Thanks. Wow, there are lot of adjustments to Inferno, and I’m glad because I only recently realised how beastly that Liberation is if you hit a character with the very top of the attack. Increased damage on rocks as well? LOL, Dorm is going to get some disgusting damage when you combo into Inferno. I’m liking the hard knock down on it too, it means we’ll be able to use it at the end of combos and get Purification xx Chaotic Flame right after. I already have a couple of combos for this that will should work in UMVC3:
Inferno Stocked
bnb > air series into knockdown > dash forward > Inferno > Purification xx Chaotic Flame
Hellfire stocked
bnb > :s: super jump cancelled into Hellfire > charge two reds or one blue and one red > Dark Dimension > charge one blue or one red > Inferno > Liberation xx Chaotic Flame
The first frame activation on Inferno and Hellfire are very welcome as well. Getting touched by a light attack just as you used them and losing all your charges was very annoying at times. Now we’ll probably be able to get juicy trades from the interruption of those two attacks. I’m not too hot on the idea of increased pushback on his light attacks. Is that on block or hit, both? Sounds like it’ll make cr. whiff more often when trying to hit confirm.
Karst I was thinking on a similar path. Won’t more push back make hit confirms harder/worse? It doesnt say if this on hit or block so I didn’t want to jump to conclusions. If its on hit it would seem that they don’t want ppl to start combos with lp with the 3 string limitation in place.
Also in regards to the spikes being buffed I don’t think we will see it by release since it hasn’t been mentioned yet but hopefully we can get it in a patch I wrote about how to adjust it in thewishlist thread though I did it pretty late and I think the suggestions I gave were pretty balanced.
Dorms grounded block strings should be pretty safe now because so long as the mp’s hit we have 3 moves to hitcomfirm off before cancling into FC
So, are Dark Hole/Purification still faster startup/recovery? Other characters had it listed if a move was faster or recovered quicker but Dorm’s list doesn’t mention those two moves. And I remember at one point people thought Stalker Flare had faster recovery too but I don’t see it listed either.
Seth K. even mentioned that all of Dormammu’s zoning abilities attained more zoning potential. Nothing I read helps Dormammu with zoning, mostly melee range abilities.
I also noticed that it says nothing about Dark Dimension getting its vertical effect area fixed (fixing the sometimes random bounce over)
I mean yes I see that Dormammu got buffed, but he has a lot of abilities that could of used just even a little retuning just to make them feel more smooth.
heh, the 100% follow though of 2C-1D and 2D-1C are sexy as hell, opens up more scenarios and possibly the perfect punish for most lvl 1 hypers. but the Dark Dimension would of been something that is purely helpful and woudl in no way overpower Dormammu.
I am most excited that you can cancel Dark Matter, just imagining all of the potential that it will unleash. And it honestly might even be considered overpowered.
current bnb thought out (assist may depend on start up and overall active frames)
c.L, c.M, s.H, Assist1, Darkmatter, Mass Change M, Flight-Mode, j.H, j.Dark Hole, j.H, j.S, Assists, Fire Carpet, j.M, j.M, j.H, j.S (liberation if possible, now that I can activate in air), Purification, Chaotic flame.
not sure if I will have enough air space for the active flight mode. but I do plan on attempting it over 50 times just to see if it is possible. (I am almost 100% sure it is considering I can done it with S.Skrull assist)
Oooo. I didn’t even think of that, but you’re right. 1D2C will pretty much shut down every single hyper in the game, and Dormammu will probably recover fast enough to follow up with a Chaotic Flame at least.
I think that will depend on its projectile durability. If Dark Matter still has one hit point, I think that’s a fair trade.
I’d love to see if that combo is true, and add a video of it to the thread.
actually I think the best buff for Dormammu is the new characters and there assists,
Phoenix W. has a rather slow projectile that come out as a running dog fron one side of the screen to the other(confirmed to hit low). allowing for unblockables at a full screen preparation used in conjunction with Mass Change.
Vergil with his full ground covering attack ( moves from one side of the screen to the other swirling his sword,with invincibility frames and leaves enemies in a spin reset [better known as DHC glitch mechanic])
Firebrand’s firecarpet 2.0 ( and almost 100 times better) possibly allowing for complete continued ground chains as the assist hits 5 times and Dormammu is shown to have a further and faster dash.
Strider’s teleport assist, this can might be chain able after a purification tower to throw enemies in to continued combos ( this ones is just a wish)
Nemesis’s downward close-line that ground bounces, Dorm doesn’t have a ground bounce and I believe the only assist ATM that does is Thor’s Might Smash. but Thor’s Mighty Smash also starts with a push away where Nemi’s is pure and instant bouncy goodness. possible continued ground chains.
Doctor Strange having a 10 hit Eye of Aga…whatever that possibly can become the new Fire Carpet, stays stationary for 3 seconds and has a lot of durability ( more than vanilla Fire Carpet has)
none of the others seem to bring anything new to the table that others dont already have, Sure GR has the rebuttal and the OTG but so do many others, they might have mechanics that I have not seen but so far these assists could possibly change fight strategies insanely much
I guarantee you they are going to nerf Dorm. The way I play him just got super-buffed! I’ll forgo adding a super if my 1d2c hits and just charge another. They try anything, I just fire off another and repeat…waaay too good now…
I agree that certain things will be nerfed, but the funny thing is that what he needed, are things not shown on the change log, how about just a steady projectile that actually comes out before I get hit. I like that dorm is getting more Melee love, but he did not need it. I rush with Dormammu every match and never use a single Projectile unless the enemy is in the air or I am following up another attack with it. but never to start and never solo. they are currently terrible on start up and recovery. which is what should be shown in the change log. ( prays they did more than what is shown on that little change log)
I agree! Some pple have argued that his projectiles are slow on start up and recovery so he wasnt overboard like Blackheart, but the thing is, Blackhearts tower tracked. i thing his towers and holes should be WAY faster. Like Dr Doom Plasma beam, not too fast, but not slow either, and totally spammable
Did they change the hitboxes on cr.M and st.M at all or is it still gonna be impossible to confirm a combo on crouching characters? Even if we can chain to heavy attacks now, it doesn’t matter much since his medium attacks with just whiff and the H ones are too slow to combo from the L ones.
I’m hoping the push back on his lights is to possibly push them out of the dead zone of his mediums? Really hope thats the case.
The changelog list is not 100% there are many more things that were not listed. It has been stated several times that both Purification and Dark Holes are faster on start up and Recovery.
God I hope they dont… but his C and D moves being guaranteed to activate is pretty Godly. Add all his other buffs in and …hes going to be a Beast.
While it’s true that characters have been nerfed from MvC3 to UMvC3, I don’t think any characters have had a full feature removed from them aside from Storm’s Float -> assist call after a superjump. If Dormammu were to be nerfed in the future, I don’t think it would involve removing Dark Matter’s cancelability.