The Dormammu Thread

Hellfire will beat Deadpool’s gun spam and possibly net you a combo into super in the process, since it comes out even if you’re hit.

I have to second Inkblot’s comment about ‘clicking’. Dormammu’s strength is that he is high risk, high-reward: he does very solid damage and all of the level 3 Liberations are godlike, but don’t mess up too much. I had one game where I figured out what my opponent was doing (one of the non-newbies I played) and just kept nailing with Suffer, Dark Hole, Purification, and Chaotic Flame and his entire team kinda folded.

SJ dark hole, jump and fly, or teleport to get out of that trap I think. Suffer or Hellfire should work (if Suffer stays out even if Dorm gets hit, not sure) for higher risk-reward, but who knows.

Good stuff yo, now he’s sounding real Blackheartly (Rip Black) toss in some meteor shower and Inferno’s, get ready for the salt storms.

Oh and how was the chip in those strings?

Crouching A isnt that bad.

I mean Dormammu isnt nearly as slow as Thor. The only thing thats shitty is he has no normals that really make his triangle dash useful.

You would have to be fast with the teleport, since it is vulnerable at startup. No way could you do it on reaction. Sorry, I don’t know answers to your other questions.

So far Dorm is definitely shaking up like Dhalsim in SF4. You have to have a very strong understanding of all his attacks and use the right attack at the right time and place or you’re going to get crushed to simple things like pixie rushdown and bullet spam. I think his upside is pretty strong, especially since he seems to have better than average life and can do a lot of damage.

I think his biggest weakness so far is that he can’t do great damage with no meter, and doesn’t have a long flashy combo to help him build meter. Power of the Creator may fix that. Just charge up one spike and use it to OTG and extend his combo off of a launch. We’ll see.

Also, Fire Carpet loops apparently. Those are multi-hitters, which should net you a nice bit of meter.

air combo cant be extended with dash resetting magic series?

thats funny what inkblot mentions, because i think dorm does have long damaging combos w/o meter, and his health is a little low. haha

How valid is what you think compared to the people who have actually played the game?

Dormammu has limited combo potential but its okay because thats not his role on a team.

You’re making me think I should put a battery up first (Sentinel) before bringing Dormammu out so he can make those Dark Holes count.

Edit: Actually, turtling with Sentinel while using Bloom sounds really appealing.

you surely told me!

Does anybody know if Dormammu’s blue flame alt costume turns all of his flame attacks blue as well?

^ I doubt it

Thank you for that profound contribution to this thread.

Compared to smaller, lighter characters, Dorm does not have the tools to extend combos. Purification OTG is only good for comboing into super. Wallbounce? Again combo into super unless you’re in the corner. If you know differently, by all means post a 15+ hit combo that doesn’t use meter or a gimmick like hellfire.

Dorm’s health is above average. You’re just wrong there.

Yo inkblot you got anything on Dormammu’s flight, any way to extend combos with it?

Nope sorry. Didn’t have time to play around with flight.

Good to hear, all early reports said he had bad life.

Yeah, Dormammu rules, I was using him at the Gamespot tournament as well, even if my Wesker was much better. I kept getting mauled because it was too late when I figured out that Dormammu’s teleport was a reverse srk motion, so I was just air dashing around and spamming dark hole and purification until I could DHC.

How is Dormammu’s air dash? Does it help his keepaway a lot? Do you think you could use it to stay on the opponent?

Hi air back dashes are really good and get you out of the way, his air forward dashes are kinda bad though. Good for a zoning character though, it’s an option that Arthur sure as hell doesn’t have.

inkblot check your PMs