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
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- Zoning: Strong keepaway game with multiple long-range normals, several projectile attacks, and great mobility. Also has several normals which destroy projectiles on contact, which is situationally useful.
- Spells: Has access to extremely powerful attacks via his Dark Spell (214X) mechanic. If Dormammu is given time to safely build up spells, or makes his own time by putting the opponent in hit- or blockstun, he can snowball out of control.
- Damage: Deals good solo damage and has net positive meter build on his combo routes.
- Fullscreen Snipes: Can snipe opponents and their assists from fullscreen with his extremely fast Chaotic Flame hyper.
- Support: Provides team support via a powerful assist in Dark Hole, as well as powerful DHCs in both Chaotic Flame and Stalking Flare.
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- Big Body: Although Dormammu's crouching profile is normal sized and he is not especially vulnerable to Instant Overheads, his standing and airborne profiles are quite large. It can be difficult for Dormammu to maneuver around attacks due to his large frame, and some combos are easier to perform on characters of his size.
- Bad at Close Range: Lacks close range options, as his normals are below-average speed and many of his zoning tools have a dead-zone near Dormammu.
- Assist Range: Assist lacks coverage which makes it harder to use in neutral than more typical projectiles
- Poor Ground Mobility: Dormammu's ground dash is slow and cannot be cancelled into crouches or attacks(meaning he cannot plink or wavedash) - though he can cancel it into a jump. This makes him dependent on his aerial movement tools and teleport in order to stay mobile.
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Unique Movement
Dormammu's grounded dash is a fixed duration "hop"-style dash. Unlike most characters, Dormammu can not cancel his dash with attacks or by crouching, and thus he can not Plink Dash or Wavedash. He can, however, cancel his dash into a jump, and thus can indirectly cancel his dash into Special Moves with a Tiger Knee motion. Dormammu can circumvent his inability to plinkdash or wavedash by performing Tri-dashing, utilizing his very fast diagonal airdashes. Jump forward and then airdash down-forward - or jump back and then airdash down-back - to quickly travel horizontally across the stage.