The Ultimate Dormammu Thread

We need video footage of this and put it on the first post of the thread. :smiley:

I see, you are correct, it is a regular air recovery as the opponent can choose to recover forward/back/neutral, i appreciate the clarification!!!

The easiest thing to do is ask yourself how many assists can actually provide lockdown, and then go from there. Iā€™ll be the first to say that Dormammu/Morrigan is hard as hell to run, and has a lot of weaknesses, the biggest of which is finding a third that can survive on nothing but Dark Hole.

Donā€™t be a fool and trust anything said by Capcom. Do you really think Niitsuma flew all the way to the USA to watch Evo? Do you really think Niitsuma recently visited Chris Baker (MvC3 Marvel correspondent) just to say ā€œhelloā€? Do you really think that Capcom is releasing Marvel Origins just to thank the fans? Iā€™m no insider, but the writing on the walls seems pretty clear.

He has become less popular over time because he takes a lot of work to use and is awkward.

Feel free to find it. :wink:

You are most welcome sir.

Actually its not that hard , I think Dorms optimal team in the future would be in a Morrigan team , Maybe Dorm/mor/Haggar or Doom.Haggar assist works wonders for Dorm and ive been using it alot recently to great effect at the start of the round,but u gotta decide between that and doom missiles for lockdown.The cheapest morrigan team I can think of is Magneto/morr/pheonix or swap magneto for doom, Alioune uses the first team and its infuriating as hell. There is much to discover in terms of Dorm teams and especially his keepaway since ive been playing like this for a long time and it still suprises me when people play like masta cj and just constantly try to unsafe fishhook people. So what Seth said definitely piqued my interest.

Since i already have a very hard to get round keepaway Sinatra with Dorm involving drones which when it flows means u cant move for a good 10-15 seconds , and resets everytime I use a stalking flare , the only thing stopping me from literally locking people down the whole match ( not all chars ) is that i run out of meter for the reset into stalking flare , Morr assist with maybe missiles could be the optimal keepaway team for him IMO.

So youā€™re saying that itā€™s likely that we will get a new patch? Well, Iā€™m not entirely convinced about that after their official statement, but you know, I hope that youā€™re right. I certainly wouldnā€™t mind a new patch that buffed the weak characters and nerfed Vergil. But well, time will tellā€¦

Maybe he just flew to EVO to give his game the proper political representation. The game is, after all, his sweatchild. IIRC, he attended the EVO tourney for Tatsunoko vs Capcom, but yet he didnā€™t release any new content for that game afterwards.

This made my day. Though if they do some random buffs/nerfs again (like the shades buff lol), I wouldnā€™t be surprised.

I played against a dorm, morrigan and Hsien-Ko in no particular order back in vanilla and was one of the best dorm team I fought against. So it can work

Iā€™ve thought about running Doom/Dormammu/Morrigan, but Iā€™m really not a fan of Doom. Phoenix is a good third, one of my teams I use is Dormammu/Morrigan/Phoenix, and I spend all my time just laying Flame Carpets and teleporting to build 5 bars. Itā€™s very rare that I donā€™t get the bars, and I can usually spare the meter to Chaotic Flame people if itā€™s urgent because I generate so much meter.

My main team right now is Firebrand/Dormammu/Morrigan, but Firebrand is a lot of hard work to get in on people. It becomes tiresome. I tried Dormammu/Strange/Morrigan, and I felt like Strange and Dormammu were cannibalizing each othersā€™ meter usage.

Haggar is an interesting idea, but you have absolutely no good ranged assists with that setup. To get Dormammu/Morrigan to really work, you need a character that can delay to build meter for Dormammu. Itā€™s not feasible for Dormammu to be first, and Haggar would get decimated - so what do you do?

Iā€™m deeply interested in discussing this with you more, because Dormammu/Morrigan is my main shell, but I feel like it is missing something to make the team complete. If only Blackheart were in this game, he would be the perfect third. Jumping around spamming demons to buy time, would DHC perfectly with Dormammu, and his tracking Inferno pillars would be the perfect assist for Dormammu and Morrigan. Dear lord I wish heā€™d come back (or put Nina in the gameā€¦).

Iā€™m not saying itā€™s likely or not likely. I am saying that there are certain things going on that give cause to lack certainty on the matter. Maybe the game is done and dusted, but with Marvel more popular than ever (see: Avengers), it would be a baffling business decision to let the game die out. Capcom makes plenty of bad business decisions though, so who knows.

If he just went to Evo, Iā€™d agree with you. But the other things I mention, in tandem with the aforementioned, make his presence suspicious.

