Good partners for Dormammu?

does anyone know where i can find a list that shows every characters otg’s? i know not every character has one…but a list of the ones who do and how to use them would be really helpful.

i’ve found dorm a bit too technical for my liking right now (although i’m definitely going to use him as soon as i level up on this game)

Morrigan helps Dormammu a lot, you can either use her Shadow Blade assist or anti-air or her Dark Harmonizer to boost meter for him up the fuck hole. Stalking Flare chip everywhere.

Dr. Doom is definitely my favorite assist for Dormammu right now, as if you teleport right as you call Plasma Beam Dormammu can combo off of it.

So I’m just now starting to mess around with Dorm, but he’s becoming one of my favorites so far. I’m trying to build a team with Dorm and Viper. I’ve been thinking Viper on point, but I have not decided on a second assist. I think this could work out well.

Ok, so… Viper (Seismo)/Dorm (Hole)/Trish (Peekaboo or low voltage). I would also not be opposed to switching out Trish for Arthur (Bottle) if that would work.

Obviously, I want to get Viper in FAST! I figure that purification isn’t needed as an AA assist since Viper’s TK can be cancelled on hit and is already so GDLK. Dark hole would help lock down the opponent, obviously, for me to get in. Now, Trish’s Low Voltage would benefit Viper more than Peekaboo as it isn’t going to help me get in, but it will also be more than helpful when Dorm is tagged in, being just an incredible assist over all as well. Also, I picked the Viper Seismo because it’s fast and OTG. Now when Trish is in, she’ll obviously benefit from having the screen covered with her traps + dark hole + seismo. As far as switching out Trish for Arthur (Bottle), I was thinking that having the fire bottle being tossed out for an OTG (we all know how good of an assist it is) covering a huge space on the ground, plus Dorm’s pool of flame to punish/trade on jumpins. Finally, all of the characters except for Viper are all safe to DHC in, so if she’s point then there’s less of a chance I’m going to have to worry about it.

Thoughts? Suggestions? Thanks!

I tend to roll with Dorm on point supported by Tron (Gustaff fire) and Doom (rocks or missles depending on the match-up). It works for me.

Tron giving a decent GTFO me move while Doom clams the opponent up with rocks or missles. Dunno if this is truly a good team though since I’m kinda new. Thoughts?

putting Dormammu on point seems like kind of a waste to me since he is so much more threatening once he has a stack of meter to work with.

the most “complete” team I feel like I have put together is Wesker(gun)/Dante(jam session)/Dormammu(dark hole). Its pretty straightforward but it all flows together well.

Wesker can get otg combo extensions from either assist and is pretty competent on point alone, and he can build meter.

Dante can also operate alone in many circumstances and build meter, as well as doing good damage and providing a decent assist to help Dormammu keep people away. If you manage to get away with an aerial exchange you can combo into Dante and do j.236C into super to add a good chunk of damage to Wesker’s combos.

Dormammu can get OTG relaunch combos from both assists and provides a zoning presence when necessary, but he is not completely incapable of fending for himself if someone does manage to get in on him, and even without assists the flame trap helps keep him safe. After the other characters build meter he is good at burning it for combo damage or just plain chipping people out from fullscreen if the opportunity arises. Dante and Dormammu can DHC into each other easily since they both have full screen projectile supers

All 3 of them have teleports so zoning should never be a huge concern, and even then you have Dormammu available, and he has a bit more HP than most zoning characters if it somehow comes down to a ranged war of attrition.

Lately I have been swapping out Doctor Doom for Dante but that is mostly because I just really like using Doom. It’s not a bad team and Doom can actually be a threatening presence now with his mvc3 changes, but it doesn’t quite seem to match up to Dante’s versatility and ease of use, and doom rocks don’t work as well as jam session for many of the uses I listed above

MODOK, DORMAMMU, and SENTINEL.

