I doubt a dash is going to do a lot. This thing tracks like crazy and Dormammu can throw out shit while you are trying to avoid it, plus assist. Hell even a teleport would be risky.
floating bomb kind of reminds me of Thanos’ Power gem hyper, the one where he throws the meteor at the opponent. That moves tracked quite a bit too, I’ve even seen it circle all the way around the stage at times. Floating bomb looks like that, but slowed down somewhere between Power Gem and Yoga catastrophe. At any case, Dorm has won me over for now and forever with “RUN RUN >:D”
And I’m predicting CRAZY shit to be happening with his powerups. That one that make th opponent stick to the ground only? Thats gonna wreck some people’s shit. Imagine, they’re stuck on the floor, going totally defensive, if you have a couple meters built up, you can chip the ever loving fuck out of them. That will be the “how to kill the other player’s last character” move.
Yeah, a well timed Purification or that black hole thing will hopefully push them back onto it. Looking at it again, it seems pretty fucking big, too. It’s a real lockdown move. Oh well, it’s worth thinking about these things, especially if you’re gonna use him.
Dormammu/Tron/Doom
DIE.
Im not sure who Im gonna put on the team, but I will prolly just revolve whatever team i make around him. SO far Either Trish or Doom seems to fit well on point with him as assist. Something like Trish (point) Dorm(blackheart assist) and Doom(anchor), so the synergy would be like trish having a wider range of trap assist and gain tons of meter, have her die or safe snap into Dorm where he can spam doom and lvl 1 homing supers while lvling up for meteors. IDK maybe he will benifit more from being on point and having a good fast invincible assist…we’ll seeee
my question is if and when you can DHC out of floating bomb? thatd be pretty insane if u could throw out a floating bomb then dhc into amaterasu’s mist. also, does anyone know why u would ever use black hole over purification? purification covers a huge vertical section and approximately the same width, it also seems to startup and have around the same recovery. does black hole negate enemy projectiles or something?
also, anyone else notice how much his lvl 3 red hand big explosion did? seems like a great, fast, full screen punish.
Dark hole eats beams and projectiles I think.
Obviously this is just a guess on my part, but Dark Hole might be easier for the point character to follow up with a combo than Purification, depending on how many hits Purification does and how it knocks them away.
Onto your second point, that full screen explosion certainly looks to be a very good move, which is why it is only accessible after three power ups. Your opponent’s not just gonna let you show them Dorm’s glowing hand a bunch until you’re ready to go, though, so the Dorm player will have to create opening(s) in which to use the powerups. Using the powerup itself is also potentially forfeiting the chance to set up some immediate pressure for the promise of a potentially devastating move later on. Basically, it really seems like Dorm is going to be all about quick risk/reward assessment during matches, determining what move or moves you should be working toward powering up (the meteor move that uses both is always a good option, too), or whether you should apply pressure in some other way.
Best level 3 since Deadpool’s! Burst yo bubble!
Dorm’s lvl3 is the coolest. Now why couldn’t Ammy get something that creative?
After reading a couple of things from the folks that went to the chicago fight club it sounds like his charge up moves are pretty useless, what possible set ups can he have to use them?
Off the top of my head i can maybe think of one, and that’s making eat or block floating bomb and doing them then, but then you miss a chance for damage mix ups whatever.
Which got me thinking, are having moves that need charging really a waste of time?
how many characters end up really being great because of them, obviously i dont know every character from every game or remember but off the top of my head the only good one that springs to mind is order sol.
which makes me wonder should dorm possibly go down the same line in charging his moves? would it work in marvel? or how else could they go about getting you to power them up, maybe adding the charge to a move that hits?
Also one other question, when he is charging them and gets hit say before the animation is finished does he retain the charge? or does the whole animation have to finish in order for him to to gain access to it
Or does he have enough without them to go toe to toe?
Why doesn’t floating bomb -> power up work?
I never said it didn’t work, it probably does, but i think that it’s a pretty expensive way to get powered up.
Also how many charges do you think you can pull off by the time floating bomb as gone? i think 3 at MAX more likely 2
When you think about what you have to give up to get chraged while floating bomb is out, damage, possible mix ups and meter that’s 2 pretty big things to give up well 3 if you include meter, for potential damage potential mix ups, potential zoning ( meteors) and whatever.
Also one other thing say you reach level 3 do you only get to use that level 3 move once?
Dorm can powerup mid combo, during Floating Bomb, during laggy assist (like Doom) or multi-hitting assist (like Ammy and still keep a combo going), Hellfire (methinks), just to name a few. Suffer is similar to Sent spit and he has the ground fire which is like insurance if your opponent manages to get around your crap AND starts combos.
On another note, I wonder if there are any glitches if he’s powered up when he’s tagged out like Juggy?
He can also followup after a delayed tech/untechable knockdown. Power up and followup or power up twice even.
in addition to this, i think the main way to powerup is going to be floating bomb -> teleport or crossup mix up -> combo or assist -> powerup
if your post-floating bomb shenanigan doesnt hit, just powerup while ur opponent is in blockstun from the floating bomb, or even power up a second time if u can get the assist to keep them in block stun right as floating bomb ends.
its worth getting that level 3 red hand, its basically an instant full screen punish that does comparable damage to a level 1 super. this will make the guy a keep away menace because not only does he have the tools need to keep rushdown characters at bay, but hes also got this making him dangerous to fight from afar.
im really intrigued by the possibilities from dhcing into and out of floating bomb
Alrighty.
Floating Bomb Teleport does not work if they block it because if they advanced guard floating bomb you get pushed back. So you don’t rushdown. You just float in the air longer.
Flame Beam super is really fast. Like 2 frame startup.
Level 3 works like Jedah’s supers. Just jump to avoid it once you see the flash. You can do sticky ground level 3.
Power of Get Rushed Down and Power of Lose more health due to really fast startup supers are awesome if you want to die.
Can you teleport before the initial hit of floating bomb for a crossup? Or is there too much startup?
Also sticky floor plus lvl3 is DELICIOUS.
Yeah. Then the advanced guard pushes you fullscreen.
I’m talking about an ambiguous crossup. Like Dhalsim in SF4. They can’t advance gaurd until they guess right, if its possible.