The Ultimate Dormammu Thread

(Hmmm…for some reason, I thought I replied to Karst’s other quote last night/this morning.)

Ah, I see. That’s rather…transparent, but considering I doubt Capcom would care or even think many people would notice, yeah…

Good/bad to know though.

But Dante gets too much focus as it is. That was more my point–well, on top of there being relatively little Dormammu talk yet.

Oh, I’m aware that’s what you were referring to, but the not chaining thing is rather counter to what DevilJin 01 posted, which is why I said that. I could have just misread it last night, though, which is possible considering it was right after putting up that Chris thread and with at least a couple of other things bothering me.

I should have clarified here as well. I meant more that Purification (and Dark Spells) means that it’s harder for him to keep his distance and chip you out with that stupid bolt-beam he has in Devil Trigger, especially since he can stay in the air longer and get higher now even without having to fly. As for rushdown, even with cr.:m:'s hitstun nerf, it’s still probably one of the best anti-airs in the game in addition to Dormammu’s crouch being pretty low (relative to his standing height). So I’m talking more about Dante when he’s already in the air rather than him being on the ground and being able to teleport–I’m also ignoring that stupid psycho-crusher move with invincibility that he can probably combo off of still.

Right.


Completely unrelated, am I the only person who never uses any of the solely Power of the Creator-based attacks? Those stalagmite of PotC Levels 1 and 2 oddly don’t OTG and even the second level has large gaps and the Level 3 of PotC seems like it could be useful…if Dormammu had grapples or if there were any throw based assists still. I guess it might be useful for rush-down, but I actually tried to zone with my mediocre Dormammu in vanilla, so I never used it as opposed to the standard explosions or meteors.

Just curious, really.

Sorry for just blatantly begging for advice without contributing atm, but what sort of rushdown tri-dashey thing do you guys tend to use for dorm…or more specifically, what was the guy from that UK video Karst posted using? I’ve been doing regular jump up > dash forward > j.H, but I’m not sure if i should be trying to do a downforward dash, land, and do cr.M instead, or replace my jump with a super jump or something. I never really got alot of time in to play vanilla and pretty much the only char from my team i wanna def stick with is dorm…might keep X-23 but I suck at hit confirming her combos.

I need help with Dorm’s launcher flight combo. I launch them, and begin my sj. M, M, H, Flight, and go into L, M, H. but only sometimes I can get the L to connect before they pop out of the hit stun. Do I need to delay my air series or start it as quick as possible? Thanks

Do MH instead of MMH for better results, I’ve found

Thanks worked like a charm, sucks that you cant really get a dark hole in there like his flight combo from an aerial exchange. maybe in x factor or depending on the character. I’ll have to experiment more.

Anyone finding any sort of synergy with strange? His eye of aggamoto assist with flame carpet gives him some decent coverage to run his zoning and charge up from what I’ve played so far.

@Shack i was having the same problem. I speed up the the intial J.mp’s after the launcher it seemed to work better after that. Do you still play the same team Task,Dorm,Doom?

Question: does Vergil have some weird hitbox? I tried to do OTG Purification into Chaotic Flame & the super doesn’t catch Vergil. Then again, I should just cancel the first hit of Purification into the Chaotic Flame and not the second.

Has anyone else had this problem?

https://twitter.com/#!/OSRyanHunter/status/135842964768432128

Edit: Did you delete your post or something? I can’t find it now.


I haven’t had time to read through too much of the Ultimate Dorm threads, but if you guys haven’t discussed it yet, the most important new combo Dorm can do is c.LHS.

The new flight stuff is good and all, but it actually doesn’t change much if you can relaunch, since the combo is so tight on hitstun that it wont work with a relaunch. In all honesty, I haven’t even tested that since my team doesn’t have a reliable midscreen relaunch, but considering how tight his old combos were, I’m assuming it’s true.

On the other hand, the ability to do c.LHS instead of c.LMS is huge. Yeah it’s very basic, but it’s such an important change that it’s worth noting (and noting again if it’s already been discussed). For the people who have been playing Dorm before Ultimate, this is the first thing you should unlearn/relearn, because it gives you combos in situations where you couldn’t get one before.

Ah, I see.

No reason to use anything but 1D2C, 2D1C, and 3D0C, IMO. I mostly use 1D2C, but mix in the others when necessary.

It’s the one I’m most excited for, and that I also have implemented the least in my gameplay, haha.

