Karst, how you liking Dorm?
I haven't seen any recordings of his new moves, but Dahbomb told me there's quite a bit to them.
Here are my feelings about Dormammu without having touched the game beyond the demo:
Dormammu is clearly triple the character he was in UMvC3. He can wavedash, combo off of Purification, 0D3C is now godlike, 0D2C can OTG, 3D0C reaches superjump height, he can airdash cancel his aerials for more pressure, he has combos where he can store 3 charges mid-combo for massive damage output and flexibility, he has some of the best reset potential in the game, everything combos into everything (Flame Carpet is nuts), he can cancel specials into Dark Spells, and he has a bunch of new moves we haven't even explored yet.
So Dormammu is a fucking monster. Meanwhile, Haggar got a barrel and Chris has to reload his gun. There has to be a catch, right? My hunch is that there is a catch, and that Dormammu needed a lot of help to stay relevant in MvCi. In UMvC3, Dormammu had 3 tools that let him play the game that made him a high tier character: his teleport, Flame Carpet, and Hidden Missiles. Hidden Missiles is gone. Flame Carpet is better than ever. What about his teleport, the most essential part of this ensemble? Well, in UMvC3 Dormammu would teleport once someone took to the air. Once airborn, the opposing player was on a fixed trajectory that prevented any kind of teleport punish, and you used their landing period as a small window to gain frame advantage and re-establish control. That isn't going to work in MvCi.
In MvCi, you are never stuck doing any action. If someone superjumps toward Dormammu, and Dormammu teleports behind that player, you aren't safe! As soon as the teleport animation begins, your opponent can tag, and that tag means that he/she is right back on Dormammu's ass - you get 0 seconds to breathe. In fact, depending on how the frame data bears out, Dormammu's teleport might even be punishable on reaction or on read.
As a result, Dormammu's playstyle, I think, won't be the same. He won't be able to run away and frustrate people. He will be more like a fortress that spaces people out and bombards them with projectiles. A much less interesting character, actually, and something that has given me pause in purchasing the game. This also helps us understand why Dormammu got so many buffs: if he can't run away, then he can't charge Dark Spells. So instead they let Dormammu cancel Dark Hole and Purification to charge them. Who cares about Purification if they eventually get in on you anyway and there's no way to run away? Well, now Dormammu can combo off of Purification.
That's just my hunch on how I think it will all play out in practice. But notice that FChamp, when he plays Dormammu, isn't running away or teleporting away at all. He's just trying to space out the neutral. The "M Teleport" from the previous game is only being used as a mixup off of Dark Matter. A cynical part of me is actually worried that he won't be able to keep up in his current state.
Obviously his new voice actor is a downgrade, but graphically he looks good still. I even like his level 3 a little more this time around. I hate that his combos are so complex now. I hate labbing combos. -_- One of the best things about UMvC3 Dormammu was that, even at the end of the game's life, he was ABCing his way to victory - lol.