The Ultimate Dormammu Thread

I updated the Dormammu thread today. Notable changes:
-I added a “Gameplay” section to the Matchup and Team Building parts of the thread for every character. Over time, and hopefully with the help of others, I will stockpile gameplay videos of players using various teams with/against Dormammu as a reference for people having trouble with various combinations or looking to see how a team plays in practice. Right now I have at least one gameplay sample for most characters, but some are really hard to find examples of (who uses Chun-li/Dormammu or Tron/Dormammu?!). Ideally, the videos are of good quality and feature amazing gameplay, but depending on team rarity I am comfortable with having gameplay that is simply solid.

-FingerCramp’s hit/hurtbox guide was added to the Basics page.

-Added HonzoGonzo’s combo compilation.

-Added a number of combos I have tested, but do not have videos for. Quality video entries are welcome so the guide can be more complete.

-Added a number of combos with videos.

-Team combo videos are now placed under the “Combos” heading in the appropriate Team Building sections.

-Removed the Vanilla Gameplay section - it still exists in the Vanilla thread for anyone who cares.

-Added a video showing Dormammu’s Sentinel (or heavy?) specific combos.

-Added a few bits of videos showing synergy between Dormammu and other characters - I’m looking to expand this if anyone wants to help me out by pointing out past videos that were worth watching.

-Listed which characters can duck under Dark Matter.

-Listed which characters Dark Matter can lead to a full combo against via Dark Matter x Mass Change M.

-Listed which characters can be juggled for relaunches via Flame Carpet in corners.

-Added full combo follow-ups to Chaotic Flame (XFC) - damage unlisted for now.

-Added a full combo follow-up to 3D0C; damage unlisted for now.

In the future I plan to rewrite the Strategy section to better reflect current Dormammu gameplay concepts. It has been a while, so I’m sure plenty of things needs updating. The guide is certainly nowhere near finished, but some things really needed my attention.

Things I plan to add to the strategy section in the future:
-Blockstring guide
-Purification follow-up guide

There are also some formatting issues I want to fix in one of the sections that I will get to later…

Nice work man. This is really helpful thanks.

So Fchamp is beginning to say he thinks Dormammu is a liability most of the time and I agree. He just cant deal with the top 7 + a few other random characters very well. I think Dormammu is gonna end up like Blackheart in MVC2 where he was still top tier but really became obsolete unless you were an absolute specialist with him. Its funny because Dorm is pretty much the MVC3 equivalent of blackheart in terms of playstyle.

I agree.

Yeah I’ll continue to keep playing him but I’m experimenting with all the different zoning shells in the game rather than put all my eggs into one basket with Dorm/Doom. Morridoom does everything Dorm/Doom does but better really. Hawkeye/doom is also better than dorm/doom in some ways although Hawkeye loses to alot of the same shit dorm loses to.

As far as the best dorm/doom team goes I still think its fchamps mag/dorm/doom. Shockwave>stalker flare dhc is too good + disruptor assist provides a good option when you need to go nuts.

Oh and his ‘fish hooks’ are extremely overrated. They were pretty much his only way to land clean hits before to properly confirm into his teleport bnb but as soon as people start jumping around with sword normals + air throw OS’es they pretty much become useless. Yes they have great hitboxes but theyre also incredibly slow which also means he gets fucked over in those close up air throw situations after youve teched in the air or something.

I feel where you guys are coming from, but that’s why I’m a big fan of Dormammu/Morrigan. A lot of characters go well with Hidden Missiles, and it’s true that a lot of characters have more synergy with Hidden Missiles than Dormammu does. But no one has more synergy with Dark Harmonizer than Dormammu does. Meter is life for him. The only other character that comes close is Vergil, which is why ChrisG’s team works so well.

