UMVC3/Dormammu

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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.

Alternate Colors

Dorm colors.jpg

Players to Watch

FChamp, Angelic, Ranmasama, Paradigm, Wentinel, Lintlikr

Character Vitals

CHARACTER DATA
Health:
1000k.jpg
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:
10 s
15 s
20 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 %

Video Guide



Linklikr's advanced tutorial #2
Linklikr's advanced tutorial #3

Technology

untechable(?) TAC
ground throw hard tag to doom
Dorm/Strange/Dante synergy cmv
Full screen punish confirms with Chaotic Flame and X-Factor

Combos


Combo Notations for the video above

meter intensive team combos by Lintlikr
solo 800K combo
some jump loop combos
Thor/Dorm/Doom DHC ToD
Dorm, Trish, Doom and X23 Stuff

Team Synergy

Deadpool/Dorm/Strider
Deadpool/Dorm/Task

TAC Infinite


Move List


Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Dark Hole (L)
Shot.png Front.png
20,000 X 8
strike Proj.png
Chaotic Flame
Beta2.png Purification (L)
Shot.png Tiltup.png
35,000 X 4
Strike Proj.png Otg.png
Chaotic Flame
Gamma2.png Liberation
Shot.png Front.png
*variable
*variable Proj.png
Stalking Flare

Normal Moves

Name
Command
Damage
Notes (glossary)
Standing Light
L.png
48,000
Crouching Light
D.png + L.png
45,000
Low.png
Standing Medium
M.png
70,000
Projnull.png
Crouching Medium
D.png + M.png
70,000
Strk.png
projnull
Standing Heavy
H.png
90,000
Strk.png
Projnull.png
Crouching Heavy
D.png + H.png
90,000
Low.png Strk.png
Projnull.png
Special
S.png
100,000
Projnull.png
Launch.png Nocancel.png
Dark Matter
F.png + H.png
80,000
Proj.png
Softknockdown.png
Wallbounce.png
1 point of low-durability
Flame Carpet
Df.png + H.png
20,000 X 5
Low.png
Proj.png
Otg.png Nocancel.png
5 hits, each with 1 low-durability point.
Jumping Light
air L.png
50,000
High.png
Jumping Medium
air M.png
70,000
High.png
projnull
Jumping Heavy
air H.png
85,000
High.png
Projnull.png
Jumping Special
air S.png
90,000
High.png
Projnull.png
Aircombofinisher.png

Throws

Name
Command
Damage
Notes (glossary)
Forward Throw
F.png + H.png
80,000
Throw.png Hardknockdown.png
Back Throw
B.png + H.png
80,000
Throw.png Hardknockdown.png
Forward Air Throw
air F.png + H.png
80,000
Airthrow.png Hardknockdown.png
Back Air Throw
air B.png + H.png
80,000
Airthrow.png Hardknockdown.png

