Dorm Changes In UMVC3

this better be ture.

There was some early talk about Dark Spells being faster, but when I played UMVC3 over the weekend they almost seemed slower. I could be wrong.

That Assist Tatsu for Akuma in this build definitely hurt the team I’ve been playing for months. Tatsu will grab characters intially, but they fall out pretty quickly after now.

I <3 Dorm + Akuma

Purification and Dark spells in air better be monstrous buffs because the nerf to flame Pool is going to hurt.

Dark Spells can appear to be slower just because if you don’t cancel them at the right time, you have to do the input again, etc. I don’t care about the Flame Carpet nerf, because now Dormammu is FASTER. Flame Carpet was a crutch for the slowest moving character in the game.

Is he faster?

and hope his fly is better

I suck on stick so i didn’t get to test much, I couldn’t even do purification half the time butttttt:

Ground throw causes a real knockdown now. You can probably flame carpet off of it.

Flame Carpet OTG with Jam session still works, seems like if you have a multi hit assist on them as flame carpet hits, it’s no problem, probably just harder with the single hit assists.

No actions in the air after air purification. Flight mode is mandatory if you wanna do air stuff (kinda lame, I hope they fix this).

That’s all I noticed really, other than stuff that’s already listed. I liked strider’s gram assist with him, made teleport mixups into combos really easy and didn’t scale a lot.

Purification and Dark Hole assists are still slow as always. Le sigh.

The people that have got their hands on the game have said so and with his backdash covering a longer distance, I’m confident there has been changes to his overall speed. As Karst said before, there will probably be less reliance on the carpet due to this change so the nerf may not be a problem.

His fly is pretty good consindering he can wave dash while it’s active. Alot of Dorm’s problems come from his huge hitbox which screws him over in a lot of situations imo.

This is great news, thanks man. My team dynamics still seems to be intact lol. I’ve got a lot of other teams I wanna try though, so I’m probably gonna drop my current team and run Dorm on point for another team.

i wonder if you can x factor cancel flame carpet in umvc3

I’m the opposite. I’m dropping the idea of Dormammu on point. As much as I love him, he’s not quite as powerful as you need a point character to be to not suffer wear and tear as he fights. My current planned team is Firebrand (OTG fire)/Dormammu (Dark Hole)/Morrigan (Dark Harmonizer). Firebrand basically uses Dark Hole how Wesker does, and Dark Harmonizer plus Firebrand’s irritable air game allows for tons of meter for Dormammu, or for Firebrand to keep his buff hypers up more often. Morrigan is looking to be a really solid character this time around, especially if she can do things off of throws now.

Hard knockdown off of a ground throw is the most beautiful thing ever. Can you Purification -> Chaotic Flame off of it? I used to hate starting matches with a ground throw, because my opponent always got a free mix-up on me. -_-

I don’t mind Dark Hole being slow on assist - it really works well with a lot of characters, it’s like a delayed Cold Star. Purification either needs to go or gain Blackheart-style tracking, though. I’d be fine with Liberation leaving as well. Dark Matter would be a pretty neat assist.

Any other thoughts about him Samurai? Speed changes in general? Air series the same? Specials have faster startup or recovery as we’ve thought?

I don’t mind Flight being necessary for multiple aerial Purifications. With the right assist, Dormammu’s air game will be monstrous now (Hidden Missiles).

I agree with Dark matter replacing liberation, I think it’d be an ideal assist for him. Purification definitely needs something… as it is now there’s really not much advantage to using it on your team.

For ground throw, the length of time between when he flicks them, recovers, and has them laying there definitely looked like he had enough time to purification. I wanted to try it but everyone was being jerks on the machine so off the two ground throws I landed, I wasn’t able to get a combo off of it because of my poor stick execution lol

The speed on his specials definitely seemed somewhat faster. I wouldn’t say it’s dramatic but it’ll probably make a difference between a dodged purify / hole equalling death or not in some situations. Air purification felt weird trying to hit people on the ground with it because you can’t really tell where they are all that well, but I really feel like he could probably purification into an air combo if it hits… although WHAT exactly he’ll do with that air combo, I don’t know because he doesn’t have much combo potential off random hits from super jump height.

Honestly other than flame carpet and the already stated stuff, he’s exactly the same. I’m sure there’s more subtle changes, I wanted to see if the hit boxes on his M attacks were improved but it was hard to tell. In a nutshell…

  • Air Purification
  • Air Dark Spell
  • Liberation Teleport to ground causing interesting mobility options.
  • Ground throw hard knock down
  • Specials slightly SLIGHTLY faster.
  • Flame Carpet push out / goes away when hit.
  • Aerial X Factor

If you look at it from that perspective, he probably will be a better character all around, with a more versatile zoning game and the ability to do what he does from the safety of the air. I’ll miss the cheesiness of flame carpet but I think overall, he might be better for it.

