UMVC3/Dormammu: Difference between revisions

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{{UMvC3Header}}
{{Infobox Character UMVC3
|name=Dormammu
|image=Umvc3_dormammu_face.jpg
|health=1,000,000
|magicseries=Stronger
|airchain=Three
|forwarddash=19
|backdash=33
|jump=42
|superjump=81
|walljump=No
|doublejump=No
|airdash=8-Way
|xfactordamage1=30
|xfactordamage2=55
|xfactordamage3=80
|xfactorspeed1=10
|xfactorspeed2=15
|xfactorspeed3=20
|minimumdamagenormal=20
|minimumdamagehyper=40
|minimumdamagexfactor=35
|content=
==Introduction==
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.


{{UMvC3CharacterHeader|Dormammu|dormammu|
'''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.
A malevolent and powerful member of the Faltine, a race of energy beings.  The Dread Dormammu, as his name suggests, is one of the most evil villains in the Marvel Universe.  He is an ambitious tyrant, ruling over his own realm known as the Dark Dimension, who seeks to conquer all other worlds.  Upon discovering Earth, he eventually came into contact with the Ancient One, but was defeated and sealed away.  However, he found a second chance to conquer Earth by corrupting Baron Mordo, a disciple of the Ancient One. Mordo freed Dormammu, but both were defeated by Dr. Strange.  Since then, Dormammu has been Strange's sworn enemy and has been scheming to rule the Earth.  His very name strikes fear into the most powerful characters in the Marvel Universe, even the gods in Asgard, who liken him to "something worse than a demon".
|
The Dread One is back, and his abilities are stronger than ever before. Dormammu excels in keeping the opponent as far away from him as possible, and thanks to several changes, his offensive potential has been bolstered to match his defense. Perhaps the most important change provided in Ultimate is that his Dark Matter (F+H) is now cancelable, opening up a number of new possibilities, including mixup with his teleports.  A once slow but space-domineering character has now gotten just a little lighter on his feet, and that alone is enough to let people know that this time, Dormammu means business and is aiming for that S-Tier spot. }}


=== Alternate Colors ===
{{ProConTable
| pros =
*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.
*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.
*Deals good solo damage and has net positive meter build on his combo routes.
*Can snipe opponents and their assists from fullscreen with his extremely fast Chaotic Flame hyper.
*Provides team support via a powerful assist in Dark Hole, as well as powerful DHCs in both Chaotic Flame and Stalking Flare.
| cons =  
*Somewhat of a 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.
*Lacks close range options, as his normals are below-average speed and many of his zoning tools have a dead-zone near Dormammu.
*Assist lacks coverage which makes it harder to use in neutral than more typical projectiles
*Very slow on the ground, dependent on his aerial movement tools and teleport in order to stay mobile.
}}
 
=== Unique Mechanics ===
 
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.
 
}}
 
== Move List ==
 
=== Assists ===
 
{{MoveData
|image=
|caption=
|name=Dark Hole
|input=Assist A
|data=
{{AttackData-UMVC3
|damage=20,000 x8
|guard=Mid
|startup=50
|active=33
|recovery=98, 68
|onhit=-
|onblock=-
|properties={{strk}}, Priority: Low, Beam Durability: 3 per frame for 10 frames
|description=
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 virute 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.
}}
}}
 
{{MoveData
|image=
|caption=
|name=Purification
|input=Assist B
|data=
{{AttackData-UMVC3
|damage=35,000 x4
|guard=Mid
|startup=56
|active=23
|recovery=103, 73
|onhit=-
|onblock=-
|properties={{otg}}, {{strk}} Priority: Low, Beam Durability: 3 per frame for 5 frames
|description=
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.
}}
}}
 
{{MoveData
|image=
|caption=
|name=Liberation
|input=Assist Y
|data=
{{AttackData-UMVC3
|damage=Varies
|guard=-
|startup=Varies
|active=Varies
|recovery=Varies
|onhit=-
|onblock=-
|properties=Its magic
|description=
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 ===
 
{{MoveData
|image=
|caption=
|name=Stand Light
|input=5L
|data=
{{AttackData-UMVC3
|damage=48,000
|guard=Mid
|startup=6
|active=2
|recovery=12
|onhit=0
|onblock=-1
|properties=-
|description=
Dormammu points, creating a small burst of energy. 5L has great range for such a fast normal, and has a disjointed hitbox.
}}
}}


[[File:Dorm colors.jpg]]
{{MoveData
|image=
|caption=
|name=Stand Medium
|input=5M
|data=
{{AttackData-UMVC3
|damage=73,000
|guard=Mid
|startup=8
|active=10
|recovery=16
|onhit=-7
|onblock=-8
|properties={{projnull}}
|description=
Dormammu swipes, creating a stream of fire. Nullifies Low and Medium Priority projectiles on contact.
}}
}}
 
{{MoveData
|image=
|caption=
|name=Stand Heavy
|input=5H
|data=
{{AttackData-UMVC3
|damage=90,000
|guard=Mid
|startup=13
|active=5
|recovery=21
|onhit=-2
|onblock=-3
|properties={{strk}}, {{projnull}}
|description=
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.
}}
}}


=== Players to Watch ===


FChamp, Angelic, Ranmasama, Paradigm, Wentinel, [http://www.youtube.com/user/Lintlikr1 Lintlikr]
{{MoveData
|image=
|caption=
|name=Crouching Light
|input=2L
|data=
{{AttackData-UMVC3
|damage=45,000
|guard=Low
|startup=7
|active=2
|recovery=13
|onhit=-1
|onblock=-2
|properties=-
|description=
Similar to 5L. It is slower and has shorter range, but hits Low.
}}
}}


{{ UMvC3CharacterDataBox | [[File:1000k.jpg]] | Stronger | No | Yes | 1 |
{{MoveData
30 | 55 | 80 |
|image=
? | ? | ? |
|caption=
10 | 15 | 20 |
|name=Crouching Medium
20 | 20 | 20 | 20 | 40 |
|input=2M
35 | 35 | 35 | 35 | 40 |
|data=
35 | 35 | 35 | 35 | 40 |
{{AttackData-UMVC3
35 | 35 | 35 | 35 | 40 |
|damage=70,000
|guard=Mid
|startup=9
|active=8
|recovery=17
|onhit=+6
|onblock=-7
|properties={{strk}}, {{projnull}}
|description=
Note: Not a low. Dormammu jabs upwards with a stream of flame. Nullifies Low and Medium Priority projectiles on contact.
}}
}}
}}


== Video Guide ==  
{{MoveData
<youtube>C_SZGFH8hm4</youtube>
|image=
<youtube>q7NIc-9KAc0</youtube> <br>
|caption=
<youtube>rwA-kw_Ravw</youtube>
|name=Crouching Heavy
<youtube>xYmVw-Rx25E</youtube> <br>
|input=2H
[http://youtu.be/RZekbe21pOA Linklikr's advanced tutorial #2] <br>
|data=
[http://youtu.be/NGZbUKAPaR8 Linklikr's advanced tutorial #3] <br>
{{AttackData-UMVC3
|damage=90,000
|guard=Low
|startup=13
|active=4
|recovery=24
|onhit=-
|onblock=-5
|properties={{strk}}, {{projnull}}
|description=
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.
}}
}}


