Dorm Changes In UMVC3

Think about it: 1 frame activation is SOOO broken. And the move lasts for so long. He will automatically beat so many things with that. If Dorm is close enough, what supers do the other players have that will actually beat it out? On reaction to most any super, I can just rain meteors. Once I recover from hitstun, I can either go into CF or Dark Dimension. Unless they do a cinematic super, Dorm’s going to interupt whatever crap they are doing and get a free combo. Well, hard drive, gamma crush, and bionic arm might get past him, but it’s still going to be too good. I’m going to enjoy it while it last tho :slight_smile:

[LEFT]Lol, Dont get nerfed berfore we even get tot play with it, “Broken” and “Overpowered” “Too Good” etc… are the words that will make it happen.[/LEFT]

I just have to point out one huge downside to these dark spells. You actually have to charge them, which leaves you open for a huge amount of time while charging, sure they can be canceled about 2/3 through there animation in to another one or a hyper. but those more or less shoudl be counting towards teh overall startup.

this I believe is actually the perfect reward for chaging three abilities that do absolutely nothing on there own.

Upside to that is you can Dark Matter Shot xxx cancel into spells now or simply charge them while in flight mode and harass your opponent. Shit just got real.

True, but what is the projectile durability of Dark Matter, how long is the recovery of Dark Spell Charging, is Dark Matter going to be avoidable with wave dashing,can teleporting character punish with ease, will this be predictable, how useful will this strategy work mid to close range ( as I only see this working from far to full range). I see that Dormammu is getting many utilities to charge these savage goodies but at the same time I can think of over ten ways for another Dormammu will punish them, not even thinking of other characters.

Charging for liberation are absolutely huge for the opponent, as for when you are charging you are 100% vulnerable. Yes you can make it harder to punish but still they are few only abilities in the game that in no way effect the stage, opponent or stats( Thors super taunt and almost every ones normal taunt)

Wow I never even thought of that, hopefully thats the reason cus i never understood why the change to his light attacks.

Liberations need to be strong to be worthwhile. Currently, there’s very little incentive to use anything but 3D0C.

Exactly Karst especially in a game this fast paced …Dorm was meant to be played with the charges, its his most unique feature for sure. In vanilla it was barely even worth the risk though and that’s what i’m sure they are trying to rectify in ultimate

I absolutely agree, the ability had TOO much risk involved, probably the most unrewarding ability in the game at times, If you did not set a combo or block string up to ensure that a dark spell charge or liberation would be safe, you could without a doubt loose dorm in some match ups ( Doom probably the hardest person to get 3 charges against, I freaking hate foot dive)

and then on top of it, I go to use my 2D1C and BAM, I get touched by a stupid assist Mag ED and It was all for nothing…GG. no profit.

EDIT:: OMG if I can 2D1C assist with 1 frame 100% activation I can rape Foot Dive with it =D YAY!!!

Jump cancels dark spell combos bro?

In anycase I don’t think the 1 frame activation will not be OMG OP broken worthy.

but it will make Dormammu threatening again.

I’ve never considered the damage jump worthwhile unless you’re in X-Factor. It takes a lot of effort to build Dark Spells, so burning them for what usually amounts to another 50-100K damage is generally not as desirable as saving them for utility. Plus, if you’re have, say, 2D1C stored just for combo use, you’re going to be without 3D0C for utility while fishing for a combo, whereas you can still use 3D0C mid-combo if you desperately need more damage, and it has enormous utility.

Keep in mind I’m not saying 2D1C or 1D2C are bad or even useless. I use 1D2C more than 3D0C, but it’s a stylistic choice based on my team formation, and I realize that 3D0C is much scarier. I generally only use 2D1C against opponents that like to superjump toward me a lot, and even then 1D2C usually does just as good of a job. I wish 2D1C was homing…(lol).

c.M > Foot Dive. Doom is pretty free with my team, though.

So with the changes to Dark Matter a combo like this would be possible?
c.L c.M H S j.M j.M j.H j.S dash A1 df.H f.H 3D0C Dark Hole Chaotic Flame
How about this?
c.L c.M H S j.M j.H j.S dash A1 df.H f.H l.Mass Change j.S S j.M j.M j.H j.S Purification Chaotic Flame

Also with Purification and Dark Hole having faster startup and recovery, will this mean we’ll be able to use flight combos or will those just stay in the realm of XFC? Also does this mean that Dorm’s Purification and Dark Hole assists come out faster? Because that would be awesome.

You can do this now IIRC, it all depends on your assist.

In theory, yes. However I’m gonna take a guess that it’s not going to work mid-screen, because of the opponent’s travel speed and position in relation to Dormammu, and also the time it takes for Dorm to teleport. The spacing of the teleport may not allow this to work so I think it’d be better to use :h: or :m: Mass Change.

You can do a flight combos out of TAC and other assist based set ups; but I’m going to say no because Dormammu’s flight startup is too slow (is it?) to combo after outside of current methods. His flight startup in addition to the startup of his specials means your probably not going to get anything after activation because of hitstun deterioration.

Oh ok that’s cool. Thanks

To answer this: yes. All assists are startup + 15 frames.

http://www.youtube.com/watch?v=icdngAz_8Fs&feature=player_embedded#!

drom was able to put out 2 flame carpets lol tho the 1st one disappears after a while.

He could always do that, just gotta do it from a block string.

buzz kill, never knew.

Well, fail is me.

Still though, it looks like Dorm’s flight startup has been decreased, so that’s a good thing.

Canceling dark matter seems like a major zoning change. Thinking about it it might even make darkhole safer. Throw dark matter, cancel into H hole, hole hits, ends, matter covers the recovery.

Also i’m wondering if it’s now finally possible to easily combo into creation spikes, then TP and continue.

Actually now that i think about it the biggest zoning change is hands and liberation in air. This lets him fly up high while covered by assists to build, and then blast down to the ground to unleash.

Depending on how fast that is maybe creation 3 will finally have a use. I don’t remember if it hit low or not, but if it does going from a high flight mixup into a sudden full screen low that grounds you could be devastating. IF you can land it even now it’s amazing, but there’s no practical way. Here’s hoping this does that for him.