People think I’m lying when I say Dorm gets rushed down.
Yeah thats one of the main reasons he remains a thinking mans character, at least if you play him defensively. You have to have a good sense of spacing to unlock his powerful zoning potential.Because his pillars are slow to start up and his walk speed and ground mobility is limited, theres more to go wrong than to go right in alot of up close situations.Especially at the start of the round when people can force you into them. The defensive playstyle in me makes me wish I had old flame carpet back as a trade off for all his other buffs to deal with some characters rushdown sometimes.
Dont get me wrong, Dorm has S tier bullshit, I’m just saying no button press with Dorm is wasted and one wrong one can lead to death in alot of situations. One wrong button press with someone like Zero or Vergil doesnt really mean shit though. They can just swing all day and not have to worry about much.
I think Dorm/x/Magneto is the best shell for Dorm, just because I think as far as team composition goes, Magneto is much scarier than Doom as an anchor. In the middle spot, I’m using Wesker and I’m not sure I’m completely sold on it being the best rushdown-centric Dorm team, but so far it’s hard to deny.
There’s a great solution for the middle spot: Dante with Jam Session. Jam Session provides the anti-air clearance and you have a character who can do it all. Dorm/Dante/Magneto is as scary as it gets.
Hey guys, here is what appears to be masta cj’s welcome attack. Could someone please verify if I have this right and where I’m wrong if not?: lay carpet, normal jump to meet them, jM+disruptah jH xx M teleport, jH on the way down, land and combo.
I know he’s got a version with air L dark hole, but there’s not always time for that. Is the above correct or does anyone have a better or equally good one? (I also am using disruptah). Thanks!
Hey guys, I have just started to use Dormammu!
My original main team throughout most of vanilla and until now was Deadpool (a) / Taskmaster (a) / Doctor Doom (b)
Now, I am running Dormammu (a) / Deadpool (b) / Doom (b).
I have always had a zoning playstyle, but I always liked being able to switch from keepaway immediately to rush down with Deadpool’s teleport and Taskmaster’s option select.
I feel like the this Dormammu team will be better in the long run. I can easily get 800k with 1 meter with Dormammu so combos aren’t a problem.
However, I am wondering what are Dormammu’s best zoning tools in conjunction with Doom missiles. I plan on playing a more defensive Dorm so I want to know what the best ways are of doing that.
Thanks!
By far, the best zoning tool to use with Hidden Missiles is the 2C1D meteors. You can also throw out Dark Matter canceled into Purification in front of the opponent to seal off space for the Missiles to hit. The lockdown helps to charge up Dark Spells for the big meteor shower. However, Dorm does have a tough time protecting the assist since Dark Matter comes out slow.
By watching cheech wizard and eddie lee, I’ve found a key zoning pattern is dark matter xx dark hole or purification xx stalking flare. Not saying you should always do this, since it costs meter, but its definitely a tool you want to utilize here and there. Gives great chip, and let’s you set up your next thing. Also I agree with the above poster; I love meters too.
Where can I find videos of Cheech (who I know posts on the forums) and Eddie Lee?
Are they in the video thread?
Thanks for the advice guys.
Yes, I almost forgot Stalking Flare. It’s not just for mixups. You can call Missiles and throw out Dark Matter xx Purification/Dark Hole while the ball hits the opponent.Or you can use Stalking Flare to charge up Dark Spells and unleash meteors.
Also: using 2C1D allows you to charge 2 Dark Spells during the animation. So, if they block the shower, charge up dem hands. Get them stuck in Purification, charge up 1 more. MORE METEORS.
Can you combo the meteors on hit?
I think the key to playing a zoning game (outside of your regular zoning strings which work on auto pilot) is to be one step ahead, and in that sense always play Dorm’s zoning very safely. It’s not worth risking an M pillar when L would be safer for example.
The first thing I usually do once I’ve established space, is lay down a carpet and then throw a Dark Matter and react to what they do from there. If they end up blocking it I’d likely go for a pillar and keep on doing as they try to work forwards and forget about charging spells for the meantime. You can either zone with pillars or give up screen space and charge spells. But with say Hidden Missiles or Drones you can almost kill two birds, charging spells whilst keeping them in blockstun, and on less mobile characters you can get a looping spell sequence.
Personally as my team isn’t set up for zoning I usually store 2D1C (the volcano eruption) rather that 1D2C (the meteors). I get it and then save it, so that I can have a GTFO whenever I please, and if I land a hit I can use it in combos for rediculous effect. With 2D1C on block you also get a chance to hard tag or to a quick high low or if it hits you can confirm it and OTG etc.