=== Technology ===
[http://youtu.be/1UEEVOU1mLE untechable(?) TAC] <br>
[http://www.youtube.com/watch?v=5d14yzjTgKo ground throw hard tag to doom] <br>
[http://www.youtube.com/watch?v=EUv1cPN7T_M&sns=em Dorm/Strange/Dante synergy cmv] <br>
[http://www.youtube.com/watch?v=oZTMFs6raxg Full screen punish confirms with Chaotic Flame and X-Factor] <br>


=== Combos ===
{{MoveData
|image=
|caption=
|name=Launcher/Special
|input=S
|data=
{{AttackData-UMVC3
|damage=95,000
|guard=Mid
|startup=9
|active=20
|recovery=12
|onhit=Launch
|onblock=-9
|properties={{launch}}, {{nocancel}}
|description=
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.
}}
}}


<youtube>Al8MV9iDba0</youtube> <br>
=== Aerial Normals ===
[http://docs.google.com/document/d/1-5btSJowp-4UiLfQwm9BBbPBstSfPsyutXCEOThxUpQ/edit Combo Notations for the video above] <br>


[http://www.youtube.com/watch?v=NYVmrnzFlqc meter intensive team combos by Lintlikr] <br>
{{MoveData
[http://youtu.be/E8JV4Vl93n8 solo 800K combo] <br>
|image=
[http://youtu.be/b6f5uANT0FI some jump loop combos] <br>
|caption=
[http://youtu.be/BlP6nqaex9A Thor/Dorm/Doom DHC ToD] <br>
|name=Jumping Light
[http://youtu.be/Rm7lC4GKAnk Dorm, Trish, Doom and X23 Stuff] <br>
|input=j.5L
|data=
{{AttackData-UMVC3
|damage=50,000
|guard=OH
|startup=7
|active=3
|recovery=16
|onhit=+14
|onblock=+11
|properties=-
|description=
Poking attack with similar range to Dormammu's grounded L normals.
}}
}}


=== Team Synergy ===
{{MoveData
|image=
|caption=
|name=Jumping Medium
|input=j.5M
|data=
{{AttackData-UMVC3
|damage=70,000
|guard=OH
|startup=10
|active=11
|recovery=15
|onhit=+15
|onblock=+15
|properties={{projnull}}
|description=
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.


[http://youtu.be/-PbeFbpZXDY Deadpool/Dorm/Strider] <br>
Nullifies Low and Medium Priority projectiles on contact.
[http://youtu.be/u9Nye7i6jpc Deadpool/Dorm/Task] <br>
}}
}}


=== TAC Infinite ===
{{MoveData
|image=
|caption=
|name=Jumping Heavy
|input=j.5H
|data=
{{AttackData-UMVC3
|damage=85,000
|guard=OH
|startup=10
|active=5
|recovery=29
|onhit=+19
|onblock=+18
|properties={{projnull}}
|description=
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.


<youtube>eQbJ0AvSW5g</youtube> <youtube>7SvZpeOjVrM</youtube> <br>
j.5H is an instant overhead against Big Body characters, and can also work against normal-sized characters when set up via Fuzzy Guard.


== Move List ==
Nullifies Low and Medium Priority projectiles on contact.
}}
}}
 
{{MoveData
|image=
|caption=
|name=Jumping Special
|input=j.5S
|data=
{{AttackData-UMVC3
|damage=90,000
|guard=OH
|startup=14
|active=5
|recovery=27
|onhit=+19
|onblock=+15
|properties={{aircombofinisher}}, {{projnull}}
|description=
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.
}}
}}


<youtube>LLeKW0tmiS4</youtube> <br>
=== Command Normals ===


=== Assist Types ===
{{MoveData
|image=
|caption=
|name=Dark Matter
|input=6H
|data=
{{AttackData-UMVC3
|damage=80,000
|guard=Mid
|startup=20
|active=-
|recovery=26
|onhit=-
|onblock=-3
|properties={{wallbounce}}, {{chipdamage}} Priority: Low, Durability: 1
|description=
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.


{{UMvC3CharacterAssists
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.
  | Dark Hole (L) | {{shot}} {{front}} | 20,000 X 8 | strike {{proj}} | Chaotic Flame
}}
  | Liberation | {{shot}} {{front}} | *variable | *variable {{proj}} | Stalking Flare
  | Purification (L) | {{shot}} {{tiltup}} | 35,000 X 4 | Strike {{proj}} {{otg}} | Chaotic Flame
}}
}}


=== Normal Moves ===


{{UMvC3MoveListHeader}}
{{MoveListRow | Standing Light | {{l}} | 48,000 |  }}
{{MoveListRow | Crouching Light | {{d}} + {{l}} | 45,000 | {{low}} }}
{{MoveListRow | Standing Medium | {{m}} | 70,000 | {{projnull}} }}
{{MoveListRow | Crouching Medium | {{d}} + {{m}} | 70,000 | {{strk}} <br> projnull}}
{{MoveListRow | Standing Heavy | {{h}} | 90,000 | {{strk}} <br> {{projnull}} }}
{{MoveListRow | Crouching Heavy | {{d}} + {{h}} | 90,000 | {{low}} {{strk}} <br> {{projnull}} }}
{{MoveListRow | Special | {{s}} | 100,000 | {{projnull}} <br> {{launch}} {{nocancel}} }}
{{MoveListRow | Dark Matter | {{f}} + {{h}} | 80,000 | {{proj}} <br> {{softknockdown}} <br> {{wallbounce}} <br> 1 point of low-durability}}
{{MoveListRow | Flame Carpet | {{df}} + {{h}} | 20,000 X 5 | {{low}} <br> {{proj}} <br> {{otg}} {{nocancel}} <br> 5 hits, each with 1 low-durability point.}}
{{MoveListRow | Jumping Light | air {{l}} | 50,000 | {{high}} }}
{{MoveListRow | Jumping Medium | air {{m}} | 70,000 | {{high}} <br> projnull}}
{{MoveListRow | Jumping Heavy | air {{h}} | 85,000 | {{high}} <br> {{projnull}} }}
{{MoveListRow | Jumping Special | air {{s}} | 90,000 | {{high}} <br> {{projnull}} <br> {{aircombofinisher}} }}
{{MoveListFooter}}


=== Throws ===
{{MoveData
|image=
|caption=
|name=Flame Carpet
|input=3H
|data=
{{AttackData-UMVC3
|damage=20,000 x5
|guard=Low
|startup=15
|active=-
|recovery=31
|onhit=+5
|onblock=+4
|properties={{otg}}, {{chipdamage}}, {{nocancel}}, Priority: Low, Beam Durability: 1 per frame for 5 frames
|description=
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, or until another Flame Carpet is created.
 
