Dorm Changes In UMVC3

Damn, I was just coming here to post that BigD.

Do people REALIZE WHAT THIS MEANS?!

Dormammu can cross-up his Dark Matters solo, probably into full combos.

:open_mouth:
:open_mouth:
:open_mouth:

That looked SICK!

Sounds like we’ll be able to have a good hit confirm now.

Hmm, that’s an interesting idea GomuGomu, but I don’t think we can link c.L to f.H, and every stream I have seen thus far shows that c.M to f.H drops as well.

However, a crazy thought of mine:
Dormammu dashes forward fast now. Like, maybe 50% more speed. His air dash also seems to be improved. Dormammu could already combo off of f.H in every situation in MvC3, but the execution was hard as heck. With his speed boosts, Dormammu might actually get a wall bounce as part of his every day bnb.

Also, since I’m a huge believer in the idea that there’s more to Dormammu but people just haven’t experimented yet, I think we should test ideas like c.M being jump-cancelable.

Isn’t it odd that c.M, which was good but not stupid-good, has been nerfed? It previously provided some of our fanciest combo tricks:
c.M, f.H, j.LHS, c.H, s.S in corners
c.M, Dark Hole L, c.M, s.S as an anti-air
c.M, f.H, dash, jump, air dash df, j.L, s.M, s.S anywhere

All of this is gone to us now, and it’s not at all clear why, since none of this was ā€œoverpoweredā€ (hell, most of it you never even saw outside of combo videos with an exception or two, hahaha). One possibility is that the hitstun on it was too ā€œeasyā€ to hitconfirm off of for a ā€œzonerā€ character in Capcom’s mind. Another is that c.M is jump-cancelable now, but no one has tried it, and we can actually do c.M, jump-cancel, j.LHS loops as an anti-air.

There’s absolutely no basis for this idea, but in the spirit of ā€œlots of stuff out there no one has bothered to tryā€, maybe someone should give this (and special-cancelable Flame Carpet, and hyper-cancelable Dark Matter and Flame Carpet) a try. If we can cancel Flame Carpet into Mass Change, crossing up people jumping in on us with a Carpet down is going to be hilarious.

NICE! it really seems to me capcom was afraid of dormammu being too powerful in vanilla and took away A LOT of abilities or gave them small (but exposable) weaknesses. this time, they said ā€œfuck itā€, and just gave dorm all (or most) of the tools he should’ve originally had.

Ah that’s unfortunate.

Lol I can’t believe I haven’t been using this. Simple trick I somehow missed.

I agree. I think the main reason for this is that hardly anybody plays Dorm on point, and because of his usefulness as a meter hog, there’s less need to develop his point game. Another thing is that when he is on point, he gets a lot better damage off of assist extension for less execution difficulty. I wanted to mess around with the c.M, f.H, dash, jump, air dash df, j.L, s.M, s.S combo, but the execution combined with weird hitbox characters/Dorm’s normal hitboxes made it less appealing when I can get charges, better damage and ok mixups out of my current set up.

Jump cancellable c.M sounds sexy, when was this confirmed? It’s the first I’ve heard about it. His solo combos should most definitely be more fancy and varied thanks to this.

If you can cancel it into everything else… Like Puri Towers or Instant Close Dark holes Dormammu just got a LOT more dangerous. Now if we can cancel Flame carpet… One thing I noticed that has not been spoken on about the TGS stream, Look at the speed and recovery on Dorms special moves… Shits bananas.

yes I do, it means umvc3 Dorm is shaping up to be a character that has he’s own dimension

Read me again Gomu! I was merely postulating.

Agreed and agreed. My team is going to be so ridiculous in UMvC3 with these changes and the nerfs to some of the characters…

Ultimate Marvel vs. Capcom 3: ā€œWelcome to My Realmā€

Ah, man. Got my hopes up there for a second. :frowning:

So what is actually nerfed on dorm that we know of still. And how badly?

