The Dormammu Thread

Zellorz, did you check if he can do Dark Portal -> Fly -> Dark Portal in midair?

Is this Viper/Storm build, or the full roster? I wouldn’t mind knowing what Sentinel’s assists are if it’s the latter. :wink:

Anyway, in the CES build Dormammu can’t do anything but fall after teleporting (normals, but no specials), and I was wondering if you would experiment around and see what exactly he can do - especially whether he can fly after teleporting.

I doubt Blackheart will be DLC . Seth even considers Dormammu his replacement.

Seth says a lot of things loosely, including that Jam Session is the new Captain Corridor, which we all know is wrong. I’m not saying Blackheart has an awesome chance of being DLC, just that his fate is not sealed yet.

If any of you fine folks who happen to have access to the full game could verify whether Purification can be done in in the air or during flight, I am sure many would appreciate it.

Oh shit, so if you hit em with a POTC lvl 3, then do the hyper they can’t escape it. Dayum.

That was me! I was not running away, I was keeping away. :wink: Maybe you’ll see the match this Friday on Gamespot. Anyway, I barely knew what I was doing, but Dormammu has potential!

Damn straight! I get tired of people treating keepaway like it’s a coward’s game. It’s so very intense, because with most of those characters making a mistake means being dead. Taking damage from a keepaway character usually just means a small bump along the road to getting in.

Anyway, any comments about your experiences with him? I always love hands-on reports! Considering what Gamespot considered “prime” footage last week, I’m not holding my breath.

It is the closest thing in the game to the Corridor, though. Comes out quick, long lasting, takes up a decent amount of horizontal space and an even better vertical; it even pushes the target away. It’s not exactly the same, but it serves the same purpose.

Also that line of logic makes no goddamned sense: “I think Seth is wrong on how a move works, that means he’s lying about everything!”

Here’s what I can tell you about Dormammu based on playing him in the Gamestop tournament.

In casuals before the tourament, it was pretty obvious that Dormammu needs to make the most of every hit, so I paired him up with Morrigan’s meter-building assist. Then I threw Dante in just to have an easy-mode backup plan in case Dormammu bit the dust.

Dormammu’s moves are slow, and get stuffed pretty easily. This goes for Dark Hole, Purification, and even his teleport! You’re not going to do well by reacting to your opponent. You need to read them and put something in their way before their attack comes out. When I was really clicking (which didn’t happen very often, but hey I’m new!) it honestly looked like the other guy had no chance. Every time he moved there was a hole, a column, or a bed of fire right where he was going to go.

Top Dormammus are going to have to be smart about cutting off attack vectors in advance and having a backup plan for when they guess wrong (hopefully something better than “pushblock and pray”).

:f: + :h: and :df: + :h: are your best friends. The first shoots a fast fireball that causes a wall bounce for an easy super followup. The latter is his flame carpet move, or whatever you call it, which puts a blanket of flames on the ground in front of you. Even if you get hit out of the move during startup, the flames will still come out. This was the most reliable defense I could find against rushdown. Against a triangle jump, put down the flames, which will probably trade with their jump attack, then dark hole into super.

When they’re far away, just throw down the flames for the hell of it. Now you’re totally safe against dash in air attacks for the next 5 seconds or so, so you can spam your dark holes for free (unless they have a fast projectile or a teleport).

Dormammu’s :qcf: super is FAST. You can easily stuff beams and projectiles spam. Do the motion in advance, when you see the beam startup, hit the buttons.

My basic strategy was to keep flame carpet going, then spam dark holes and morrigan assist to build meter. When a dark hold landed, combo into super. If I was feeling nervous, super for the hell of it. This worked great against rushdown, but of course it failed miserably against another keep-away team. I have some ideas on how to counter keep-away, but those will have to wait until after release.

Awesome. He’s going to play exactly like I figured he would.

I didnt even bother to use his command normals when spent time with him.

So he really is the dhalsim of this game, except he seems to have a decent amount of health. I am looking forward to seeing some high level dormammu in the future.

I didn’t say he is lying about everything, just that Seth often speaks loosely. I bolded the most important, and also wrong, part of your post.

Ah! I was actually thinking about Dormammu (Dark Hole)/Sentinel (Drones)/Amaterasu (Bloom); using Bloom when safe, Drones when I need to get safe, and burning meter on assist punishes since Chaotic Flame hits so hard.

That’s disappointing, I was hoping it was more about punishing with quick reactions, but I can deal with it being more about predicting. Especially since Dormammu always has the safe prediction: Dark Hole right in front of his face - haha. So the teleport is mostly offensive in uses then, and not defensive. Is that what you gathered?

It’s good to hear someone who has played him confirm these as his two big weaknesses; how did you combat each of them? Magneto’s EM Disruptor probably concerns me the most thus far.

I understand if you want to keep those thoughts to yourself, but I am loving your commentary and would be grateful to hear more of your thoughts, especially as it involves those two trouble groups mentioned above.

inkblot How was Dormammu’s normals?

Just out of curiosity, does Dorm have anything that hits people from full screen that’s not a super? Most of the stuff I’ve seen for him seems like he’s good at handling people that want to come towards him but what about those content to run away? Either way, I guess this is why we have 3 characters lol

I countered EM Disruptor with a super. I’m not really sure what I would have done with no super, but thankfully I had Morrigan to give me more meter whenever I wanted it. The great thing about her assist is that you get the meter even if Morrigan is hit right away.

The keep-away team I lost to was Dante, Deadpool, and Morrigan. Deadpool would just jump up, shoot down, and call assists. It was a tight enough trap that purification and my :qcb: super got stuffed during startup. The best tactic for this might be to track Deadpool vertically with my own sj, then Dark Hole. Either that or teleport in on top of him.

He has a command normal that acts kinda like a projectile and allows for wall bounce, plus if you combine power of the creator with power of the destructor he rains meteors from the sky.

-lvl 3 POD
-liberation
-6C
-H dark hole
-H purification

Slow, but with big hitboxes. You don’t want to go toe to toe against a dashing low short, but they seemed good for following up a blocked Dark Hole to keep the other guy locked down. Stuff like:

:l: Dark Hole, :d: + :m:, :h: xx :m: Dark Hole.

If they pushblock you, switch that last Dark Hole to :h:. Now they’re all the way across the screen and in block stun, so follow up with Purification, ANOTHER Dark Hole, or :f: + :h: for a wallbounce attempt into hit confirm super.

That’s discouraging; do you think Dormammu could teleport on top of beam spammers to punish them if they get too confident? I was also thinking about MODOK’s shield, but that makes my assists predictable, which I don’t like. Does Dante’s Jam Session eat beams by chance? Did you get a chance to try punishing Deadpool’s superjump gun spam with hellfire?

Very good to know you get the meter even if your bloom/harmonizer assist gets punished. That is yummy.