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.
}}
}}


{{UMvC3MoveListHeader}}
{{MoveListRow | Forward Throw | {{f}} + {{h}} | 80,000 | {{throw}} {{hardknockdown}} }}
{{MoveListRow | Back Throw | {{b}} + {{h}} | 80,000 | {{throw}} {{hardknockdown}} }}
{{MoveListRow | Forward Air Throw | air {{f}} + {{h}} | 80,000 | {{airthrow}} {{hardknockdown}} }}
{{MoveListRow | Back Air Throw | air {{b}} + {{h}} | 80,000 | {{airthrow}} {{hardknockdown}} }}
{{MoveListFooter}}


=== Special Moves ===
=== Special Moves ===


{{UMvC3MoveListHeader}}
{{MoveData
{{MoveListRow | Dark Hole | {{qcf}} + {{atk}} | 20,000 X 8 | {{strk}} <br> {{proj}} <br> {{airok}} <br> Can't act or block if done in air outside of flight mode <br> Button determines distance. <br> {{l}} directly in {{front}} <br> {{m}} half screen away <br> {{h}} near full screen}}
|image=
{{MoveListRow | Purification | {{dp}} + {{atk}} | 35,000 X 4 | {{strk}} <br> {{proj}} <br> {{otg}} <br> Button determines distance. <br> {{l}} directly in {{front}} <br> {{m}} half screen away <br> {{h}} full screen}}
|caption=
{{MoveListRow | Dark Spell: Destruction | {{qcb}} + l| 0 | {{airok}} <br> gives One Red charge <br> Can't act or block if done in air outside of flight mode}}
|name=Dark Hole
{{MoveListRow | Dark Spell: Creation | {{qcb}} + {{m}} | 0 | {{airok}} <br> gives One Blue charge <br> Can't act or block if done in air outside of flight mode}}
|input=236X
{{MoveListRow | Liberation: no charge | {{qcb}} + {{h}} | 35,000 | {{airok}} (teleports to the ground) <br> {{strk}} <br> consumes all hand charges <br> for different effects}}
|data=
{{MoveListRow | Liberation: One Red | {{qcb}} + {{h}} | 35,000 X 3 | {{softknockdown}} <br> {{proj}} <br> Produces small explosion in {{front}} of Dormammu}}
{{AttackData-UMVC3
{{MoveListRow | Liberation: Two Red | {{qcb}} + {{h}} | 35,000 X 6 | {{softknockdown}} <br> {{proj}} <br> Produces half screen explosion in {{front}} of Dormammu. }}
|damage=20,000 x8
{{MoveListRow | Liberation: Three Red | {{qcb}} + {{h}} | 30,000 X 10 | {{softknockdown}} <br> {{proj}} <br> {{otg}} <br> Produces explosion that covers full screen below normal jump height}}
|guard=Mid
{{MoveListRow | Liberation: One Blue | {{qcb}} + {{h}} | 40,000 X 3 | {{softknockdown}} <br> {{proj}} <br> Produces 1 spike directly in {{front}} of Dormammu}}
|startup=26
{{MoveListRow | Liberation: Two Blue | {{qcb}} + {{h}} | 30,000 X 9 | {{softknockdown}} <br> {{proj}} <br> Produces 3 spikes in succession, starting directly in {{front}} of Dormammu}}
|active=34
{{MoveListRow | Liberation: Three Blue | {{qcb}} + {{h}} | 0 | Produces a "carpet" that goes full screen. <br> prevents opponent from jumping for 5 seconds. Game still registers opponent as jumping if they hold up, upback, or upforward.}}
|recovery=6 (in air: until grounded)
{{MoveListRow | Liberation: One Red, One Blue | {{qcb}} + {{h}} | 20,000 per hit | {{proj}} <br> {{otg}} <br> Produces a small amount of meteors directly in {{front}} of Dormammu <br> Causes hard {{knockdown}} on airborne opponents. }}
|onhit=-
{{MoveListRow | Liberation: One Red, Two Blue | {{qcb}} + {{h}} | 20,000 per hit | {{proj}} <br> {{otg}} <br> Produces a large amount of meteors that reach just before full screen, with a deadspot directly in {{front}} of Dormammu. <br> Causes hard {{knockdown}} on airborne opponents. <br> Meteors come out even if Dormammu is interrupted after first frame }}
|onblock=+7
{{MoveListRow | Liberation: Two Red, One Blue | {{qcb}} + {{h}} | 80,000 (lava) <br> + 20,000 per rock hit | {{hardknockdown}} <br> {{proj}} <br> {{otg}} <br> Produces a large volcano in {{front}} of Dormammu that reaches above normal jump height and then rains down rocks from the top of it <br> Volcano comes out even if Dormammu is interrupted after first frame.}}
|properties={{airok}}, {{strk}}, Priority: Low, Beam Durability: 3 per frame for 10 frames.
{{MoveListRow | Flight | {{qcb}} + {{s}} | 0 | flight, lasts 100 frames }}
|description=
{{MoveListRow | Mass Change | {{rdp}} + {{atk}} | 0 | {{airok}} <br> {{l}} teleports above opponent in {{front}} <br> {{m}} teleports above opponent and behind <br> {{h}} teleports directly above opponent }}
Dormammu channels, creating a stationary projetile 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:
{{MoveListFooter}}
*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 commital 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.
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=Purification
|input=623X
|data=
{{AttackData-UMVC3
|damage=35,000 x4
|guard=Mid
|startup=32
|active=23
|recovery=11
|onhit=+11
|onblock=+2
|properties={{otg}}, {{strk}}, Priority: Low, Beam Durability: 3 per frame for 5 frames.
|description=
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 disasterously on the knocked down opponent.
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=Mass Change
|subtitle=Teleport
|input=421X
|data=
{{AttackData-UMVC3
|damage=-
|guard=-
|startup=13
|active=-
|recovery=17
|onhit=-
|onblock=-
|properties={{airok}}
|description=
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.
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=Flight
|input=214S
|data=
{{AttackData-UMVC3
|damage=-
|guard=-
|startup=21
|active=100
|recovery=0
|onhit=-
|onblock=-
|properties={{airok}}, 100 frame Flight mode.
|description=
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.
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=Dark Spell
|input=214L / 214M
|data=
{{AttackData-UMVC3
|version=Destruction
|subtitle={{qcb}} + {{l}}
|damage=-
|guard=-
|startup=15
|active=-
|recovery=20 (in air: until grounded)
|onhit=-
|onblock=-
|properties={{airok}}, Adds one Destruction Charge.
}}
{{AttackData-UMVC3
|version=Creation
|subtitle={{qcb}} + {{m}}
|damage=-
|guard=-
|startup=15
|active=-
|recovery=20 (in air: until grounded)
|onhit=-
|onblock=-
|properties={{airok}}, Adds one Creation Charge.
|description=
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.
 