But yeah, Dorm’s zoning game is one of prediction, and if you can anticipate when the opponent will make a quick move to go in, you can preemptively tri-dash out of the way and come back down on them and hit them or put them into a pressure string of your choosing. I find Flame Carpets can be at their most useful when you lay it and then wait. If you act too soon you will be hit out of what you were trying to do, but if you can block something and force them onto the carpet the situation is in your favour.
And so on. lol it’s half 5 here I’m going to sleep. (Which probably means I’ll re-read this in the morning and realise I’ve just been talking out my arse)
Despite the flame carpet being not nearly as useful as it was in Vanilla, I assume it is then still worth your time to put it down to establish the zoning game. Then, I can call missiles in conjunction with Dark matter x Purification x Stalking Flare which wastes time to set up 2D1C or 1D2C spells. And, when I’m in the need to rush down depending on the match up, I can mass change at any time …
Easiest way to find vids is youtube. Cheech’s games can also be found in armshouse archives. My first main was doom xxx sent, but not with dorm. Now that I play dorm I love watching his games. He does exactly what I did but the way I should’ve been doin it (with dorm in the middle). If you’re lookin to zone, his games are a clinic. Watch 10 of his games and pay close attention to what he’s doing and why and when and you’ll be wellll on your way.
Ps. On the rushdown side of the coin, could someone take a stab at my question above regarding the masta cj welcome trap? Thanks!
Thanks man.I personally think I’ve got alot of problems to work on but yeah you can check me out on the armshouse channel (archives at www.youtube.com/hakf).I.I) cringe looking back at some of my older matches and I think I’ve improved alot so hopefully I can post some of my newer matches in here in the future.I try my hardest but I’ve recently been experimenting with a few other zoning teams. Namely Dorm/Morridoom, a Task+Missiles team and also Dorm/Haggar/Doom.
I think Eddie Lee plays Dorm/Doom/Haggar but I think my order is better. We all know Haggar is a bad anchor so putting him last is only worth it if his assist powers the first two characters up enough. In vanilla I would agree with anchor Haggar but in ultimate I actually think doom plasma beam helps haggar more than lariat helps doom, as the hard knockdown is gone. Dorm with Haggar lariat really covers dorms weaknesses well and will probably help alot in those beginning of the round situations. Lariat is still great for getting people off of you which is what Dorm needs in a lot of situations. Pressing flame carpet+lariat assist makes you lay down a perfectly safe carpet as the carpet covers you low whilst lariat covers your head, making it safe against dive kicks and foot dives (dorms worst nightmares). Plasma beam is an all purpose assist, great for teleport mixups and zoning at the same time, so its a good fit for the anchor position.
The team also has alot of combo synergy.If you can combo your opponent to the corner ( its easier than you think with dark matter combos) you can get a DHC into Haggar press that gets the full hits of the body splash thanks to the way chaotic flame pops them up. This nets you about 900-1mil damage depending on the situation.You could triple DHC into sphere flame too for about 1.1mil if you want. Any raw lariat hit pops them up into the perfect height for a mhs jump loop too which is really nice. You can get about 600-700k off of any lariat hit.
Haggar in second with plasma beam is actually pretty good too. I never realised how easy haggar gets damage with either plasma beam or dark hole assist. I havent played Haggar at all in ultimate but I was able to get a million damage easy with plasma beam and/or dark hole assists in the corner. I played Haggar on point in vanilla for a while and I know he is actually pretty good with plasma beam backing him. You can choose to play a really defensive style against some characters using jump back pipe + plasma beam assist or you can bulldog your way in with headbutts and D+H rolls covered by plasma beam. I mean its Haggar so he will always have problems 2nd, but his assist really helps out dorm and having him 2nd is the best solution if you want that assist for Dorm.
Its definitely a front loaded team thats built around Dormammu, as Haggar+plasma beam is not that strong if things go bad in the beginning. Doom anchor being good or not is very situational too but Ive come to accept that along time ago as his assists are too good to pass up. But yeah its another team that sounds really solid for defensive/zoning players like me.
Just a repost from the tier thread about the Dorm/Morridoom team:
Yeah you dont see much point dorms thats true. Im playing Dorm/Morrigan/Doom now in an effort to improve my point Dorm (dealing with beginning of round stuff) and to learn the Morridoom trap.