That be my zoning team, with each character fully capable of rushing down with assists.

today I found something interesting, it might be a glitch or it might be a fact of the game and the way Modok’s barrier works as an assist. I figure everyone who is using Dormammu and Modok will discover this or already has so forgive me if this is redundant.

If you do an air S with dormammu to knock the opponent down and then call Modok’s Barrier assist instead of OTGing, then teleport using B behind the opponent, trapping them in the corner between you and the shield, there is a 'glitch of sorts or some sort of oddity involving hitstun and hitboxes.

Typically the crossup string I use is jumping S or H, land, cr. A, st. B, S, but after the initial jumping S or H, the cr. A and B WHIFF completely. The Wesker dummy I was using went into a neutral animation and all dormammu’s subsequent attacks went through him as if he were a ghost. I didn’t test on others but this is an odd ‘glitch’ indeed. I believe it might have something to do with hitbox interaction. Perhaps Wesker’s hit animation is cancelled because no character can move through the shield except for modok?

This is my team. I usually have Dorm on point, but if I decide to start with Wesker, I’ll usually have a ton of meter by the time Dorm comes out.

You might be interested in trying my team: Dorm/Morrigan (meter booster)/Hsien-ko (DF pendulum).

Hsien-ko’s armored assist is good enough to cover Dorm in times of trouble on it’s own for the most part, thus leaving you free to have Morrigan battery up at every opportunity. The reasoning behind this is that I agree with the opinion mentioned by some other folk in this thread about Dorm being more effective late in the match when he was plenty of bars at his disposal. This is just a way to keep a similar threat level throughout the entire match. Once Dorm kicks the bucket, Morrigan and Hsien-ko are a pretty lethal combo by themselves, especially against a team that has been softened up sufficiently prior.

What I’ve been finding fun and mild success with is Arthur (Bottle)/Tron (Flame)/Dorm (Dark Hole). It seems to be pretty versatile so far.

Arthur on point allows zoning with Tron’s assist mainly used for covering an otherwise tricky angle, but Dorm assist compliments for keeping people away. However, it also allows Arthur to switch up into a pressure game with his surprisingly decent-to-good collection of normals, and Tron continues to help with safety and also opens people up for/extends combos.

When the time comes, Arthur puts on the King’s Armor and goes onto the sidelines for gdlk Fire Bottle assist, and Tron comes out. Pure pressure now with both Dark Hole and amped Fire Bottle. If they get pressured into the corner, that’s going to end in a Lvl 3 throw more often than not.

Dorm is basically acting like my original favorite Vs character Blackheart (R.I.P.), but better. At the end phases of the match, I’m finding that he can either play the keepaway game on his own with X-Factor + meter, or bring in the teleports against certain characters. If Dorm finds his way onto the field, either by way of Snapback or my intentional switching for certain match-ups, with Tron/Arthur (or both) intact, then even better.

I definitely need to spend more time in the lab with them, but I like it so far. :slight_smile:

I’ve been running Trish (low voltage)/Haggar (Lariat)/ Dormammu (Darkhole)

I start out with Trish for her versatility. She’s good as a rushdown or keepaway character and has tools for both. Haggar is there almost solely for assists at the moment because I’m not that great with him. His assist is a great GTFO move. Dormammu is really the backbone of the team and where I usually dump my meter and X-factor.

My friend who I practice with all the time plays with Wesker who gives me serious problems. However, I’ve found that a combination of teleports when he’s playing like a bitch and constantly firing off his pistol and fire patch in front of me and Haggar for covering my ass on behind the back teleports when he’s feeling aggressive works nicely. I never call Trish out for assists since she starts on point a lot of times I end up keeping her out there till she dies and if she is on the sidelines she’s low on life and not worth the risk of bringing out most the time.