{{MoveData
|image=
|caption=
|name=Liberation
|input=214H (With no Destruction or Creation Charges)
|data=
{{AttackData-UMVC3
|damage=80,000
|guard=Mid
|startup=15 (38 in air)
|active=5
|recovery=21
|onhit=+5
|onblock=-3
|properties={{airok}}, {{strk}}, Priority: Low, Durability: 5
|description=
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 unremakrable, with no special properties.
}}
}}
 
 
{{MoveData
|image=
|caption=
|name="Disappear!"
|input=214H (With 1 Destruction Charge)
|data=
{{AttackData-UMVC3
|damage=35,000 x3
|guard=Mid
|startup=15 (38 in air)
|active=10
|recovery=16
|onhit=-
|onblock=+1
|properties={{airok}}, {{softknockdown}}, Priority: Low, Durability: 5
|description=
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.
}}
}}
 
{{MoveData
|image=
|caption=
|name="Feel the Fear!"
|input=214H (With 2 Destruction Charges)
|data=
{{AttackData-UMVC3
|damage=35,000 x6
|guard=Mid
|startup=15 (38 in air)
|active=10
|recovery=16
|onhit=-
|onblock=+1
|properties={{airok}}, {{softknockdown}}, Priority: Low, Beam Durability: 1 per frame for 6 frames
|description=
Enhanced version of the 1-Destruction spell. The explosion is larger, deals more damage, and knocks opponents further back on hit.
}}
}}
 
{{MoveData
|image=
|caption=
|name="Return to Dust!"
|input=214H (With 3 Destruction Charges)
|data=
{{AttackData-UMVC3
|damage=35,000 x10
|guard=Mid
|startup=15 (38 in air)
|active=10
|recovery=16
|onhit=-
|onblock=+1
|properties={{airok}}, {{otg}}, {{softknockdown}}, Priority: Low, Beam Durability: 1 per frame for 10 frames
|description=
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.
}}
}}
 
 
{{MoveData
|image=
|caption=
|name="Careful now..."
|input=214H (With 1 Creation Charge)
|data=
{{AttackData-UMVC3
|damage=40,000 x3
|guard=Mid
|startup=12 (35 in air)
|active=10
|recovery=24
|onhit=-
|onblock=-10
|properties={{airok}}, {{softknockdown}}, Priority: Low, Durability: 5
|description=
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.
}}
}}
 
{{MoveData
|image=
|caption=
|name="Hahahaha...."
|input=214H (With 2 Creation Charges)
|data=
{{AttackData-UMVC3
|damage=30,000 x9
|guard=Mid
|startup=12 (35 in air)
|active=10
|recovery=24
|onhit=-
|onblock=-10
|properties={{airok}}, {{softknockdown}}, Priority: Low, Durability: 5 per spire
|description=
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.
}}
}}
 
{{MoveData
|image=
|caption=
|name="Stay put."
|input=214H (With 3 Creation Charges)
|data=
{{AttackData-UMVC3
|damage=0
|guard=Low
|startup=15 (38 in air)
|active=-
|recovery=36
|onhit=-21
|onblock=-23
|properties={{airok}}
|description=
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 would make the opponent extremely vulnerable to command grabs, if Dormammu had any. It does give Dormammu a limited opportunity to mix up the opponent while they can not retreat to the relative safety of the air.
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=Meteor Shower
|input=214H (With 1 Destruction and 1 Creation Charge)
|data=
{{AttackData-UMVC3
|damage=20,000 per hit
|guard=Mid
|startup=10 (33 in air)
|active=-
|recovery=40
|onhit=-
|onblock=-
|properties={{airok}}, {{otg}}, {{hardknockdown}} (vs airborne), Priority: Low, Beam Durability: 3 per frame for 3 frames per rock.
|description=
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.
}}
}}
 
{{MoveData
|image=
|caption=
|name="HAHAHAHAHAH!"
|input=214H (With 1 Destruction and 2 Creation Charges)
|data=
{{AttackData-UMVC3
|damage=20,000 per hit
|guard=Mid
|startup=26 (39 in air)
|active=-
|recovery=40
|onhit=-
|onblock=-
|properties={{airok}}, {{otg}}, {{hardknockdown}} (vs airborne), Priority: Low, Beam Durability: 3 per frame for 3 frames per rock.
|description=
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 in interupted. 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.
}}
}}
 
{{MoveData
|image=
|caption=
|name=Inferno
|input=214H (With 2 Destruction and 1 Creation Charges)
|data=
{{AttackData-UMVC3
|damage=80,000 (eruption) + 20,000 per rock
|guard=Mid
|startup=20 (43 in air)
|active=20
|recovery=21
|onhit=-
|onblock=-
|properties={{airok}}, {{otg}}, {{hardknockdown}} (vs airborne), Priority: Low, Durability: 100 (eruption), 1 per rock
|description=
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 ===
 
{{MoveData
|image=
|caption=
|name=Chaotic Flame
|input=236XX (1 bar)
|data=
{{AttackData-UMVC3
|damage=15,000 x30 ~ x60
|guard=Mid
|startup=8+3
|active=59
|recovery=41
|onhit=+8
|onblock=-21
|properties={{strk}} (last hit), mashable, Priority: High, Beam Durability: 1 per frame for 30 frames.
|description=
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 one reaction to an opponeent'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 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.
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=Stalking Flare
|input=214XX (1 bar)
|data=
{{AttackData-UMVC3
|damage=20,000 x20
|guard=Mid
|startup=31+4
|active=-
|recovery=62
|onhit=+19
|onblock=+18
|properties=Priority: High, Beam Durability: 5 per frame for 20 frames
|description=
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.
 
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.
}}
}}
 


===Hyper Moves===
{{MoveData
|image=
|caption=
|name=Dark Dimension
|input=623XX (3 bars)
|data=
{{AttackData-UMVC3
|damage=400,000
|guard=Mid
|startup=8+0
|active=20
|recovery=72
|onhit=-
|onblock=-69
|properties=Invuln until frame 36, {{otg}}, {{hardknockdown}}, Priority: High, Beam Durability: 5 per frame for 5 frames.
|description=
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.


{{UMvC3MoveListHeader}}
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.
{{MoveListRow | Chaotic Flame | {{qcf}} + {{atk}} + {{atk}} | 15,000 X 30 | {{strk}} <br> {{proj}} <br> mashable; <br> {{strk}} on final hit only <br> 30 points of {{high}} durability.}}
{{MoveListRow | Stalking Flare | {{qcb}} + {{atk}} + {{atk}} | 20,000 X 20 | {{proj}} <br> Tracks opponent, doesn't disappear with time. <br> Disappears if Dormammu is hit. <br> 20 hits, each with 5 points of high-durability <br> Amount of possible flares on screen only limited by available meter.}}
{{MoveListRow | Dark Dimension | {{dp}} + {{atk}} + {{atk}} | 400,000 | {{proj}} <br> {{otg}} <br> Level 3 Hyper. <br> Produces a carpet that hits instantly in {{front}} of Dormammu and then travels full screen. <br> the "carpet" has 5 frames of {{high}} durability, with 5 points each. <br> Results in hard {{knockdown}} that can be followed up with Purification, Flame Carpet, or a hard tag. <br> Invincible from frames 1-36. | level3}}
{{MoveListFooter}}


