Dormammu's default 214H special performed if he has no charges stored. Creates a short-range, short-duration shockwave around Dormammu, that knocks opponents up on hit. Is mostly unremarkable, with no special properties.
Dormammu's default 214H special performed if he has no charges stored. Creates a short-range, short-duration shockwave around Dormammu, that knocks opponents up on hit. Is mostly unremarkable, with no special properties.
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==Team Position==
Dormammu is almost invariably played '''Second.''' This enables his unique gameplan of coming onto the screen from a DHC and cleaning up for the point character, either via his exceptional control tools or his disgusting incoming mixups. Dormammu can also be a very powerful '''Anchor''', using X-factor and meter extremely well. He can also be a challenging but rewarding '''Point''', as demonstrated by Noel Brown at Evo 2024.
Dormammu hails from another dimension, the Dark Dimension, where he rules and is nearly omnipotent. Although he is made purely of energy, Dorm was able to construct a metal body for himself, allowing him to invade this dimension in some capacity. Although he doesn't have access to his full powers in this world, he still represents a catastrophic threat.
In UMvC3, Dorm is a long-range character with a surprising amount of mobility. He has several tools to help him win projectile wars, harass with chip damage, and even open up opponents to start extremely long combos. He also provides some useful, but often unconventional, support value to his team.
Strengths
Weaknesses
Zoning: Strong keepaway game with multiple long-range normals, several projectile attacks, and great mobility. Also has several normals which destroy projectiles on contact, which is situationally useful.
Spells: Has access to extremely powerful attacks via his Dark Spell (214X) mechanic. If Dormammu is given time to safely build up spells, or makes his own time by putting the opponent in hit- or blockstun, he can snowball out of control.
Damage: Deals good solo damage and has net positive meter build on his combo routes.
Fullscreen Snipes: Can snipe opponents and their assists from fullscreen with his extremely fast Chaotic Flame hyper.
Support: Provides team support via a powerful assist in Dark Hole, as well as powerful DHCs in both Chaotic Flame and Stalking Flare.
Big Body: Although Dormammu's crouching profile is normal sized and he is not especially vulnerable to Instant Overheads, his standing and airborne profiles are quite large. It can be difficult for Dormammu to maneuver around attacks due to his large frame, and some combos are easier to perform on characters of his size.
Bad at Close Range: Lacks close range options, as his normals are below-average speed and many of his zoning tools have a dead-zone near Dormammu.
Assist Range: Assist lacks coverage which makes it harder to use in neutral than more typical projectiles
Poor Ground Mobility: Dormammu's ground dash is slow and cannot be cancelled into crouches or attacks(meaning he cannot plink or wavedash) - though he can cancel it into a jump. This makes him dependent on his aerial movement tools and teleport in order to stay mobile.
Unique Movement
Dormammu's grounded dash is a fixed duration "hop"-style dash. Unlike most characters, Dormammu can not cancel his dash with attacks or by crouching, and thus he can not Plink Dash or Wavedash. He can, however, cancel his dash into a jump, and thus can indirectly cancel his dash into Special Moves with a Tiger Knee motion. Dormammu can circumvent his inability to plinkdash or wavedash by performing Tri-dashing, utilizing his very fast diagonal airdashes. Jump forward and then airdash down-forward - or jump back and then airdash down-back - to quickly travel horizontally across the stage.
Health
1,000,000
Invulnerable Reversal(s)
623XX
Grounded Magic Series
Simple
X-Factor Damage Boost (1/2/3)
30% / 55% / 80%
X-Factor Speed Boost (1/2/3)
10% / 15% / 20%
Air Movement Options
Air Actions
Air Jumps?
Air Dash?
Flight?
WallJump?
