Marvel vs Capcom 3/Dormammu

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Doramammu

Dormammuface.jpg

In a nutshell

Dormammu is a very unorthodox keepaway character. He has an 8-way air dash and a teleport, which you might think could make him dangerous when attacking, but his speed prevents this from ever being true. Instead of shooting projectiles in straight lines, Dormammu players will need to predict where their opponents are going to be, and open Dark Holes and fire towers of Purification to keep their enemies out. His Chaotic Flame super is one of the fastest in the game, and can easily be hit-confirmed off of a ground Dark Hole, and his Floating Bomb super gives him some nasty chip damage and mixup opportunities. If you can predict your opponent's movements and want to play the hardest hitting keepaway character, Dormammu is your inter-dimensional being.


Video Walkthrough

Move List

Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Dark Hole
{{#motion: shot front}}
122,200
Chaotic Flame
Beta.png Purification
{{#motion: shot upward }}
120,300
otg
Chaotic Flame
Gamma.png Liberation
{{#motion: shot front}}
Activates hands;
See Liberation Effects chart
Stalking Flare

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Air Dash
Any direction + atk + atk
Standing Light
l
48,000
Crouching Light
d + l
45,000
low
Standing Medium
m
70,000
Crouching Medium
d + m
70,000
softknockdown
Standing Heavy
h
90,000
Crouching Heavy
d + h
90,000
low softknockdown
Finger Shot
f + h
80,000
wallbounce chipdamage nocancel
Pool of Flame
df + h
81,700 (20,000 x 5)
otg low chipdamage nocancel
Standing Special
s
95,000
launch
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

Special Moves

Name
Command
Damage
Special Properties (glossary)
Dark Hole
{{#motion:qcf + atk}}
122,200 (20,000 x 9)
airok
Teleport
{{#motion:rdp + atk }}
airok
l teleport in front
m teleport behind
h teleport on top
Purification
{{#motion:dp + atk }}
120,300 (35,000 x 4)
otg
Flight
{{#motion: qcb + s }}
airok
Power of Destruction
{{#motion:qcb + l}}
Adds one level to the Red hand
Power of Creation
{{#motion:qcb + m}}
Adds one level to the Blue hand
Liberation
{{#motion:qcb + h}}
Activates hands
See table below for effect

Liberation Effects

Name
Command
Damage
Special Properties (glossary)
Burst
0 Red, 0 Blue
80,000
Boom
1 Red, 0 Blue
94,800 (35,000 x 3)
Big Boom
2 Red, 0 Blue
163,800 (35,000 x 6)
Big Bang
3 Red, 0 Blue
195,000 (30,000 x 10)
otg
Spike
0 Red, 1 Blue
108,300 (40,000 x 3)
Hell Spike
0 Red, 2 Blue
183,400 (30,000 x 9)
Hell's Grasp
0 Red, 3 Blue
low
Roots for 6 seconds
Meteor
1 Red, 1 Blue
198,200 (20,000 x 25)
otg
Hellfire
1 Red, 2 Blue
298,200 (20,000 x 50)
otg
Inferno
2 Red, 1 Blue
276,600 (80,000 + 15,000 x 45)
otg

Hyper Moves

Name
Command
Damage
Special Properties (glossary)
Chaotic Flame
{{#motion: qcf + atk + atk}}
281,400 (15,000 x 30)
Damage scales by 0.965
Floating Bomb
{{#motion: qcb + atk + atk}}
256,300 (20,000 x 20)
homing
Damage scales by 0.95
Dark Dimension
{{#motion: dp + atk + atk}}
400,000 on hit
12,000 chip on block
otg
Attack ends after first hit if blocked

Mission Mode Combos


Apprentice Combos

Strategy

Dormammu works best as a 2nd or 3rd character on a team with a good battery character on point, such as Wesker, who doesn't really have great hyper combos. Save those bars for Dormammu and he becomes incredibly dangerous as both of his level 1 hyper combos are among the best in the entire game.

