Dormammu is one of the few characters i believe to be good at nearly any position. It is hard to truly say his best spot but i feel like his late game is slightly better then his initial game. The first thing to take into account is how Dormammu should be used and then we can come to a decision about where he should be placed.
From what ive seen Dormammu is not a highly mixup based character. This does not mean he has no mixups, but i believe he does not have a large variety and his mixups are not that difficult to block. In this post im mainly going to reference two dormammu’s who play completely different styles but are some of the best. I will start with the person i believe to have the best Dormammu and that is Filipino Champ. Now although F.Champ plays a phoenix team i believe even without phoenix he would play Dorm the say way. Champ relies mainly on keep away because of Dorm’s lack of mixup.
As a keep away character lets look at Dorm’s Pros and cons as a keep away character: (please feel free to input things i might have forgetten because i am not that good with Dormammu although i do main him.)
Pros:
The Flame carpet:
i would go as far as to say the best keep away tool in the game, maybe only second to trish’s traps, who i believe to be the best keep away character. Nothing can literally be done about it while its active except maybe a beam super.
Good projectiles:
Dorm’s go a vertical wall that can be done nothing about when you are high on the screen and when a carpet is down. As well as a good horizontal normal which causes wall bounce. Dark hole is a little more risky so i would usually refrain from using it.
Great Hypers:
Stalking flame is probably one of the best keep away supers in the game. again almost nothing can be done about it except to hit Dorm, but as we’ve discussed this isnt easy with a carpet down. Chaotic flames also comes out very quick ive used it several times to punish moves with like 8+ recovery.
Movement:
Dorm has 8 way dash, so he can tri jump back which is the fastest way to escape in the game save magneto’s flight dash cancels. once a carpet is down theres almost no way to chase him once hes backing up. he also has a teleport that can pretty much place him anywhere he would need to be if you wanted to run away or perform a quick mixup.
Spells:
Camp to store spells? yes. Spells deal great chip and can scare your opponent from doing random things. Personally i like eruption level 3 because it starts very fast and links to chaotic flame, simple easy damage and full screen. Ive seen f champ use the magma rain mainly for chip and the mixup opportunity.
Health: I almost forgot, Dorm can take a hit. hes got about 1mil health i believe so even if they get in once it will most likely not be enough.
Anti-air: I also almost forgot about his **AMAZING **anti-air. Probably one of the most reliable in the game. His c.m and S can be stop most moves and even eat projectiles.
Cons:
Flame Carpet: Although the carpet is broke when its out once it goes away dormammu is almost completely open. its not that hard to get in on him because hes pretty slow. and the carpet also takes a bit of time to lay down so if your not careful opponents will just wait it out and hit you with one mix up.
Size: Dorm is kinda big so alot of things you would think won’t hit you will so you should really be careful about spacing.
… theres not really alot of cons i can think of for using him as a keep away.
Now as a rush down character i will use EMP Masta CJ as an example. CJ is probably the only if not the best rushdown based Dorm’s ive seen. It definitely works but to a certain degree. Pros and cons time.
Pros:
Cross-up: Dorm’s super jump S is a great cross-up because its pretty ambiguous on its way down. he can also do it pretty fast so alot of people will be caught crouching.
Teleports: When people are in the corner it is sooooooo hard to know which teleport Dorm has done, between m teleport and h. H will never cross up but puts him exactly about you, and M always cross’s up but in the corner it looks like hes right above you. soooo sick.
Damage: Dorms combo’s do 600-700 depending on assists which is really good because he doesnt require alot of execution.
Tri-jump: Dorm can tri-jump overhead with ‘l’ from a normal jump which most characters can’t.
Cons:
Hit Confirming: The one thing i will say that turns me off to rush down Dorm is because even when you land that hit sometimes his c.m whiffs after c.l. I’ve tried all of his normals and Dorm must at least do a c.l - c.m to get a launch. I’m pretty sure it only happens on some characters while they are crouching but i know thats cost me dorms life many times so its probably many characters.
Teleports: although his teleports are good, without an assist they are pretty easy to air throw on reaction.
Tri-jump: his tri-jump l can only be linked to c.l and its actually got a strick timing.
Normals: all of dorms ground normals besides c.l are punishable on block so once your in a string its hard to make them safe especially since hit confirming is unreliable.
Final Words: I would say its far better to play Dorm as keep away, and F.Champ is definitely more successful then EMP Masta CJ. However, both can work. I feel that because its better to play keep away Dorm, his position is best as the 2nd character or the last. In a 1v1 fight Dorm can beat a majority of the cast by just keeping them away. But when hes on point it becomes much harder because their assist calls will create too much chaos. If you really want to play him on point you should play him with assists that help make his actions more safe, essentially basing the team around him. Then he can really utilize what little rushdown he has. If your going to play him 2nd i think that is also fine because you will most likely be DHC’ing him in and his hypers are good to either make a character full screen or deal good damage.