Good partners for Dormammu?

How good is Storm/a/? id assume telepor tricks and and help with fire fights.
But i cant think of a good Third for this team. Maybe Sent for DHC glitch?
My Order would be Storm,Dorm/b/, Sent/duh/

Only a few hypers will actually be worthy of hurting Doom in that situation, and against those characters, Dormammu needs to be moving around anyway, since they can already beam you for anything you do. I don’t think it’s a huge issue.

Unfortunately, they are all pretty bad. I wish Stone Smite came out faster, or that Tenderizer would let me relaunch mid-screen, because Tenderizer is awesome in corners.

Right, which is why, in my initial post, I said that this is the only thing rocks don’t beat drones on; it’s a pretty small trade-off for all of the bonuses.

Plus, the best part is that you don’t have to use Sentinel, haha.

Is that Whirlwind? It’s not so great. Doesn’t reach full-screen, large startup time. Dormammu doesn’t DHC into Sentinel very well, but Storm does. So, I would do Storm/Sentinel/Dormammu if that’s what you’re interested in.

To anyone who plays Task with Dorm (I see above some folks do), I’m running an experiment replacing Ammy in my Task Ammy Doom (missiles) with Dorm. Everything is going swimmingly except for ONE THING: The Dark Hole assist’s stun is way less than Cold Star, making the Task DP unblockable move (I forget its name, Swordmaster?) difficult to impossible to force on a block. Anyway, I was wondering if anyone plays this duo (Task on point with Black Hole) and if they have success with it, have any good setups with it, etc etc. If Black Hole doesn’t work effectively enough, I’ll have to switch back to Ammy, which is fine. But I really like how the team is working when Dorm is out fighting (tho I will not start Dorm in the 1-spot).

You can definitely do Taskmaster’s unblockable with Dark Hole’s help against incoming characters. Other than that, use it to add safety to blockstrings (and extend them), and toss it while while playing keepaway to cover the bottom range of the screen.

Ok, i tried Storm/Sent/Dorm.
I like the idea of Dorm as anchor, and love the synergy between Dorm+Storm. BUT, when i got pressured, i was free.
i have no GTFO move/assist in this case.
I played Wentinels team a long time ago, and that sorta made me fall from Dormington.
SO, i thought of two teammates i can try i out: Dante/jam seesion, and Doom Beam.
Which is a better option in terms of Keep out and offense?
Team would be xx/Dorm/Sent

Hey guys

Recently I’ve been trying to create a zoning team with some rushdown properties.
I love using Dormammu, however in recent online matches my team’s been easily prone to rushdown, which can get irritating =/

My current team is as follows:

> Shuma-Gorath ~ Mystic Ray (I mainly use this as an OTG assist)
> Dormammu ~ Dark Hole (Used for either space-control or a combo-extender)
> Sentinel ~ Sentinel Force (Bomb) (Mainly used for space control)

I tend to become a bit defenseless when Dormammu, as a point character, gets rushdown and my assists can be somewhat slow to react.
The total stamina of my team also concerns me. Dormammu (1,000,000), Shuma-Gorath (950,000) and Sentinel (905,000) make a total of 2,855,000,
which is a bit below the average of a balanced possible team of 3,000,000 stamina.

I have considered using Magneto with E.M Disruptor as an assist, however I’m not so strong at using him as a point character, especially when trying to execute his ROM combos and what not.

Do you guys have any suggestions as to how I could address my team’s lack of speed, rushdown and more technical zoning techniques?

Well, it wouldn’t matter, since a good portion of the time you won’t have your first character’s assists available to you. Neither is really a “get off me” move, because they don’t have startup invincibility. Both will get stuffed if they are called against hard offense.

Stamina does not matter in terms of building a team.

Use Sentinel Force (Charge), because it is decidedly superior for Shuma-Gorath and Dormammu. I recommend learning to rush with Dormammu to help yourself against hard rushing - it’s the only defense he has without Haggar.

