Good partners for Dormammu?

Welcome to my realm!! I have just started to play with Dormammu, and I really loved his almighty power and his awesome combos!!
But, as a game based on team fighting, I was wondering which characters would fit the best with him? It’s quite hard for me to imagine playing a team without introducing Haggar in it, but I dunno how and when I have to use his Double Lariat’s assist?
Any ideas ??

Thx in advance

Just use it as a get off me, and to relaunch (probably).

I’m pretty dead-set on working with Magneto-Dorm-someone. And while I was debating the anchor between Sent, Doom, and Tron, it occured to me that Akuma could be quite sick. DHC from Chaotic Flame to beam (almost like 2 Flames) seems like it could flat kill characters relatively easily. Tatsu assist could lead to a free dark hole to Flame. I have to test but perhaps tatsu could work w/ the teleport as well? not sure yet. Anyone know of any other cool Dorm - Akuma tactics I should know about?

Also I remember a while ago, before I ever thought I’d be interested in Mag or Dorm, a friend told me “Dorm teleport with Magneto’s beam assist is a really good trap. It’s like a free full screen mixup. Broken.” Is anyone familiar w/ this idea who might be able to elaborate on its “broken-ness?” (yes, i know it’s not literally broken)

re: Akuma - considering Tatsu is awesome and holds/carries the opponent both applications are possible. You could also use the to store dark spells. Only thing is though, Mag/Dorm/Akuma may have issues against really competent runaway/distance mixup characters like Deadpool or pho/DPHO since there’s no tracking, full screen threat to cover either of these characters when they are on point (like doom rockets or sent drones). But can you imagine the difficulty of blocking this:

kill a character. Flame Carpet, :a2: (akuma tatsu), :m: teleport, j. :s: ???

Even if they block, they are getting hit low, high and are held in place with akuma. nasty shit. Really learn to play with Akuma though… he is an AWESOME anchor. Next on my list. I might actually run this team for awhile. I’m getting so much better with doom, so I might actually run Doom/Dorm/Akuma. lol Or Dorm/Akuma/Doom team DAD lmao (although I’d have to test that order out…)

As far as mag beam/dorm teleport goes, Karst says its pretty GDLK, although I haven’t used it. I’ve been putting way too much time into into improving doom since i’m set with Dorm/Magneto. But I’d like to try it out as well to confirm. It sounds good, I just wonder if you can j. :s: or :h: or something after the teleport. I need to work on this since i use maggy so much.

i found wesker(s.edge) and dormammu(dark hole) to work good together as far as helping eachother with extending combos off an otg.

simple wesker combo: :l::m::h::s:,:u:,:m::m::h::s:, :df::h:, dark hole, :s:, :m::m::h:,:qcf::atk::atk: 452,000dmg

note:in the corner, when you launch the opponent after the :l::m::h::s:, jump dtraight up and not diagonal up or else the dark hole assist will wiff.

note: midscreen, after you launch opponent into ground dash forward, call dorm assist, then do samurai edge to get it all to connect.

simple dormammu combo(corner): :d::l::d::m::d::s:,:u:,::m::m::h::s:,s.edge,:d::m:,:f::h:,:h:,:s:,:u::m::m::h::s:,:dp::l:,:qcf::atk::atk: = 650,500dmg

IMO, dont waste meter on Phantom Dance. Yeah, Dormammu and Wesker are naturals together. I just hate Wesker.

Isn’t Wesker good with…everyone?

I’m liking Spencer/Dormammu, mostly because of how Armor Piercer helps Dormammu’s Flame Carpet OTG/Re-Launch.

Then again I change out my third on my Wolvie/Dormammu almost weekly haha

Phantom Dance is garbage unless done from the middle of the screen, but you can get an easy as hell 826k combo off the start of the match by using it if Dormammu is second.

The spacing with Wesker has to be rather precise or you’re going to miss the Dark Hole every single time. You basically have to be 1.5 - 2 character lengths away, call in Dormammu, then dash and OTG shot or it will miss quite often, and this is especially true in the corner. You can actually jump up diagonally towards them to do your combo in the corner, you just have to take a step or two back after landing. It is easier to just remember to jump straight up however.

I use Wesker/Dorm/Doom, so unless Doom is dead, or I am trying a double assist combo, I usually just use the Plasma Beam since it’s much easier to land, and unlike Dark Hole, you can knock them back up into the air at any point. Never had any plans on using Wesker either, but I’ve stopped using Sentinel simply out of principle. You’ll never get any better relying on a crutch character…even if he has probably the best possible zoning assist for Dormammu in the game.

I’m also not sure why you would stop your first combo the way you are. You can easily add another 100k by adding :s:, then OTG :df:+:h: and press both assist buttons. If you have just one meter, it will do 562,500 (595,400 with a jumping :s: crossup) damage and if you have two meters 750+ (you can hit 827k in the corner). I would also completely leave out the c.:l:, but that’s just me.