== Changelist ==
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.
}}
}}


* Ground based magic series changed from Light Start to Stronger.
=== Universal Mechanics ===
* {{ l}} attacks have greater pushback.
* Ground throw changed to {{ {{hardknockdown}} }} (universal change to all characters).
* Dark Matter can be special canceled.
* Flame Carpet disappears if Dormammu is hit.
* Flame Carpet received some minor hitbox and float changes, altering mostly how it functions as an {{ {{otg}} }} .
* Flame Carpet can now be X-Factor Canceled.
* Dark Spells can now be charged in the air (one per jump, unless performed during flight).
* Liberation may be used in the air: Dormammu will teleport straight down, and Liberate from the ground.
* Liberation Two Red One Blue and One Red Two Blue initiate from frame 1 of Liberation, and cannot be interrupted.
* Damage increased on Liberation Two Red One Blue.
** {{ {{otg}} }} and {{ {{hardknockdown}} }} properties added / changed.
** Speed / timing of rocks slowed down, causing this spell to control space better than before.
* Flight startup time reduced, allowing solo flight combos.
* Hitstun reduced for {{ {{d}} + {{m}} }} .
* Chaotic Flame is a mashable Hyper.


== Mission Mode ==
{{MoveData
<youtube>K3lCzHToMfo</youtube>
|image=
|caption=
|name=Ground Throw
|input=6H, 4H
|data=
{{AttackData-UMVC3
|damage=80,000
|guard=Throw
|startup=1
|active=1
|recovery=-
|onhit=-
|onblock=-
|properties={{hardknockdown}}
|description=
Dormammu levitates the opponent and then tosses them away. Can be followed up with OTG Purification, but the timing is tight.
}}
}}


== Strategy ==
{{MoveData
|image=
|caption=
|name=Air Throw
|input=j.6H, j.4H
|data=
{{AttackData-UMVC3
|damage=80,000
|guard=Airthrow
|startup=1
|active=1
|recovery=-
|onhit=-
|onblock=-
|properties={{hardknockdown}}
|description=
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.
}}
}}


=== Tips and Tricks ===


* The Liberation spells Two Red One Blue and One Red Two Blue will be guaranteed the moment you use them, even if you are hit during startup. These can often interrupt the opponent, as well as being amazing zoning / combo tools.
{{MoveData
* Dormammu's 8-way air dash is one of his best tools overall. It can be used to escape situations, or an excellent tool for approaches. Most frequently when attacking, you'll want to use the air dash {{ df}} with either {{ h}} or {{ l}} .
|image=
* Learn Dormammu's ranges for each of the Dark Hole and Purification spells - these zoning tools can allow him to cover almost any point on the screen for chip damage, or controlling the opponent's options.
|caption=
* Stalking Flare will always hit for the full 20 hits if uninterrupted. This also counts for blocking, so pushblocking doesn't help the opponent against its chip damage.
|name=Snap Back
* Flame Carpet is a strong combo tool when used as an {{ otg}} hit. Use in conjunction with assists to then combo into anything you want!
|input={{qcf}}+[[File:A1.png]]/[[File:A2.png]]
* Flame Carpet is now X-Factor cancelable. Use it as an {{ otg}} , X-Factor cancel, and again, combo whatever you want.
|data=
* Since some Liberation spells are guaranteed to activate on frame 1 (immediately), and since you can "buffer" actions during Hyper flash animations, you can actually use these Liberation spells to punish or trade with opponents Hypers. If you can take the hit and the opponent can't, you can use this to punish moves as they hit you, or prevent the opponent from comboing out of his Hyper. This can also be used as a scare tactic, forcing them to use X-Factor earlier than they want to to keep their character safe!
{{AttackData-UMVC3
|damage=50,000
|guard=Mid
|startup=2
|active=5
|recovery=21
|onhit=-
|onblock=-3
|properties=Snapback
|description=
Animation and hitbox based on 5H.
}}
}}


=== Tips by KingCo0pa from /r/mvc3 ===


* You should almost always charge your first two spells in the order D -> C. Essentially it's better at all levels. You have a Destruction charge so you're not accidentally stuck with 0D3C. 1D is better than 1C. 1D1C is in most cases much better than 2D0C, and definitely better than 0D2C. It also allows you to go into either 1D2C or 2D1C. Only if you know you want to get 3D0C should you go two Destructors in a row. 1D2C is the best for screen control if you think you can keep your opponent out. 2D1C is the best defensively if you don't. 3D0C is somewhat useful, and it hits assists like nothing else. Unlike the other two spells above, though, it doesn't become active on the first frame, so be careful with it. ...'''Don't use 0D3C.'''
{{MoveData
* With correct timing, you can call hidden missiles assist, and then release 1D2C, and the combined block stun of meteors and later, missiles, will give you enough time to charge another 3 spells -> repeat. There's some small downtime, but you can usually cover it fairly decently with a f.H cancelled into a spell charge.
|image=
* j.M actually hits just slightly farther than j.H and S do. If you're not attempting a cross up, it's usually better to use j.M - this move also covers normal jump height very well and is good in neutral game against characters like Nova who like to ADF a lot at normal jump height.
|caption=
* Certain characters can get unblockables on incoming if Dorm gets a kill via DHCing to Stalking Flare in the corner. After the DHC completes, lay down a flame carpet and raw tag to a character with a grounded overhead - the stalking flare will act as a meaty on incoming and force most characters to land on the (low-hitting) flame carpet, during which you can use your overhead for the unblockable.
|name=Hard Tag
* If you land a dark hole L you can combo off of it with st.L into a short combo. This is mostly useful for if you catch someone at the end of a blockstring and the fact that it should net you at least one spell charge.
|input=Hold 14f [[File:A1.png]]/[[File:A2.png]]
* 1D2C offers safe raw tags against characters that don't have projectile-invincible supers. If this hits and the opponent is in the corner, certain characters can get a short combo off of it.
|data=
* It's important to note that you can cancel the pre-jump frames after a launcher into releasing a spell. This is good for ending solo combos if you have the charges.
{{AttackData-UMVC3
* 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.
|damage=27,000
|guard=OH
|startup=-
|active=20
|recovery=33
|onhit=-
|onblock=-15
|properties={{softknockdown}}
|description=
-
}}
}}


=== Combos ===


* {{ s}}, super jump, air {{ h}} , {{ cancel}} into Flight, air {{ l}} , air {{ h}} , air {{ qcf}} + {{ l}} , air {{ h}} , air {{ s}}, land, Purification, {{ cancel}} into Chaotic Flame. <br> (Note that depending where on the screen this combo is performed will alter which Purification must be used.)
== Team Position ==


* (j.H or j.S), c.L, s.H xx f.H, delay xx DP+L, ADD~j.H, jump up, j.M, j.H, delay, j.S, land, jump up forward, j.M, j.H, j.S, land, s.M, s.S, super jump up forward, j.M, j.M, j.H, j.S, land, DP+atk xx Chaotic Flame
Dormammu is most commonly played in the '''Second''' position. He provides good backline support with a strong assist, and has two very useful DHCs in Chaotic Flame and Stalking Flare, which are most easily accessed from the second slot. Dormammu's 8-way airdash and teleport give him an edge in escaping Oncoming mixups. This makes him less of a liability to have brought in from a dead Point character than most other picks. With access to Level 2 or 3 X-Factor, Dormammu's chip damage and sniping game become a very serious threat. Opponents basically can not call assists when Dormammu is on the ground for fear of eating Chaotic Flame -> X-Factor -> Chaotic Flame, which will quickly kill them.
Midscreen combo, requires wall bounce, timing can vary based on distance to corner. Final Purification (DP+atk) can vary based on distance to corner.