1
No
8-Way
Yes
No
Minimum Attack Scaling
Normals
Specials
Hypers
20
20
40
Move List
Assists
Dark Hole Assist A
Damage
Startup
Active
Recovery
20,000 x8
50
33
98, 68
On Hit
On Block
Guard
Properties
-
-
Mid
, Priority: Low, Beam Durability: 3 per frame for 10 frames
THC Hyper: Chaotic Flame. Recommended assist. Dormammu produces a large, stationary projectile a short distance in front of himself. Dark Hole is active for a fairly long time, producing a sizeable amount of hitstun and blockstun. It is fairly easy to use in combo extensions, although it scales damage heavily by virtue of hitting several times. It also has some of the highest total projectile durability of any assist in the game, allowing it to act as a defensive wall against an opponent's projectiles.
Purification Assist B
Damage
Startup
Active
Recovery
35,000 x4
56
23
103, 73
On Hit
On Block
Guard
Properties
-
-
Mid
, Priority: Low, Beam Durability: 3 per frame for 5 frames
THC Hyper: Chaotic Flame. Dormammu produces a pillar of energy that reaches infinitely high upwards. It is one of very few assists that reach superjump height. However, it is extremely slow to start up, even slower than Dark Hole - which is already on the slower side. It also appears very close to where it was called, giving it very limited horizontal range which makes it difficult to use effectively in neutral.
Purification hits OTG, but knocks opponents very high into the air on hit, which can make following up with additional combos difficult.
Liberation Assist Y
Damage
Startup
Active
Recovery
Varies
Varies
Varies
Varies
On Hit
On Block
Guard
Properties
-
-
-
Its magic
THC Hyper: Stalking Flare. Dormammu appears on stage and casts a spell. The specific spell cast depends on how many stacks of Creator and Destroyer that Dormammu has built up while on point, and consumes those stacks in order to perform the spell. If Dormammu has no spell stacks, he performs Liberation (No Charge) which causes him to create a burst of energy around himself.
In theory, this assist could be one of the most powerful in the game when used to cast Dormammu's strong 3-stack Magic, just as the point character version of Liberation is among the game's most powerful specials when stacked properly. In practice, each use of this assist would require bringing Dormammu back in as the point character, rebuilding his stacks manually, and then tagging him back out, which makes it impractical unless you really don't mind having the default Liberation assist most of the time.
Could also be notable for having access to Stalking Flare as a fairly unique THC hyper.
Ground Normals
Stand Light 5L
Damage
Startup
Active
Recovery
48,000
6
2
12
On Hit
On Block
Guard
Properties
0
-1
Mid
-
Dormammu points, creating a small burst of energy. 5L has great range for such a fast normal, and has a disjointed hitbox.
Stand Medium 5M
Damage
Startup
Active
Recovery
70,000
8
10
16
On Hit
On Block
Guard
Properties
-7
-8
Mid
Dormammu swipes, creating a stream of fire. Nullifies Low and Medium Priority projectiles on contact.
Stand Heavy 5H
Damage
Startup
Active
Recovery
90,000
13
5
21
On Hit
On Block
Guard
Properties
-2
-3
Mid
,
Dormammu swipes upwards, protecting his front side with a large hitbox. On hit, it knocks opponents into the air and causes a very high amount of hitstun. This is Dormammu's most reliable way to combo into 6H.
Nullifies Low and Medium Priority projectiles on contact.
Crouching Light 2L
Damage
Startup
Active
Recovery
45,000
7
2
13
On Hit
On Block
Guard
Properties
-1
-2
Low
-
Similar to 5L. It is slower and has shorter range, but hits Low.
Crouching Medium 2M
Damage
Startup
Active
Recovery
70,000
9
8
17
On Hit
On Block
Guard
Properties
+6
-7
Mid
,
Note: Not a low. Dormammu jabs upwards with a stream of flame. Nullifies Low and Medium Priority projectiles on contact.
Crouching Heavy 2H
Damage
Startup
Active
Recovery
90,000
13
4
24
On Hit
On Block
Guard
Properties
-
-5
Low
,
Dormammu sweeps the ground with a stream of energy. Nullifies Low and Medium Priority projectiles on contact. It covers a good chunk of the space in front of and above Dormammu, so it can be useful as an anti-air.