Itā€™s not a bad idea, but I find Senpu Bu is best when you are going to be rushing, not zoning.

@Seraphin-Angel:
I decided to type out some thoughts on finding a third for Dormammu/Morrigan to aid our conversation:
Team Update:
Ugh, I wish Blackheart were in this game. My team could not be more perfect if he were here as a point character. Alasā€¦

Iā€™m thinking about messing with some other team combinations aside from Firebrand/Dormammu/Morrigan. Teams that give Morrigan more screen time. I make so many comebacks with her even without X-Factor that I feel like, if I backed her with an assist, I could really wreck people with her (and some practice with her combos, which are a bitch online). I am thinking about these teams (comments are welcome and appreciated):

Hsien-ko (Senpu Bu) / Dormammu (Dark Hole) / Morrigan (Dark Harmonizer)
After rocking some people with Hsien-ko, Iā€™ve developed a strange kind of affection for the character. I actually like her moveset aside from Ankihou being a call for suicide (I actually had a bomb come out when someone went to tridash against meā€¦). I only need to delay with her long enough to get 2 bars for Rimoukon -> Stalking Flare, and I think thatā€™s totally doable in any match. People have a hell of a time getting in on me.

Also, Hsien-ko comes with a bonus that is sorely underpraised. Many intelligent players have started using Sentinel second instead of on anchor because they recognize that escaping incoming mix-ups on your second character is priceless. A huge part of this game is the thread of losing your next character after the first was killed by X-Factor, and top teams have such strong mix-ups on incoming characters that you just have to hope things go well for you. Like Sentinel, Hsien-ko does not have to deal with this crap. Itā€™s a mistake to put her last right after Rimoukon, because if your second character dies to an incoming mix-up you just have Hsien-ko, andā€¦thatā€™s not going to go well. She also shits all over zoning teams.

Iā€™ll flat-out state that replacing Dormammu with Dr. Strange makes this team better. He and Hsien-ko are total BFFs IMO, and I feel my time using them together confirmed there is a lot of potential in that pairing.

Dormammu (Dark Hole) / Morrigan (Dark Harmonizer) / Phoenix (TK Overdrive)
I use this team now and then, and itā€™s strangely effective. A lot of players start to do stupid things because they think I wonā€™t burn meter, but I will, and I do. Dark Harmonizer generates meter faster than most people think. It comes out once every 135 frames, which means Iā€™m getting a full bar of meter every 6 seconds - not even Marvel seconds, which are slower. When I ran Dormammu/Strange/Morrigan, I kid you not when I say that once Dr. Strange had 3 bars, I was able to Spell of Vishanti any time my opponent decided to breathe.

The team itself is self-explanatory, though itā€™s worth noting that Dormammu gets full combos off of TK Overdrive + Mass Change M, EMD-style (j.H into jump loops).

Doom (Hidden Missiles) / Dormammu (Dark Hole) / Morrigan (Dark Harmonizer)
I donā€™t feel the need to explain this team. It explains itself. Dormammu is a monster with Hidden Missiles or Dark Harmonizer, Doom can delay for as long as he wants to for the safe DHC into Stalking Flare (Photon Array to screen clear a la Magneto), Morrigan loves Hidden Missiles, etc.

Thoughts? For anyone wondering about Strange/Dormammu/Morrigan, the problem is that Strange and Dormammu cannibalize each othersā€™ benefits from Dark Harmonizer. I could try it with Dormammu on point, primarily rocking Bolts of Balthakk for his offensive assist, but my experiences with having Dr. Strange come in after Dormammu dies isā€¦painful.

Nemesis (Partner)

Spoiler

Nemesis Assists:
ā€¢Clothesline Rocket M: Allows Dormammu to cross-up with Mass Change M when called beforehand (with the rocket Nemesis fires after swinging). Allows Dormammu to relaunch from corners.

ā€¢Launcher Slam M: Allows Dormammu to relaunch from anywhere, with enough time to also use Dark Matter.

ā€¢Rocket Launcher: Allows Dormammu to cross-up with Mass Change M when called beforehand. Allows Dormammu to relaunch from corners.