I’m not trying to argue that Dark Harmonizer > Hidden Missiles, but I do think that Dark Harmonizer is very special in that:

  1. You do not need to protect the assist at all (vulnerable for a total of 10 frames).
  2. Offers a nigh endless Stalking Flare stream once you get a few bars of meter.
  3. Chaotic Flame is always available for punishing.
  4. Dormammu does not need to create an offense - no more getting smacked by everyone’s annoying anti-airs or whiffing j.S against small characters.
  5. Dormammu is the second best runner in this game, having an 8-way air dash, flight, and the game’s safest teleport (only Phoenix runs away better).

I’ve been running Dormammu/Morrigan/Phoenix for a few weeks now, and I’ve never been happier with my team.

Dark Harmonizer isn’t for everyone, but I recommend checking it out. It’s exhilarating to play Dormammu to his maximum potential without the aid of any neutral assist. Extremely challenging. More than this, though, I recommend exploring Dormammu combinations outside of Hidden Missiles. I used Hidden Missiles at Vanilla’s launch for 3 months, and while it’s extremely good, I left it behind for good reason: matchup problems against characters who Dormammu normally has problems with as it is.

anyone know where i can see a video of a combo that starts with raw chaotic flame x factor into teleport? im having issues succesffuly connecting with the f+H after x factor. not exactly sure when i’m supposed to x factor out of the super

??? Damage (1M)
:qcf::atk::atk: (XFC), :f::h:, :rdp::l:, :d::atk::atk:, j.:h:, j.:l:, j.:h:, j.:s:, s.:m:, s.:s:, sj.:m:, sj.:m:, sj.:h:, sj.:s:, :dp::m:, :qcf::atk::atk:

??? Damage (1M)
:qcf::atk::atk: (XFC), :rdp::m:, :d::atk::atk:, j.:h:, j.:l:, j.:h:, j.:s:, s.:m:, s.:s:, sj.:m:, sj.:m:, sj.:h:, sj.:s:, :dp::m:, :qcf::atk::atk:

You want to X-Factor right as the very last hit of Chaotic Flame connects. If anyone wants to make a video for the guide, I’d love that.

So before they bounce up from the super? I find this extremely difficult to time especially when mashing

I do think there is secret potential there with harmonizer and dorm.Specifically some sort of poetic synatra involving charged meteors / dark matters / reset into stalking flare / build the meter back. I wish the spread of meteors wasnt “random” , the meter you build when your opponent blocks all of them is insane, although this happens alot more rarely then you might think.

The only problem with this harmonizer team is that alot of characters dont care about stlaking flares… and the ones that cant get past it lose to Dorm WITHOUT harmonizer really changing much in the match up… its interesting though for sure…

Right as the last hit connects. It’s definitely easier to do if you’re not mashing, so I suggest you practice from that point first. It’s not easy to do, regardless.

I can build the meter back without needing 1D2C to hit:
Purification x Stalking Flare
Call Dark Harmonizer
Charge 1D2C
Call Dark Harmonizer
Release 1D2C
Call Dark Harmonizer

Once I get 5 bars on my team, I’ll use this as a meter neutral way to do chip damage.

There are DHC answers to all of the characters with answers to Dark Harmonizer. Morrigan herself rebukes every anti-Stalking Flare measure in the game between Shadow Servant (massive invulnerability) and Astral Vision (block, let Stalking Flare hit, start the Soul Fist wall). She’s not the best choice for the DHC, though. I reserve that title for Akuma, since he can turn almost any anti-Stalking Flare hyper into a full combo due to his beam nullification abilities. Dr. Strange, Ryu, and Storm are all good choices as well, since their hypers come out 1 frame after the DHC cinematic screen.

The biggest problem for the Dormammu/Morrigan combination is overall team structure. On one hand, you generally do not want Dormammu on point. You want him second. That means you have to use Morrigan on anchor, and she’s not good at that (if you want to abuse Dark Harmonizer). You could try a team structure like Morrigan/Doom/Dormammu, and it would work, because Dormammu can let Morrigan steal 1.5 bars of meter every time she hits her opponent, and that’s going to earn you a lot of juice to burn.

