Dorm Changes In UMVC3

It was pretty ridiculous that Dormammu was the only character in the game with a ground throw that caused a soft knockdown (AFAIK, or at least one of a handful). It’s more of a fix than a buff in my mind! :stuck_out_tongue:

Also, the IPW stream tonight was great - F. Champ won while using Dormammu on point.

I played like shit at the NorCal Vs. UMVC3/Capcom event that IPW streamed. I was too busy trying to figure out how to work around Dorm’s Flame Carpet OTG with some of my normal assists that I completely zoned out on trying all of his new stuff :frowning:

Even though it’s basic knowledge, Ghost Rider’s Chain of Rebuttal assist helps Dorm OTG.

Mid-screen after a hard knockdown you can Dash, OTG Flame Carpet xx Ghost Rider Chain of Rebuttal. That will pick them up, knock straight into the wall for a wall bounce into xx Dark Hole xx Chaotic Flame. Fun stuff.

Is it possible to relaunch mid screen with that ghost rider assist?
Maybe adding a teleport after the otg.

I can’t find the archived stream anywhere, do you know where I can look for it?

@DukeSharp:

@Asianxcore:
Who were you on stream?

Thanks, I did find that page but I dunno why I thought that was the wrong videos

I was Asian X Core :). Look for the guy who is playing Dorm like ass.

I think on stream I played:

Wolvie/Dorm/Akuma
Wesker/Dorm/Akuma
Hulk/Dorm/Akuma
Dorm/Ghost Rider/Arthur

Can’t remember who else. It was all during the tournament.

@ DukeSharp: the basic OTG definitely works with Flame Carpet + Chain of Rebuttal. Didn’t get to test if I could Teleport to them while the opponent is being thrown into the wall from the OTG. When I did it last night it was just basic, the Flame Carpet + Chain of Rebuttal picked them up, threw them into the wall for wall bounce and then being able to Dark Hole xx Chaotic Flame. Wish I had more time in Casuals to test out the Teleport after that Mid-Screen pickup.

The OTG I mentioned is starts at around 18:10 (Part 3)

Oh I remember your fights.

If I could offer one piece of advice, I would say this: stop jumping back.

This seems to be a habit among a lot of Dormammu players, and it’s puzzling to me. Sure, chicken blocking is nice, but what is it leading to for you? The series tends to go something like this:

  1. Opponent is close.
  2. Dormammu player jumps back.
  3. Opponent attacks in the air.
  4. Dormammu blocks.
  5. Dormammu and opponent land.
  6. See 1).

This repeats until the Dormammu player is cornered and then dies, because being in the corner is pure death in this game. I used to do this a lot too, and I don’t think it’s anything to be ashamed of - there is this kind of panic where we Dormammu players aren’t entire sure what to do up close against an opponent, since everything we do is very slow and unsafe.

Here was the improvement I came to, though:
Jumps and superjumps both have 4 frames of startup animation, during which you can get hit by a c.L. This is a very real threat. However, if you can jump, you can superjump. When Dormammu jumps, he doesn’t really have any options beyond landing if an opponent is near by. However, if you superjump with Dormammu, suddenly you have the following options, and they are all much more useful:

  1. Mass Change M, dash df/db to attack or get space.
  2. Fly, charge Dark Spells.
  3. Fly, air dash across the screen to get space.
  4. Trijump and attack.

None of these are possible when jumping up-back normally. Not only are all of these decent options, but they’re all unpredictable for your opponent. It’s not clear at all to him what he should be doing while you’re up there, because you could be about to teleport, about to dash down to attack him, or you might linger and charge Dark Spells, which is certainly not desirable for him. There’s a kind of mind game you want to play here with your opponent, and thankfully, regardless of what option you choose, you’re generally safe unless your opponent has really strong anti-air options like Jam Session.

And if you are going to jump, at least cancel into a down-back or down-forward air dash ASAP so you are on the ground again and doing something useful. Nothing is worse in this game than giving your opponent a moment where he realizes you are completely without offensive options.

