The Ultimate Dormammu Thread

yeah, im happy witrh what they did with him, his def vs super fast rush down ppl is maybe alittle weaker, but he’s a more robust character in general with his buffs, only scrubs will be hurt i think

Well, I just started playing Dorm a few days ago, but I found something that I think is pretty interesting. Maybe you guys can figure out something more to do with it than me since I don’t know him to well.

Anywho, if you have Dorm on point and Skrull loaded with his stone smite assist, you can call the assist, teleport behind the enemy, and while their body is moving, it’ll push Dormammu along with it. Since I don’t really know much about his character, how to bait people into falling for the assist, or what the best follow up would be, I was hoping somebody might be able to help me out with this.

If it’s been seen before, sorry, I’ve just never seen it myself.

I’m sure Karsticles can help you with that question, I believe he plays a Skrull/Dorm team :slight_smile:

Just a basic tridash j.H into c.LH, then call the assist and Mass Change M.

I tried adding some information about what’s on each page in the Table of Contents. Let me know how it looks. It seems kind of cluttered, but I’m not sure how else to do it…I think it would look back if I added Spoiler tags to every page’s listing.

After looking at Ultimate Dormammu, got some new interesting setups with the dagger and the meteors. I can’t wait until it’s found new setups.

If Dormammu comes into the match how should I started it out?

I don’t understand your question.

How can I zone with Dormammu, like what tools do I need to keep the player back and charge up my dark spells?

For now, check the Vanilla thread. There’s a lot typed up there.

(Subscribed.)

First and foremost, thanks be to ye, Karst. Just got done ganking the UMvC3 Chris thread from your design. It is both wonderfully detailed for the masses and tedious as hell for the updater. I don’t want to imagine how long it took you to type up if it took me like three hours just to copy most it and change the most of the appropriate things.

Next, I want to point out a couple of errors I noticed while doing that. In the very first post, you omitted “isn’t” and instead put “is” in front of “intelligible”; omitting typos is such a pain. After that, in the partner section with Haggar, he is for some reason between Felicia and Firebrand instead of between Ghost Rider and Hawkeye.

Those are the only things I noticed at present, but my eyes kinda glazed over an hour ago to be honest since Word and my computer were bitching at me. I don’t think there’s going to be much else considering how thorough you were.

Finally, let us celebrate the coming Tuesday by repeatedly chanting “the power of the power of the power of the” until then. You know, for luck (and to ward off the demon that is Vergil).

You are most welcome. To answer you, this guide is the running project since release. I generally put an hour or two into it every week at work. I had a pretty lax job that allowed me to do what I wanted when I wanted as long as I got stuff done. I am glad others will benefit from that, especially beyond this thread.

However, if you had PMed me, I could have emailed you my Word documents! It’s much easier on your end. :wink:

The first one is not a typo - I want people to read the Legend so that the information within the posts is understandable to them!

Thanks for the note about Haggar - I fixed it in my Word version and will upload the changes in a few days. It’s very strange that this is only in the Team Building section, and not the Matchups. I always appreciate corrections.

Every time I update the guide with info, I find another typo…I swear I’m more thorough than I find myself to be, haha.

Vergil already has me bitter…did you know he destroys projectiles with his normals like Dormammu and Sentinel can? Such BS…

The people saying his normals aren’t safe don’t understand the character.

(Ah, I see. I should probably change that intelligible thing in the Chris thread then…)

Yeah, I unfortunately saw DevilJin’s post describing as such a couple of hours ago. It’s so unnecessary, but I should have expected as much with as blatantly overpowered as Capcom seems to want the people from Devil May Cry to be for “some” reason (which I will not get into given how cynical it is).

At least Dante won’t anti-air me for free now…

(I’m going to try not to distract from the thread with Dante talk, especially since I don’t play the guy, but I figure I have to respond.)

Nah, it seems like it he can still anti-air you for free with what DevilJin 01 is saying since for some reason his ABCS doesn’t seem to work on grounded opponents, perhaps because they specifically wanted him to able to "magic"ally anti-air still due to that needless buff to Devil Trigger making people want to “get back!”

Speaking of which, he at least won’t be able to Hammer you for free now, at least if it’s not already comboing you or making you block an assist. That’s at least an improvement, especially since they made Hammer easier to do.

In getting around to talk about the character this thread focuses on, Dormammu seems like he should one of the character has an easier time with Dante’s furthered Devil Trigger aerial movements just because Purifications and some of the Liberations pretty much own the skies.

It’s cool to talk about Dante - matchups are important.

Regarding anti-airs, I was specifically referring to the ability his normals have to snatch me out of the air while tridashing at him. Reportedly their vertical hitbox was shortened and they don’t chain together as well, and thus don’t lead to full combos on me.

Purifications are rarely worth it against Dante. With a 30 frame startup, and Air Trick having a 10 frame startup, the chances of him not wanting to randomly teleport in on you are very small, and you don’t get much from it, since he can teleport before your next one goes off. With Flame Carpet, we could at least turtle a bit and bait teleports, but now, since Flame Carpet disappears on hit, we’re not really covered there either thanks to the huge range on Stinger.

I think Dormammu’s game against the likes of Dante and Vergil will be about tridash rushdown and Dark Matter mix-ups. Dark Matter is Dormammu’s only safe zoning tool, since it can be canceled into other specials.

It was already confirmed for me that Dark Holes arent faster (im assuming the same for purification) but i would like to know is his St.Hp any better on speed or active frames?

Just gonna have to wait for the guide, I’m afraid. Not long now.

Comparing the Frame Data from the two guides, it looks like Frame Wise, the s.H is exactly the same as it was in Vanilla.

Its not even a coincident Neo-G the lead battle director (lead dev of game play) of this game was also a battle planer on DMC2-4 lol thats the reason.