I second this. Dormammu has an answer for everything, but you need to know the answer. You could fight MODOK in a battle of lasers and dark holes, but wouldn’t you rather just teleport on top of him, which he has no easy answer to? On the other hand, you would be a fool to try and rushdown Wolverine, whose attacks have hitboxes almost as big as your character it seems.
What match-ups would they be? Specific character match-up or specific teams?
Edit: Okay, so Wolverine is bad to rushdown. Does that apply to all other rushdown characters or just Wolverine because of his hitboxes? Does that mean I just want to stay away from Wolvie as much as possible? That’s where I’m weakest, you see. I’m starting to get used to powering up his hands, but when I’m playing keepaway I can’t help but do anything but Black Hole and Purification and have a hard time keeping them away. With Arthur, I’m great at keeping them away and I pressure the hell out of them. With Dormammu it just seems harder.
Also, I’m guessing that a tri-jump is dash up-left and the down-left to do what looks like a triangle? Please help me with this, thank you.
I think it depends on how you build the team. Assists will play a major role in if you’re going for rushdown or zoning, but he probably can do both in ANY matchup. Vs wolvie ideally you’re going to want to throw things in his face from afar and build hands, but if you want to be in his face you just need to be careful about it. Again depends on your assists.
Also a tri jump is usually jumping up forward, and then air dashing down forward in a little triangle. The idea is that if you throw a light attack during the dash you get a very very fast overhead.
Input would be:
uf, df+2 buttons, L atk. Check the wiki for better details on it.
Basically like most games you mostly want to make your opps gameplan fail… so yours can work. If you are against wolvie… he wants to rush… so keep away and don’t let him. He has to rush you right? Meanwhile modok can’t beat you up close very well and wont even try right? So you’ll want to be rushing him whenever possible. If you don’t he gets cubes on screen… starts chipping and trapping.
A.k.a I don’t play against their characters… that is all secondary to their GAMEPLAN which is what you need to play against. Very different than the SF mode of who the fuck cares about their style/plan as long as I know the 5 option selects that beat wtver they try… and just react with em.
Yea and trijumping is just sj.up/fwd and then as fast as possible cancel your jump to dwn+fwd dash… and throw out an attack as you come to start a combo. It’s a surpise tac… or an overwhelm tac if you can lock em down enough to keep doing it. Once you got the basic mode down start spacing it to cross up at the last moment. Try stuff like throwing out a series of low attacks and immediately trijumping in an overhead.
I don’t know what it is, but I’m having trouble doing consistent tri-jumps with Dorm. Is it necessary to do a super jump cancel first? I’ve been using his regular forward jump, which leaves me a very small window to overhead before hitting the ground.
I been using sj and coming in with S and it works almost every time… even crosses up when you are close.
Nice. I’ll have to mess around with it some more. I’ve only had about 3hrs with the game since midnight release, but I’m focusing on developing a decent to solid Dormammu first and foremost.
i usually finish most air combos with MMHS then quick Dark Hole. Is there anything I can do to follow up after this?
also, God bless you for the info that you can nullify beams. Fighting Iron Man and Magneto was starting to really suck lol
Do you mean MMH and Dark Hole, or MMHS and Purification? The latter is undoubtedly superior until someone finds an amazing use for it, and you can do some things differently to mix it up. If you have 2C1D or 0C3D saved up, both of these with OTG. 0C3D will actually serve as a relaunch for you, and you can probably follow it up with Dark Matter -> Dark Hole -> Chaotic Flame. 2C1D might last long enough for you to get a Fire Carpet in, but I haven’t messed with it. You can combo the Purification into Chaotic Flame for certain though. Lastly, you could always use an assist to relaunch.
I am neither the discoverer of this or the first to say it here; the thanks is appreciated, but I wouldn’t want to take credit for what is not mine.
Are you supposed to be coming down with an attack when triangle jumping? It seems like my guy is coming down too fast and the attack wont come out. I hit up, diagonal-down LM, and then S.
S is too slow, use L.
Loving dormammu so far, although I’m looking for other set ups to do after j.:s:. Anybody know any good assists to use after OTG flame carpet? Right now I’m trying to use task/dorm/hsien, so I was thinking pendulum.
So who has been using instant air Dark Holes? The light one is great to throw out if you think they’re going to rush in, since if you do it low enough you can combo c.:l:, c., :s: etc.
I think if you’re super jumping, just forward dashing will still make H/S an overhead because of proximity to ground
I assumed tri-jumping was dashing df. I can’t get the S off dashing df. I can get if off dashing f though.
After messing around with Dormammu for a few hours with my buddy after getting the game yesterday, my initial impression is that Dormammu is to MvC3 as Sagat is to SSFIV. Meaning, he’s primarily a strong zoning character, but he’s far from helpless close up, and is capable of seamlessly switching to rushdown when necessary. Those are just my initial impressions as a complete scrub who’s never played MvC2 or TvC. I love him.
Question though: Right now I’m really liking Chris and Dormammu, so they’re on my team. I want to play a strong zoning game. I’m struggling to settle on my 3rd team member though. Any advice on who would mesh well with the aforementioned characters? I apologize if this is the wrong place to ask such a question.
So, some stuff with his projectile negation:
Against Arthur: M and S last the longest, and will negate two daggers and gold daggers (at max throwing speed). Mixing up tossing speed makes it less convenient, but I didn’t really test that. H will only negate one. It is possible to teleport before being hit, or punch through the first two and still teleport before the third hits you. If you only get the first, you can’t teleport because of st.M’s cooldown. St. M and S will also punch through both normal lances and golden lance, which proves that they don’t work as normal projectiles - the lance will tear up most projectiles normally. His st.H is the best way to beat the arrows, or j.M, and it’s really easy to time. S is fine too, but not quite as good.
Giant axe is no problem, just punch it with anything - its hitbox is easily stopped. Both M moves are very disjointed, which makes it no problem. Boomerang, same deal. Fire bottle is the problem, actually - you can negate one ‘pillar’ of the fire, but when the next one comes up it will be active again.
It’s kind of hillarious. Walk forward, punch projectiles away, keep walking or teleport in.
@Xgrayninja: go with Doom Missiles or Sent Drones if you’re gonna play keepaway, by far the best 2 assists in the game.
in all technicality it is(I think), but it’s a different direction with same technique and same outcome, so might as well just call it the same thing
The difference is that you have a significant difference in hitstun and block advantage because you aren’t landing-canceling your move. Superjump forward - airdash forward is similar, but it’s still not a tri-jump. It’s more of a…trapezojump?
It’s called instant air dash.