Thank you, watching your match I’m starting to think that the teleport thing may be possible but definitely is going to be hard.

I have found that off of most mid-combo wall bounce moves, Dormammu can dash, jump-cancel, and then air dash df while attacking to pick the opponent up for a relaunch. With him being significantly faster now, I would give that a try.

No problem. If you see that OTG with Chain of Rebuttal, I managed to get 1 Destruction Charge off before the opponent hit the ground, so theoretically it could be possible :slight_smile:

Thank you for the tips Karst! I’m not happy with how I played that night. I jump back a lot mostly because I’m used to playing Wolverines and I hate dealing with all the 50/50 BS on the ground. I know (as you mentioned) there are better options, but it’s definitely a bad habit.

Also it didn’t help last night that both of my main teams don’t quite have the synergy anymore, so I most of the matches just felt like Dorm Vs. 3 Characters.

I was thinking of replacing Dorm for Nemesis when Ultimate came out but after finding out about his changes there’s no way that’s happening now. It almost feels like it will be a nightmare to fight against Dorm now.

And I would assume f+H is special cancel-able to dark spells correct? I never knew he could special cancel f+H when I played the Evo build (if that change was even there at the time) so I never tested stuff like this.

Yes you can cancel Dark Matter (F+H) into dark spells and dark spell charges.

I liked Nemesis at first but after seeing his over the top recovery time, some seem to last up to 20 frames+ of recovery. I am officially not as comfortable with him on point and Dorm backing him up. Maybe if you could use an extra delayed assist to ensure that if he is punished it will not be as critical.

If you can play a myriad of characters, give him a try, but I am almost certain Hidden Missiles or Sent-F assists will be mandatory.

After playing Dorm at NYCC I can honestly say he plays much more fluidly. Being able to cancel Dark Matter into teleports is a massive game changer.

I think Seth even mentioned Dormammu and how he’s going to be more beastly in UMvC3. Seriously, he’s probably the one real character I need to have on my team. Dr. Doom is second. I love how they both have pimp chairs.

I think the “villains” team I use of Wesker/Dormammu/Doom is going to be even better than in Vanilla, despite Wesker’s nerfs.

Dormmamu’s 3 hit ground series is such a HUGE buff for rush down dorm players such as myself.

Seen at 3:00

[media=youtube]hphIhqwET_g[/media]

This combined with the attacking out of down back air dashing and all his other buffs AND no true invinc assists in umvc3 its gonna be HELL! for other players of course.

Also no blocking while air dashing is gonna be great to chaotic flame on reaction! (it couldnt be done on ammy, and morrigan and all other ppl who abused blocking while air dashing)

I just hope dorm on point does not become a mainstream thing like wolv akuma, i hope the scrubs stay off our beloved dorm

I’m still skeptical about the magic series change. If c.M still whiffs on a lot of crouching characters, the change is pretty meaningless in terms of Dormammu’s rushdown capability overall.

the more the merrier, characters get flushed out fast when there a huge mass of players using em.

Also from the changelog, 2D1C and 1D2C will now come out fully, even if you’re hit during them. This is a huge ass buff, but why wasn’t it extended to the other Liberation activations?

Changelog:
• Can now only chain up to three normal moves on the ground.
• Increased the pushback on both of his Light Attacks.
• Dark Matter (Forward + H) is now special cancelable.
• Flame Carpet disappears when Dormammu is hit.
• Ground throws will always do a hard knockdown now.
• Dark Spell and Liberation can now be collected/charged in the air.
• Liberation (2 red, 1 blue) is guaranteed to activate (active from 1st frame).
• Liberation (2 red, 1 blue) causes untechable knockdown.
• Liberation (2 red, 1 blue) rocks come out slower.
• Liberation (2 red, 1 blue) rock damage has been increased.
• Liberation (2 blue, 1 red) is guaranteed to activate (active from 1st frame).
• Dormammu’s mashable Hyper is the Chaotic Flame.

While the dark matter buff is nice, dat flame carpet nerf hits hard against rushdown characters =/