The Dormammu Thread

Dark Hole does do some serious terror as an assist, as does Purification to a lesser degree. The thing about Purification is that if you drop it while you move forward, it holds in place on block and blows into the air on hit, plus it lasts so long that there’s not much they can do about it. It’s not godlike, but you are protected from any air approaches or non-invincible reversals while the pillar is out and depending on their location.

Here are my thoughts on Dormammu vs Sentinel:

  • :m: and :h: moves should be able to negate Sentinel’s spit, and a Dark Hole should eat it and damage sentinel. :m: into :h: Dark Hole may beat all options after his :h:.
  • Dark Hole and Purification hurt Sentinel and should negate his drones in the process.
  • You can Chaotic Flame him for free on reaction to most of his projectiles or flight mode.
  • He is not mobile at all, which makes (in my brief testing) Purification a problem for him. Charge as much as you want, because Hellfire and 0C3D are not something he can deal with.
  • I suspect that as people figure out more aggressive Dormammu play, teleport mixups may work well on Sentinel because of his speed. Mass Change is quite good, but I wouldn’t play close range against Sentinel as Dorm without being really confident in my point-blank game.

The guide book does come with his frame data. His stuff isn’t very safe on block, unfortunately, but I suspect canceling into Fire Carpet is the way to fix that most of the time.

I’ll second all of this, while also mentioning that just like you can Dark Hole those lasers because of their startup time, the teleports just work wonderfully. They aren’t so good against drones though, since they can start off above and behind Sentinel.

Sentinel is very mobile…

edit: touche, I’m just saying it since you can’t just assume he lacks the ability to move…but yeah, do our job right and I think he should have a hard time.

Loving hellfire. AAA + hellfire nets like every hit from it almost (normally over 25) and tallies about as much dmg as a hyper… even just 1 charge of POC and POD together will net near 20 hits off an AAA hit… for about 1/3 life. There’s follow ups as well…

But not vs dormammu…

I have been finding sentinals charge assist mixed with dorm’s medium teleport works well for cross-ups and easy hit confirms.

Not sure if this is the right thread for it, but im having trouble with mission 8. I get all the way up to the part where you launch them, and follow up with M M H S. The second M attack always whiffs. Is there anything i can change to prevent this from happening?

Just a guess here but use timing… don’t just sj.up and start attacking asap. Let dorm get a lil more lvl with em. Play with the timing and you’ll find the right spot where it works every time. Most pixies in vs games have air series you can just mash in as fast as possible… most big’s need a bit more timing but still have good air series.

Delaying the jump a bit worked for me.

Anyway, I have a few questions about liberation. When should I be charging it? Should I be taking the time to charge them after a stalker flare/Chaotic Flame or should I just try to keep them in block stun with darkhole/purification + sent’s drone assist? Also is there a release that is just hands down way better than all of them or all they all useful in some way?

Well, the thing is that Sentinel is very vulnerable while moving - his wavedash is fast but its hitbox is enormous, and his flight mode is safer but then he has to start dodging pillars and Dark Holes. If Dormammu takes to the air as well, Dark Hole starts up even faster. Sentinel’s mobility is fine, but Dormammu hits at its weak point - the fact that he needs lots of screen space to move and some projectiles cover that really well.

Delay your jump just a little bit. Once you get it the first time, I’ll come like second nature. Although i found it tricky as well when I first started it…I think many people naturally want to immediately jump after their opponent is launched into the air.

Is the damage correct for the moves in the bold?

Hit training mode and find out. :wink:

In all seriousness, 2C0D is probably assuming all 3 spikes hit, and 3D0C definitely hits harder than 2D0C. 3D0C hits like a truck with X-Factor on - I’ve finished so many teams by using that during an assist call.

Dorms can fucking eat people’s lunch. Is it me or is his Tri Dash not bad at all? If that’s the case, you have a character who can zone, has good health, has normals that can eat non-hyper projectiles, has a teleport which he can dash out of (GREAT tool if used in conjunction with assists), has a mad easy BNB that does like 50% damage for 1 meter and no liberation is needed (cr. L xx cr. H xx S xx SJ xx M xx H xx S xx Purfication xx Chaos Flame) and he has a tri dash that isn’t terrible?

Who built this guy?!?!?!

FYI, after the superjump, MMHS connects, not just MHS. He’s really slow; get a good X-23 player on you, and it’s not pretty.

My problem with Dorm is surprise close quarter scenarios. What are my best options when somebody is right in my face? I typically try to throw out a CR.L to kick into a combo but I’m usually stuffed.

Lol funny that you mention X-23 i did some of her missions modes yesterday and immediately said " this biotch is broken to high hell, im adding her to me team" Dormammu, Sent, X-23 - Keepaway -Damage- Rushdown, good mix.

Anyway im not sure if anyone posted this already but, i found some good $hit i did on accident them began to whore it out quite successfully with dormammu-

Enter flight mode then teleport. This makes his teleport like 40% faster because it skips the animation of him wrapping the cape around himself then going into the air, instead he just vanishes and appears where you want him. Its godlike for real. ALSO - when you teleport in flight mode you reappear in flight mode so you can do multi port around the screen supper fast because of this its a complete mind phuck.

Best thing to do is enter flight mode do one teleport that doesn’t bring you close to your opponent( i think (L)), then teleport with (H) that brings you behind and right over thier head - then press (S) this takes you out of flight mode and also hits then you can just crouching L,M then launch them into the air for a combo. Try it out guys, its kinda broken.:china:

but you have to fly to do that. And fly is slow.

adv. guard

Take what I say with a grain of salt, but I usually jump and then try to hit with a j.S. The range on it is actually really good, and you can launch out of it. I usually mix it in after a few jumping pushblocks, because it still doesn’t have the range of Dante, etc.'s range, so you can’t be careless with it.

IMO, ideally Dormammu is never getting into close quarters. I actually think he is able to play without ever getting into a melee rumble that is not to his advantage (exempting instant teleporters), but I’m not at that skill level with him yet. I’ll throw a few tidbits out there though:

  1. Dormammu’s teleport always places him above his opponent. Everyone here is aware of using this for cross-ups now, but people aren’t talking about punishing superjumps with it. If you teleport fast enough, the superjump will actually continue into your normal attack range; jump direction is not auto-corrected in this game like it was in MvC2, so you essentially get a free hit on your opponent now (even if it’s blocked).

  2. If you don’t feel like being so aggressive, or you teleport late, just go the opposite way of your opponent’s superjump! While you can curtail your superjump’s momentum a bit, only characters with double jumps and 8-way air dashes can actually change their direction entirely. So if Akuma decides to superjump in on you, teleport behind his jump, airdash back, and you just rest the stage, plus you will land first because of the downward air dash - catch him with a Dark Hole or Purification.

  3. To add a new level to the above two: if someone superjumps in on you, make them eat 2-3 Purifications during their journey. Every bit of chip counts! Then do your teleport. This makes superjumping much less appealing to your opponent, and unfortunately for him, while superjumps have a lot of advantages, they are also not very mobile, so it’s easy to judge the point to use Purification from.

True but for me the second it takes to fly is worth the possibilities afterward especially if im at full screen zoning and i wanna get in quick.