Raises hand although the comp there was…yeah, but he’s definitely a FORCE to be reckoned with…and SO MUCH FUCKING FUN TO PLAY WITH!
To end the confusion i was the dom player in interview 1 i had extensive time with the character training with the likes of keits yipes sanford etc. let me say that he plays alot like bh minus the demons but plus twice the options. Can do magic series air combo into exchange then otg with WEAK punch pillar into qcb super and it hurts. His orb charges seem to work best when both hands are charged to do this. simply do qcb with A to charge left hand and B to charge the right. I had about a 80% win ratio for the weekend thanks to keits using skrull/dom/doom because he seems to be good with rocks assist and his dhcing into dorm qcb super from skrulls qcf super (the flying controllable flame one is beast) dorms black hole assist LINGERS and is great for dashing over opponent and creating a vortex. THe pillar assist seems to be only good for keepaway situations and chars. i think the black hole assist is better because of its duration. any questions holla. And pardon my lazy e-diction and grammar.
It had been my suspicion that his Dark Hole assist would be better for more offensive/rushdown-oriented teams, whereas his pillar assist would be better for keepaway focused teams, so I’m glad to see that sentiment mentioned by people who’ve actually had hands-on time with the game.
How hard was it to power up his hands, in terms of setting it up so you don’t eat a combo in the process? Was his beam hyper or level 3 any good?
I think what he says now will only be as relevant as time allows.
In the Dormammu reveal he had enough time during a combo to power up and continue into an air juggle. I think in the end he’s just gonna need a way to cover his ass while he powers up, the same way Spiral needed to summon swords.
If you ask me, any time Dorm scores an untechable knockdown would be a great time to use the power ups. Untechable knockdowns seem to be a big part of this game. However, what untechable knockdowns Dorm has I don’t know.
Another way that seems obvious enough, is to power up after a KO, as you’ll have plenty of time. It’s either that or Floating Bomb shenanigans.
ppl will soon learn how important Dormy’s ground fire is. as well as teleport (and level3 PotD).
On a side note, I believe incoming characters are considered in a regular jump state, therefore they’re subject to any jump state options (like air throw), but they are also capable of using any moves they normally have access to in their normal jump state. Dormy can teleport, airdash, fly as soon as he comes in, possibly avoiding things like x-23’s Dirt Nap.
IMO his level 3 is good and so are all the others in the game that i’ve seen so far. Making them all worth the meter. But his qcb super is just broken and does insane chip damage it will follow you anywhere on screen, i recall a dante super jumping at the peak of the screen and i was unable to see dorm on the ground and it got his ass lol. Also his powerups are fast ass hell and it becomes even easier to power up when using doom rock assist. His explosion move seems to be the worst of his power up moves which is level 1 charge with A. But to answer ur question i dont think its worth it to use level 3 with dorm as his (yoga inferno) super is so useful for getting out of rushdown situations and setting up spacing for more keepaway.
What I did was have Chris as an assist (set to “Gun Fire”) while I powered up the qcb A & B moves…was very effective. Dorm has the potential to casue MAD chip damage with Dark Hole + any multi-hit assist…and let’s not even mention the Floating Bomb shenanigans…STUPID chip damage!
Dorm is shaping up quite nicely. Always makes me happy to hear new about him.
Cool, I was thinking people were underestimating Dark Hole assist.
So yeah, got a good bit of Dorm/Trish/Morrigan play at Comic-con at the IGN booth, he’s hella fun.
Some things I noticed, probably well-known by now but still handy/fun/meh:
qcf+b (and I assume a/c) eats a lot of beams from assists without caring - I know it stopped Iron Man’s uni-beam and smart bomb, Ryu’s hadoukens, I think it even ate part of Dante’s gun spam hyper combo. I don’t think anything beat it clean, didn’t try it against things like Shinkuu or Proton Cannon though.
Not sure how much I like his f+h starting off slow and speeding up - the previous one was better with its constant speed, though this one stays on screen for a bit longer and can be really scary for some assists/characters since it’s a reliable hitconfirm.
We all know Purification and Dark Hole assists are legit. Purification worked really well for setting traps with Trish, Dark Hole worked more with a more aggro setup (Morrigan with powerup hyper active). Purification is huge, though, and really shuts some approaches down especially with Peekaboo up.
Dropping Peekaboo or Hopscotch during dpf+a/b/c or qcf+a/b/c is so fun, but kinda risky.
He’s got some trouble getting people off him, unfortunately. Didn’t really try uncharged Liberation or flame pit much, but he’s, well, slow.
So much chip damage. Had a game end quick with Dark Hole Flame Beam xx proton cannon xx finishing shower even though opponent had a lot of health and was blocking, chip from the Dark Hole and Hyper were doing monster damage.
Didn’t really mess with his level 3, spent most of my meter on Floating Bomb and a bit of Flame Beam, Bomb is massively legit.
Speaking of things to do during Dark Hole assist, it makes Morrigan’s Astral Vision crossup straight-up silly, since it’s even harder to see which is the clone and which isn’t.
Forgot to test what XF does for him. Sorry.
Not sure how amazing he is, but he’s hella fun to play. I wish there was better competition over at the IGN booths, crushed a few people who weren’t so great and the rest of the matches were kinda meh with a few timeouts. His mobility definitely takes getting used to.
I’m curious. Does Dorm’s triple-powered Creator (the one that stops the opponent from jumping) persist even after he’s tagged out? because doing that into a DHC’d grab hyper could be a lot of fun.
heh thats a good idea, even just cancelout of the start up of floating bomb into grab hyper. Rahsaan or any one else who got some time with him, did anyone get to mess with the lvl 3 creation super? Im curious what the properties are on it and if you can stick them over and over.
Who has a lvl 1 grab hyper tho? getting 3 charges just to dhc throw super sounds like meter blowing.
Could you do floating bomb on an airborne target, forcing them to air block it, tag to Spiderman and do Ultimate Web Throw for an unblockable set up, perhaps?
Oh wow, great idea! Someone try this!
Let’s just hope that web through will hit opponents who are in blockstun.
yeah, usually in most games, when you try to throw during blockstun, the game’s like “what, you wanted a GOOD throw setup? hahahahaha! sorry!”
Still, if that move works the way we think it does, Spidy could always pull a Polimar and just wait for the last hit before using it with good timing. It looks like Web Throw has plenty of range for an air unblockable.