Lately I’ve been feeling kinda jaded with Dorm…
I play him 2nd so he’s not the main focus but when he does come in he has lots of meter so I normally just
chip people to death. I got zoning patterns with assists that leave alotta characters helpless but I feel I’m not really utilising him right sometimes…
I don’t even do his jump loops or optimal combos even though I know how because its easier to just flood people out.
I love Dorm but sometimes it just feels weird winning with him… like I dont deserve it. lol
Must be the FChamp effect
The only way you know is if you can move around properly and charge spells. If you can’t charge spells, you’re doing something wrong. I have decent defense and movement with Dorm, but I need to charge spells more between my combos because they are VERY crucial to winning with him. I play him second as well, but once he is in, he cleans up 70%(should be 90%) of the time because Dorm+Jam Session and Disruptor is DUMB especially if I have you in the corner. I need to work on my neutral game but all o Dorm’s shit is unsafe done raw. I mean, Carpet into Jam then 1 charge(if you call Jam at last minute, you can get two) is good, but soooo happy birthday-belated on my end, especially against Spencer or Task. I think Dorms should learn to normal jump > air dash into flight and get spells since thats his safest way to do so, but that is also difficult because if your opponent sees it, it’s free. Dorm does not have the fastest startup for his flight and if you try and charge too fast after flight, you’re gonna get a teleport. :\
In my opinion Dormammu is kinda the opposite of Morrigan. To be a great Morrigan requires first and foremost consistently great execution. To be a great Dormammu primarily requires deep knowledge of how he functions as a character and relates to the rest of the cast. He wins and loses by minute decision-making. The list of things someone ought to learn with the character before calling himself “great” is pretty long.
So, either 1D liberation has a lot of durability, or it neutralizes projectiles, but it trades well with a lot of things. I ate a Sentinel spit+ Nemesis rocket assist with my teeny fireball and chaotic flame’d to catch two characters, and the spit hitbox didn’t disappear, went straight through me.
Haven’t tested it against stuff like plasma or other horizontal projectiles, and I won’t be able to for a little while, busy, but I thought this was cool.
dorms dark hole assist should be his A version. maybe purification assist should track, but it could disrupt the game. it would require testing. storms typhoon assist should definitely track though.
I was wondering if anyone here has some good experience with disruptor dorm, and had any good tips, flowcharty mindset, set ups to some setups, etc?
Basically, I have lots of experience with the duo and feel quite strong with it. HOWEVER, that doesn’t mean the better players (ie. You guys) don’t have some additional stuff that I might not. And I’m happy to share my own tactics, but always assume most players know what I know.
My feeling is that if u can manage to call mag and immed M tele, while they’re on the ground(this is key), you’re very likely to get the hit. So therefore it seems the key to the strat is to force them to the ground for the disruptaport, and there inlies the ‘set up to the set up,’ as I put it. So does anyone have any fun ways to force this cross up (or rather, force their having to deal with the attempt)?
So it seems like being in the air is something of a counter to this tactic (shhhh! Lol), so any good ideas to either: a. Force them to be grounded for it, or b. Find a way to make it still a dangerous threat even if they’re in the air? (This tends to leave dorm too far away to convert, though must admit SOMETIMES it gives an unexpected look-what-I-found-style air grab)
Thanks!!
PS. I also had a combo-related question about this, but put it it in the combo thread. But if someone with the proper experience reads and responds to this, please check that out too
MAGNETO!!! Several good answers, but 'gnus has a legit claim at being an actual “best.” Disruptor is arguably both weskers AND dorms best assist, depending what you’re trying to do. Check the games of wentinel (same order and my personal fav order), and masta cj (diff order, many of the same ideas).
Dark Hole and Purification could both track, and it would be fine. Purification is just an inverse Vajra that doesn’t cause hard knockdowns and is less safe.
Yo, real talk. If Purification and Dark Hole assist tracked, Dormammu would have the best assists in the game and I would have wet pants everytime since I play Dante.
So I’m thinking about tech for a Dorm/Dante/Frank team, and, since I have quite literally 30 minutes of Dormammu experience, I was hoping someone could give me a general sense of something.
To level Frank I’d either be a) doing Chaotic Flame into Devil Trigger, linking a Volcano xx Beehive, and using the Skydance hard knockdown (reversal version) to hard tag Frank in or b) DHC’ing into Devil Trigger from Stalking Flare and teleporting for either a straight Skydance or j.S into stuff into Skydance for the hard tag.
So basically my Dorm combos when I’m trying to level Frank have one of two requirements:
They have to corner press without using a wall bounce
If the wall bounce was used, they have to be able to corner press and link into Stalking Flare
Are those practical objectives based on standard Dormammu hit confirms (with Jam Session and Shopping Cart available)? I was messing with him and I was able to do a full relaunch with Flame Carpet+Jam Session for a corner carry and still link DT, Volcano xx Beehive, etc., so HSD really doesn’t seem to be a problem. I’m just not a Dorm player, so I don’t know how often I should be expecting weird confirms that won’t corner carry, and I’m pretty sure depending on finishing with Stalking Flare isn’t the most reliable thing in the world, but I’m not positive (seems like I’d need spells charged). It seems like there’s a lot of potential, but playing a Frank team where the point character gets chainsaws from a high percentage of the common confirms is pretty crucial.
That’s definitely true. For damage control especially, though, it’d be useful to be able to do more than just the raw tag at under 50 hits. I’m not 100% sure that hard tag gives you time to call an assist for a double picture, and even if you did Survival Tools into Stalking Flare/hard tag, you’re potentially looking at too much damage to actually get the picture in time for level 4+ and that’d also get really tricky outside the corner I believe. Maybe it’d be better to have Dante second so you could DHC into Devil Trigger for the no-damage second picture if necessary (it’s necessary surprisingly often) or the THC if you have room, but even so more options would improve the situation.
I know it sounds like I’m going around my ass to get to my elbow though, lol. There is actually a reason though