Launcher/Special S
Damage
Startup
Active
Recovery
95,000
9
20
12
On Hit
On Block
Guard
Properties
Launch
-9
Mid
,
Dormammu creates an upwards stream of fire, acting as a standard launcher with a very disjointed hitbox. Nullifies Low and Medium Priority projectiles on contact.
Aerial Normals
Jumping Light j.5L
Damage
Startup
Active
Recovery
50,000
7
3
16
On Hit
On Block
Guard
Properties
+14
+11
OH
-
Poking attack with similar range to Dormammu's grounded L normals.
Jumping Medium j.5M
Damage
Startup
Active
Recovery
70,000
10
11
15
On Hit
On Block
Guard
Properties
+15
+15
OH
Dormammu swipes with fire, similar to 5M. Has slightly longer horizontal reach than j.5H and j.5S in exchange for not hitting cross-up.
Nullifies Low and Medium Priority projectiles on contact.
Jumping Heavy j.5H
Damage
Startup
Active
Recovery
85,000
10
5
29
On Hit
On Block
Guard
Properties
+19
+18
OH
Dormammu performs a huge upward sweep, covering the area both below and in front of himself. Works great as both a neutral and pressure tool, and can hit as a cross-up quite easily.
j.5H is an instant overhead against Big Body characters, and can also work against normal-sized characters when set up via Fuzzy Guard.
Nullifies Low and Medium Priority projectiles on contact.
Jumping Special j.5S
Damage
Startup
Active
Recovery
90,000
14
5
27
On Hit
On Block
Guard
Properties
+19
+15
OH
,
Dorm swipes downward, mirroring j.5H. Good jump-in attack that can hit as a very deep cross-up. Nullifies Low and Medium Priority projectiles on contact.
Command Normals
Dark Matter 6H
Damage
Startup
Active
Recovery
80,000
20
-
26
On Hit
On Block
Guard
Properties
-
-3
Mid
, Priority: Low, Durability: 1, scales by 0.9
Dormammu fires a small projectile, which travels horizontally across the screen. It initially starts moving slowly, but quickly accelerates to full speed. This is Dormammu's only "normal" projectile, and is a core part of his gameplan due to his ability to cancel it into special moves.
6H canceled into 421X Teleport allows Dormammu to perform a simple Left/Right mixup so long as both he and his opponent are on the ground. On hit, 6H causes a large Wall Bounce, which Dormammu can easily follow up by canceling into either Flight or Teleport.
6H is not subject to hitstun deterioration.
Flame Carpet 3H
Damage
Startup
Active
Recovery
20,000 x5
15
-
31
On Hit
On Block
Guard
Properties
+5
+4
Low
, , , Priority: Low, Beam Durability: 1 per frame for 5 frames, scales by 0.9
Dormammu places a small "carpet" of fire on the ground a short distance ahead of himself. The fire will remain for 180 frames, or until hit hits 5 times, or until Dormammu is hit by an attack.
Normally, only one carpet can be active at a time; attempting to place another before the first has expired will result in a 2H. However, it is possible to place additional carpets by chaining into it from a normal.
Flame Carpet can be awkward for Dormammu to use by himself due to being uncancelable. However, it does create some unique support capabilities where Dormammu places the carpet and then tags out for another character who can utilize the lockdown and Low hit. Dormammu can also place the carpet after killing an opponent to provide some extra coverage while attacking the Oncoming character.
Normally if a character is hit by Flame Carpet, all five hits will occur in quick succession. However, it is possible to space the carpet so that the opponent "bounces" on top of it, causing the hits to be more spread out. This causes 3H to have significantly better advantage on hit than listed, turning it into a combo extension tool.
3H is not subject to hitstun deterioration.
