Friday, August 31, 2012

UMVC3 Dormmammu Guide



Dorm. hasnt changed much since his apperance in the series and that, in my opinion, is a very good thing. Of his few changes, the two that stick out the most are the facts that he can do an abc chain combo and that his flame carpet disappears when he is hit (which is a very big nerf if you were used to the near invincible flame carpet of the previous renditon). That being said, he is still a very fundamentally sound character that is good for both new and veteran players alike.

Playstyle: Dormmamu is a very versatile character that is comfortable both rushing down his opponent as well as zoning and playing a keep away game. He has a very good super-jump cancel that can be used to cross up your opponet or retreat. Also, most of his moves are special move cancelable sp they can nearly all be made safe. Ultimaely, when playing with dorm. the object of the match is to confuse your opponet and keep them guessing by using your many options and versatile moveset.

Team Chemistry: As a character, Dorm is best suited either second or third on your team depending on who else you are using. He needs a lot of meter (super bar) to be used effectivly, so it's always best to pair him with a good battery character on point that can gain it for him. Likwise, he does an ungodly amount of chip damage and couple with x-factor level 3 can mean the end for an opponent ho squandered their x-factor earlier in the game. Also, a character with a good keep away assist such as doom's hidden missles will greatly improve his chances in combat.

Noatable moves: crouching light (good poke) crouching heavy (fastest ground normal) standing medium (nullifies projectiles), forward heavy (good spacer and used for teleport mixups) launcher (stays out for a while and is very hard to punish when covered by an assist)

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