Lord of the Dark Dimension, the Dormammu thread

JSD: Add to that, ‘does it literally hit ONLY on the ground, or does it have a hitbox that’s just VERY VERY LOW?’ The second is a lot more useful :smiley:

Edit: It almost certainly stays when they tag out, it’s a debuff with an effect on them, like Joe’s slow. I’ve wondered forever what it does to assists that use jumps.

it’s not unblockable. we tested that. it’s low though.

for “locks in” do you want to know which of them gets stuck to the ground? well, obviously the on-point character will stay there, for sure. the question is if it hits the assist too.

Yeah probably unless it stops you from switching out at all.

By lock I mean keep you on screen. For assists that means stopping them from leaving when they are done. For point character that would mean not letting them tag out. Also yeah even if it doesn’t lock the assist on screen see if they keep the ground stick effect and if it does anything interesting to assists that try to go airborne. This move could do some crazy stuff lol. Shame its not unblockable anymore, but I saw it coming.

Yes, I wonder if it stops tag outs too, will test.

if it locks out tagging, best non-hyper in the game, hands down. Even with the immense cost and difficulty of hitting.

that would be wack. I want em locked in, and there little assist too.

(if I manage to tag em both)

Status effects in this game are fucking awesome.

you know, I never thought I’d see a fighter with status effects that really work well.

Shows you never know :smiley:

Edit: Also, I’m still totally in love with how they took a bug (the juggernaut glitch) and turned it into a deep, interesting, outstanding (choose your adjective) feature

True but if I had to choose I would take the lock in, over them just switching out.

In fact how long does stigma last? does it disappear as soon as you hit em? and if not are you able to launch em while its active?

so many questions such a long wait…

we asked some of this before, and from what I remember, it doesn’t get negated if you hit them, but only lasts ~5 seconds (so pretty short). Never thought of trying to launch them tho >>

His level three creator charge seems to be useful for his Level Three Hyper set up. IF it hits both on point and assists and his level three hyper does, insta kill for some characters on assist.

Does anyone know if his teleport puts him in a normal jump or super jump state?

Edit: Looks like his level three destroyer stuns the opponent for one second (game clock). So maybe you can teleport xx Flight, land 1 or 2 hits, and otg into a special?

YouTube - Marvel vs Capcom 3 Gameplay - NYCC 2010 (Part 3 of 24)
He uses level 3 PotD and (imo) she is stunned long enough for him to teleport.

Lol this guy is using simple mode and makes Dormammu look playable.

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3:05 Dorm charges 2pod and 1poc and does a spike that also has some debris, like a little volcano. Seen it in th trailer but its good to know exactly what it takes.
Guessing 2poc and 1pod is something special also, then meteors is 3 or 2/1 of each for a smaller one.

Also noticed that when he DHC’s to Dorm, Dorm keeps his red life. I didn’t notice that before.

Looks cool, but he has better options with his hands

Lol don’t write it off until you can experiment with it.

Don’t be an idiot. You don’t even know how useful all his options are with his hands are(you probably have yet to play the game either).

As for that little volcano move, it looks to cover a large area of the screen, maybe like 3/4ths it seems? I wonder if it has OTG properties on the initial spike…

Everytime Dormammu opens his mouth, only awesome pores out.

Anyone see the latest vid of new footage. Showed his win animation
[media=youtube]3MIjK4thIjY&feature=player_embedded[/media]

“You are broken…farewell”

Ahhh… i want to play this shit again, I’m starting to miss Dorm :frowning:

BTW guys, you can see his Ninja Turtle colors i mentioned, on this video.

Which one? The blue flame head?

yeah, his armor is green and his belly is yellow