Nemesis to Dormammu DHCs:
ā€¢ Bioweapon Assault -> Chaotic Flame (+)
ā€¢ Bioweapon Assault -> Stalking Flare (+)(d)
ā€¢ Biohazard Rush -> Chaotic Flame (~)
ā€¢ Biohazard Rush -> Stalking Flare (+)(d)

Dormammu to Nemesis DHCs:
ā€¢ Chaotic Flame -> Bioweapon Assault Ā©
ā€¢ Chaotic Flame -> Biohazard Rush (~)Ā©
ā€¢ Stalking Flare -> Bioweapon Assault (-)

General Tips and Tricks:

ā€¢ With Nemesis on point, ending a combo with OTG Bioweapon Assault and following with a DHC into Stalking Flare at the highest point of the ground bounce will float the opponent very high, giving Dormammu enough time to charge some Dark Spells. Alternatively, you could raw tag back into Nemesis, and since Bioweapon Assault will usually carry the opponent into the corner, Nemesis will have an excellent reset situation. Wait until Stalking Flare is over, quickly confirm if your opponent is teching forward or backward, then call the appropriate Tentacle Slam for another combo.

ā€¢If your opponent blocks Dark Hole, practice tick throwing your opponent with Nemesisā€™ command grab.

ā€¢Nemesis on point with Dormammuā€™s assist allows Nemesis to play a decent zoning game with Dark Hole, air Deadly Reach and air Rockets. Combined with the sheer range of Nemesisā€™ anti-air Tentacle Slams, the opponent should not have an easy time getting in.

ā€¢With Dormammu on point, in the corner use Flame Carpet along with Nemesisā€™ Launcer Slam assist. As the opponent bounces, use Dark Matter, cancel into a Dark Spell, then relaunch. If you have 3 bars stored, charge one more Dark Spell, use Dark Dimension, then charge the last Dark Spell, and immediately use Liberation to OTG the opponent and tack on either Chaotic Flame or Stalking Flare.

ā€¢With Dormammu on point, use Rocket Launcher and Mass Change M to cross up the opponent. If they are not blocking correctly, Rocket Launcher does 150,000 damage and can start a combo for Dormammu. Also, most characters can simply duck under Nemesisā€™ Rocket, but if the opponent tries this as Dormammu goes for the mix-up attempt, he can catch them with an overhead and combo anyway.

ā€¢With Nemesis on point, when using OTG Bioweapon Assault, you can DHC into Stalking Flare before Nemesis stomps on the opponent. From here, you may either let the opponent deal with the orb as they are getting up and use the time to charge Dark Spells, or you can call Purification to OTG them into the Flare for the damage.

ā€¢With Nemesis on point, after a successful Tentacle Slam, you can raw tag into Dormammu and OTG the opponent for a combo. Just be careful that you do not try to use Launcher Slam to continue the combo, since Tentacle Slam already uses your Ground Bounce.

ā€¢Dark Hole is a very good assist for Nemesis in general. It holds the opponent in place for tick throw opportunities on block. On hit it is extremely easy to confirm into a combo, albeit a very scaled one. Since Nemesisā€™ reset game is very good, however, you could simply end your combo early and use Tentacle Slam to start a new, less scaled combo.

ā€¢Purification could also be used as an OTG assist for Nemesis, but this is very difficult to do since it has very long start-up. You could also use it after Nemesisā€™ Launch during an extended combo to ensure the opponent does not flip out during his air series.

Also, since I run Frank West on the same team, I thought Iā€™d add a few notes there as well:

Frank West (Partner)

Spoiler

Frank West Assists:
ā€¢Shopping Cart: Call mid-screen before teleporting for a cross-up. Shopping Cart also pins your opponent down for a while, which allows Dormammu to perform his j.L, c.L mix-up in some situations. Alternatively, use the time your opponent is pinned to simply charge Dark Spells or inflict more chip damage. Additionally, if Shopping Cart hits the opponent, it leaves them in a standing animation, meaning you could successfully land 0D3C (but you will not be able to continue a combo off of this, even from close range).

After an air series, use Shopping Cart combined with Flame Carpet to extend your combo a bit. Allows Dormammu to relaunch in corners.

ā€¢Tools of Survival L: Allows Dormammu to relaunch from Level 1-2; other levels will require the corner.

ā€¢Pick Me Up: The meter gain really is superb, but it means having to essentially play Dormammu without direct assist support a good portion of your matches. Dormammu is also not particularly strong at protecting Frank West. Pick Me Up is more vulnerable and slower to recover than Morriganā€™s Dark Harmonizer.

