The Dormammu Thread

His spikes just became a bit useless in my eye, if thats the case for the spikes what about his inferno and meteor shower does those still Otg?

Glad to hear his level 3 can otg, can you tell me anything about his Fly mode?
as for his normals I thought his standing/crouching Light attack was pretty fast.

thats all my questions, thanks in advance.

Dormammu power of the power of the power of the creator assist + Haggar charging grabs. ow?

Here’s my full list of questions, though some just need confirmation:

  1. In Sentinel’s video we saw him smack Doom’s rocks away with his formerly j.HP; is this something unique to Sentinel? Obviously you won’t have Sentinel at your disposal, but maybe you could try a character with a large hitbox that reaches out from their hurtbox like Dante or Hulk and see if they can bat rocks away as well?

  2. In Arthur’s unveil trailer I saw this little dagger he could summon that hovers around him, but I haven’t seen it since - maybe you’ll get lucky and find it.

  3. I saw a video where someone uses Dormammu’s 2C1D liberation, and the hellfire animation lasted long enough that he could almost let another one fly by the time the animation ended. Would you check how abusable this is as a pressuring tactic?

  4. A video showed that as of the Storm/Viper build, Stigma (Dormammu’s 3C0D liberation) either hits low or remains unblockable - would you find out which it is? If it’s unblockable, would you check if its refreshable? Lastly, what exactly does it prevent? We know characters can’t jump during Stigma, but can Wesker teleport into the air? Can Ryu Shoryuken? Can Spider-man Maximum Spider? Can they still be launched? Can they switch out, and use assists that require them to be airborn?

  5. If Dormammu uses an anti-air assist like Shoryuken or Shadow Blade, can he combo a Purification/Hellfire/Explosion off of it?

  6. How slow does Suffer move forward, and how does it interact with projectiles (does it beat beams?)? Can Dormammu use it to protect a teleport advance at all?

  7. I saw a video where MODOK had his shield up, but Dante was between MODOK and the shield. Dante did a normal weapon swing, and because it touched the shield during its attack arc, it still protected MODOK even though MODOK was nowhere near the shield. It’d be really interesting to test this further and see how much the shield can be abused. I know you can literally stand IN it, be near-invincible, and still be attacking through it.

  8. Does Dormammu’s liberation assist have any invincibility frames? How good is it as a self-used “get off me” when he’s on point?

  9. Someone on SRK reported that Dormammu can combo his Ground Fire into his Ground Fire three times in a row before having to do a c.C followed by a launcher - could you verify this?

  10. Check to see if Ryu can cancel his DP into Shinkuu Hadoken.

  11. Any information about how hard various hypers hit assists is awesome. I noticed some hypers hit like a truck (Storm’s Hailstorm, Dormammu and Ryu’s beams), and others hit like a wet blanket (MODOK’s Hyper Psionic Blaster). I’m especially interested in Ammy and Wesker’s full screen hypers.

  12. How big is the vertical hitbox on Dark Hole? I want to know how much above an opponent Dormammu can be flying and still hit them with it.

  13. Anything you can find out about when Dormammu has a hurtbox during his teleport is awesome, I want to know how safe it is to use on reaction.

  14. Check to see if Ammy’s counter reflector can be comboed off of when used as an assist.

  15. Someone recently said Dormammu can’t do anything after he Dark Holes in the air. Would you check if this is true? If he can’t teleport, fly, or use normals after, that would be really frustrating. I also heard he can use Purification in the air, which is very sexy, but it’s also doubtful.

I was wondering this myself. Wanted to know if there’s any advantage to doing a tiger knee motion A-dark hole as opposed to regular ground for quick defense. If a tiger-knee air darkhole is still too high for anyone to dash under, it could occasionally be the better option for such situations since it would neutralize more vetical space, I know it’s not any faster. Only thing if he has to fall still it might make a chaotic flame followup impossible, but then again I don’t see people canceling too many A-DHs into chaotic flame on reaction anyway…I dunno just spit-ballin as usual.

And just to be clear, you can reaction chaotic flame after dark holes, but not really (or not as easily) with purification, correct?

And I dunno when the rest of you guys will be picking the game up, but since I work in NYC I should be able to get a copy tommorow or friday at the latest and start working to answering some of our more specific questions about Dorm. I assume some more of you will have it by thurs as well, but might as well get the Dorm lab going sooner than later. Hopefully he won’t end up some boring, mid-tier zoning char as Jester believes him to be.

Thats a long list of questions Karsticles.lol

I’ll do the best I can with these questions, and I do have access to sentinel, I’ve got the retail game and all chars unlocked.

The move your talking about is actually Sentinel’s exchange, and as far as i can tell it’s quite unique. Some of modok’s command normals may have the same properties because their hitboxes are crazy, and possibly tron as well, but most chars won’t be able to bat away doom rocks or other projectiles.