Oh yeah, and Firebrand doesn’t let Dormammu relaunch. -_-

I found something really useful with Strider’s Vajra. If you call strider and immediately do pillar, you basically get a pillar with a hard knockdown after, letting you pillar > chaotic flame for hitting with a pillar anywhere on the screen. You can do this at the end of your combos to for a little extra damage (useful for when you want more damage but they’re too far away).

I noticed people fall out of Chaotic Flame a lot now, not sure what’s causing that.

Also, anyone else having trouble adjusting with the new flame carpet? I didn’t realize just how much I abused it for anti air and such with no regard to getting hit until losing Dorm to stupidity on my part quite a few times lol. It’s also really annoying getting stingered from full screen and losing carpet. I guess Dorm is a new character to us now so we’re going to have to change the way we look at him.

I stopped playing vanilla for awhile as ultimate got closer, i would often switch out doom for trish, storm, or whoever i felt like using. At the time tho I was trying to get creative with combos like using task up arrows to knock them back down after an otg pillar so i can relaunch. Gona try that out with hawkeye later and see if it even stays on screen.

Right now im running Hawkeye, Dorm, Strange/Vergil. But the team doesnt work to well since they all use meter. Im thinking of trying to learn Firebrand or spidey. Maybe even strider for his teleport assist to help lock down

I find that assist from stider is useless, I would never want a hard knock down from full screen and his stupidly long names assist gives speed and a solid ground bounce, PLUS its relaunchable form a bnb.

People are falling out of CF cuz of the new hit stun scaling, Dormammu heavily relies on his hitstuns, more so than anyones else in the game, Dormammu is not fast or a heavy, so he has to mix the attributes of both to get damage in, he sure as hell cant kill you in 6 hits like hulk, has no super armor like Sent or other heavies, and cant spam attacks for 100% hitconfirms like every rushdown toon in this game, Dorm is caught in the middle with Nemesis( who is considered a heavy but misses many heavy mechanics and has some rushdown that other heavies do not have). poor Dorm suffered in this core mechanic change.

I think the new Flame Carpet was a nerf to those whom abused it. I have not even noticed it once. I love it the way it is and HEAVILY believe it should have always been made this way. when I started abusing it in vanilla my friends would just teleport or insta launch me to avoid it. so I learned early on tht it was stupid to rely on it. I believe that as people play Ultimate more, they will see that this is a upgrade, as they will have to face the facts and bring the fight to the enemy and not wait in there corner praying they catch them in the FC.

I figured it was the mechanics & hitstun changes. I’m wondering if I should not do a full ground chain into launcher with Dormammu now. Just go from cr. L to cr. H to S and then see what happens.

That’s what I’d recommend tbh.

I think Chaotic Flame’s hitbox was changed a bit, personally. It seems as though opponents sometimes bounce out of it near the top now. It’s not a hitstun issue, because they usually fall back in and keep getting hit.

I barely notice the Flame Carpet change. I never turtled behind Flame Carpet, I always laid it down and then dashed away so I could pushblock people into it.

Vajra is the most annoying assist in the game.

Most definitely and I haven’t even played the full game yet. One of the reasons I put Strider on my team is because Dormammu hates that attack.

I’m still bitter that Strider got a tracking teleport dive kick assist, but Purification is crap. -_-

Anyway. Out of respect for the strategy guide authors, I’m going to wait a week or two before posting the frame data. I encourage everyone who cares about this sort of stuff to spend the $12-15 and pick up a copy, because it’s really well done and has a lot of useful information. I’d like to think that the data I post here is simply a way for us to access the information when we don’t have the book on hand, and is not a substitute for the source material.

(I suppose I should do the same for the frame data if I buy the guide.)

I can imagine Vajira being annoying already, just because it’s so atypical to every other assist in vanilla sans Berserker Slash, which no one used because Wolverine’s overpowered ass was always on point.

I suspected as much. I’m pretty much the same, but I’ve used lower levels of Destructor and 1D1C just to keep people grounded, though that’s more against the AI than anything, which doesn’t count, so…

Yeah, i deleted it cuz it seemed this was the wrong thread.
and i dont follow hunter. And yeah…it took me a few days to get on here to post lol.
thought the hunter version isnt always guaranteed due to the ground combo might put the decay over the top sometimes…unless youre ULTRA strict on timing.