* (j.H or j.S), c.L, s.H xx f.H xx QCB+S, j.M, j.H, delay, j.S, jump up forward, j.M, j.H, delay, j.S, land, jump up forward, j.M, j.H, j.S, land, s.M, s.S, super jump up forward, j.M, j.M, j.H, j.S, land, DP+L xx Chaotic Flame
=== Notable Synergies ===
Corner combo, requires wall bounce.


=== Basic Strategy ===
'''Haggar:''' Dark Hole assist has a huge amount of duration and projectile durability, which can help Haggar get in on keepaway style characters. Additionally, Dorm's Stalking Flare hyper provides a lot of synergy potential. Haggar can DHC to it if a reversal Lariat or 236XX attempt fails in order to avoid punishment. Also, Dorm can call out Stalking Flare and Flame Carpet (3H) then tag in Haggar. The opponent, especially on incoming, will have to block both of Dorm's attacks, giving Haggar time to attack.


'''Players to Watch:''' Paradigm (Haggar/Dorm/Doom), Ranmasama (Haggar/Dorm/Magneto), Dragoomba (Skrull/Dorm/Haggar), JasonKido (Magneto/Dorm/Haggar)


=== Advanced Strategy ===
'''Magneto:''' Magneto often relies on DHCs to secure kills, since his own Level 1 Hypers do poor damage. Dormammu offers some fantastic DHC options to secure a kill - Chaotic Flame (236XX) deals great damage and is easy to DHC into, while Stalking Flare (214XX) lasts an extremely long time, giving Magneto time to tag back in and prepare a mixup for the next character. In general, Dorm provides lots of tools to lock down opponents for Magneto via Stalking Flare, Flame Carpet (3H) and Dark Hole assist. Since both Dorm and Magneto have practical TAC infinites, they can also always score a kill by TACing to each other.


== Strategy vs. Dormammu ==
'''Players to Watch:''' FChamp (Magneto/Dorm/Doom), Wentinel (Wesker/Dorm/Magneto), Ranmasama (Magneto/Dorm/Haggar), JasonKido (Magneto/Dorm/Haggar), Aces Return (Nova/Dorm/Magneto)


'''Other Players to Watch:''' Angelic (Wolverine/Dorm/Shuma), SalutexMO (Shuma/Dorm/Rocket), Spartan Throne (Wolverine/Dorm/Iron Fist), iDom (Dante/Dorm/Strange)
== Combos ==
=== Solo Combos ===
==== No Starting Spell Charges ====
<code><nowiki>j.5S, land, 2L > 5M > 5H > 6H xx 421H (switches sides), j.5H > j.5S, rejump, j.5M > j.5H > j.5S, rejump, j.5M > j.5H > j.5S, land, 5M > 5S sjc. j.5M > j.5M > j.5H > j.5S, land, 623X xx 236XX, 5M (815,000 for 1 bar, builds ~1.25 bars of meter)</nowiki></code> <br>
[https://youtu.be/Al8MV9iDba0?t=29 Video Timestamp]. Basic jump loop confirm off a midscreen hit. Switches sides, so it is useful if Dormammu is closer to the corner. <br>
<code><nowiki>j.5S, land, 2L > 5M > 5H > 6H xx 214S, 9XX > 3XX xx j.5M > j.5H > j.5S (whiff), rejump, j.5M > j.5H > j.5S, rejump, j.5M > j.5H > j.5S, land, 5M > 5S sjc. j.5M > j.5M > j.5H > j.5S, land 623X xx 236XX (785,000 for 1 bar, builds 1.25 bars of meter)</nowiki></code> <br>
[https://youtu.be/Al8MV9iDba0?t=15 Video Timestamp]. Alternate midscreen jump loop BnB. The only difference is you use Flight and airdashes to catch the opponent instead of teleport, so you do not switch sides. Flight does not automatically put you above minimum airdash height, so this requires some manual adjustment and is somewhat difficult. <br>
<code><nowiki>2L > 2M > 5H > 6H xx 214S, j.5M > j.5H > j.5S, rejump, j.5M > j.5H > j.5S, rejump, j.5M > j.5H > j.5S, land, 5M > 5S sjc. j.5M > j.5M > j.5H > j.5S, land, 623L xx 236XX, 5M (777,000 for 1 bar, builds ~1.3 bars of meter)</nowiki></code> <br>
[https://youtu.be/Al8MV9iDba0?t=43 Video Timestamp]. Corner route. Do not use teleport, because the corner Wall Bounce is shorter and Teleport takes too long. <br>
<code><nowiki>j.5S, land, 2L > 2M > 2H > 5S sjc. j.5H xx j.214S, j.5L > j.5H xx j.236L, j.5H > j.5S, land, 623X xx 236XX (691,000 for 1 bar, builds 0.9 bars of meter)</nowiki></code> <br>
[https://youtu.be/Al8MV9iDba0?t=81 Video Timestamp]. Basic Flight mode route. <br>
<code><nowiki>j.5S, land, 5M > 5H > 6H xx 421H, 2XX, j.5H, rejump, j.5M > j.5H > j.5S, rejump, j.5M > j.5H > j.5S, land, 2M > 5S sjc. j.5M > j.5M > j.5H > j.5S, land 623X xx 236XX, 5L (808,000 for 1 bar, builds ~1.25 bars of meter)</nowiki></code> <br>
[https://youtu.be/E8JV4Vl93n8 Video Timestamp].
<code><nowiki>j.5H, land, 2L > 5M > 5H > 6H xx 214L, 5M > 5H > 6H xx 214M xx 236XX, 5M > 5S sjc. 2147H, 623L xx 236XX, 5M (1,020,000 for 2 bars, builds ~1.1 bars of meter) </nowiki></code> <br>
[https://youtu.be/Al8MV9iDba0?t=120 Video Timestamp]. Corner only Spell route building and consuming two stacks mid-combo. <br>
<code><nowiki>5H > 6H xx 214L, 5H > 6H xx 214L xx 236XX, 5M > 5S sjc. j.5M > j.5M > j.5H > j.5S, land, 214L, 214H, 6H xx 236L xx 236XX, 5L (1,008,000 for 2 bar, builds ~1.1 bars of meter) </nowiki></code> <br>
[https://youtu.be/Al8MV9iDba0?t=135 Video Timestamp]. Corner only Spell route buiilds and consuming three stacks mid-combo. <br>
==== With Starting Spell Charges ====
TBW
=== X-Factor Combos ===
<code><nowiki>236XX xx X-Factor (Level 1+), 6H xx 421L, j.5H > j.5S, rejump, j.5M > j.5H > j.5S, rejump, j.5M > j.5H > j.5S, land, 2H > 5S sjc. j.5M > j.5M > j.5H > j.5S, land, 623X xx 236XX</nowiki></code> <br>
[https://youtu.be/oZTMFs6raxg Video Guide]. X-Factor confirm off sniping an opponent with fullscreen Chaotic Flame.
=== Sample Team Combos ===
[https://youtu.be/-PbeFbpZXDY Deadpool/Dorm/Strider] <br>
[https://youtu.be/u9Nye7i6jpc Deadpool/Dorm/Taskmaster] <br>
[https://youtu.be/EUv1cPN7T_M Dorm/Dante/Strange] <br>
[https://youtu.be/5d14yzjTgKo Dorm Hard Tag to Doom] <br>
[https://youtu.be/Rm7lC4GKAnk Dorm synergies with Doom, X-23, Trish, and Strider] <br>
[https://youtu.be/BlP6nqaex9A Thor/Dorm/Doom] <br>
=== TAC Infinites ===
[https://youtu.be/7SvZpeOjVrM All sides/spacings Tutorial] <br>
[https://youtu.be/eQbJ0AvSW5g Alternate route] <br>
== Videos and External Resources ==
=== Hitbox Display ===
<youtube>LLeKW0tmiS4</youtube> <br>
=== Guides ===
[https://youtu.be/q7NIc-9KAc0 Lintlikr Dorm tutorial Part1] [https://youtu.be/RZekbe21pOA Part 2] [https://youtu.be/NGZbUKAPaR8 Part 3]
[https://youtu.be/xYmVw-Rx25E Using Flame Carpet for relaunches] <br>
=== Setup / Mixup Videos ===
[https://youtu.be/1UEEVOU1mLE TAC Glitch setups with Dormammu] <br>
== Alternate Colors ==
[[File:Dorm_colors.jpg]]
{{Content Box|content=
{{Navbox-UMVC3}}
{{Navbox-UMVC3}}
[[Category:Ultimate Marvel vs Capcom 3]]
}}