Arthur’s normal axe throw goes above him, and then down into him and forward, so it looks like it’s hovering around him but it’s got a set motion that it does once, then goes away.

Hellfire lasts long enough to get some more powerups safely, but I don’t think it lasts quite long enough to power up and then get another one out unless you use an assist in between to keep them locked down. Doom’s hidden missiles are godlike for this purpose!

As for stigma, I know it hits low, does not otg, but I’m not sure if it’s unblockable. I’ll test it later. All it does is prevents jumping. They can use any super/special move in their arsenal as far as I know. They can switch out. and i don’t believe there are any assists that require you to be airborne, so yes they can call all assists.

Dormammu can combo purification off of aa assists, it’s really fast and really good to cancel into the fireball super. Hellfire explosion might be a bit too slow, but they’ll land into some blocking, which is still a good thing

Suffer isn’t that great. Slow startup, and you don’t recover until it reaches full screen, so if it connects you can combo off of the wallbounce, but if they block it from far away, you’ll be even and they’ll be out of blockstun long before you teleport or do any other move. It’s really only good to force non projectile characters to jump so you can plan assists and keep them off of you imo.

Modok’s shield is godlike. It’s out on a timer, or takes a few hits, and if they’re in the shield range, the shield will take hits before modok even if the attack’s hitbox would reach modok (as long as it hits the shield first)

Liberation is ass both on point and ass an assist.

One of the mission modes does have dormammu using the fire carpet to juggle 3 times, but only on viewtiful joe and maybe arthur or ameterasu, and also only in the corner. They’re airborne during this juggle, so while it’s good in that particular situation, it’s not something he can use to force blockstun and get out of trouble.

I’m sure ryu can cancel srk into shinku hadoken. Pretty much anything you can think of is possible in this game, S Kill wasn’t lying. This shit is bananas.

Beam supers generally rape assists. Stuff like wesker’s won’t do much, but if you connect with a full super that has lots of hits (like 30+) you do about 50% assist life. An x-factored hailstorm will kill a lot of assists, save maybe sentinel thor hulk and tron. I imagine dormammu’s chaotic flame has a similar effect. Assists need to be protected in this game

Dark hole is far and away dormammu’s best move. The hitbox is fantastic, and TKing that shit near the ground causes lots and lots of problems for would-be rushdown heads. If you have a good aa assist and some patience, dormammu can do some work.

Teleports are fast in this game, but not completely safe. If they bait it or know it’s coming, they can hit you, but if you do it off of blocking or with an assist for a mixup, you’re generally ok unless they have a get off me super like gamma crush or skrull’s inferno.

I haven’t played amaterasu yet so i don’t know anything about her beyond what’s been in videos.

Dormammu can not use purification in the air. He also cannot attack after dark hole during a normal/super jump, which i didn’t know but just tested and found to be true, BUT he can attack after doing a dark hole while flying, and his flight activation is rather fast. Something to keep in mind, and thank you for enlightening me.

Nice to here that, he should have some of fly combos, or extend combos with it and overhead shenanigans, Im guessing.

Good sh8t Jester.

well that answers one of my questions. I was going to ask about TK dark hole uses. sounds right along the lines of what I was thinking.

Dormammu just teleported his thread. Fuckin’ baller. Spot earned.

You can, but you have to get used to the timing. If you do it too fast, you cancel Purification altogether. Do it too slow, and your opponent gets knocked out of Chaotic Flame’s vertical range for part of the hyper.

Feb 14th midnight release for me, haha. I can be patient though. IMO, if Dormammu was meant to be a pure zoner, his teleport would be screen-relative, and not character-relative. That his teleport places him in the perfect spot for punishing careless players makes me think he’s meant to be a bit of everything.

I just added 7 more questions on another forum - I’ve been keeping a long list.

@Jester:
Thank you so very much sir for answering all those questions. I am in your debt.

So can Sentinel bat away a Hadoken, for example? What about beams (if only portions)?

Hmm, so it is an anti-rushdown move? How does Gold Armor affect it?

Do you think either Air Raid or Sentinel Force would serve as a solid substitute to extend the lockdown? Hidden Missiles makes me chuckle though - talk about death from above!

Ah, thank you. For that last point, I meant where, say, Shoryuken or Cold Stars would still work when called as an assist. I assume they do though, since they work on point.

Hmm, so going into melee Dormammu is pretty scary then - I like it.

Ouch. At least it can be comboed into, so it’s a nice “get away!” move. How does it fare against other projectiles; most notably Disruptor and Hadoken.

How safe is MODOK when he uses it as an assist? Is it something to be relied upon?

Haha, I figured, but a man can dream. I was hoping I wouldn’t need a “get off me” assist for Dormammu, but it seems like a necessity - what is your take?

Interesting.

With any other character I would just assume, but apparently Ryu can’t cancel dashes into normals or his command normal overhead into a hyper - he’s pretty restricted.

