I want to make this a one-stop spot for all inquiries regarding Dormammu. Please do not hesitate to suggest changes/additions or alert me to errors in the main thread or via private message. A brief overview of what is contained in each section:
•The Basics: General character information, such as X-Factor and health values, along with the legend for notation that will be used throughout the guide. Each move is listed, along with the frama data for that move as well as how to make effective use of that move in a generation situation. If you are looking for strategies on how to make one of Dormammu’s normals, specials, or hypers useful in a variety of situation, read the “Discussion” portion of that move’s section.
•Strategy and Matchups: first, a general overview of your goals with Dormammu is given. Then, a specific section exists for each character in the game; within these sections I will try to list effective strategies against each character in the game, especially options Dormammu has to directly counter specific abilities each character has.
•Team Building: I have presented a general overview of what it means to make a team in Marvel vs. Capcom 3. This is followed by a section for each character in the game Dormammu can pair with, along with the various synergistic abilities between Dormammu and the given character.
•Gameplay and Combos: Here contains an archive of videos showing excellent Dormammu gameplay or concepts, and also a listing of combos possible with Dormammu. If you would like to contribute to this section, please be sure to read the rules for video submission.
Please do not hesitate to contribute! All assistance in making this guide as comprehensive as humanly possible is welcome; please do not hesitate to suggest changes as well.
Table of Contents:
The Basics, Page 2
The Basics, Page 3
The Basics, Page 4
The Basics, Page 5
The Basics, Page 6
General Strategy, Page 2
Team Building, Page 2
Team Building, Page 3
Team Building, Page 4
Team Building, Page 5
Matchups, Page 2
Matchups, Page 3
Matchups, Page 4
Gameplay and Combos
Gameplay and Combos, Page 2
Level 1 X-Factor Bonuses: 130% Damage, 105% Speed
Level 2 X-Factor Bonuses: 160% Damage, 110% Speed
Level 3 X-Factor Bonuses: 190% Damage, 115% Speed
:l: - Light Attack
- Medium Attack
:h: - Heavy Attack
:s: - Special Button
:a1: - Assist Button 1
:a2: - Assist Button 2
:atk::atk: - Any Two Attack Buttons
(Air) - Performable While Airborn
(Low) - This Move Must Be Blocked Low
(High) - This Move Must be Blocked High
(OTG) - This Move Hits Prone Opponents
(Mid) - This Combo Requires A Mid-Screen Opponent
(Corner) - This Combo Requires A Cornered Opponent
(Assist) - This Combo Requires An Assist
(Reset) - This Combo Requires A Reset
(XF1) - X-Factor Level 1 Damage Levels
(XF2) - X-Factor Level 2 Damage Levels
(XF3) - X-Factor Level 3 Damage Levels
c. - Crouching
s. - Standing
j. - Airborne
sj. - Airborne Via Superjump
XDYC - Perform Liberation With X Dark Spell: Destructor(D) And Y Dark Spell: Creator© Charges
(XFC) - X-Factor Cancel
(DHC) - Delayed Hyper Cancel
•Startup Frames: 6
•Active Frames: 2
•Recovery Frames: 12
•Frame Advantage on Hit: 0
•Frame Advantage on Block: -1
•Primarily useful for punishing your opponent’s unsafe moves, as this is Dormammu’s fastest attack. While it has solid range, 6 frames is a slow startup for an s.L attack (3-5 is typical). If you are looking for a normal to cover the space between you and a close opponent, consider using s.M, as it is active for five times as many frames while only having a 2 frame longer startup. Check the Matchup section for information on which attacks this can potentially punish on block.
•This move cannot chain into itself.[/details]
•Startup Frames: 8
•Active Frames: 10
•Recovery Frames: 16
•Frame Advantage on Hit: -7
•Frame Advantage on Block: -8
•This move negates low and medium priority projectiles. With some practice, you can successfully destroy nearly any projectile in the game and cancel into a special move. You can use this to punish your opponent’s projectiles via Dark Hole or Purification, or store Dark Spells. Check the Matchup section if you are having trouble negating a projectile; a few projectiles are too much for Dormammu to negate. Arguably Dormammu’s best normal for countering ground projectiles due to its large number of active frames. Consider c.M as well though, as they can both be useful in various situations.
•It is rare for a normal move to have as many as 10 active frames; the excellent range on this move is useful for creating a little space between you and your opponent. s.M outranges a massive portion of the roster’s attacks; see the Matchup section for specific applications. At its maximum range, standing medium can unfortunately knock your opponent out of your launcher’s range.
•After a Dark Hole L against an airborne opponent, s.M often leads into a full combo.[/details]
•Startup Frames: 13
•Active Frames: 5
•Recovery Frames: 21
•Frame Advantage on Hit: -2
•Frame Advantage on Block: -3
•This move negates low and medium priority projectiles. With some practice, you can successfully destroy nearly any projectile in the game and cancel into a special move. You can use this to punish your opponent’s projectiles via Dark Hole or Purification, or store Dark Spells. Check the Matchup section if you are having trouble negating a projectile; a few projectiles are too much for Dormammu to negate. The small number of active frames and short hitbox make it a less optimal choice than s.M or c.M, though.
•Dormammu’s only normal which hits above his head. You can use this as an anti-air, though c.M is often superior. It is essential to know which attack is most appropriate as an anti-air for any situation; consult the Matchup section for general results against specific attacks.
•Knocks opponent upward. As such, when hitting opponents at certain angles, it can be difficult to follow-up from this attack. As this is Dormammu’s best anti-air attack in many situations, it is important to know how to follow up afterward.
•This is Dormammu’s Snapback animation.[/details]
•Startup Frames: 9
•Active Frames: 20
•Recovery Frames: 12
•Frame Advantage on Hit: –
•Frame Advantage on Block: -9
•This move negates low and medium priority projectiles. With some practice, you can successfully destroy nearly any projectile in the game. Check the Matchup section if you are having trouble negating a projectile; a few projectiles are too much for Dormammu to negate. Of all of Dormammu’s options, s.S is the easiest to negate projectiles with, but since it cannot be canceled into specials or hypers, it also lacks a follow-up. Generally, you want to stick with s.M and/or c.M.
•Neither special nor hyper cancelable.
•This move has a massive 20 active frames, which is great because it allows you to make risky guesses on a move with only 12 recovery frames, but also unfortunate because opponents hit by the initial active frames will have absolutely no problem punishing you in their 9 frames of advantage. s.S has very respectable horizontal and vertical range, and its startup is rather fast for its benefits when compared with many of Dormammu’s other normals.
•When using this move alone, try to make the hit connection as meaty as possible; the number of frames your opponent is placed into blockstun begins on the first frame he is hit. The -9 frame advantage assumes your opponent gets hit on the first frame. Theoretically, it is possible to make the very last frame of your launcher hit, and against a blocking opponent, you will actually have 10 frame advantage on block.
•Mid-screen, when launching opponents, you must make a split-second decision: whether to superjump forward, or superjump straight up. Both lead to a full combo, but superjumping forward will cause your opponent to land mid-screen from you, from which you have the option to relaunch with certain assists, or simply use Purification M into Chaotic Flame, which pushes your opponent full-screen. If you superjump straight up, however, your opponent will be flung full-screen from sj.S. Thus, if you have no intention to relaunch your opponent, and would rather not spend meter on Chaotic Flame, it may be worthwhile to superjump straight up, so you can benefit from having a full screen of space between you and your opponent, but without having to spend the meter to do so.[/details]