Special Moves
Dark Hole 236X
L Version
M Version
H Version
Damage
Startup
Active
Recovery
20,000 x8
26
34
6 (in air: until grounded)
On Hit
On Block
Guard
Properties
-
+7
Mid
, , Priority: Low, Beam Durability: 3 per frame for 10 frames.
Dormammu channels, creating a stationary projectile which hits several times. The projectile disappears if Dormammu is hit by an attack. Button strength determines the location of the Dark Hole, and has no other effect:
L version appears immediately in front of Dormammu.
M version appears just short of halfscreen distance.
H version appears just short of fullscreen distance.
Dark Hole can be used as a zoning tool, but it is fairly committal due to its long total duration.
If performed in the air normally, Dormammu does not recover until he reaches the ground, making him extremely vulnerable. However, if Dark Hole is performed while in Flight Mode, Dormammu recovers normally and can continue to act in the air. It is strongly recommended to avoid using Air Dark Hole outside of Flight.
If Dark Hole juggles an opponent high enough, Dormammu can link a normal attack afterwards. This gives Dark Hole some combo potential in specific routes, such as TAC Combos.
Purification 623X
L Version
M Version
H Version
Damage
Startup
Active
Recovery
35,000 x4
32
23
11
On Hit
On Block
Guard
Properties
+11
+2
Mid
, , Priority: Low, Beam Durability: 3 per frame for 5 frames.
Dormammu channels, causing a pillar of energy to erupt upwards, with infinite vertical reach. Button strength determines the location of the pillar, and has no other effect:
L version appears immediately in front of Dormammu.
M version appears just short of halfscreen distance.
H version appears at fullscreen distance.
Purification is a powerful zoning and neutral tool, as its vertical reach prevents opponents from attempting to maneuver above or below it. The pillar has a tendency to create awkward situations where an airborne opponent blocks Purification and, although they recover from blockstun, have no movement option fast enough to escape the next Purification. This causes them to have to block several beams in sequence, piling on large amounts of chip damage.
The beam hits OTG, and is thus an important combo tool for Dormammu. It can easily be used as a combo ender by canceling the OTG hit into either Chaotic Flame (236XX) for direct damage or Stalking Flare (214XX) for further pressure. Be careful when performing this sequence, as it is possible to hyper cancel too early. If Purification is kara-canceled, the beam will not come out, and your hyper will whiff disastrously on the knocked down opponent.
Mass Change Teleport 421X
L Teleport
M Teleport
H Teleport
Damage
Startup
Active
Recovery
-
13
-
17
On Hit
On Block
Guard
Properties
-
-
-
Dormammu's teleport. It causes him to disappear and then reappear at a position based on the opponent's location and the button strength used:
L version places Dormammu in the air just above and in front of the opponent.
M version places Dormammu in the air just above and behind the opponent. It can cross up even in the corner, forcing the opponent slightly out.
H version places Dormammu in the air directly above the opponent. You are technically still in front of the opponent, one pixel away.
Teleport is a powerful tool for mixups and mobility, and allows him to seamlessly transition from long-range zoning to close-range offense when needed. However, all of Dormammu's teleports place him airborne and fairly close to the opponent, he can not teleport away from them. An opponent can react to the startup of an unprotected teleport by attempting an airthrow, which Dormammu has little defense against. Make sure to cover your teleports with an assist or 6H attack when possible.
Flight 214S
Damage
Startup
Active
Recovery
-
21
100
0
On Hit
On Block
Guard
Properties
-
-
-
, 100 frame Flight mode.
Dormammu's Flight mode. When activated, causes Dorm to float in the air and gives him unlimited access to his airdashes and air specials for the duration. Repeated airdashes in Flight give Dormammu very strong aerial mobility, and this also allows him to use Air Dark Hole without having to deal with the painful "Until Grounded" recovery.
At 21f startup, Dormammu's flight activation is on the slower side. He can cancel some attacks into Flight for better frame advantage, but comboing into flight is only possible off a few attacks. Conversely, his Unfly is instant, allowing him to Unfly-cancel into attacks or blocking with no delay at all.
