Viper hands down is probably Dorm’s worst matchup. I think even FChamp said he hates going against Viper. Regarding Vergil, that depends on how much meter Vergil has.
As far as match ups go, I really dislike Viper. Seismo and even Thunder Knuckle just get through so much, before you add on how good her normals are.
It also might just be me, or it might just be Dark Strider, but I loathe facing Hiryu with Dorm… Zoning becomes sort of difficult when Vajra is super boosted by X-Factor, and Ouroboros actually causes me trouble (I could just be playing the fight wrong though.)
Without Swords, Vergil is very manageable, imo… with Swords, well, like raider said, depends how much meter he has. I think with only 2 swords stocked up, Vergil isn’t too bad of a problem. 3 or more is just very irritating, and at least for me, in that long time frame I get impatient and make a mistake.
This is also probably just my opinion, but good Amaterasu players are hard to fight… your rush in options are negated with her Counter. The same move, but the H version, also kind of makes zoning a moot point when you do no damage. I often find the only thing to do against her is Throw, but even that is hard when your opponent is constantly doing f.H aka tech every single throw ever
Ammy actually has a tough time against Dorm because of his zoning tools, but a good Ammy player will try to get past that. Though MarlinPie’s Ammy struggled against FChamp’s Dorm (though Doom Missiles had a role in that).
UGH STRIDER. Terrible matchup for Dorm if Strider gets close to him.
Viper’s normals aren’t that great. It’s just her specials are so damn good.
The Dark Hole + High Time, s.S relaunch is really fricken hard. I don’t use that, though. I do a normal Vergil bnb, and then I end with Helm Breaker at some point, and call Dark Hole + Spiral Swords, High Time. It gets you right into sword loops from anything.
Oh my god, Strider. I forgot about him, but I just thought it was my terrible knowledge of Strider play in general. My current plan against Strider teams with my Dorm team is to play it Dorm/Haggar/Task, and hopefully if they’re good, dorm will be dead and the job of fighting Strider will go to shield skills and spin, who are WAY more fit for the matchup.
And Karl, thanks for the tech, I honestly has no idea Dark hole was consistent with spiral swords and high time, I never went to check. Regardless, Haggar/Dorm is my love now, and Dorm/Vergil may only come back if I get a third that makes the team more fun than my current third team, but Cap/Vergil/Frank is good.
I’m having the most trouble atm with Dorm s.M, it whiff way too much. whiff on Dante, Vergil, Zero, etc when they crouch and those b****** punish hard. It doesnt whiff on Wesker though. I think we need an actual list of characters for which s.M > flame carpet works. cr.L > flame carpet doesnt have enough range but if its the only safe choice i will take it
I use cr. LH for that reason, or, I find turtles waiting for the punish die really quickly to going tridash j.H, Teleport M, air dash down-forward, j.L cr.L st.H Dark Matter into one of Dorm’s slightly damaging bnbs.
I’m curious on what everyone uses as their block string for Dorm. Do you guys do (cr. L, cr. H, Flame Carpet) or (cr. L, st. H, Dark Matter xx Dark Hole)?
I go into teleports fro strings a lot. I usually do cr.L st.H Dark Matter, but whether dark hole, flame carpet, or teleport and assist follows is kind-of up to my whimsy, and what I think they’ll do next. But yeah, I almost always go into dark matter.
I think mine is usually LMCarpet…
Flame Carpet. Reason being that sometimes j.H/S into c.L pushes opponents out of range for s.H, and I’d rather go with what’s safest. I’m all about the safe play. I think it’s worth using both for different situations, though.
What about cr.L st.H Dark Matter xx Teleport? Is it safe enough?
Teleport isn’t safe if you’re going against someone with long-range normals or someone who can predict your teleport and air throw you. If you’re going to cancel Dark Matter, cancel it into Purification or Dark Hole.
Or call a decent assist during the dark matter, then teleport, don’t forget that one.
Also going straight from Dark Matter into M teleport then dashing back and H seems really really safe to me. Aside from Vergil and other low-height AA gods, what does the collective think about the safety on that one?
Ahhh yeah, I forgot that about calling the assist during DM xx teleport!
I think it’s a good option as long as no one can quickly retaliate or you can try dash down-back j.H after the teleport…
My thought is: if you’re going to do c.L, s.H, Dark Matter, why not just follow up with Dark Hole? It’s free chip and a frame trap. Like I said though, I play a very safe Dormammu. I’ll always take the safe but less beneficial route than the less safe and crazy one. Time is my friend. More time means more meter, and more meter means I win. I’m not in a rush to find ways to open people up, I just need to survive.
Frame trap, you say? I never learned the frames on dormy, I picked him up as a main and not just an alt a few weeks ago, so some stuff is new to me. What is the data on that one?
I haven’t the slightest clue, but logically, anything that is a blockstring is also potentially a frame trap. You just need to delay your qcf motion after doing f.H.
Would anyone be interested in testing blockstrings with me? I was thinking we could come up with 3 blockstrings and either split it up by blockstring or by cast, so we can try to optimize our blockstrings, and it wouldn’t take me as much time (haha).
The three blockstrings that I think we should be testing (but I’m open to other ideas) are:
- c.LMH, Flame Carpet - basically, who can c.LM reliably hit on in a blocking state in Ultimate (test mid-screen only)
- c.L, s.H, Dark Matter, Dark Hole
- c.LH, Dark Matter, Dark Hole
Thoughts on this? I’d like to do an update to the thread in the next month or so, and I feel this is information that should be up there in the matchup sections.
Curious, considering how depending on how one tridashes in they’d be at different distances, should we test a close tridash, a far one, or both? Also, j.L, H, and S have slightly different pushbacks. Any standardized sequence for gauging the distance? Because if we all do it differently, it may not be the most accurate test of the blockstring.
Also, what are we testing for on the second and third, whether the st.H whiffs, and the third will be just how tight the blockstring is?