Frank West to Dormammu DHCs:
ā€¢Blue Light Special -> Chaotic Flame (+)
ā€¢Blue Light Special -> Stalking Flare (+)(d)
ā€¢Survival Tools -> Chaotic Flame (+)
ā€¢Survival Tools -> Stalking Flare (+)(d)

Dormammu to Frank West DHCs:
ā€¢Chaotic Flame -> Blue Light Special (+)Ā©
ā€¢Chaotic Flame -> Survival Tools (+)Ā©
ā€¢Stalking Flare -> Survival Tools (u)

General Tips and Tricks:
ā€¢Use Dark Hole to relaunch with Frank via his camera shot and up your number of hits in the combo significantly. Dark Hole holds your opponent in place long enough to take a second picture for huge XP gain, and you can still end your combo with a hyper if you so choose.

ā€¢If you whiff a Chaotic Flame against a superjumping opponent, donā€™t forget that you can DHC into Frankā€™s Funny Face Smasher as they come down!

ā€¢In the corner, Dormammu can Dark Matter -> Dark Hole L -> Stalking Flare, then quickly DHC into Frankā€™s Survival Tools. If done correctly, Survival Tools will whiff, but Frank has enough time to Super Jump and use air Snapshot, getting to at least Level 3, and if the combo was long enough, Level 4.

ā€¢With Dormammu on point, landing either 2D1C or 1D2C both give you time to raw tag into Frank and use Snapshot to gain easy XP, as well as combo into the Hyper of your choice.

ā€¢With Dormammu on point and in the corner, if you land a j.L/cr.L mix-up, you can combo into MH -> Chaotic Flame. mashing will add 60 hits to your combo, and from there you can relaunch with st.M and st.S (although this has very strict timing). If you are feeling lucky, TAC into Frank when doing your air series and spike the opponent down after doing a few Tools Of Survival L loops. Snapshot into a Hyper Combo of your choice for a Level 4 Frank.

ā€¢With Dormammu on point, if you want to mix things up, use Stalking Flare and as soon as it materializes, DHC into Survival Tools with a Level 2 or higher Frank. This turns the field into a game of hyper footsies, with the Flare looming over the opponent while Frank has a very strong tool in this situation: his Combat Roll.

Thanks for all that Fizzycups. A question about Stalking Flare to Tools of Survival, though, as seen here:

Instead of superjumping into aerial Snapshot, canā€™t you superjump, qcf.H to get the hard knockdown, and then call Dark Hole + qcf.S for more XP?

If anyone else wants to do these for other characters, it is welcomed. I just donā€™t have the energy or knowledge to do everything needed for the guide to be as complete as it ought to be.

Edit:
I updated the main guide with some of the new stuff that has come out.

For Frank, QCF+H is actually a Ground Bounce, and at level 1~2 itā€™s a pitiful Ground Bounce. If you mean Knee Drop, wellā€¦ Iā€™ve always tried it, but Stalking Flare more often than not floats them higher than Frank could actually Super Jump. The reason Snapshot has to do it is because the camera actually has a humongous hit box.
Maybe if Frank were at Level 3, the QCF+H would work. I honestly have never tried it. xP

Ah right, ground bounce. Still, work trying! Thanks again for taking the time to do that write-up.

'Twas my pleasure, I hope to contribute more in the future!
Also, Dormammu has such an awesome guide, I really want to try writing one up like this for Nemebro.

If you ever decide to take the dive, send me an email (Iā€™ll give it to you via PM if you ask) and Iā€™ll send you all of my .doc files for easy formatting.

Trying to learn Wolverine/Dormammu/Magneto. Iā€™ve been using Dark Hole assist with Wolverine OTG to land the double Fatal Claw. Iā€™m having trouble hitting this in the corner though, as the Dark Hole assist will appear behind them. Any tips on landing this consistently in the corner?

You have to kara the assist backwards. Itā€™s real simple, the input facing right is:

:atk:+:atk:+:a1:+:b:

In the corner however, instead of using Tornado Claw xx Fatal Claw loops, use B.Barrage H (fully mashed) xx Fatal Claw DHC to Dorm. This gives you the option of DHCing into Stalking Flare which in turn gives you time to charge a spell, lay Flame Carpet and hard tag back to Wolverine for a canned setup which you can do lots of things with. DHCing to Chaotic Flame does almost identical damage to 2x Fatal Claw loops as well.

I had a feeling you will like that team Hsien-ko is both a gift and a curse also underrated I too prefer Strange to Dormammu, but the team health is questionable.

Never super jump and take a snapshot because itā€™s punishable ON HIT. Unless youā€™re confident you wonā€™t die or you get level 5 or something else, never do it.

Thanks! Iā€™ll give the DHC a shot.

Also, whatā€™s the best combo you can do off Dormammu teleport + Magneto Beam, without any other assists? Iā€™ve been doing 2x LHS jump loops into a standard air combo.