Dark Spell 214L / 214M
L Spell "Power of the Destroyer"
M Spell "Power of the Creator"
Dormammu's hands glow to indicate stored spell charges.
Destruction +
Damage
Startup
Active
Recovery
-
15
-
20 (in air: until grounded)
On Hit
On Block
Guard
Properties
-
-
-
, Adds one Destruction Charge.
Creation +
Damage
Startup
Active
Recovery
-
15
-
20 (in air: until grounded)
On Hit
On Block
Guard
Properties
-
-
-
, Adds one Creation Charge.
Dormammu powered up one of his hands with a spell, adding a charge of either Destruction or Creation, depending on the button used. By itself, Dark Spell has no effect, and only serves to modify and enhance Liberation (214H) based on the charges built. Dormammu can have a combined total of three charges, but he can combine the two types in any way: 3D0C, 2D1C, 1D2C, or 0D3C in addition to any combination of fewer than three charges. If Dormammu attempts to use Dark Spell when he already has three charges, he will automatically cast Liberation instead.
Dormammu's fully charged Liberation attacks are detailed further below, and are very powerful. Casting Dark Spell any time Dormammu has a spare half-second is a good use of time, in order to build up to these powerful attacks.
Dark Spell can be cast while airborne. Similar to Dark Hole, this normally causes Dormammu to be placed into recovery until he reaches the ground. However, in Flight Mode, Dormammu recovers normally from casting Dark Spell, and can quickly cast two or even three spells while floating in the air with little risk.
Liberation Spells
Note: All Liberation spells are Air-OK, but not actually performed in the air. If Dormammu inputs a Liberation attack while airborne, he will automatically teleport down to the ground, then cast the spell. This adds an additional 23 frames of startup to any spell, and also adds a window from frames 11-24 where Dormammu is invincible due to teleporting.
Liberation 214H (With no Destruction or Creation Charges)
Damage
Startup
Active
Recovery
80,000
15 (38 in air)
5
21
On Hit
On Block
Guard
Properties
+5
-3
Mid
, Fixed Hitstun, Priority: Low, Durability: 5
Dormammu's default 214H special performed if he has no charges stored. Creates a short-range, short-duration shockwave around Dormammu, that knocks opponents up on hit. Is mostly unremarkable, with no special properties.
"Disappear!" 214H (With 1 Destruction Charge)
Damage
Startup
Active
Recovery
35,000 x3
15 (38 in air)
10
16
On Hit
On Block
Guard
Properties
-
+1
Mid
, , Priority: Low, Durability: 5
Dormammu points, and an explosion appears in front of him. The explosion has fairly good range and pops opponents high into the air on hit. In the corner, Dormammu can link a normal afterwards to continue the combo.
"Feel the Fear!" 214H (With 2 Destruction Charges)
Damage
Startup
Active
Recovery
35,000 x6
15 (38 in air)
10
16
On Hit
On Block
Guard
Properties
-
+1
Mid
, , Priority: Low, Beam Durability: 1 per frame for 6 frames
Enhanced version of the 1-Destruction spell. The explosion is larger, deals more damage, and knocks opponents further back on hit.
"Return to Dust!" 214H (With 3 Destruction Charges)
Damage
Startup
Active
Recovery
30,000 x10
15 (38 in air)
10
16
On Hit
On Block
Guard
Properties
-
+1
Mid
, , , Priority: Low, Beam Durability: 1 per frame for 10 frames
Final version of Dormammu's Destruction magic. Creates an enormous explosion which covers the entire screen. Reaches up to jump height, has full horizontal reach, and can also hit OTG. Pops opponents very high into the air on hit. Dormammu can link Purification or Dark Hole afterwards from any distance, but can also combo after with normals if close enough.