Did dorm get a new move? sorry if this has been asked to death

That’s a pretty good team in theory in I like the the combination of characters lol. Dorm sends out his minion as the sub-boss then comes in after, with his top hoe cheering him on the sidelines. I’m pretty much just waiting to see what Strange, Vergil, and Nemesis bring to the table. I have ideas for the characters that have already been shown and those yet to be shown, but what I decide to go with depends on how those three characters turn out.

No. Not that I know of.

It seems that Dorm is going to be more or less the same tier list-wise, just for different reasons.

Oh, can anyone make any comments on his projectile (can’t remember the name)? Is it any better or worse, I mean.

I think someone said it’s the same, I dunno.

When MvC3 came out, I noticed that assists in general were worse, so I didn’t think it was realistic to expect Purification to have tracking. Now, we have Strider in the game, and he has a fast, tracking teleport kick assist that causes a goddamn ground bounce. I don’t see how it would be overpowered to let Dormammu’s slow, vulnerable Purification assist track when it would rarely lead into combos, and only for a handful of character. BS double standards.

I had this same thought; “Oooh, combo off of Purification…err, but what would that actually do?”

Not that we know of.

lol, you read my mind. After that Dormammu/Morrigan fanshipping image, I haven’t ever forgotten what a good pair they make. The only unrevealed character that realistically has my interest is Dr. Strange. If Morrigan doesn’t work out, I’d consider Dr. Doom, Sentinel, or Shuma-Gorath, but the problem is that I HATE anchoring all of those characters, and Dormammu is a significantly worse anchor in UMvC3 (aerial moves won’t help him at all as an anchor).

I was actually messing around with Dormammu/Morrigan in training mode, and Dormammu can build back ~50-75% of his meter between Stalking Flares if he can fire one off at full-screen. So if you get him to 4-5 bars through Firebrand (I’d play him like Wesker building meter for Phoenix) and Morrigan, assuming I can only get 50% meter between Stalking Flares, I would be able to fire 9 Stalking Flares according to my math series below:

[details=Spoiler]5(1)
4.5
3.5 (2)
4
3 (3)
3.5
2.5 (4)
3
2 (5)
2.5
1.5 (6)
2
1 (7)
1.5
0.5 (8)
1
0 (9)[/details]

Since this presumes I am able to get 2 Purifications off between each Stalking Flare (with the second one being canceled into Stalking Flare), damage per Stalking Flare will effectively be 120K chip per flare, 60K for two Purifications. Total damage:
120+180*8=1,560,000 chip damage before considering Advancing Guard.

With average character health at 900K, this would kill close to 2 characters on average; the characters with health significantly above this number, like Thor, aren’t really dangerous enough that I need to chip them out anyway. Ideally, my opponent activates X-Factor at some point to negate some of the damage, which means he has no X-Factor to deal with Morrigan’s level 3 X-Factor combined with Astral Vision Soul Fist spam.

Yeah, it’s a lot of heavy theoryfighter, but I like running these kinds of numbers.

I think he’ll be higher overall, because let’s not forget that Dormammu is far more match-up based than most characters, and right now most of his bad matchups are getting nerfed, or he’s getting new tools to deal with them (aerial Purification and Dark Hole gives him a strong counter to Chris and Wesker’s zoning, Wolverine no longer has Berserker Slash invincibility, etc.).

Dormammu’s not a ninja though, he’s a demon. Demon’s don’t get to have nice things. :lol:

But maybe we’ll get a cancelable dash?! Or a universal hit confirm at least? :-/

Heck, my quick wishlist:
0D1C and 0D2C to OTG (just so they have a PURPOSE)
c.L chains into c.H
Cancelable dashes with crouching block or attacks

That’s it. If I wanted to go a little crazy:
0D3C to reach full screen like 3D0C and pull your opponent to the ground (makes it useful, but not overpowered, fills the niche area of locking down air characters with too much speed for 1D2C to handle)

My list…

2M and 5M hit crouching opponents directly in front of him and a little out.

Dark matter faster.

Liberation assist replaced with Dark Matter or Flame Carpet.

Purification assist sped up.

Flame Carpet super / x factor cancelable.

Dormammu retains actions like regular characters after his specials in the air, no more accidental dark hole when you try to triangle jump into death.

0D3C now just applies the status effect on hit or block.

New move to cause knockdown in the air, or an air super, since he’ll be doing more air zoning / getting air combos non-launcher now.

Too much?

The big problem with this is that projectile-less characters wouldn’t be able to touch Dormammu from 100 to 0 once you applied this, since you could just keep Flame Carpet down and call assists for chip while refreshing it constantly. Flame Carpet and Phoenix’s aerial fireballs are specifically being nerfed because the heavies don’t have a counter to them. I don’t think this is a good idea.

Well, you can still do MMH, Dark Hole in the air, and it does pretty solid damage. Ideally though, every character can turn an air hit into a full combo or not at all. Some things should just be universal.

I don’t see a problem with the rest.

That’s true about hulk, I guess that would be kinda cheesy against him. He gets bodied by dorm either way though, so it probably wouldn’t make much of a difference in the end.

MMH dark hole while in flight might allow other stuff after… i’ve never actually tried in vanilla outside of TAC combos with the dark hole loop.