Why red grace?
Magneto’s disruptahs are negative also but at least Strange’s pushes back on hit and block considerably. Which limits the amount of punishes that can be regular.
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Why red grace?
Magneto’s disruptahs are negative also but at least Strange’s pushes back on hit and block considerably. Which limits the amount of punishes that can be regular.
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I’m not sure if you’re also considering that if you whiff Mystic Sword M you are put at a very long recovery state. At least Disruptor is very quick and not so bad on recovery. Someone like Mag can easily manuever around Mystic Sword (sometimes not even on purpose, just cause they’re just dashing around). Sword is definitely a good way to force a block but I feel like FoF is better since it’s at least high enough to stop tridashers and recovery is quick enough to react to things.
Because it causes an explosion that pushes back and leaves you at frame advantage as well as slight tracking.
There is also way less recovery on the FOF.
So you can do something like put down a red grace. see if they rush at you, neutral jump & shoot off a fof, that causes an explosion beneathe u , tracks slightly to them and allows you to put out an eye of agamotto.
Its also great cause should someone touch a FOF, you can instantly fire off another one all while being at frame advantage.
Mystic Sword M pushes back but against faster characters your at such a frame disadvantage you have to block their next attack if they rush at you.
Mystic SWord M clears up durability from fullscreen distance or as a blockstring when you need space but its def not the best option to get out an eye.
Hey, I know this is a huge necropost, but I thought this thread was extremely useful, and it seems a shame to let it die. Strange’s zoning with specific assists seems like a good thing to flowchart.
Right now I’m thinking of Strange sequences with a naked flame to start, that uses Taskmaster’s up arrows assist. The string I currently like most is:
flame, eye, fH+Taskassist into (MOVE), TK M Daggers, flame, eye, repeat for as long as possible.
It doesn’t use graces, which I know is silly most times, but I find this still manages to cover vertical space great thanks to daggers M and Task’s arrows hitting in close succession. It seems uber safe, and the most consistent way I got close against it when training was to cr.M with Ammy, who’s cheating anyway, because she crouches the flame.
In the middle, there’s a lot of safety, so (MOVE) depends on the situation, it can either be dagger L (catches approaching air mobility the best, leaves a slightly larger gap right before the flame), Dagger M (bitchier to get close to on the ground, catches superjumpers much more often), or Mystic Sword M (catches short people better and provides a chunk of durability against anyone who thinks they can punch through from a distance). Felicia seems to be able to get through the Sword M variant if she’s smart, be warned.
Any thoughts? I’m kinda new at this zoning flowchart thing, and I’d love suggestions based on specific matchups or even general tweaks to my idea.
[Edit at start of post: Wow, just went back and read this thread in its entirely. Such great stuff, all! I think the below still holds up, but def have fun new weapons. The stuff about needing top of the head coverage tempts me to go Jam Session over Cold Star (as I def wanna keep Plasma over Missiles), but I think even as is it’s still beast. So to those that posted many months ago… anything new?? ]
Nice work, Duke. As you well know, this is the shit I’m interested in as well. I hestitate to post my own sequences as I always assume the regulars here already have much better stuff, but if it helps to at least spark the discussion, here goes.
Depending on the matchup, I’m generally trying to flow an Eye into an Eye into an Eye, with Plasma Beam (or comparable assist) helping to fill in gaps and/or protect the next Eye-n-push (by ‘push’ I mean to Palm the Eye). After a successful Eye, to get to the next Eye, I’ll try to free flow stuff like:
-Push, call Plasma, Eye
-Jump yellow, land, push, Flame or another yellow then flame, Eye
-Push, M Dagger, Eye or call Plasma then Eye
-Eye, yellow or red, Push, call Plasma, Eye with the idea of already having a grace out for a future sequence
-Push, Yellow, L Dagger, Eye, call Plasma, Push, Eye
And many more, just generally trying to free flow ways to get me to the next Eye safely and keep the locks long enough for cool down to not present a problem (easier said than done, but it’s the goal). Matchups definitely matter though since getting a bunch of Eyes may not be so effective as discussed above. But in those cases there are other weapons that are. And if there’s a character against whom Strange just doesn’t have any zoning play (I want to know who!?), just let one of your other characters fight him/her.
Then as all this goes on, keeping in mind:
Any detected button press = free SoV (or THC if your team’s strategy calls for it, like xxx Strange Ammy does)
Any detected attempt to blow through = 7 Rings
Any detected frustration and/or hesitation can = teleport in for a mixup or lockdown-into-mixup
This may be highly debatable, but I personally consider Strange (and even more controversially Morrigan) in the same camp as Dormammu where they are SOOO much better entering the game with momentum/meter/time to set up shop, that I just can’t see wanting them first (Morrigan exception, but I still prefer her 2nd). I still want Strange in with 2 assists, as a ‘virtual first,’ but let someone good at the opening battery for a bit THEN DHC/TAC/hard tag Strange in and go nuts. If the opponent forces the first hit and you’re left w/ Strange incoming, I dont think that’s an argument against this strategy, as if they’re getting the first hit against a Magneto or Nova or whoever, they were probably gonna own Strange too anyway. lol
So what would be the best way to setup eye and zoning with my team Dorm/Strange/Dante?
I am thinking FOF, jamsession Eye, into zoning sequance?
try tking an orb then cancel it to an eye, seems alot faster than just doin a raw eye, and u get a orb as a bonus, mixed with jam session seems good,
so you tk a orb, then eye, then m mystic sword, impact and jam at the same time, to push orb away