The Ultimate Dormammu Thread

Well i wasnt trying to irk anyone sry my posts upset you, i live in the middle of nowhere with no one around that plays so if i discover a combo and there is nothing like it on youtube i assume its new simply because ive never seein it before and i have yet to see anything like them on youtube from anyone else but anyway as far as his spells go gatta agree with you here, imo inferno was his worst spell in vanilla but by far its his best in ultimate the coverage the meter build the knockdown the fact that its instant and comes out even if you get hit makes it amazing not to mention the fact that it makes an excelent launcher cancel

Deadpool is a better anchor than Doom. You can set up unblockables with his quick work assist and he can play keep away like a champ. Doom struggles against certain characters (like Deadpool) when he’s on anchor.

The big question in the Dorm/Doom shell is that Doom is not a great anchor, but the second character will usually get much more mileage from Doom assists than Doom would from their assists. The only real exceptions to the rule IMO are Strider, Sentinel, and Amaterasu.

If you’re using Doom for Plasma Beam, I still believe 90% of the time, you should be playing Magneto.

How about Arthur’s Dagger Toss as an assist to help Doom? He could make a decent anchor for Dorm/Doom.

you say magneto because of his mobility and mixup potential? i think his beam would work with anyone with a teleport… like dormammu! plus it makes his teleport safe because unlike wesker if they predict the teleport and you have no cover they can just jump back and grab or dp out. i dont use doom but i wish my team had a beam on it because the full screen beam plus teleport is a serriously good tactic

Because his beam is the fastest for tele mixups and still allows you to get damn near full damage if you confirm off it it so you can still get 790k+. Also Magneto is a much better character on point IMO and is an excellent anchor fully capable of coming back 1v3 while Doom isn’t IMO.

Okay fellow Dormammu players! I’m hoping to go to Big Two this week … and hopefully not go 0-2 since it will be my first tournament!
Anyway, I might revert back to the Deadpool / Task / Doom team if things don’t go well, but I plan on running the following team :
Deadpool (quick work) / Dormammu (dark hole) / Doctor Doom (hidden missiles)
I have a few questions, this is probably my first grind in training mode in a really long time…

  1. How do you combo off quick work for Dormammu mid screen?
  2. What is the most effective “flowchart” for Dormammu’s keep away with hidden missiles? I have the keep away down with Deadpool, but I want to practice Dorm’s keep away ASAP.
    Thanks. I’ll put up more last minute questions before Wednesday comes!

You might be able to combo quick work if you launch Dark Matter before Deadpool connects. Teleport M right after the dark matter and you should be in a good spot to combo. I think.

I use purifications to make calling missles safe. Once missles are out, you should charge hands, I like meteors for being first frame active air control and 3D because it’s an insane fullscreen OTG. Once you’re sittings on charged hands and missles, the rest is easy (potentially). Now you just zone them out. Purifications, Dark Matters, don’t forget to use those hands! If you aren’t hitting them, you’re chipping them which is a viable tactic. Teleport when they get close, and make use of flame carpet when possible so as to minimize their options as much as possible. Land a dark matter or meteors? Teleport in for a combo. What’s nice about Dormammu is that some portion of his zoning game also functions as a piece of his mixups. And if you’re zoning doesn’t beat them, rush them down!

Hope that helps. Good luck!

You live in the NYC area? As Mr. Dr. says, charge them hands during missiles. You can also charge a Dark Spell after Purification as well.

Dorm & Missiles can be really tricky, since Dark Matter is terrible for a projectile war and protecting Doom. What you can do is throw out a Stalking Flare after hitting a Purification. Charge up all 3 hands during the animation. What you can do afterwards is if you have the space, throw out meteors. While the meteors are out, call Missiles while charging 2 Spells. By the time the Missiles hit, you can charge up a 3rd hand. Rinse and repeat, though be careful of those invincible moving hypers (Bionic Arm).

Make sure you have a plan once someone gets past your zoning.