Flame Carpet disappearing when Dormammu is hit is the most significant nerf to date. I’ve been observing when I’ve been hit during flame carpet and it’s made me realise how I need to tighted up defenses against assualts, especially against Dante.

Reduced hitstun on c.M may cause some hit confirm issues.

Some thoughts I wrote out:
If Dormammu can indeed cancel Flame Carpet into specials, Dormammu players might not even go for hit confirmation into combos as much. We can probably do c.L, Flame Carpet, Dark Hole, and that all might link and be safe on block while dealing chip.

Flame Carpet has 31 recovery frames and is +4 on block. Dark Hole has 26 startup frames and is +7 on block, plus it is becoming a faster move in UMvC3. Dormammu’s c.L also happens to have 7 startup frames. If all of this remains unchanged or faster, Dormammu will be have an endless blockstring of c.L, Flame Carpet, Dark Hole L.

Yes, your opponent can just Advancing Guard you, but what Dormammu player doesn’t love to be pushblocked to safety? :wink:

Plus you’re dealing ~70K in chip with each series. If it hits, you can cancel Dark Hole into Chaotic Flame for a cool 400K damage.

Assuming he remains in his current form, I don’t think Dormammu will be bothering with Flame Carpet against teleporters much, and instead we’ll be doing a lot of Dark Matters into Mass Change. I’m having trouble convincing myself that Flame Carpet is worthwhile against Samurai Edge spam.

I’ve pretty much figured out the times for when Wesker will use Samurai Edge and don’t really get hit out of carpet with it unless there’s an assist on screen. I approach it like this; If Wesker is full screen and I make him block a purification or Dark Hole, I duck instantly in anticipation of the bullet. If I see Samurai edge fired, I lay carpet or instantly do M Dark hole to catch him in his teleport. If he gets hit by M Dark Hole (I’m not sure if guaranteed hit) you can attempt a teleport mixup for a full combo, or just Chaotic Flame, or you can even do Flame Carpet to put something in his face if he rolls forward. Another good thing about this is that the Dark Hole will usually eat up assists.

If mid-screen, again, duck the Samurai Edge and you can attempt to punish Wesker’s H teleport with j.M, j.H, j.S into full combo. j.M has a sick hitbox so it’s very useful against that. If he forward teleports, just put a normal where he’ll be.

What I’m trying to say is that there’s specific times when you can quickly lay carpet between Wesker’s shenaningans. The important thing is to ALWAYS duck after laying carpet against Wesker unless you want to attack.

I always find that if I try to turtle Wesker, I get my ass kicked eventually. His standing Samurai Edges aren’t too much of a problem, it’s more the jumping ones.

Guys tried Dormammu’s f+H cancel in the TGS build. I’ll let you guys do the thinking.

Thanks Sephi.

Got to play UMVC3 (Latest Build) at Eurogamer yesterday. Played some Dorm but didn’t get to do much since there were only sticks but one thing I did notice is that Dorm can now chain c.M into c.H. I did it once by accident while trying to get a hang on the stick and I saw it combo. Also, there’s been a change to Flame Carpet but I don’t know what. Midscreen it works like normal but in the corner it’s different; I saw someone air combo Vergil into knockdown in the corner, he OTG’ed with Flame Carpet and Vergil bounced on the carpet like Viewtiful Joe in one of the trials. It’s nothing to worry about but it might open up some combos.

Are you sure it wasn’t off a counter-hit? Dorm could always do that combo but only off counter-hit.

No, he can’t because c.M doesn’t recover in time to combo c.H, even on counter-hit. In this situation c.H came out directly after c.M. I anti-air’d Vergil with c.M and got a 2-hit combo with the c.H

nice.

Dorm is looking nice.

but what of the flame pool nerve?

I don’t know what the point of c.M chaining to c.H is. I think we were all fine with not having a normal magic series, and this doesn’t help us if c.M is whiffing in our string.

Also, Flame Carpet apparently is not special-cancelable.