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:
- Opponent is close.
- Dormammu player jumps back.
- Opponent attacks in the air.
- Dormammu blocks.
- Dormammu and opponent land.
- 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:
- Mass Change M, dash df/db to attack or get space.
- Fly, charge Dark Spells.
- Fly, air dash across the screen to get space.
- 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.