Yeah, I actually live in Brooklyn … It’s just that my parents (I’m 17) won’t let me go because of all the schoolwork I have. On top of that, Next Level is in a shitty neighborhood.
Anyway, thanks for the advice guys! I’ll go into training mode tomorrow and practice the keep away. My Dorm might not be ready for Big Two and I guess I’ll find out in casuals day of. My execution is poor so a lot of the things I’m practicing are simple neutral game techniques. I plan on winning my games in the neutral game so I basically practiced making my strings safe and placing normals in the right places. (I always forget to dash cancel my foot dives lol)
Dorm, so far, has been my favorite character to play because he is a thinking man’s character. But, sometimes when you’re in the flow of a match, it would be great to have an easy to execute game plan.
On to my next question:
What would a simple Dorm TAC combo be?
Thanks!

After TAC hits, j. M, j.H, cancel into Flight, j. L, j. H, Dark Hole L, j. M, j.H, Dark Hole L, j. S.

Good luck at big Two. That first tournament is always the hardest but it only gets easier and offline play is always the most rewarding.

‘Irk’ is the wrong word to describe how this post makes me feel. I think I felt my soul pull off a face palm.

Anyway, on topic. Question for Dorm users. Are people regularly using his normals to negate projectiles? I’ve recently thought about it trying it more, but want to see what other people think…

I don’t really use it often because some beams come out too fast. It’s very situational (mostly when the opponent is trying to zone you out). I’d recommend using s.M for it though. Lots of active frames and it’s special cancelable.

I’ve found its best use is against Dantes air fireballs. Dante players use them alot to start their offense. Alot of the time though Dante is too high to fall down after doing them and have time to teleport on you, so you can just smack it away with st.m and stop any kind of mixup attempt.

It would be useful against Morrigan if her fireballs didnt hit behind you in Astral Vision.

Hello I am relatively new to umvc3 and after a couple of weeks of soulsearching, I have found two characters who feel relatively easy to use and I really like. Those are wolverine and dormammu. Recently I’d been running wolverine (slash)/ dormammu (black hole)/ vergil (rapid slash). The idea was to use wolverine to do damage and die, then leave dormammu to zone using vergil’s assist. However the problem of the team was that neither black hole (purification didn’t seem much better) nor rapid slash helped wolverine get in, especially against zoners. Therefore I am looking for a replacement for vergil as I really enjoy using wolverine and dormammu. Also, which of dormammu’s assists is actually better? thanks

You can try using Akuma as a replacement for Vergil. His Tatsu assist is great for getting you in with Wolverine. For Dorm, it’s best to stick with Dark Hole because of its lockdown effect.

thanks, I was considering akuma as everyone says that wolverine and akuma are bffs.
However, every dormammu team I see seems to have some kind of projectile/beam assist for mixups and stuff. How important are they for dorm, or is tatsu good enough as a lockdown?

That’s a very good point since many people who put Dorm on their teams have some sort of projectile assist. You can try Wolverine/Dormammu with either Doom or Magneto. Projectile assists are very important for Dorm as a whole. He needs one to help his zoning and mixup game.

Tatsu is very good for mixups/lockdown when Dorm is in mid-range.

Beam assists are wonderful for Dormammu and are always worth considering for his teams. I would personally choose Magneto for your team since he is a much stronger anchor than Doom. However, Tatsu is still very useful for Dormammu (and probably better for Wolverine). Akuma still warrants consideration for that reason alone, not to mention he’s a potent anchor with strong DHC potential like Magneto. I wouldn’t just “let Wolverine die,” though - you frequently see people DHC to save a character in this game for a reason. If someone downs Wolverine, then Dorm has to avoid a welcome mixup. And while he has better tools for that than the vast majority of the cast, it’s still an unfavorable position. Better to avoid that situation altogether even if it comes at the cost of two meters. Also, Wolverine has at least 1 way to DHC into Dorm’s Stalking Flare (air Fatal Claw iirc). This means you get time to charge 3 hands and go to town. If you wanted to use Wolverine as a battery, you’re better off making that your objective than just keeping him in until he dies.