Hello all. I’ve yet to really mess w/ Dormammu actually, but have always figured some sick trap team or two HAS to exist that abuses him. In my quest to come up with one, I wanted to ask some of your opinions about Dorm strategy. If any answers are teammate specific, please feel free to include that:
Is there an ideal configuration of red hand, blue hand that you typically want? Like is landing one of the possible Liberation moves an important strategic goal?
What are your positional goals with Dorm? Like, which practical situations make your Dorm most comfortable and ready to “start your game?”
-You scored an untechable knockdown?
-You have X meters stocked?
-You just made them block something then teleported?
-You just hit them with or forced them to block a certain move from a certain range?
-You safely got off a specific assist?
-You now have the configuration of red/blue from question 1
-Something else entirely?
On a scale of 1-10, how important do you feel having a GTFO assist is to playing Dorm? Where 1 is “Dorm is so good, he doesn’t even need teammates” and 10 is “Dorm was Mayor Haggar’s campaign manager.”
Which assists, if any, are known to work especially well with Dorm, either offensively or defensively? (I’m tempted to say “besides Drones or Missiles,” but if one of those are so important I’d be an idiot not to at least consider it, I want to know)
I’m asking these questions because I had an idea to pair Dorm with Trish. I’m hoping theoretically between Trish’s ability to run and battery, their tracking chipping QCB supers, their instant hitting DHC-friendly QCF supers, a good anchor assist, and their combined abilities to put a lot of colorful shit on the screen without meter, some lockdown or pseudo-lockdown patterns could emerge. Has this been done? Or is there maybe some design space to explore here?
To anyone who takes the time to read and field these, thanks!
They all have their purposes, but most people seem to prefer either 3D0C or 1D2C, with 3D0C being slightly more popular for its versatility. 2D1C is mostly for combos, and 0D3C is hard to justify, since it does no damage and is blockable; the effect is great, though. Some of the others are just being deemed greater.
Dormammu is one of a few characters in the game who can threaten you from anywhere on the screen and in a variety of ways. My goal with Dormammu is to be in control of the flow of the match - my opponent should be struggling to handle me, not the other way around. This might seem obvious, but Dormammu doesn’t have super armored attacks anything to punish careless rushdown, so he just needs to make sure it’s not happening.
Meter is always good - Dormammu with a lot of stored meter has a much easier time than Dormammu without meter, because Chaotic Flame punishes everything.
It’s too early to say. Personally, I don’t use one, and I haven’t felt the need for one. Dormammu has far more mobility and protection options than Arthur and MODOK, and such assists are not mandatory for them. On the other hand, I’m not exactly fighting Justin Wong over here, so take my words lightly.
I don’t think you need drones or missiles; I’ve used both extensively (1000 matches with Dormammu and Sentinel together, about 500 using Dr. Doom), and I plan on dumping both - they’re just too slow. Check the main thread for an unfinished list of assists that are worth considering; he’s much more versatile than having to stand back and be protected by assist projectiles. I plan on Dormammu (Dark Hole)/Shuma-Gorath (Mystic Ray)/Dante (Jam Session) on March 15th.
Flashy Nights uses Trish with Dormammu. I haven’t seen him play, so I can’t vouch beyond that. All three of Trish’s assists work well with him though, and they have DHC synergy.
@thisguilekillya
I use dorm/trish and I like the combination so far
I don’t usually use trishs assist but either traps are in my favor
But when trish is out I really like the effect dark hole assist has
Finally found out how to make ammy’s cold star assist work with flame carpet to otg >_<
The trick is to do j. asap after the st. :S: to shorten horizontal distance, and then staggering the :H::S: to let dormammu fall faster.
So an example combo notation would be
MisoSowee, if you can get that combo recorded, I’ll add it to the main thread; make sure to check the thread for the specifications - nice find, I thought it didn’t work for a while.
Anybody knows how to deal with spidey? He gives me a headache everytime his on the air, he is just too hard for Dorm to deal with, flame carpet is uneffective because of spideys mobility and on top of that he is very fast…
You can combo to cr.h you just have delay your air attack a little bit but from there most characters can be comboed to S and from there just fwd sj. into a air string
c.:l:, c., F+:h: ,J.:l:, J.:h:, J.:s:, land, c., F+:h:, c. :s:, sj. J.J., J.:h:, J.:s:, land, :dp::l: xx :qcf::atk::atk: okay in this combo the “c.,:s:” keeps missing I don’t know why. but as soon as I hit that everything else hits perfectly.
I burn tonsss of meter as dormammu so no, i don’t really find him to be an effective point man in my situation. I put a battery character ( a character that can build lots of meter ) first.
I on the other hand use Dorm on point. Not really interested in building meter initially… rather i’m more interested in seeing if my opponent can effectively maneuver around Flame Carpet. Because if they can’t, they’re dead lol. But if they can find a creative way to hit me without touching the flame carpet then Kudos! Here’s some missles from Doom. Can they effectively get around that too? Yes? Great! And then the real fight starts. So far I’ve been picking most people apart as they are trying to get inside. But for the few that can actually get around Flame Carpet and Doom I have a completely backwards plan, which is, of course, Rush down. Yes they can get past Flame Carpet and Missles using good blocking and spacing some good ranged attacks (though some missles still come out…), but to deal with that and Dorm rushing them down… and dealing with Chaotic Flame punishing even the slightest error from full screen in an instant… and that teleport… it just gets overwealming.
But yeah depending on your other characters it may be good to start another character if your dorm is using a lot of meter. Mine uses moderately, with a heavy focus on rushing in, chipping away at their health, building a wall of specials, and building liberation. I don’t know, it works for me, you know?
Irony is not without a sense of humor though… I actually probably lose 2 out of 3 to other Dormammus LMAO. I hardly ever see anyone use him so when I see him i think i get caught up. I’m jealous Dammit!!! Why are you playing against me with DORMAMMU!!! (pant, pant), ok i’m cool, but he killed two of my characters while I was frozen… Then I just get zoned out. I can’t get in on him WTF this is my main character and I can’t beat him WTF. Anyway, It’ll get better when I get more practice in so whatever lol.
I dont like him on point just b/c he can’t get people off of him easily if they rush in from the start and he cant apply much pressure from the start easily either. I almost always get to do like 50-75% dmg from the start and build meter if I start with a character like Task, Wesker, or Zero. Dorm is so deadly with meter and can punish a lot of things or just chip people out. I feel other characters are better to rush down with from the second the match starts than he is. I just don’t like having to block early on if i see them walking toward me b4 the round starts.
Yeah, I think it’s best to start either with a character who can start the fight on their own terms (Sentinel double jump into flight) or a rushdown character.
I don’t think that using dormammu on point is the best choice, unless you have a pure runaway team with strong assists that can help him zoning.
Dorm isn’t the strongest zoner in the game so if you use him on point and it happens to you to face a strongest zoner on the other team you’re screwed: you can’t safe switch with only one meter and you will take free damage.
good question and no have not tested on crouchers but i have used in matches against my friends Zero.(He did fall out a coulpe of times but i think that was my fault on not starting my air string soon enough) Ill test it out and get back to you or if you have done already you can let me know if works.