Dormammu's Dark Hole assist helps rush down characters like Wesker, Zero, and Wolverine by occupying a large portion of the mid range field and tying up the opponent for a decent amount of time if blocked.

Tips and Tricks

  • Dormammu's Dark Holes easily hit-confirm into his Chaotic Flame super for big damage.
  • The Light Dark Hole appears so close to Dormammu that no character can fit between it and him. Use this just off the ground to discourage airborne attackers.
  • The Pool of Flame won't disappear when Dormammu is hit, so try to keep one in play and fight from on top of it. This way, anyone who scores a jump-in attack on you will land in the puddle.
  • Dormammu cannot cancel his ground dash into normals or specials, so avoid using it unless you know you are safe.
  • After scoring a hit with Purification, Dormammu has enough time to charge two or three of his hands. You might choose to fire another Purification instead, but a solid strategy involving his Liberation can make Dormammu that much more frightening.
  • Finger Shot easily combos into a Heavy Dark Hole and/or a Chaotic Flame super.

Basic Strategy

The goal of Dormammu is to buy time, which allows him to charge up Dark Spells and unleash extremely powerful special attacks. Do this by placing your Flame Carpet (which does not go away if you're hit) and trying to catch the enemy with Dark Hole or jumping Dark Hole as they approach you (it is safer to miss with than Purification, but you still don't want to!). The easiest Dark Spell to learn to use as a beginner is Big Bang, which is 3x Destruction and allows you to punish the enemy nearly instantly from full screen with big damage. This is a very powerful tool and forces your opponent to be more cautious if they know what you're capable of. That in turn allows you to chip away at them and build bar with your Dark Holes with relative impunity. If you do catch them with Big Bang you can follow it with a ground Dark Hole (if you're trying to conserve your bar) or the Chaotic Flame hyper combo for 400k damage from anywhere on screen. You can also try to squeeze a Dark Hole in between Big Bang and Chaotic Flame, but it only adds 10k dmg to the combo and isn't worth the risk of missing Chaotic Flame unless you practice doing this. Another Dark Spell to consider using is Hellfire (2x Creation, 1x Destruction). It provides good chip damage, builds meter, prevents super jumps, and more importantly, gives you time to charge up Dark Spells.

Any time you finish an air magic series with S, you can land and quickly cast Purification to hit them OTG, then cancel into Chaotic Flame IMMEDIATELY (do not pause between inputs at all) to tack on more damage. Practice doing this as it is a core mechanic of Dormammu. If you want to get fancy, you can then X-Factor cancel the first Chaotic Flame into another one. If you don't want to go this route you can simply cast his level 3 OTG hyper, Dark Dimension, after landing from his air magic series (without Purification!). Don't do it too fast or it will go under them while they are bouncing on the ground, leaving you out 3 bars with nothing to show for it. Practice using Dark Dimension in training mode until you get the timing down. If you still have meter after using it, you can OTG with Purification to Chaotic Flame for extra damage.

Your 5M and 2M can eat some enemy projectiles by hitting them faster than the enemy can cast them, use this to win against other zoners as you can time your own air Dark Holes in between their projectiles. Your 2M is also a great anti-air attack that leads into your launcher, but beware that it counts as a mid attack for blocking and will go over the heads of many ducking opponents (Wolverine for example) and leave you wide open if that happens.

Finally, a good way to keep incoming characters on the defensive is to cast your Stalking Flare hyper while they are jumping in. Even if they block it, it does great chip damage, and buys you time to charge up Dark Spells. Alternatively, you can try to teleport behind them with Mass Change M for a cross up and a combo while they are blocking your Stalking Flare from the front. If you're in X-Factor level 3 and have the bars, you may want to cast Stalking Flare twice as the chip damage from 2 can kill many characters that are below 1/2 life.

Advanced Strategy