Anyone got any other tips for handling Wesker? Other than those 3, I’m decent with Chris, Phoenix, and may be interested in picking up Arthur (I think he’s short enough to stand under Wesker’s pistol, right?)

on the topic of Wesker/Dormammu again, it seems that you can actually get otg relaunch combos for Dormammu off of any of Wesker’s assists, so gun assist isn’t necessary unless you want the mixups/unblockables that it can provide

Right now, I’m using Zero (shot)/Dormammu (Dark Hole) /Haggar (Lariat).

With Zero on point, I use Dark Hole to hold the opponent in place and start teleport mixups. Though I don’t usually get the chance since Zero dies really quick (and I’m a noob), he can DHC with Dormammu really well with his shadow copy super into Chaotic Flame.

When Dorm is point with meter, Haggar provides a good GTFO assist with Lariat. It seems he can also DHC decently with Stalking Flare into Giant Haggar Press. I rarely use Haggar on point and I’m still in the lab trying to figure him out.

A couple problems I’m having with this team are:

  1. Dormammu has a good assist for keeping people off of him with Lariat, but I’m not really sure which Zero assist would work best. His SRK works really well, but there’s no point if I have Haggar with Lariat. His Z blade shot kinda sucks and I’m not really sure about Shippuga. I’ve been playing around with it and it seems like can really help control horizontal space on the ground, but I’ve yet to test it in battle.

  2. Dormammu Stalking Flare DHC into HGP seems like the only DHC between the two that’s even remotely safe. I still need to test this in battle as well, but it looks iffy.

Doom fits in well with Zero/Dormammu; his doomrocks coupled with Dark Hole really allows Zero to get in. It also substantially helps Dormammu to zone. But you lose lariat, which really helps keep close pressure off Dormammu, something invaluable when you’ve got people like Dante, X-23 or Ammy in your face. Zero’s SRK assist is a decent substitute, though. Maybe Zero/Dormammu/Haggar is better against heavy rushdown teams and Zero/Doom/Dormammu works better against more zoning oriented teams?

Advice? Tips?

I’m gonna be running trish(peekaboo) / storm(whirlwind) / dorm(hole).

Have the peekaboo to cover against aerial rushdown and then whirlwind is good pressure and high priority projectile to give dorm space/added pressure. Whirlwind basically functions like sentinal drones that other people’s teams are running. I want to build up meter with the fasties using dorm’s amazing assist to help get them in. I’ll be looking for those opportunities to aerial exchange dorm in, ideally rearranging my team order in the process so that I can get some amazing chaotic flame DHC’d into hailstorm as a finisher.

I assume Fire Carpet and then summon Wesker for the OTG? I don’t think Dorm is that fast to benefit too much from mixups/blockups with Samurai Edge. I been mostly using his Mustang Kick assist as a human beam. Does pretty well since the end effect is a spinning knockdown so you can throw a purification or Dark Hole if your fast enough. Also Wesker’s Phantom Dance --> Stalker Flare is great. You are guaranteed 3 charges of liberation. Also Wesker can OTG and combo after Dark Hole.

I’ve been using Hulk gamma wave. On hit or block it pushes them back into a dark hole, on hit you can combo flame.

Been using stuff like :h: teleport, :s:+:a1:,c.:h:, :h: hole.

Ok, quick easy snapback combo for Dorm with Dante’s jam session, in case you need to bring in phoenix or sent.

Basic bnb into aerial knockdown > dash forward > Fire carpet + Jam session > dash forward > snap

Good thing about this combo is that it always leads near or to the corner so you can set up Dorms corner game.

If this is not in the corner, can u still OTG with flame carpet after the dash? i mean in the corner u can just throw the carpet, but i’ve never tried it after dashing, seems like a tight window. Anyway, if it does work, wouldn’t it just be better to do aerial knockdown, flame carpet, snapback?

Yeah you can, I wrote it down as a midscreen combo but if it starts in the corner you don’t need to dash > Flame carpet. I don’t know if you can cancel flame carpet into snapback or if you have enough time to attempt one after flame carpet hits, so I just use jam session to hold them in place while snap I their character out.

This is good shit man. I have been looking for snap back combos!