Gouki & Dr. Doom for me.

ive been trying
Thor/Dorm/Mag
or
Thor/Dorm/Hulk

ive seen some nice magneto play with dorm assist, and vice versa. amazing.

After watching some Wentinels games with an amazing Dormammu on point, Ive decided to try dorm on ponint aswell.

I am experimenting with Dormammu(dark hole) / Doom(Beam) / Tron(Gustaff).

Gustaff is basicly used as a “get of me”, while beam is used to mass change mixups and some keep away. I am having a hard time against some rushdown or hulk teams, but I can feel that this team has a future.

One of my teams is Dormammu/Tron Bonne/Sentinel. It’s very potent. Dormammu can DHC into Tron Bonne easily, but not so much with Dormammu; consider a team order change.

I say Wesker and Hulk

I’m using Wesker-Gunshot/Dorm-dark hole/Akuma-tatsu. I find that both assists work really well, spesh otg gunshot. I been messing around with using the gunshot in conjuction with air dash J.C or back teleport air dash J.C when the opponent is grounded. Found with the square jump version, if you jump straight up and call wesker, then air dash forward J.C you can get a nice tight timing on the hits, mixing them up by slightly delaying the J.C

Thanks for mentioning that. I was just coming here to ask about that.

Seems if you do jump diagonally, the Dark Hole Assist gets called behind them when they fall?

Yes, but it’s not really about the way you jump and simply a matter of the distance your point character is to the opponent when you call Dormammu. All jumping has to do with it is that it determins your trajectory and distance when landing. You can circumvent this issue by simply taking 1-2 steps back before calling the assist, or you can simply jump straight up after the :s: launcher in the situations where it’s possible.

Ok so I know i’ve been hard on wesker for the past few weeks. I would like to amend my position:

WESKER IS A FUCKING BEAST WTFOMGWTFOMG.

That is all.

EDIT - OK I thought maybe I should explain.

So I’ve been playing with wesker since I saw the Marn vs. Andre Marvelous Monday’s FT10… Awesome shit BTW you guys should check that out… They didn’t use Dorm but that shit was still amazing. I heart Auto-commentary lol.

Anyway, I started working with Wesker/Dorm/Doom. I was trying to replace Magneto as point. Results were kind of varied. My lack of knowledge with Wesker really shows, but I was still determined to make it work. Eventually I worked out all of the kinks, and found a new TEAM EEEEEEVIL consisting of Magneto (EMD)/Wesker (Shot)/Dorm(Dark Hole). Theres 2 reasons I did this.

Reason 1 - you can do the Hyper Grav glitch into Wesker’s counter super in the corner, and with the reset HS Deterioration and damage get an easy kill on any character. Goes like this:

Prep:

Mag B&B in the corner (doesnt’ matter which one, as long as you end up on the ground, and you must end with Hyper Grav xx Tempest) Damage @ this point should be around 500,000

Cancel the Tempest into Wesker’s :d::db::b: super, and they will go into an untechable spinning Knock down. HS Deterioration and damage scaling will be reset @ this point. Then with wesker do:

:df::h: (OTG), c.:m:, st.:h:, :d::df::f::m:

Wait, they will wall bounce, and end up on the other side of you i.e. you’re in the corner then when they almost hit the ground continue the combo:

s.:h::s:, :m::m::h::s:, :a2: (Dark hole), FORWARD DASH, :df::h: (OTG), (Dark Hole hits now)

Damage @ this point should be very close to 1,000,000. As the dark hole hits, you can do Phantom Dance for 1.05 million to 1.1 million). Phantom Dance does well since you’re in the middle of the screen.

If you REALLY want to kill them, while Dark Hole is hitting, you can do Level 3, which should do anywhere from 1.3 million or more.

I know this is a wesker combo starting with a magneto combo with Dorm as an assist… lol. Maybe I should’ve posted in those threads but WHATEVER. i used dorm as an assist :slight_smile: so sue me lol. I think my secondary team (for now) is going to be Mag/Wesker/Dorm…

Reason 2 Dark Hole is GDLK with wesker’s teleport, ESPECIALLY from mid screen. Once I figured out that you can teleport like 1242135 times in the air dark hole became a fucking problem for them. Also, even if Wesker Dies, Dorm is probably now my best character so him + Level 3 = ridiculous lol

Thanks for the info!

I messed around with Wesker and even though he’s fun, he works sort of weird on my team of Wolvie/Dorm.

Shoutouts to the mossad man for mentioning Akuma with Dorm. I’ve been messing around with Wolvie/Dorm/Akuma for the past couple hours and the results are awesome. Akuma helps both characters so much it’s ridiculous.

Oh yes Dorm and Doom have bad dhc sinergy, but I really like Doom + Gustaff.

I’ll try to use Tron in 2nd and see what I like more. Thank you for the tip, :tup: