Ultimate Marvel vs Capcom 3/Dormammu
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.
Players to Watch
FChamp, Angelic, Ranmasama, Paradigm, Wentinel, Lintlikr
- Ground based magic series changed from Light Start to Stronger.
- attacks have greater pushback.
- Ground throw changed to (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 .
- 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.
- Flight startup time reduced, allowing solo flight combos.
- Hitstun reduced for + .
- Chaotic Flame is a mashable Hyper.
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 with either or .
- 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 hit. Use in conjunction with assists to then combo into anything you want!
- Flame Carpet is now X-Factor cancelable. Use it as an , 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.
- , super jump, air , into Flight, air , air , air + , air , air , land, Purification, into Chaotic Flame.
(Note that depending where on the screen this combo is performed will alter which Purification must be used.)