Honestly, you can play Tron with just about anyone now. Frank is really good with her, but you always have to look at the after effects if you don’t get a chance to level him up too. Take it from someone who’s been using that shell since day 1 of UMvC3. It gets really stressful if you can’t get him set up properly. So I started playing Dorm in place of him for about 7 months now and those two create some really silly shenanigans together. I play Trom/Dorm/Morrigan or for Phoenix teams, switch Dorm and Morrigan in team order (Tron/Morri/Dorm).
Some good points of having Dorm second is that the damage output of the two together is… well… stupid. If you can’t one-combo kill with those two (on average-health characters), you have a problem on your hands. Tron builds the meter and Dorm kills them. Not only that, but Tron can extend Dorm’s combos very well with fire assist once you actually tag him in after a hyper. It’s most effective in the corner. With fire assist, Dorm can loop his hypers together and even off of wall-bounce combos, can kill. Another good point of having the two together is that they both have “lingering hypers” even after you tag them out. Tron’s Lunch Rush and King Servbot are still on-screen even after hyper-tagging her out, and Dorm’s Stalking Flare will still track and follow characters even after hyper-tagging him out too. So where this comes into play is after killing a character with Tron (using a hyper), DHC out into Stalking Flare even though the character is dead and tag Tron back in for midscreen/corner shenanigans since they HAVE to block the ball on incoming. Another way to use this is to save a character when they’re either low in health or being pressured and being put into tight situations. Throw out a King Servbot, and a split second wait, DHC out into Dormammu and either do the ball when they’re up close or Chaotic Flame when they’re fullscreen away. Either way you do it, the Servbot will still grow and hammer them out, so if they’re not blocking, you just got a free combo (even after Chaotic Flame. The Servbot will walk the length of the screen with the hammer and catch the falling character just in time for you to do ANOTHER Chaotic Flame for more damage). Corner incoming setups with them are really silly too. Imagine killing a character, and shooting a Beacon Bomb upwards while Dark Hole assist is coming out right below them. Do they get caught by the Beacon Bomb and get stuck and combo’d for free, or will they block it immediately, not be able to press any buttons, and fall right into the Dark Hole and be suspended in mid-air while you get to CHOOSE what you’re gonna do to them next depending on how they react to the setup? Majority of the time, they land and I condition them to immediately start mashing backwards grab because the first time they get caught in the setup, they just block once they land, and that’s when I walk forward and grab them. It messed with their head, and they lost a character by not pressing buttons. In comes the 3rd character and I do the SAME setup, but this time, I’m not going to grab. I walk forward, stop, then when Dark Hole goes away, I take a step backwards and just hit them low and get a combo… because they were mashing grab.
The sour points to that shell though, is that you’re putting two characters with REALLY SLOW normal attacks together (and Dorm’s assists are obnoxiously slow as well). You have to read a lot into what your opponent’s doing. There are ways to counter your opponent doing this. Neutral game will be really difficult since you won’t have complete full-screen presence. Zero players will most likely try to just shoot at you thinking that Tron won’t be able to do anything to it. Here are some key points: Gustaff Fire kills projectiles. Bandit Boulder kills projectiles. Standing H kills projectiles. Standing S Kills projectiles. Air H and Air S kill projectiles. Servbot launcher also does too. That’s just Tron. Dormammu can too. Standing M kills projectiles. Standing H does too. Dark Hole and Purification do as well. If you’re getting hit by projectiles, you’re not reading them properly or you’re getting way too impatient. The two can set up a literal firewall where projectiles can’t pass through. They even kill full-charge buster from Zero! You call Dark Hole assist from Dorm, set up Gustaff Fire immediately afterwards, and when the Dark Hole comes out, L-Bonne Strike forward to advance a little. Your opponent will see Dorm and get startled. For Dormammu, call Gustaff Fire assist from Tron, and when she jumps on-screen, put down a Flame Carpet and that would be his wall there. If they get hit by Tron, they fall into the fire on the floor and you have a free combo off of it.
As far as having an anchor, you can pick whoever you want to have and make it work. Morrigan anchor isn’t the greatest thing ever, but making a playstyle to fit the bill will always prove to make the game more enjoyable. If you’re concerned about winning, go for Vergil. If you wanna win on your terms, keep Wesker as anchor if you like. Or try Morrigan as well. Tron/Morrigan is literally the silliest thing I’ve ever seen with Tron, and it’s really fun as well. Doing so will require you to stretch your execution though, and lots of people aren’t willing to go that far. The two together means your opponent will have no meter for the entire fight whatsoever… and that’s not exaggerating at all. I’ve had fights where 5 Marvel seconds in, I catch a combo and my opponent is stuck with literally 0 meter for the rest of the fight. Rocket Raccoon works well with her also, and most people put him as anchor. Nova can work, and so can Strange. It all depends on what you wanna do as a last character.