Team “Punish” is still good to go!

What a coincidence, I happen to have a lot of patience. Now I just need to figure out whether Ryu ought to be the AA assist… What does TK mean?

Makes me smile.

Can he fly or teleport after using Dark Hole while jumping? I’m hoping for a way to circumvent that limitation, since it’s a bit one.

No need to thank me sir, you have given me far more than I to you.

Sounds pretty awesome, thanks for checking.

I didn’t think Capcom would give such a broken lockdown tool to Dorm, so not unexpected. Still very strong - try Doom’s plasma shot or Chris’ machinegun to hold them for a moment.

So Purification > Hellfire is impossible?

What does it cancel into, if anything?

Expected as much. You mean the normal one (0C0D), right?

Can he go into flight mode after air Dark Hole?

I was wondering about Liberation to. Can you charge fast enough for it to be viable? And could you give us a breakdown of what the various combinations do?

Consider reading the thread’s first post sir.

he can charge them very fast. I’d wager that you could get a full 3 charges in the time your opponent is blocking a cold star or lightning legs assist.

pretty sure its viable you will just have to pick and chose when its safe to charge and what not. not just charge up to what ever levels as fast as possible and hope the opp don’t notice.

I’m pretty sure TK means tiger knee motion, think he was answering my question before about the utility of doing a tiger knee motion while activating the A-darkhole vs rushdowners to have dorm activate the move immediately after leaving the ground; the move now is alittle higher (taller) but is still too low for anyone to go under and therefore covers alittle more space than the ground DH.

0c0d liberation is garbage. they recover in the air right in front of you, which is the last place you want your oponent imo, so it’s really a never use move.

The 2cod spikes are pretty good, they do 3 hits each, decent damage, and cover a lot of the screen. punishing assists and big characters with this is good business.

oc3d full screen explosion is FUCKING GODLIKE Not only does it otg, but it puts them in a free fall state until they hit the ground again, so you can extend virtually any combo with it for retarded damage and relaunch shenanigans.

To answer the dark hole questions, if you dark hole in a normal or super jump, you cannot do any other action until you land. you may be able to block, but that’s it, no attacks, flight, dashes, nada. only use dark hole in the air if they’re far away, or you’re near the ground, or in a situation where you know it’ll at least connect(hit or block)

his spikes + hellfire is really good, good zoning tool for someone who’s about to get in to push them back. His meteor rain without the spikes is also really good cause it lasts longer, but you need to plan it. good for characters coming in, or to set up a chip situation.

dormammu has some retarded corner combos. after further time spent in the danger room, i found out that there are ways to make the fire carpet juggle almost any character, but it’s different depending on their weight. sometimes you need to ad a low light attack before the low medium to get the carpet to juggle higher, and sometimes you need to juggle with light into exchange instead of medium into exchange cause they fall too fast.

The combo i’m working on now, to get your dicks hard, is c. L, C. M, fire carpet, c. L, c. M, suffer, launch, M, M, H, exchange(knockdown) otg 0c3d explosion, fire orb super. It works in the corner against cap am and other characters of similar size/weight. Retarded damage and leaves you in perfect position for more traps.

His 1c2d hellfire with the lava burst spike thingy DOES otg, and if used with some assists, will allow you to combo into the rain that follows, and possibly followups after that.

Also against sentinel, he has a mini strider-like infinite. he can j. L, j. H, j. S, j. L, j. H, j. S, s. L, S, air combo. Kinda lolz, but the timing is tight and you can only do 2 reps. other chars reportedly can do similar shit.

I’ll keep checking the thread every couple of hours, but this crack has me addicted, so please keep that in mind.

Ugh I can’t wait to get my hands on this game so I can test out Morrigan(Shadow Blade/AA), Doom (Rocks), Dorm (Dark Hole)

So out of his supers do you see Stalking Flare (Orb) and Chaotic Flame (Beam) being his main meter usage?

Ah.

How big is the hit of the actual move though, and how safe is it? Like for example, if someone is beating down on me, could I pushblock->summon Air Raid -> 0C:0D Liberation and that would serve as an effective “get off me” if I didn’t want to resort to a traditional AAA?

That’s interesting; I look forward to messing with those more then.

Oh wow, OTGs? Totally unexpected.

Very disappointing, but at least I know Dormammu needs to keep his butt on the ground to be effective.

But all of these still only work in the corner, right?

Woah! Can you give an example of how much damage that does against any particular character? Amazing considering that you didn’t even use an assist in there.

Interesting. It’s going to be tough choosing which combination to use. Do you think it will be more of an “on the fly” decision, or something chosen based on who your opponent is?

You just gave me more than I have gotten since his reveal trailer - you are awesome just for taking the break to come here and answer questions.

If you happen to feel like experimenting with whether Dark Hole or Purification can be made useful in their assist versions when Sentinel OTGs with Rocket Punch, I would be very interested in the results.