Dorm Changes In UMVC3

Thanks, Went. It would be sick if the button you press determines where he places himself after air Liberation. This would only work with three spells but what I’m thinking is this: put someone in an air combo, Dorm teleports to the ground behind them, and meteors/volcano/explosion come out of nowhere. The player marker would give the opponent and indication on which way to block but it could catch people mashing while allowing you to set up more stuff, or get a reset.

Yes! We will probably able to reach the ground quicker now. It’s always annoying trying to airdash down-back from a super jump and getting hit because he hovers just before he touches the ground.

Didn’t read the whole thread but I can confirm you can power up his spells in the air.

Oh…that’s…completely useless. Great.

If by this you mean he doesn’t tend to “float” before landing, I am very happy. I die a lot because of this, it’s an awkward “feature”.

I’m hesitant to judge until people explore her more. Apparently Bonne Strike recovers faster now, Servbots shoot out faster, and she might have a new, undiscovered move still. If she can Bonne Strike and it’s safe, I think that’s a pretty awesome buff for her. I completely admit that I am among those happy with the Gustaff Fire nerf. I have always felt that we either needed a ton of invincible assists in this game, or none; I’m happy with either way, I just hate being forced to choose between two characters I don’t care for because of their unique assists. I’d like some more Jam Session-like assists, too.

Thanks for the info.

Oh, and another thing that needs testing is all of his Liberations - especially the C series.

I feel you on that one, I can’t see the point in this. At least with Dark Hole you have the potential to stop someone advancing on you in the air. Right now it’s just a Dark Spell with more recovery.

wat if u jump cancel the dark spell does he recover faster then if he was on the ground?

I guess I can see two points, I’m just unhappy because I thought it was a better buff than that:

  1. When opponents superjump toward you, it’s very typical for Dormammu players to Mass Change M, and then you really don’t do anything until you land - might as well get a Dark Spell out of it.
  2. You can still (presumably) charge three after entering Flight mode.

I honestly hope not. I hate doing crap like this.

Oh crap! I forgot about flight mode.

0D3C is still blockable, and he can still relaunch via Wesker into a full air series.

Oh neat, Seth just said he’s a Dormammu player.

Anyway, the c.M nerf is much bigger than I thought. When used as an anti-air, characters are recovering above when s.S would normally hit, so it’s not translating into a full combo in a lot of situations.

As a long-time Dorm player, this is going to take a long time to get used to. Sounds like a big, unnecessary nerf.

And yes, I’m still repping Dorm in the South, even though I never post things. :tup:

Are flame carpet relaunches really gone? I heard that the one guy couldn’t continue his combo with skrull’s orbital grudge assist but has anyone tried it with beams like iron man/doom? (i’m probably just in denial though :()…But the down-back airdash attack is a very welcome addition. That “float” right before landing is extremely frustrating.

I can see the aerial dark spells possibly being useful after flight since you get more actions…maybe mass changing behind the opponent if they try to meet you in the air, or something. Hopefully we get more good news soon.

FYI, I PMed Chindogg to ask him to test some Dormammu things, and he was generous enough to do so:

  1. Does c.L chain into c.H now? No.
  2. Can Dormammu cancel his ground dashes into a crouch or attack? No.
  3. Is he still prone after aerial Dark Hole? Yes.
  4. Can he use Purification in the air? Yes.
  5. What is his aerial trajectory like when using Dark Spells? i.e. does he keep moving, or does he stop in the air? Can you charge 3 Dark Spells during a jump? Stops in the air.
  6. Test Liberations, especially the C series, for changes (does 0D1C OTG?) Felt the same.

As a Dormammu player, I’m not too fond of this, it was a good method the keep rushdown out, even if it meant trading hits.

IMO, we primarily needed Flame Carpet because Dormammu just couldn’t keep rushdown off of him. He is significantly faster in this game now, though, so maybe we won’t be as reliant on it. Plus, we still need to see what assists are in the game from the new characters. I’m not hugely happy about the Flame Carpet nerf, but I’m not upset either.

Thanks Karst. Eww, I can’t even imagine Purification being done in the air.

Hmm this is a problem. Gonna have to see how this plays out,

A thought: maybe the reason Flame Carpet disappears on hit coincides with Dormammu’s additional aerial options. Maybe it’s because Capcom no longer expects us to chill behind Flame Carpet, but instead to place Flame Carpet, call a covering assist, and then take to the air, with Flame Carpet being our cover for our assist call. In particular, I’m thinking about Hidden Missiles. For those of us who use Hidden Missiles, we know it’s kind of a ghetto Jam Session in some ways. As the missiles go up, they create a lovely wall of projectiles that stop characters like X-23 from getting behind us, and shut down teleporters.

However, Dormammu can’t protect the missiles well; your best option is to rush while they’re going up, which makes their protective use somewhat marginalized, or to Mass Change away, which has the same effect. Now that we can use Purification and Dark Spells in the air, consider that we can call Hidden Missiles while we place Flame Carpet, superjump back, enter flight, and do what we want. Doom is protected by the Flame Carpet, and we are protected by the Hidden Missiles. If our opponent decides to beam Doom, we Mass Change M and punish the beam.

Just a bit of theoryfighter I came up with to demonstrate how the Flame Carpet change might not be as devastating as it seems. However, they should really make it last longer in this case - 300 frames would be nice.

Another thought: this takes some of Dormammu’s worst matchups, like Chris, and makes them pretty good.

Interesting perspective on the Dorm’s strategy, this is something that can be explored now actually. Have you been playing this way Karst or did you just have a moment of clarity after hearing about the nerf? Regardless, this nerf is only gonna affect those who don’t know when to lay down the rug, I’m usually always able to block when I use carpet unless I get hypered or something. I just can’t wait to see what his aerial specials do to his air game. Im thinking: air combo > air 1D:2C > go for combo if they get hit or mass change back up to them and try to throw if they block. Even cancelling that liberation with a Stalking Flare and just try to create some fucked up situation for the player.

I can imagine a lot of fun Liberation set-ups going forward. Especially with 1D:2C.

In the words of Trent Reznor:“My lips may promise but my heart is a whore.”

I change my team up every 2 weeks. If you check my license card, it’s a mess. I’ve spent over 200 matches with each of Dr. Doom’s assists. About 400 of those are with Hidden Missiles, about 200 with Sentinel on point backed by Hidden Missiles (this was my week 1 team; I dropped Sentinel a week before the nerf, believe it or not), and another 200 with Thor on point backed by Hidden Missiles. Dormammu + Hidden Missiles shuts down pretty much anything beyond characters with beam hypers. It’s a ton of screen control once you establish it.

I spent a week working on Magneto/Sentinel/Dormammu, and now I’m kind of gravitating back toward Dormammu/Skrull/Doom (rock). I would actually stick with the latter team if:

  1. There were no invincible startup assists (makes starting the match with Dormammu hell for me).
  2. I had a little more meter to spend on punishments (I’m stingy with meter in general though, far more than I should be with Dormammu).
  3. Skrull didn’t have the exact same bad matchups Dormammu does.
  4. Every rushdown character in the game didn’t get to start up close and personal to Dormammu.

In general, I’m just leaning toward removing Dormammu from on point, but it’s just so FUN when it works out. I hate anchoring or putting him second because it tends to lead to matches where I never get to use him, and that makes me sad.

/teamwoes

Looking forward to Firebrand, 90% chance I’ll pick him up permanently, and then I just need a third. Firebrand and Dormammu have some pretty good synergy if you hadn’t noticed. :wink:

Wait a Minute, Dorm can do Purification towers in the air? Godly … if so.