Revision as of 16:15, 27 July 2022


Introduction

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
  • 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.
  • 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.
  • Deals good solo damage and has net positive meter build on his combo routes.
  • Can snipe opponents and their assists from fullscreen with his extremely fast Chaotic Flame hyper.
  • Provides team support via a powerful assist in Dark Hole, as well as powerful DHCs in both Chaotic Flame and Stalking Flare.
  • Somewhat of a 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.
  • Lacks close range options, as his normals are below-average speed and many of his zoning tools have a dead-zone near Dormammu.
  • Assist lacks coverage which makes it harder to use in neutral than more typical projectiles
  • Very slow on the ground, dependent on his aerial movement tools and teleport in order to stay mobile.

Unique Mechanics

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.

Dormammu
Umvc3 dormammu face.jpg
Character Data
Health 1,000,000
Ground Magic Series Stronger
Air Chain Combo Limit Three
Forward Dash Duration 19 frames
Backdash Duration 33 frames
Jump Duration 42 frames
Superjump Duration 81 frames
Walljump? No
Doublejump? No
Airdash? 8-Way
X-Factor Damage Boost (1/2/3) 30% / 55% / 80%
X-Factor Speed Boost (1/2/3) 10% / 15% / 20%
Minimum Damage Scaling (Normals, Specials) 20%
Minimum Damage Scaling (Hypers) 40%
Minimum Damage Scaling (X-Factor) 35%

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 Strk.png, 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 virute 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 Otg.png, Strk.png 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
73,000 8 10 16
On Hit On Block Guard Properties
-7 -8 Mid Projnull.png

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 Strk.png, Projnull.png

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 Strk.png, Projnull.png

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 Strk.png, Projnull.png

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 Launch.png, Nocancel.png

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 Projnull.png

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 Projnull.png

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 Aircombofinisher.png, Projnull.png

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 Wallbounce.png, Chipdamage.png Priority: Low, Durability: 1

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.


Flame Carpet
3H
Damage Startup Active Recovery
20,000 x5 15 - 31
On Hit On Block Guard Properties
+5 +4 Low Otg.png, Chipdamage.png, Nocancel.png, Priority: Low, Beam Durability: 1 per frame for 5 frames

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, or until another Flame Carpet is created.

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.


Special Moves

Dark Hole
236X
Damage Startup Active Recovery
20,000 x8 26 34 6 (in air: until grounded)
On Hit On Block Guard Properties
- +7 Mid Airok.png, Strk.png, Priority: Low, Beam Durability: 3 per frame for 10 frames.

Dormammu channels, creating a stationary projetile 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 commital 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
Damage Startup Active Recovery
35,000 x4 32 23 11
On Hit On Block Guard Properties
+11 +2 Mid Otg.png, Strk.png, 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 disasterously on the knocked down opponent.


Mass Change
Teleport
421X
Damage Startup Active Recovery
- 13 - 17
On Hit On Block Guard Properties
- - - Airok.png

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
- - - Airok.png, 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
Destruction
Qcb.png + L.png
Damage Startup Active Recovery
- 15 - 20 (in air: until grounded)
On Hit On Block Guard Properties
- - - Airok.png, Adds one Destruction Charge.
Creation
Qcb.png + M.png
Damage Startup Active Recovery
- 15 - 20 (in air: until grounded)
On Hit On Block Guard Properties
- - - Airok.png, 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 Airok.png, Strk.png, 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 unremakrable, 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 Airok.png, Softknockdown.png, 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 Airok.png, Softknockdown.png, 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
35,000 x10 15 (38 in air) 10 16
On Hit On Block Guard Properties
- +1 Mid Airok.png, Otg.png, Softknockdown.png, 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 Airok.png, Softknockdown.png, 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 Airok.png, Softknockdown.png, 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)
Damage Startup Active Recovery
0 15 (38 in air) - 36
On Hit On Block Guard Properties
-21 -23 Low Airok.png

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 would make the opponent extremely vulnerable to command grabs, if Dormammu had any. It does give Dormammu a limited opportunity to mix up the opponent while they can not retreat to the relative safety of the air.


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 Airok.png, Otg.png, Hardknockdown.png (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 Airok.png, Otg.png, Hardknockdown.png (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 in interupted. 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 Airok.png, Otg.png, Hardknockdown.png (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 Strk.png (last hit), mashable, Priority: High, Beam Durability: 1 per frame for 30 frames.

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 one reaction to an opponeent'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 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.

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)
Damage Startup Active Recovery
400,000 8+0 20 72
On Hit On Block Guard Properties
- -69 Mid Invuln until frame 36, Otg.png, Hardknockdown.png, 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.