"Careful now..." 214H (With 1 Creation Charge)
Damage
Startup
Active
Recovery
40,000 x3
12 (35 in air)
10
24
On Hit
On Block
Guard
Properties
-
-10
Mid
, , Priority: Low, Durability: 5
Dormammu gestures, and a spire erupts from the ground just in front of him. The spire reaches to just under jump height at its point. It has no special properties other than knocking opponents upward on hit.
"Hahahaha...." 214H (With 2 Creation Charges)
Damage
Startup
Active
Recovery
30,000 x9
12 (35 in air)
10
24
On Hit
On Block
Guard
Properties
-
-10
Mid
, , Priority: Low, Durability: 5 per spire
Enhanced version of 1-Creation spell. Dormammu causes three spires to erupt in succession, with the final one appearing at roughly 2/3 of fullscreen distance. The individual spires are identical to the 1-Creation version.
"Stay put." 214H (With 3 Creation Charges)
When debuffed by this attack, the opponent's legs will have a dark aura around them.
Damage
Startup
Active
Recovery
0
15 (38 in air)
-
36
On Hit
On Block
Guard
Properties
-21
-23
Low
Final version of Dormammu's Creation magic. Has nothing to do with the other pure-Creation spells. Dormammu causes a carpet of dark energy to cover the entire stage. The carpet can be blocked, but must be blocked crouching. It can not connect on airborne opponents at all and does not hit OTG.
On hit, this attack deals no damage. Instead, it places a debuff on the opponent for 300 frames (5 seconds), indicated by dark energy covering their legs. While debuffed, the opponent is unable to jump. This gives Dormammu a limited opportunity to mix up the opponent while they can not retreat to the relative safety of the air. The debuff will also stop attempts to fly or teleport into the air, however other moves that carry the character into the air(many DPs, and Strider's wallcling) can escape. If the opponent uses one of these moves to get into the air, they will still be unable to double jump.
Meteor Shower 214H (With 1 Destruction and 1 Creation Charge)
Damage
Startup
Active
Recovery
20,000 per hit
10 (33 in air)
-
40
On Hit
On Block
Guard
Properties
-
-
Mid
, , (vs airborne), Priority: Low, Beam Durability: 3 per frame for 3 frames per rock.
Dormammu calls forth a barrage of roughly 15 meteors, which rain from the sky. The meteors fall randomly across the stage, but are concentrated around halfscreen distance. It is possible for them to spread out enough to land directly in front of Dormammu, or land just short of fullscreen as well. Each meteor can hit OTG, and causes a Hard Knockdown when hitting a not-grounded opponent.
Startup is misleading. It takes 10 frames for the meteors to appear, but they take a significant amount of extra time to fall to the ground from there.
"HAHAHAHAHAH!" 214H (With 1 Destruction and 2 Creation Charges)
Damage
Startup
Active
Recovery
20,000 per hit
26 (39 in air)
-
40
On Hit
On Block
Guard
Properties
-
-
Mid
, , (vs airborne), Priority: Low, Beam Durability: 3 per frame for 3 frames per rock.
Enhanced version of the 1-Destruction and 1-Creation spell. Dormammu calls forth a much larger Meteor Shower. They spread out semi-randomly in a similar vein to the small version, concentrated around halfscreen with a rare chance for some meteors to fall at fullscreen or right next to Dormammu. The shower lasts long enough that Dormammu can start a combo afterwards on hit with little effort. If it is blocked, he can use the blockstun caused to recharge his spells. By combining the lockdown from the meteors with additional lockdown from an assist, Dormammu can recharge all three of his spells after a successful Meteor cast, and repeat the process.
Once begun, the Meteors will still fall even if the startup of the attack is interrupted. Thus, this spell can act as a pseudo-reversal. If Dormammu gets even one frame of freedom to act, he can call down meteors, which will (hopefully) protect him from punishment.
