I’ve been using the Daggers of Denak for the chipping ability. I play Strange alongside with Storm and Sentinel, so being able to do an extra bit of damage with Hailstorms and HSF helps.
Indeed, I’ve been trying to put strictly Low L’s before the ground Impact Palm.
It’s also got good range and can be staggered to throw off your opponent. Rapid firing them to either force a pushblock or push the opponent back seems like a decent play, though I’ve been hit with a Bionic Arm before while recovering. Will play around with this more.
I’ve been using the Daggers of Denak for the chipping ability. I play Strange alongside with Storm and Sentinel, so being able to do an extra bit of damage with Hailstorms and HSF helps.
Indeed, I’ve been trying to put strictly Low L’s before the ground Impact Palm.
It’s also got good range and can be staggered to throw off your opponent. Rapid firing them to either force a pushblock or push the opponent back seems like a decent play, though I’ve been hit with a Bionic Arm before while recovering. Will play around with this more.
I’ve been using the Daggers of Denak for the chipping ability. I play Strange alongside with Storm and Sentinel, so being able to do an extra bit of damage with Hailstorms and HSF helps.
Indeed, I’ve been trying to put strictly Low L’s before the ground Impact Palm.
It’s also got good range and can be staggered to throw off your opponent. Rapid firing them to either force a pushblock or push the opponent back seems like a decent play, though I’ve been hit with a Bionic Arm before while recovering. Will play around with this more.
Been playing a lot of Strange (eye) today alongside Vergil (rapid slash)/Doom (Plasma).
Really like strange’s playstyle, however,
I’m finding it really tough to open up characters.
Say we get a perfect daggers of denak into teleport but end up getting blocked/blockstring into mystic sword L/M, I have no idea what to do after that. I seem to get stuffed by rushdown at the moment.
Yea I have a huge problem opening people up with strange. If they are always in the air then how am I supposed to set up my left right mixup? So I can never even hit with impact palm crumple into whatever.
I personally like Bolts because i have a fullscreen 610k combo with it if it hits with hawkeye, and since its so high sometimes it works as an anti-air for people who mis-read jumps.
Well here its kinda tricky, it depends on what kind of person you are fighting. If the guy is lame and holding down back, go in with relentless pressure, but if the guy likes to press button and rushdown an L Daggers before going in with a blockstring and calling an assist in the middle of it and teleport cancelling might be what you want. The point is if you have the attacking advantage you don’t want to let it go, but you also want to be safe so that you don’t get punished for it.
What I’m going to start trying after blocked M Daggers + teleport is staggered blockstring + assist xx teleport, another stagger + assist (if cooldown permits), if thats blocked just do a final string into mystic sword. Theoretically I should be able to force 2-3 guesses before they can get out, and depending on how I hit them I can get 650-800k. If they pushblock the string there should be enough guardstun that I can setup M Daggers and teleport back in, if not, I’m fullscreen (where Strange wants to be) anyway.
Yeah, just depends on which assist(s) you have available. One ne team I have drones and plasma beam and those work real nice alternating the other has disruptah and virgils rapid slash, tho I haven’t really found any good ways to abuse that one. Need to mess with it
My problem w/ Rapid Slash is that it comes out a little slow, as Vergil has to go into that stance before he attacks. Also if you decide to fake crossup it can be a little hard to confirm and get the combo, easiest one I found is L teleport, dash s.M xx Palm into whatever.
I’m going through the most popular assists atm (Rapid Slash, Disruptor, Tatsu, Drones, etc)… pretty much all of them so far are proving to be good for this, though some might be a bit limited… Whirlwind for example, doesn’t really allow for fake crossups as it pushes them fullscreen and doesn’t allow enough time to teleport over and start a combo. Damage is generally good (600k+… highest so far was Vajra at 820k lol).
If the RapidSlash hits, you can followup the teleport with a Palm after the untechable knockdown, since the opponent will always land in the same side that he was prior to the mixup. Other option is to do Daggers-M with the assist to a easier .followup
So is it just me or is the Illusion counter worthless? You’re vulnerable for like 6 frames during the recovery. All I can see is that you can call assists during the counter which might be nice, but every time I land this counter I get comboed.
It’s more so designed to counter attacks that have long recovery. It doesn’t activate against super but will activate even against assists that don’t hit low. Which is useful since essentially it gives you a counter against typical assist/port mix ups.
The great thing about the move as far as its frame attributes is that it’s the longest active counter in the game that’s not a super. The illusion will stays active for 20 whole frames or a 1/3 of a second. Which means you pretty much can’t miss activating it as long as you know something is coming. It hardly requires any timing like a traditional counter to utilize.
It also option selects into back throw so you can use it interestingly against certain types of mix ups. Like if Wolverine wants to run in with beserker slash, if you bust out illusion you’ll either back throw him if he was too close to you or have plenty of time to counter the berserker slash attack should he release the attack before he gets within throw range. ** Which makes Strange essentially a character that can safely counter what I would consider the most powerful mix up in the game (which funny enough is the entire mix up he is based around).**
Oh the best part of the illusion/counter. It has a whopping ONE FRAME of recovery. So basically you get a 20 frame active counter teleport that OS’s into throws and allows you to immediately block 1 frame after it whiffs. This makes it completely risk free as long as you know the attack your are trying to counter is a high or mid ranged non super or projectile based attack. Try it out…didn’t catch anything? Go straight back to blocking.
In comparison Wesker has a tiger uppercut counter that counters high and mid. It is active for 15 frames but has a whole 11 frames of recovery if you whiff.
I kinda wished that Illusion countered super attacks like Bionic Arm. But at the very least I have a great option vs :s: Spamming Sentinels and Stinger Happy Vergils.
I don’t know if someone already talk about this but level 3 of Dr strange can be X factor cancel at anytime unless you score the hit of course.
Usually you cannot x factor a level 3 to stay safe but Dr Strange can. I don’t know if that can be useful by the way
Does anyone have any ideas on how to counter zero as dr. strange becuz its seems insanely hard to keep him off, my assists are vajra and plasma beam if that helps, super jump h is my main problem right now it feels like theres nothing i can do about it.