Dormammu doesn’t have any universal attack options aside from that, unfortunately. Small characters will often duck under s.M and c.M. On my list of things that I feel Capcom should change with Dormammu, letting c.L always chain into c.H so he has a universal hitconfirm is #2.
Counter hits generally have more hitstun than non counter hits, so c.:l: may only link into c.:h: reliably on counter hit while linking without counter hit on certain characters based on hitbox.
Last night I got some time to test things, and embarrassingly, it seems as though I may have left counter hit on while testing previously; c.L does not link into c.H against any cast members. My sincerest apologies for the error.
Liquid, I also tested Air Trick, and Dormammu can indeed punish even if Dante is set to do nothing but block afterward. The window is very small though, you definitely have to see the Air Trick coming if you want to punish it with Dormammu’s normals.