Difference between revisions of "Ultimate Marvel vs Capcom 3/Dormammu"

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{{UMvC3CharacterHeader|Dormammu|dormammu|
 
{{UMvC3CharacterHeader|Dormammu|dormammu|
TBW
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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 00:01, 13 December 2011

Ultimate Marvel vs Capcom 3UMvC3Logo.png
Ultimate Marvel vs Capcom 3#Getting StartedUltimate Marvel vs Capcom 3#CharactersUltimate Marvel vs Capcom 3/GlossaryUltimate Marvel vs Capcom 3/Game MechanicsUltimate Marvel vs Capcom 3/Game ModesUltimate Marvel vs Capcom 3/StrategyUMvC3HeaderButtons.png

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.png Front.png
20,000 X 8
strike Proj.png
Chaotic Flame
Beta2.png Liberation
Shot.png Front.png
*variable
  • variable Proj.png
Stalking Flare
Gamma2.png Purification (L)
Shot.png Tiltup.png
35,000 X 4
Strike Proj.png Otg.png
Chaotic Flame

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
Crouching Medium
D.png + M.png
70,000
Strk.png
Standing Heavy
H.png
90,000
Strk.png
Crouching Heavy
D.png + H.png
90,000
Strk.png
Special
S.png
100,000
Launch.png Nocancel.png
Dark Matter
F.png + H.png
80,000
Proj.png
Softknockdown.png
Wallbounce.png
Flame Carpet
Df.png + H.png
20,000 X 5
Low.png
Proj.png
Otg.png
Jumping Light
air L.png
50,000
High.png
Jumping Medium
air M.png
70,000
High.png
Jumping Heavy
air H.png
85,000
High.png
Jumping Special
air S.png
90,000
High.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
Purification
Dp.png + Atk.png
35,000 X 4
Strk.png
Proj.png
Otg.png
Dark Spell: Destruction
Qcb.png + L.png
0
Airok.png
gives One Red charge
Dark Spell: Creation
Qcb.png + M.png
0
Airok.png
gives One Blue charge
Liberation: no charge
Qcb.png + H.png
35,000
Strk.png
consumes all hand charges
for different effects
Liberation: One Red
Qcb.png + H.png
35,000 X 3
Softknockdown.png
Proj.png
Liberation: Two Red
Qcb.png + H.png
35,000 X 6
Softknockdown.png
Proj.png
Liberation: Three Red
Qcb.png + H.png
30,000 X 10
Softknockdown.png
Proj.png
Otg.png
Liberation: One Blue
Qcb.png + H.png
40,000 X 3
Softknockdown.png
Proj.png
Liberation: Two Blue
Qcb.png + H.png
30,000 X 9
Softknockdown.png
Proj.png
Liberation: Three Blue
Qcb.png + H.png
0
Low.png
prevents opponent from jumping for 5 seconds
Liberation: One Red, One Blue
Qcb.png + H.png
20,000 per hit
Proj.png
Otg.png
Liberation: One Red, Two Blue
Qcb.png + H.png
20,000 per hit
Proj.png
Otg.png
Liberation: Two Red, One Blue
Qcb.png + H.png
80,000 (lava)
+ 20,000 per rock hit
Hardknockdown.png
Proj.png
Otg.png
Flight
Qcb.png + S.png
0
flight, lasts two seconds
Mass Change
Rdp.png + Atk.png
0
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
Stalking Flare
Qcb.png + Atk.png + Atk.png
20,000 X 20
Proj.png
Dark Dimension
Dp.png + Atk.png + Atk.png
400,000
Proj.png
Otg.png
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 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!

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.)

Basic Strategy

Advanced Strategy

Strategy vs. Dormammu