The Ultimate Dormammu Thread

And yet despite reading it all… my final question was not covered I don’t think.

I feel like your last question is so obvious that I must be misunderstanding it. Are you asking whether Flame Carpet hits for the number of times that it hits for, basically? Because if so…yes.

I’ve never messed with it! I can’t think of a situation where I’d use 0D0C instead of Dark Hole for combo extension.

Dormammu (Liberation)/ Doom (Missiles/ Haggar (Lariat) is probably my favourite team to play in UMVC3 right now. Haggar assist gives something for dorm to fall back on at the beginning of the round but point dorm is still an exercise in discipline. The reward is very high and feels deserved with the ability to create a veritable wall. Learning to use Haggar assist as a DP and not to just mash on it is very fun.

Its like an MVC2 team which is why it doesnt surprise me Eddie Lee invented it. You have a great point keepaway character (MVC2 sentinel or Cable) with a great assist for keepaway (MVC2 Blackheart pillar or Doom rocks) and then an anti air assist (Captain Commando, Psylocke, Ken etc). It comes with the same risk as an MVC2 team though where once you lose Dormammu or Doom as an assist you’ve probably lost. Thats what I mean about having the discipline to survive defensive situations with Dormammu + lariat assist. Dormammu isnt helpless to rushdown with lariat but you have to know when to call it.

With this team its all about using lariat to guard the skies whilst you lay a flame carpet. Charge a spell or two, and if theyve jumped into your flame carpet on block, use st.M, flame carpet or cr.L flame carpet to keep them in long strings of carpets giving you enough time for you to call doom missiles then M teleport to the other side of the screen. Whilst the missiles are raining down, you use the time to charge the rest of your spells. Gauge the situation and whether or not you can afford to charge them in the air or the ground and also gauge what spell you need, either meteors if they dont have a quick way to go behind you or volcano if they do just to keep safe.

I really like snapback as a keepaway tool, especially at the beginning of the round. Call Haggar+snapback is a very safe way to start. Dont worry about losing the one meter because its more important to get dorm some safe space than anything else. Wakeup snapback is also an underrated tool for defensive minded play. It beats alot of players who get lazy with their meaty setups and gives you time to think whilst the other character comes in. Using snapbacks as a get off me tool works for this team because the team doesnt need TOD’s. Theoretically you can never get hit and you can chip people to death with spells, pillars, holes and the occasional stalker flare. Dont forget alpha counter into lariat XF into TOD.

I used this team in casuals against a Zero/Sent/Akuma team and it worked surprisingly well. I also used it against a nutty Cap/Doom/Wesker player and it worked extremely well. I played the guy some casuals with morrigan beforehand and he was so nutty with Cap he actually managed to beat me a few games. Then I switched to Dorm/Doom/Haggar and I beat him 11 games straight or something. Its funny how lariat assist can really expose alot of bad players. I also played a Mag/Doom/Phoenix and he also had a lot of trouble with lariat.

I still think Dorm 2nd is his best spot, however I feel with him 1st you can get alot more creative because of the puzzle that is escaping rabid characters at the beginning of the round. You have to use all his tools to find space.

Its a great team to test your defense with Dorm, but to use it in tournament you have to be really confident with your defense. This is why I love Eddie Lee’s play so much, he is that confident.

Using it in that order is risky. It seems like Haggar/Dorm/Doom is the way to go in a tourney setting. Though you can go Dorm/Haggar/Doom. I do agree it’s an old school MvC2-like wall and I’ve gone back to the three buff dudes. With this team, I often wonder about using either Plasma Beam or Hidden Missiles. Missiles seems like the best choice if you really care about Dorm more than Haggar. Plus, Viscant said Dorm/Doom is UMvC3’s version of Sentinel/Blackheart.

My question is more like whether it behaves like Chun’s U2 in SSF4.

Here’s an example. Flame carpet lasts for 180 frames right? what happens if the opponent interacts with it on frame 179? Do all 5 hits come out or does it disappear? Similarly, if you launch them off the flame carpet once this happens, so that say only two hits hit… how long does the rest of the flame carpet stay out?