Your third definitely needs to be an “assist character” unless you decide to anchor Morrigan, because Dark Hole isn’t going to cut it in the neutral.

I actually tried out a super fun team which was doom/dorm/morr. But The difference is I used liberation assist for dorm , ran away with doom and called harmonizer till i had 2 bars , dhc into flare , charge inferno , then lay a carpet and raw tag morrigan; ( or other ways to get morrigan in safely). So it would be morr/ doom / dorm with charged inferno. Very interesting team and fun , but doom on point has the usual problems and he starts with literally no neutral assist. still though if u get it working u have morridoom and inferno assist as the best get off me assist in the game. I might look back into this team in the future and try and optimize it cos it seems really fun.

The idea of Dorm and Morri both getting to run their missiles traps on the same team is certainly enticing on paper. But as Karst was saying, the order and structure is the tricky part, strategically (though certainly not a deal breaker). IMO both Dorm and Morri want to be 2nd, but Morri seems to be a plausible point (look no further than Chris G). Certainly she’d love to enter the game with a cache of meter, but she can also battery one up pretty well. So the best order (imo of course) is probably Morri Dorm Doom, honorable mention to Morri Doom Dorm with the idea of having Doom TAC stuff available for Morrigan, then having a DHC to Stalking Flare in the pocket after Morri dies (to swap order/anchor). Of course you could just keep Dorm anchor if that’s your pleasure, I just figure the power of anchor Dorm is trumped by the power of missiles-Dorm.

I also really like Cheech’s tactic of Staking Flare xx DHC Astral as a way to set up shop. So for the Morri Dorm Doom order, the best course is probably to, when combo-ing w/ Morri, TAC to Dorm and if they survive the combo, Flare xx Astral to set up shop.

I still say the key to optimizing missiles Dorm, though, is the fleshing out of a flow chart to bridge missile call to missile call to missile call. I’ve said it before and I’ll say it again: the term ‘flow chart’ got a bad rap due to a goofy meme, and having one as a strategic baseline is a sign of strength, not scrubbiness; in particular for projectile zoning pattern strategies. The smartest and strongest players very much play to flow charts; albiet very complicated ones more often than not. The trick to not being a scrub about it is the willingness and ability to adapt on the fly when the opponent forces you to deviate (and then getting back to business asap).

If anyone has a line to F-Champ, let him know I’ll donate $10 to FGTV if he’d be willing to elaborate on his own missiles-Dorm flow chart. Whether or not he has one isn’t even debatable, but how it works is the fascinating discussion I’ve been dying for the community to dare to enter. :slight_smile:

You could probably just post on FGTV’s stream chat. Champ reads it and I’m sure he’d appreciate the donation.

Morrigan/Doom/Dormammu is definitely the superior team order. I don’t see any advantages to Morrigan/Dormammu/Doom. Burn the meter to get Dormammu in safely if Morrigan dies or is low on health.

Advantage would be getting missiles dorm without having to spend the meter dorm covets so much. I’m sure both ways are good, but I can’t see morri doom dorm being a clear favorite. Id give the edge to morri dorm doom, even if slight.

Any way to ensure the j.L hits in his air fly combo? j.MH fly LH Dark Hole HS. And is it possible to do this later in a combo? I’m also having trouble with follow ups to teleports. I can’t play a teleport happy Dormammu for the life of me.

For flight combos, you have to make sure you’re not at too much hitstun. To time the j.L easier, make sure you cancel j.H into flight at the earliest possible moment.

The issue is coming down to how big the opponent is and if they are high enough to get hit by the little spark. Same issue with Sentinel. nor sure if I should try to reliably go for flight combos.

try just doing j.H instead of MH, see if that helps.

I shall try it. But man do I love this shell. So much Dormentum with Sentinel <3