Universal Mechanics

Ground Throw
6H, 4H
Damage Startup Active Recovery
80,000 1 1 -
On Hit On Block Guard Properties
- - Throw Hardknockdown.png

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 Hardknockdown.png

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
Qcf.png+A1.png/A2.png
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 A1.png/A2.png
Damage Startup Active Recovery
27,000 - 20 33
On Hit On Block Guard Properties
- -15 OH Softknockdown.png

-


Team Position

Dormammu is most commonly played in the Second position. He provides good backline support with a strong assist, and has two very useful DHCs in Chaotic Flame and Stalking Flare, which are most easily accessed from the second slot. Dormammu's 8-way airdash and teleport give him an edge in escaping Oncoming mixups. This makes him less of a liability to have brought in from a dead Point character than most other picks. With access to Level 2 or 3 X-Factor, Dormammu's chip damage and sniping game become a very serious threat. Opponents basically can not call assists when Dormammu is on the ground for fear of eating Chaotic Flame -> X-Factor -> Chaotic Flame, which will quickly kill them.

Notable Synergies

Haggar: Dark Hole assist has a huge amount of duration and projectile durability, which can help Haggar get in on keepaway style characters. Additionally, Dorm's Stalking Flare hyper provides a lot of synergy potential. Haggar can DHC to it if a reversal Lariat or 236XX attempt fails in order to avoid punishment. Also, Dorm can call out Stalking Flare and Flame Carpet (3H) then tag in Haggar. The opponent, especially on incoming, will have to block both of Dorm's attacks, giving Haggar time to attack.

Players to Watch: Paradigm (Haggar/Dorm/Doom), Ranmasama (Haggar/Dorm/Magneto), Dragoomba (Skrull/Dorm/Haggar), JasonKido (Magneto/Dorm/Haggar)

Magneto: Magneto often relies on DHCs to secure kills, since his own Level 1 Hypers do poor damage. Dormammu offers some fantastic DHC options to secure a kill - Chaotic Flame (236XX) deals great damage and is easy to DHC into, while Stalking Flare (214XX) lasts an extremely long time, giving Magneto time to tag back in and prepare a mixup for the next character. In general, Dorm provides lots of tools to lock down opponents for Magneto via Stalking Flare, Flame Carpet (3H) and Dark Hole assist. Since both Dorm and Magneto have practical TAC infinites, they can also always score a kill by TACing to each other.

Players to Watch: FChamp (Magneto/Dorm/Doom), Wentinel (Wesker/Dorm/Magneto), Ranmasama (Magneto/Dorm/Haggar), JasonKido (Magneto/Dorm/Haggar), Aces Return (Nova/Dorm/Magneto)

Other Players to Watch: Angelic (Wolverine/Dorm/Shuma), SalutexMO (Shuma/Dorm/Rocket), Spartan Throne (Wolverine/Dorm/Iron Fist), iDom (Dante/Dorm/Strange)

Combos

Solo Combos

No Starting Spell Charges

j.5S, land, 2L > 5M > 5H > 6H xx 421H (switches sides), j.5H > j.5S, rejump, j.5M > j.5H > j.5S, rejump, j.5M > j.5H > j.5S, land, 5M > 5S sjc. j.5M > j.5M > j.5H > j.5S, land, 623X xx 236XX, 5M (815,000 for 1 bar, builds ~1.25 bars of meter)

Video Timestamp. Basic jump loop confirm off a midscreen hit. Switches sides, so it is useful if Dormammu is closer to the corner.

j.5S, land, 2L > 5M > 5H > 6H xx 214S, 9XX > 3XX xx j.5M > j.5H > j.5S (whiff), rejump, j.5M > j.5H > j.5S, rejump, j.5M > j.5H > j.5S, land, 5M > 5S sjc. j.5M > j.5M > j.5H > j.5S, land 623X xx 236XX (785,000 for 1 bar, builds 1.25 bars of meter)

Video Timestamp. Alternate midscreen jump loop BnB. The only difference is you use Flight and airdashes to catch the opponent instead of teleport, so you do not switch sides. Flight does not automatically put you above minimum airdash height, so this requires some manual adjustment and is somewhat difficult.

2L > 2M > 5H > 6H xx 214S, j.5M > j.5H > j.5S, rejump, j.5M > j.5H > j.5S, rejump, j.5M > j.5H > j.5S, land, 5M > 5S sjc. j.5M > j.5M > j.5H > j.5S, land, 623L xx 236XX, 5M (777,000 for 1 bar, builds ~1.3 bars of meter)

Video Timestamp. Corner route. Do not use teleport, because the corner Wall Bounce is shorter and Teleport takes too long.

j.5S, land, 2L > 2M > 2H > 5S sjc. j.5H xx j.214S, j.5L > j.5H xx j.236L, j.5H > j.5S, land, 623X xx 236XX (691,000 for 1 bar, builds 0.9 bars of meter)

Video Timestamp. Basic Flight mode route.

j.5S, land, 5M > 5H > 6H xx 421H, 2XX, j.5H, rejump, j.5M > j.5H > j.5S, rejump, j.5M > j.5H > j.5S, land, 2M > 5S sjc. j.5M > j.5M > j.5H > j.5S, land 623X xx 236XX, 5L (808,000 for 1 bar, builds ~1.25 bars of meter)

Video Timestamp.

j.5H, land, 2L > 5M > 5H > 6H xx 214L, 5M > 5H > 6H xx 214M xx 236XX, 5M > 5S sjc. 2147H, 623L xx 236XX, 5M (1,020,000 for 2 bars, builds ~1.1 bars of meter)

Video Timestamp. Corner only Spell route building and consuming two stacks mid-combo.

5H > 6H xx 214L, 5H > 6H xx 214L xx 236XX, 5M > 5S sjc. j.5M > j.5M > j.5H > j.5S, land, 214L, 214H, 6H xx 236L xx 236XX, 5L (1,008,000 for 2 bar, builds ~1.1 bars of meter)

Video Timestamp. Corner only Spell route buiilds and consuming three stacks mid-combo.

With Starting Spell Charges

TBW

X-Factor Combos

236XX xx X-Factor (Level 1+), 6H xx 421L, j.5H > j.5S, rejump, j.5M > j.5H > j.5S, rejump, j.5M > j.5H > j.5S, land, 2H > 5S sjc. j.5M > j.5M > j.5H > j.5S, land, 623X xx 236XX

Video Guide. X-Factor confirm off sniping an opponent with fullscreen Chaotic Flame.

Sample Team Combos

Deadpool/Dorm/Strider
Deadpool/Dorm/Taskmaster

Dorm/Dante/Strange

Dorm Hard Tag to Doom

Dorm synergies with Doom, X-23, Trish, and Strider

Thor/Dorm/Doom

TAC Infinites

All sides/spacings Tutorial

Alternate route


Videos and External Resources

Hitbox Display


Guides

Lintlikr Dorm tutorial Part1 Part 2 Part 3

Using Flame Carpet for relaunches

Setup / Mixup Videos

TAC Glitch setups with Dormammu

Alternate Colors

Dorm colors.jpg