Does Dorm have a reliable corner carry? Or perhaps I should just post the combo and see if it can be tailored to what I need. Basically its a Dark Matter teleport combo with missiles and utilizes st.S xx 1D1C liberation.

cr.L, st.M, st.H, f+H xx Mass Change L, ADD, j.H, / j.M, j.H. j.S / cr.M, cr.H, St.S+A1 ( Missiles ) j.MMHS, charge 1D1C, st.S xx Liberation, Purification xx Chaotic Flame

Works nicely and does 930-950k if I get everything to hit, but unfortunately it doesn’t work if I don’t end up in the corner after my j.MMHS since I can’t charge my 1D1C and dash in time for the launcher. Any way to consistently get my 1D1C ender?

If not, what do you think is the best way to end this combo? If I forego the 1D1C ender and just do Purification xx Chaotic Flame I get around 780k instead, but i’m thinking I should just go for 1D1C upon landing ( if I NJ my launcher I end up full screen away ) and purification+stalking flare off my missiles and start zoning from there if they dont have a way to hit Dorm out of it, i’d probably end up with more than the extra 250k~ damage in just chip or stray hits.

Here is another one. the last combo uses a snap
[media=youtube]cw7Y0vktVRo[/media]

Awesome thanks, ill try them out.

Apparently Marlinpie has a new tech with Dorm

[BT] MarlinPie ‏@MarlinPie
found another flaw in umvc3 mechanics. trying to find ways to abuse this “glitch.” so far, its really useful for doom midscreen inf setups

input nullification glitch! seems useful with characters with flight esp doom/mag

ill explain the glitch with examples on video. damn so many things to upload now…

found a nova mid screen nova infinite from all direction using the new… input nullification glitch thing.

So I have something weird happening to me. When I do a back air grab with dorm and air dash down forward after to get the jump loop, it sometimes me air dash down back…which leads to almost nothing (can still pillar super). It doesn’t happen all the time, but more often if I am holding down back when I do the back air throw or if I try to mash the air dash out. Any tips?

Probably has to do with the side-switch on Dorms grab, and your inputs still get read during throws sometimes ( like calling an assist too early during Wolverines throw leads to the assist coming out on the wrong side and just ruining the conversion )

Just learn the timing or don’t mash so hard/early

You got a link yet?

https://twitter.com/marlinpie

I’m sure the Mag/Dorm monsters know about this but I didn’t see it in the guide so I’ll just leave it here.

[media=youtube]WnirugrqOMo[/media]

What version of Disruptor do you use to do disruptor xx tempest in the air at the end of a long combo?

Light.

I do M Disrupter on a solo Mags combo and L Disrupter if I’ve used an extension.

I wanna hear about this Sentinel Blackheart business. I want to make Dorm my point for abusive Harmonizer plus 1D2C meter game while having almost free Stalking Flares. I also hate the waste that is Dark Hole assist wise. Dormammu is my weak link at the moment though. I am used to relatively straightforward attack and defense, so keeping him safe and having a feel for ‘Dormentum’ isn’t something I’m used to. Any advice?

The problem with Dorm/Harmonizer is that 75% of the cast has ways around doing naked stalker flares so you only really have time to fill in the gaps with missiles. Every time you call harmonizer it would probably have been better to call missiles honestly.

Dorms movement and recovery/startup on his specials isnt quick enough to seamlessly fill the gaps between a harmonizer and missiles call safely against most of the cast. Magneto is the only character that can truly do it I think.

My Stalking Flares are normally right after Meteors. And my Harmonizer calls would normally be right before a hyper. My way of spending only 75% of a meter, if that makes sense. I believe that Missiles and Dorm shenanigans makes its own meter. Really, my assist calls will be situational. But having it as an option is something I want. But I also don’t want to spend start of rounds with Wolverine as Dormammu. But I often lose my Doom for some reason when I make a huge point of doing Lazers to Flare.