Inferno 214H (With 2 Destruction and 1 Creation Charges)
Damage
Startup
Active
Recovery
80,000 (eruption) + 20,000 per rock
20 (43 in air)
20
21
On Hit
On Block
Guard
Properties
-
-
Mid
, , (vs airborne), Priority: Low, Durability: 100 (eruption), 1 per rock
Enhanced version of the 1-Destruction and 1-Creation spell. Dormammu causes the ground to erupt with lava, spraying rocks into the air. After a moment, the rocks rain back down on the ground. Every part of this attack is OTG-capable, and it deals heavy damage.
Hyper Combos
Chaotic Flame 236XX (1 bar)
Damage
Startup
Active
Recovery
15,000 x30 ~ x60
8+3
59
41
On Hit
On Block
Guard
Properties
+8
-21
Mid
(last hit), mashable, Priority: High, Beam Durability: 1 per frame for 30 frames, scales by 0.965.
Dormammu unleashes a huge stream of flames, acting as a beam hyper. This is Dormammu's standard combo ender. Due to its high speed and damage, it can also be used to snipe assist calls and slower grounded attacks from the opponent, or on reaction to an opponent's projectile hypers in order to stuff them.
Chaotic Flame is advantageous on hit, enough that Dormammu can link normals afterward if done at close range. This is most commonly done as a 5L/5M linked after a combo-ending hyper for slightly better damage and to force an air tech. It's actually possible to link 5M > 5S afterwards if the hyper is done early enough in a combo.
Stalking Flare 214XX (1 bar)
Damage
Startup
Active
Recovery
20,000 x20
31+4
-
62
On Hit
On Block
Guard
Properties
+19
+18
Mid
Priority: High, Beam Durability: 5 per frame for 20 frames
Dormammu unleashes a large, floating ball of fire. The flare slowly tracks the opponent to any screen position. Stalking Flare never expires due to time, and has basically insurmountable durability. The only way for the opponent to avoid having to take the Flare once out is to somehow hit Dormammu, which causes Stalking Flare to immediately disappear. This can be rendered impossible by tagging Dormammu out(and then not calling his assist).
Because Stalking Flare remains active for so long and effectively forces the opponent to stay locked down, it can be used to cover Dormammu while he casts spells or Hard Tags to a teammate. There also is not a limit on having multiple Flares on screen at once, if you have the meter and feel like throwing out several. The chip damage adds up quickly.
Stalking Flare will normally quickly go through all 20 of its hits once it actually reaches the opponent. It is possible to set up this hyper so that the opponent "bounces" on top of it. This spaces out the hits, greatly increasing the total hitstun of the hyper, and giving Dormammu or his teammates a massive amount of time to continue the combo afterwards.
Dark Dimension 623XX (3 bars)
"Welcome, to my realm."
Damage
Startup
Active
Recovery
400,000
8+0
20
72
On Hit
On Block
Guard
Properties
-
-69
Mid
Invuln until frame 36, , , Priority: High, Beam Durability: 5 per frame for 5 frames.
Cinematic level 3 hyper. Dormammu covers the ground in dark energy, which spreads outward from Dormammu's location until it covers the entire ground. The energy can hit OTG and is easy to use as a combo ender. On hit, the opponent is pulled into a cinematic where Dormammu crushes them, dealing heavy unscaled damage and ending with a Hard Knockdown. Dormammu can follow up with an OTG Purification or Flame Carpet, or even a Hard Tag to a character with a fast OTG if he wants.
Besides being an easy combo ender to secure a kill, this hyper is very fast and extremely invincible. It has 0 frames of post-flash startup, so if an opponent is close range when the super flash begins and not already blocking, the attack can not be blocked.
You have enough time to charge once before and once after your level 3. This means that if you have a combo that you can charge during, you can guarantee a 3D0C after the level 3.
If combo'ing after a throw, using this Hyper will remove the grab penalty.
Due to a glitch, this Hyper is unable to hit opponents properly during pre-jump frames, unless they are glued to the floor by his 3C spell; this may cause unexpected whiffs when using it raw.
