Dorm Changes In UMVC3

Heed My Words Evil Doer, I say thee Nay! (Sips Odin’s Beer.)

On a more serious note my team in Vanilla is Thor/Hulk/Dormammu they have surprising chemistry… Dormammus buffs along with Thors should be very complimentary. I generally use Dark Hole assist but with Ultimate I was thinking starting dorm on point using liberation assist probably stocking 3R or 1R 2B depending on if the activation is guaranteed as an assist also. Depending on match ups I start dorm on point now and if shit gets bad Thor’s Mighty Smash is probably one of the better crosscounters in the game. Switching Hulk out for either Strange or Hawkeye for my second Dormammu team. Main Dorm Team in Ultimate is going to be Dormammu(Black Hole)/Ghost Rider(Hell Pire)/Dr.Strange(Bolts of Bolthak) the order is not yet decided.

I think using that time too, Dorm/GR/Strange. I hope great synergy between them.

Lol

Im running Strange 1st Dorm 2nd Zarathos anchor.

Actually now that it’s easier to build hands i’ve been wondering if C3 is worth looking into again. Before it was too hard to land, but landing it as an assist to give an already potent mixup artist a huge help seems worth checking. Ideally on someone who can combo into it at the end of the combo, and then setup a reset.

The problem with 0D3C isn’t that it’s completely worthless, but that your other three options are remarkably superior. As far as we know, nothing has changed in that regard.

It was mentioned last night on the stream, but meter management actually means something again. You build meter much much slower and you can’t DHC into a kill half as easily. With that in mind, while his other two lvl 3 hands do build insane amounts of meter, it might be worth looking into because it’s going to be a lot harder to guarantee a kill off a hit, so we might as well start looking at ways to set them up for resets.

Meter management will always be a secondary consideration as long as TACs exist.

you should always be looking for the resets as a 1 hit 1 kill is very meter intensive and should be used very sparingly when fighting a solid team, last thing any Dormammu player wants is to have NO meter to DHC with, Its MANDATORY to survive. Dormammu only has 1mill hp ( some say its alot others believe it should be far more for his speed) and over the course of any enemy XF to take about 300mill in chip, If your Dorm is first man in and you really want to take that ship on him be my guest, but dont plan on him lasting long.

I got the guide last night.

If anyone has any questions regarding Dorm’s frames or anything, I can try to answer via the guide the best I can.

any new combo’s ?

The ones I’m looking at right now take advantage of his new chains + being able to cancel out of Finger Shot.

Some Examples:

(Opponent Closer Than Halfway To The Corner):

c.L, M, s.H, f + H xx M Mass Change, Air H, land, fw jump, air M, H, S, land, c. M, H, S xx Super Jump, Air M, M, H, S, land, Purification M xx Chaotic Flame (MASH)

738,100 Damage, 6% meter gain

(Against Cornered Opponent):

c. L, M, s.H, f + H xx Flight, Air M, H, S, land, fw jump, Air M, H, S, land, c. M, H, S xx Super Jump, Air M, M ,H, S, land, Purification xx Chaotic Flame (MASH)

755,400 Damage, 19% meter gain

Also the guide mentions that Dark Hole Assist comes out 2 frames faster as well as Purification Assist.

Flight Mode Duration Shortened from 120 frames to 100.

DB + UB Air Dashes can now be cancelled into attacks.

2 frames faster is a joke, it doesn’t change anything.

Does that maen the same for his regular dark hole and purification, are they only 2 frames faster to?

meh i’ll take it. dark hole assist was just slow enough to slightly irritate.

Those combos are delicious.

Can you tell me the new frame data for Stalking Flare?

Gimme the goodness on a TK liberation with stocks.

From what I understand since he teleports back to the ground then does the spell, you can use that to trick people into trying to punish a teleport with an airthrow since it looks like you’re teleporting, but you’re really teleporting to the ground to use the spell.

I have the book as well.

in the old book
stalking flare:

62 frames of recovery +19 frames on hit and -18 Frame advantage on block

in the UMVC3 book stalking flare is:

62 frames of recovery +19 on hit and +18 on block

I don’t know if it’s a typo in the new guide, but here it is :slight_smile:

Stalking Flare
Hits= 20
Damage= 256,300
Startup= 31+4
Active= ------
Recovery= 62
Advantage On Hit= +19
Advantage If Guarded= +18
Notes: Projectile homes in on adversary, disappears if Dormammu gets hit, does not expire over time, beam durability: 20 frames x 5 high priority durability points.

Compared to the old guide, UMVC3= +18/MVC3= -18 and UMVC3= x5 high priority durability points.

Is there any change to Dorm’s Level 3 in terms of projectile durability? I hope so because reacting to a random Akuma beam with a level three only for it to get beaten out by the beam is frustrating as hell.

Comparing the two guides, it looks like Startup is still the same (50 frames) but Active Frames goes from 34 to 33 but Recovery goes from 103 to 98. These numbers are ALL for Dark Hole as an Assist.

In terms of just comparing the guides, it looks like Dark Hole as a regular move looks the same frame wise.

Looks the same. Beam Durability: 5 frames x 5 high priority durability points