Special Moves

Name
Command
Damage
Notes (glossary)
Dark Hole
Qcf.png + Atk.png
20,000 X 8
Strk.png
Proj.png
Airok.png
Can't act or block if done in air outside of flight mode
Button determines distance.
L.png directly in Front.png
M.png half screen away
H.png near full screen
Purification
Dp.png + Atk.png
35,000 X 4
Strk.png
Proj.png
Otg.png
Button determines distance.
L.png directly in Front.png
M.png half screen away
H.png full screen
Dark Spell: Destruction
Qcb.png + l
0
Airok.png
gives One Red charge
Can't act or block if done in air outside of flight mode
Dark Spell: Creation
Qcb.png + M.png
0
Airok.png
gives One Blue charge
Can't act or block if done in air outside of flight mode
Liberation: no charge
Qcb.png + H.png
35,000
Airok.png (teleports to the ground)
Strk.png
consumes all hand charges
for different effects
Liberation: One Red
Qcb.png + H.png
35,000 X 3
Softknockdown.png
Proj.png
Produces small explosion in Front.png of Dormammu
Liberation: Two Red
Qcb.png + H.png
35,000 X 6
Softknockdown.png
Proj.png
Produces half screen explosion in Front.png of Dormammu.
Liberation: Three Red
Qcb.png + H.png
30,000 X 10
Softknockdown.png
Proj.png
Otg.png
Produces explosion that covers full screen below normal jump height
Liberation: One Blue
Qcb.png + H.png
40,000 X 3
Softknockdown.png
Proj.png
Produces 1 spike directly in Front.png of Dormammu
Liberation: Two Blue
Qcb.png + H.png
30,000 X 9
Softknockdown.png
Proj.png
Produces 3 spikes in succession, starting directly in Front.png of Dormammu
Liberation: Three Blue
Qcb.png + H.png
0
Produces a "carpet" that goes full screen.
prevents opponent from jumping for 5 seconds. Game still registers opponent as jumping if they hold up, upback, or upforward.
Liberation: One Red, One Blue
Qcb.png + H.png
20,000 per hit
Proj.png
Otg.png
Produces a small amount of meteors directly in Front.png of Dormammu
Causes hard Knockdown.png on airborne opponents.
Liberation: One Red, Two Blue
Qcb.png + H.png
20,000 per hit
Proj.png
Otg.png
Produces a large amount of meteors that reach just before full screen, with a deadspot directly in Front.png of Dormammu.
Causes hard Knockdown.png on airborne opponents.
Meteors come out even if Dormammu is interrupted after first frame
Liberation: Two Red, One Blue
Qcb.png + H.png
80,000 (lava)
+ 20,000 per rock hit
Hardknockdown.png
Proj.png
Otg.png
Produces a large volcano in Front.png of Dormammu that reaches above normal jump height and then rains down rocks from the top of it
Volcano comes out even if Dormammu is interrupted after first frame.
Flight
Qcb.png + S.png
0
flight, lasts 100 frames
Mass Change
Rdp.png + Atk.png
0
Airok.png
L.png teleports above opponent in Front.png
M.png teleports above opponent and behind
H.png teleports directly above opponent

Hyper Moves

Name
Command
Damage
Notes (glossary)
Chaotic Flame
Qcf.png + Atk.png + Atk.png
15,000 X 30
Strk.png
Proj.png
mashable;
Strk.png on final hit only
30 points of High.png durability.
Stalking Flare
Qcb.png + Atk.png + Atk.png
20,000 X 20
Proj.png
Tracks opponent, doesn't disappear with time.
Disappears if Dormammu is hit.
20 hits, each with 5 points of high-durability
Amount of possible flares on screen only limited by available meter.
Dark Dimension
Dp.png + Atk.png + Atk.png
400,000
Proj.png
Otg.png
Level 3 Hyper.
Produces a carpet that hits instantly in Front.png of Dormammu and then travels full screen.
the "carpet" has 5 frames of High.png durability, with 5 points each.
Results in hard Knockdown.png that can be followed up with Purification, Flame Carpet, or a hard tag.
Invincible from frames 1-36.

Changelist

  • Ground based magic series changed from Light Start to Stronger.
  • L.png attacks have greater pushback.
  • Ground throw changed to {{ Hardknockdown.png }} (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.png }} .
  • 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.png }} and {{ Hardknockdown.png }} 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.png + M.png }} .
  • Chaotic Flame is a mashable Hyper.

Mission Mode

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 Df.png with either H.png or L.png .
  • 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 Otg.png hit. Use in conjunction with assists to then combo into anything you want!
  • Flame Carpet is now X-Factor cancelable. Use it as an Otg.png , 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!

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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.

Combos

  • S.png, super jump, air H.png , Cancel.png into Flight, air L.png , air H.png , air Qcf.png + L.png , air H.png , air S.png, land, Purification, Cancel.png into Chaotic Flame.
    (Note that depending where on the screen this combo is performed will alter which Purification must be used.)
  • (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

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

Corner combo, requires wall bounce.

Basic Strategy

Advanced Strategy

Strategy vs. Dormammu

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