Thanks for the tip. And yeah trying to rushdown with Dormammu has proven a bit of a challenge for me. I’m working on doing rushdown with liberation moves, though trying to buy time charging a dark spell can be problematic depending on the situation. I just wish Creation LV.1 and LV.2 were more useful. It’s a shame that creation LV.1 can’t OTG even once in a combo =/

Yeah I don’t know why they got rid of that. The only thing it really did was allow him to relaunch by himself in the corner.

Got to mess around with my Dorm (purification), IM (unibeam), DOOm (Rocks) team again. I want to talk about rocks again. I am finding it useful to teleport behind early during the time period where doom is winding up his rocks. This is where you can play around. you can either teleport again behind them, dash and cross them up, dash and teleport in front, dash and do nothing. If the other person is really good at blocking then you have time to charge spells.

Rocks are also great against rush down it seems. the rocks provide enough hit stun to reset and punish if they connect. Though, the start up on them is not fast enough to make it a gtfo move like Tronne’s flame or Haggar’s lariat So make sure you create a little space before calling rocks.

Rocks are not that effective against keep away. Too slow and too predictable. Need something fast ( unibeam for me) to close in quickly.

I really believe that you can test your opponent’s patience with rocks and I feel this works with Dorm’s style of rush down as Dorm can’t consistently apply pressure.

karst any new takes on rocks and dorm?

I think that’s one of the big problems with Molecular Shield. It’s not that great against keepaway, though against rushdown, it is. I do notice that the startup is a bit slower than Tron’s & Haggar’s assists. I still think a beam assist is one of the best things for Dormammu. That’s why I have a team of Magneto/Dormammu/Doom. Though I should try Dormammu on point.

Rocks are effective against keepaway because the windup absorbs projectiles, so keepaway characters that normally give Dormammu problems, like Chris and Deadpool, have their attacks nullified for a moment, allowing you to gain momentum with a Purification.

Anyway, I like to Mass Change M right before Molecular Shield hits. However, as you users of the rocks have probably noticed, j.M doesn’t lead to a combo usually, and j.S often leads to a soft knockdown and a dropped combo. I have been using j.H and much more success.

Regarding rocks, I figured out how to relaunch with them mid-screen: delay MMHS as much as possible, land, call rocks, delay Flame Carpet as much as possible, and you can make the rocks hit, and they keep your opponent in hitstun just long enough for a relaunch. The timing is very tight, so I probably won’t be doing it (online warrior and all).

You know you are right about that. I have never used them that way but i could see that being effective.

Agreed. I have noticed that or sometimes s.M, but that can push you away too far.

Right. I believe that combo works better on characters with bigger hit boxes because you can spread out the inputs M M H S. I definitely feel that its worth going for on them.

I wish I could test this stuff out immediately but I don’t have immediate access to the game.

So i decided to tryout dorm and i came up with a gimick using his homing ball and dirt nap its been pretty effective online so far and i think it is perferct for x-23 especially for ppl that dont necessarily use dante and its a sure kill on phoenix

IMO, after what I just discovered about EM Disruptor, Magneto just became his best beam assist.

What did you discover? That’s been a pretty established fact for a while now, but as I’ve been working that duo for a week now, i’d love to hear anything new you’ve found.

Edit: I’ve been working to try to find someone else who abuses disruptah as well as Dorm. Dante is prob the best choice, but I suck with Dante :frowning: Wesker’s not bad, Ammy’s not bad, but sadly I can’t find any non-Dante who breaks that beam like Dorm does.

I added the discovery to the thread.

Sentinel really likes the beam and Dark Hole. For now, he’s my third.

I’ve been using Task (Up Arrows) / Dorm (Hole) / Doom (Beam) so hopefully some of these things give you some ideas as to how you want to proceed (however my team is dedicated to keep away).