Morrigan meter assist actually makes Dorms zoning potential really ridiculous.If you make space for yourself at the beginning of the round, you can just call missiles and throw out a stalking flare. Before the stalker flares finished chipping them, doom will have finished too and you can actually call morrigan meter assist building even more bar. If your meter management is good, you can often get stalker flare after stalker flare on the screen along with charged spells and flame carpets. Its pretty beautiful once you get in that zoning groove.
You can also take that team in a different direction, playing rushdown covered by missiles. If you land a hit with dorm you can do dark matter teleport combo that ends in a neutral superjump to spike them down to the other side of the screen. The combo will build a bar allowing you to throw out a stalker flare and then dhc into morrigan astral vision.With them full screen, It forces them to take the stalker flare chip and the morridoom soulfist+missiles chip. I need to get better with it myself but again its really good once it gets going.
A GTFO assist is the main thing missing from the team, which makes it tough at the beginning of the round for dorm sometimes. However, jump back H,S is really good at pushing back people who walk forward against you thanks to how huge those hitboxes are. Then you can call doom missiles, M teleport and youll be on the other side of them, making doom unpunishable.
Its kind of a unique take on the Morridoom team. Weve always seen dorm with doom and morrigan with doom but I dont think anyones put the two together yet.
I’ve been playing Dorm/Morrigan/Doom for a few weeks now too and it is so fun playing a full zoning Dormammu. Like, really fun. Once you get that groove going, there’s no stopping it. And with Morrigan backing Dorm with a DHC to Shadow Servant, Stalker Flare is almost always safe. The only downside so far is that I suck with Doom.
If Haggar had some kind of a projectile (it would be great to see him throw a object like Frank West), Haggar/Doom wouldn’t be so bad. I do remember when Eddie Lee first brought the team into the spotlight in Vanilla for Guard Crush 18, people were like “YO THAT TEAM ONLY WORKS ONLINE”. Then again, he mostly played Vanilla online at the time, but the OG made it to Grand Finals anyway.
I do agree that if Dorm goes down fast, then it will be tough for Haggar/Doom. I’m planning to experiment with Doom and Akuma after seeing ChrisG’s early MorriDoomAkuma team. I think a Dorm/Doom/Akuma team has the potential of being zoning nightmare since you can play lame and destroy people’s attempts to be lame with the projectile-killing effects of the Tatsu assist. Doom with Tatsu is good, though comboing off of it is tricky. You have an anchor that really benefits from XF and is up there with the other top anchors. I think the team is solid since everyone has good movement, can unleash projectiles, and can rushdown.
Dorm with tatsu is really good. Basically you just call tatsu and lay flame carpet once anyone gets close. The flame carpet locks em down long enough for the tatsu to put them in blockstun aswell, which gives you a free tri dash/teleport mixup. It turns your defense into an offense which is quite disgusting. I really like tatsu as a defensive assist.
As far as Doom/Akuma, I actually think Akuma would be better 2nd in that team. Watch some of chris G’s older matches with Akuma/Doom and you can see how damn effective he is with hidden missiles. With Akuma 2nd you also get a good DHC into beam super anywhere on the screen which is something you dont get with doom. Doom/Akuma is good too though so I guess it just depends on your personal preferences. I just think Akuma with backup is really underrated.
Yeah, I’ve seen what ChrisG was doing with Akuma/Doom and it’s good. I don’t know why he seems kind of hard on himself on his Akuma play, when I think it’s solid. Akuma would have been more helpful to his bullet hell team than Firebrand.
I’m trying to optimize the Dorm/Doom duo in a team that can be both defensive and offensive. I remember you saying that Dorm/Doom/(insert good anchor with possibly a great assist) is what Sagat players coming from SFIV should try out.
I’m considering the fear factor of the anchor if everything is messed up. In the long run, would you rather face a XF3 Doom or a XF3 Akuma? Akuma seems to get better mileage than Doom when it comes to XF. I do admit that Akuma on the 2nd spot needs to be explored more often and I hope ChrisG shows off that Akuma is more than just stank foot assist and derp stank foot/beam XF3 anchor.
Regarding added damage through DHCs, if anything, I can always TAC into Doom and go into M&Ms/MarlinPie swag mode. Though I need to test how much damage I get from this compared to DHCing into Akuma beam.
Back to Dorm, Tatsu seems to work better than Lariat for defense. I mean, isn’t it somewhat hard to get a Happy Birthday on it because of how fast the assist starts and recovers?