Universal Mechanics
Ground Throw 6H, 4H
Damage
Startup
Active
Recovery
80,000
1
1
-
On Hit
On Block
Guard
Properties
-
-
Throw
Dormammu levitates the opponent and then tosses them away. Can be followed up with OTG Purification, but the timing is tight.
Air Throw j.6H, j.4H
Damage
Startup
Active
Recovery
80,000
1
1
-
On Hit
On Block
Guard
Properties
-
-
Airthrow
Standard airthrow that results in a hard knockdown. Can follow up with an OTG of Dormammu's choice, including Purification, Flame Carpet, and his various OTG-capable Liberation spells.
Snap Back +/
Damage
Startup
Active
Recovery
50,000
2
5
21
On Hit
On Block
Guard
Properties
-
-3
Mid
Snapback,
Animation and hitbox based on 5H.
Hard Tag Hold 14f /
Damage
Startup
Active
Recovery
30,000
-
20
33
On Hit
On Block
Guard
Properties
-
-15
OH
-
Team Position
Dormammu is almost invariably played Second. This enables his unique gameplan of coming onto the screen from a DHC and cleaning up for the point character, either via his exceptional control tools or his disgusting incoming mixups. Dormammu can also be a very powerful Anchor, using X-factor and meter extremely well. He can also be a challenging but rewarding Point, as demonstrated by Noel Brown at Evo 2024.
Notable Shells
Doctor Doom is arguably Dormammu's single best friend, and provides incredible unique utility to the Lord of the Dark Dimension. All three of Doctor Doom's assists are useful and helpful to Dormammu, with Hidden Missiles being a standout. As such, any point who can utilize Hidden Missiles and Dark Hole is a great fit for a team with a Dormammu/Doom shell. But that is by no means the only use case for the shell. With Plasma Beam, it enables such diverse points as Taskmaster, Spider-man, Wesker, and Felicia. While Molecular Shield has a more limited use case - not least due to it changing Doom's THC to Sphere Flame - were it not competing for real estate, it would still be a top 5 assist in the game. Dormammu additionally supports Doctor Doom very well, with Doom using Dark Hole well in neutral and combos. Finally, THC Chaotic Flame for 2 meters is a very potent tool in a Doom's arsenal.
The Master of Magnetism and the Lord of the Dark Dimension are a tried-and-true pair, and work together in either order. When placed in front of Dormammu, Magneto is a capable point character who can compensate for Dorm's weaknesses whilst offering unique strengths of his own and benefiting from Dormammu's unique support. When placed behind Dorm, Magneto enables nasty teleport mixes and corner follow-ups that pump Dormammu's damage into the stratosphere. The "masta-CJ" - Call Disruptor and Teleport - is an iconic maneuver for a reason. S tier pair.
The Lord of the Dark Dimension works quite well with the Great One Who Slumbers. This pairing is iconic, and enables some fun shenanigans such as OTG THC chaotic flame, or following up after a DHC into Dormammu from Shuma-Gorath using eyes. The pair support one another exceptionally well and are considered best friends for a reason. S-tier pair.
The Mayor of Metro City is a very strong partner for Dormammu, who can utilize Double Lariat to make himself significantly safer from rushdown. Lariat is one of Dormammu's single best assists, in both neutral and in combos, and Dormammu likewise elevates Haggar in return. The pair exhibit strong two-way synergy and elevate one another into better characters.
Dormammu/Dante is an interesting pairing that doesn't get as much play as it arguably should. There are two archetypical users of this shell and both play it with Dante on point and Dormammu behind. One of the benefits of this order is that Dante can actually kill off nearly any touch, in addition to building oodles of meter thanks to Dark Hole extensions. However, the real fun of the shell comes from putting Dante behind Dormammu, which unlocks insane THC tech - if you're willing to blow X-factor, too. All in all, Dormammu with Jam Session alone makes this pairing worth your time.