  1. I love the Hole assist because it can be used in a variety of ways. Here’s a in the corner block string (assuming Dorm is :a1:) I’ve been messing around with right now. I mainly use it after his BnB because usually it ends up in the corner and by this time, my opponent usually doesn’t have much life left (I pelt a lot with projectiles)

Shield Skills ( :b: + :h:) & :a1: (calls out hole) xx Arrows ( :d::df::f: + :l: [fully charged]), dash back xx Arrows ( :d::df::f: + :l: [fully charged]) then forward dash xx Shield Skills ( :b: + :h:) [to help counter if they advancing guard] xx Arrows ( :d::df::f: + :l: [fully charged]) .

You pretty much keep the opponent in block stun the entire time (hopefully keeping them dissuaded from pushing buttons) and do absurd chip. If you connect, you can launch the opponent and go into a full combo and it’s a really easy hit confirm. I know it’s a lot of execution, but hey, if you literally make blocking unsafe, then what more do you need! I usually use this to finish off people who are low on health. Here’s the damage breakdown

Arrows - 18,000 x 9 = 162,000
Shield Skills - 28,500 x 2 = 57,000
Hole - 6,000 x 9 = 54,000

Total = 273,000

If you tack on Legion Arrows to Chaotic Flame, I think you can take out a blocking Phoenix completely but I haven’t checked it out fully yet.

  1. Another great use of the hole is to use it to move forward safely. For example, with Tasky, you can use his j.:h: to move forward and cover the air in front of you and since the hole come out in front of you (assuming you call it while jumping), you’ll land inside of in essence keeping Tasky protected. I find this really great because I use it to discourage people from mashing cr.:l: while I advance forward if I need to gain ground or move away from the corner. In the same vein, you can use the hole to cover Doom if you want to call missiles.

  2. Up Arrows are amazing in that they help counter super jumps, are a great zoning tool and can act like stealth arrows against people as you rush in. With Doom, I use them in conjunction with Photon shot to cover the entire vertical space (or you can use them with the beam). I’m right now trying to figure out incorporating them to maintain offensive pressure if I don’t feel like finishing the Buktooth loop with Photon Array. My current theory (haven’t perfected it yet :frowning: ) is to launch the arrows during :h: of the second re-launch and you’ll in essence be covered while following them into a reset situation (making you much safer) and allowing you to go for a throw or dash under and try to mix them up.

Also, you can use the Up Arrows help Dorm with his keep away and do a re-launch with Dorm in the corner. If you do his air magic series ( :m::m::h::s:) slowly (kind of like Akuma to do his re-launch) in the corner (haven’t tested mid-screen yet), you’ll land with enough time to do hit the assist button and do the tower OTG. The tower will bring your opponent up, and then the arrows bring 'em back down to be followed up with whatever you feel like. Once the arrows bring 'em down I usually do, :s: to s.j to :m::m::h::s: to OTG Flame Carpet ( :df: + :h:) to :a2: [Doom Beam] to Dark Hole :l: ( :d::df::f: + :l:) to Chaotic Flame ( :d::df::f: + :atk::atk:). You can do the OTG Flame Carpet to Beam to Dark Hole as a great way to build enough meter to do a Chaotic Flame from mid-screen (just make sure to use the right Dark Hole distance) if you’re low on meter (I think the simple Dorm combo with this builds 95% meter.)

  1. Doom beam is a powerful cross up tool to combine with Dorm’s Teleport. Also, you can use it to cover the horizontal space on the ground while Task covers vertical space with Arrows for a pretty mean lock down.

Aside from that, all 3 characters have the tools to handle themselves without assists although Dorm needs meter which is okay since both Task and Doom are great at building meter.

Hope that helps!

I’ve been messing around with dorm on with zero/dorm/spencer. team dhc chemistry between zero and dorm is too good. killing most characters with a bnb and two bars is really good for my team. is zero’s ryujin a decent way to keep ppl off of dorm? having a little bit of a hard time with finding out what to do with dorm on point since my other two characters don’t have the greatest assists.

Have you considered anchoring Dormammu, then? Ryujin is pretty bad.