I am considering a Dorm point team: Dorm(Liberation) / Tron(Fire) / Akuma (Tatsu).
Goal of the team is to build meter and destruction lvl 3 as dorm point, then if i connect with a purification I can tag in tron. While Dorm is out I will have tron assist for defense and akuma for offense and crossover combos. When dorm is an assist I can call him for a lvl 3 explosion, making for good pressure strings with Tron.
aaannd akuma is akuma. Solid anchor who can kill anyone meterless off crouching low or overhead medium.
That is true, still with tron you can use regular liberation as a OTG combo extender so it is not completely useless. Also akuma assist with tron is godlike as it is, so D3 would be a trump card I can use after tagging out dorm.
Hulk needs assists to approach effectively.
Task can approach well but really shines with assists to continue his combos.
Dorm is a solid anchor that can handle business in lvl xf.
Optional switch Task and Dorm if you are confident in your ability to rush with Taskie.
Dorm as the second char because it’s his best position as has been already discussed (meter hog, does his best with an assist for better zoning and teleport mixups).
Hulk first: he can do well with a limited amount of meter and he needs a projectile assist for some bad match ups.
Task third: he is the character which could make a better use of a level 3 X-Factor between those three and he’s a master of all so you will not find yourself in a bad matchup situation with your only char left.
That is how I play Wesker/Dorm/Doom. Hidden Missle doesn’t necessarily seem like it’s only for keep away since it can also disrupt rushdown prevention once you’re already close, but it probably is his most defensive assist.
I don’t play Magneto, but if I did play Magneto/Dorm/Doom, I would most likely go for EM Disruptor/Missle just to give Dorm that little extra safety that he doesn’t have otherwise regardless of your playstyle.
This is also slightly off topic, but for X/Dorm/Doom teams going against teams with Amaterasu, I’m starting to think Hidden Missle may be the best choice despite your typical strategy simply because of how hard she is to hit, and because of the obnoxiously annoying and easy :h: combo that she’s constantly doing.
I play mags and you should use missiles. There are some good lock downs with mag+missiles, especially for people trying to escape.
Missles is great for dorm since it can cover the space on the screen he can’t. It can also disrupt someone rushing you down lol. Awesome to see someone get in, and eat all six Missles during their second or third hit allowing me to reset and toss out a flame carpet lol.
Finally dont forget about mag to wesker DHC trick! Love this team!
Wondering what to fill in the blank with. Most people use Jam Session, but I want to use Weasel Shot since it could be used as a ghetto projectile and it works just as well for OTG Flame Carpet relaunch/snapbacks. Crystal doesn’t seem worth bothering with aside from combos. Thoughts?
I would go with plasma beam, it’s a fast assist which is truly hard to block if you time your teleport right. The fact that you have also the Mag’s beam isn’t relevant because he may be dead once you are using Dorm.
Try calling the assist after have jumped then use teleport while you are in the air, it’s a great mixup tool and the beam also solve the distance problem after the teleport behind your opponent.
Hidden missile are great for a keep away team with Dormammu because those annoying missiles allow you to charge dark spells safely, then release the meteors and nobody shall pass.
I think the problem is that I’m not great at rushdown with Dormammu and still learning how to properly rush with him. I might use Hidden Missiles in the meantime, while figuring out how to protect Doom when he’s out there.
Though I can do the teleport crossup with ease. Might have to experiment more. I’m a defensive-kind of guy.
Good point. There’s no way I’m just going to stand there spamming L Disruptors all day since Magneto has great mixups/resets. I wonder if Hidden Missiles combined with Dormammu teleport equals mixups/crossups? Hmmm…
It does, and you can also teleport via Mass Change H on hit confirm. The downside of Hidden Missiles is that it stays out a long time, and Dormammu already has a lot of recovery on most of what he does. If you whiff a Dark Hole or Purification, both Dormammu and Dr. Doom are open. In my experience, good players can find these openings and take out two characters at once. I’m not saying it’s easy, or that you’ll die constantly, but it takes a lot of practice and experience to know your matchup and exactly when you can and cannot safely call those missiles against quality opponents. Against noobs and newbs, Hidden Missiles plus Flame Carpet is like a free win.