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{{UMvC3CharacterHeader|Dormammu|dormammu|
{{UMvC3CharacterHeader|Dormammu|dormammu|
TBW
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".
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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.  }}
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.  }}

Revision as of 17:01, 12 December 2011

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Dormammu

Umvc3 dormammu face.jpg

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".


In a nutshell

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.


Character Vitals

CHARACTER DATA
Health:
1,000,000
Double Jump:
No
Air Dash:
Yes
Air Dash/Jump count:
1
X-FACTOR
Level 1
Level 2
Level 3
X-Factor Damage Boost:
30 %
55 %
80 %
X-Factor Speed Boost:
? %
 ? %
 ? %
X-Factor Duration:
11.0 s
16.0 s
21.0 s
MINIMUM DAMAGE SCALING
 
L Attacks
M Attacks
H Attacks
Special Moves
Hyper Combos
Normal:
20 %
20 %
20 %
20 %
40 %
X-Factor Lvl 1:
35 %
35 %
35 %
35 %
40 %
X-Factor Lvl 2:
35 %
35 %
35 %
35 %
40 %
X-Factor Lvl 3:
35 %
35 %
35 %
35 %
40 %


Move List

Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Dark Hole (L)
shot front
20,000 X 8
strike proj
Chaotic Flame
Beta2.png Liberation
shot front
*variable
*variable proj
Stalking Flare
Gamma2.png Purification (L)
shot tiltup
35,000 X 4
Strike proj otg
Chaotic Flame

Normal Moves

Name
Command
Damage
Notes (glossary)
Standing Light
l
48,000
Crouching Light
d + l
45,000
low
Standing Medium
m
70,000
Crouching Medium
d + m
70,000
strk
Standing Heavy
h
90,000
strk
Crouching Heavy
d + h
90,000
strk
Special
s
100,000
launch nocancel
Dark Matter
f + h
80,000
proj
softknockdown
wallbounce
Flame Carpet
df + h
20,000 X 5
low
proj
otg
Jumping Light
air l
50,000
high
Jumping Medium
air m
70,000
high
Jumping Heavy
air h
85,000
high
Jumping Special
air s
90,000
high
aircombofinisher

Throws

Name
Command
Damage
Notes (glossary)
Forward Throw
f + h
80,000
throw hardknockdown
Back Throw
b + h
80,000
throw hardknockdown
Forward Air Throw
air f + h
80,000
airthrow hardknockdown
Back Air Throw
air b + h
80,000
airthrow hardknockdown

Special Moves

Name
Command
Damage
Notes (glossary)
Dark Hole
qcf + atk
20,000 X 8
strk
proj
airok
Purification
dp + atk
35,000 X 4
strk
proj
otg
Dark Spell: Destruction
qcb + l
0
airok
gives One Red charge
Dark Spell: Creation
qcb + m
0
airok
gives One Blue charge
Liberation: no charge
qcb + h
35,000
strk
consumes all hand charges
for different effects
Liberation: One Red
qcb + h
35,000 X 3
softknockdown
proj
Liberation: Two Red
qcb + h
35,000 X 6
softknockdown
proj
Liberation: Three Red
qcb + h
30,000 X 10
softknockdown
proj
otg
Liberation: One Blue
qcb + h
40,000 X 3
softknockdown
proj
Liberation: Two Blue
qcb + h
30,000 X 9
softknockdown
proj
Liberation: Three Blue
qcb + h
0
low
prevents opponent from jumping for 5 seconds
Liberation: One Red, One Blue
qcb + h
20,000 per hit
proj
otg
Liberation: One Red, Two Blue
qcb + h
20,000 per hit
proj
otg
Liberation: Two Red, One Blue
qcb + h
80,000 (lava)
+ 20,000 per rock hit
hardknockdown
proj
otg
Flight
qcb + s
0
flight, lasts two seconds
Mass Change
rdp + atk
0
l teleports above opponent in front
m teleports above opponent and behind
h teleports directly above opponent

Hyper Moves

Name
Command
Damage
Notes (glossary)
Chaotic Flame
qcf + atk + atk
15,000 X 30
strk
proj
mashable;
strk on final hit only
Stalking Flare
qcb + atk + atk
20,000 X 20
proj
Dark Dimension
dp + atk + atk
400,000
proj
otg
Level 3 Hyper.

Strategy

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.
  • 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 {{#motion: df}} with either {{#motion: h}} or {{#motion: l}} .
  • 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.
  • 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.
  • Flame Carpet is a strong combo tool when used as an {{#motion: otg}} hit. Use in conjunction with assists to then combo into anything you want!
  • Flame Carpet is now X-Factor cancelable. Use it as an {{#motion: otg}} , X-Factor cancel, and again, combo whatever you want.
  • 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!

Combos

  • {{#motion: s}}, super jump, air {{#motion: h}} , {{#motion: cancel}} into Flight, air {{#motion: l}} , air {{#motion: h}} , air {{#motion: qcf}} + {{#motion: l}} , air {{#motion: h}} , air {{#motion: s}}, land, Purification, {{#motion: cancel}} into Chaotic Flame.
    (Note that depending where on the screen this combo is performed will alter which Purification must be used.)

Basic Strategy

Advanced Strategy

Strategy vs. Dormammu