How to Stop Worrying and Love the Hoary Hosts of Hoggoth - The Ultimate Doctor Strange Thread

Maziodyne is right, in that Eye doesn’t “hold” them near the ground. However, I think doing Eye xx SoV instead of M Daggers xx SoV is the correct choice in a situation where you’re not going to DHC. This was actually something I was going to show in my next video. Doing Eye xx SoV is only slightly less damaging as an ender than M Daggers xx SoV. But, one to two hits of the Eye remain unused, so after the Super ends you can actually Impact Palm to reset the hits on the Eye and send it up toward them.

This is tricky because the Spell takes them high enough that you’re off the screen, so they can’t even see it coming. It’s has potential as a practical way to apply pressure after a Spell, against characters without flight, or a good air dash. Alternatively, you can also just not Impact Palm the Eye, and it will sit there until the opponent comes down (again, assuming they don’t have some way of stalling themselves in the air for an extended period of time. This could potentially stop people from being able to call assists after teching from SoV.

I haven’t messed with this too much because I tend to only use Spell if I intend to DHC and kill. Otherwise, I prefer to just save my meter and set up a ridiculous mixup. I still think this is an interesting tactic though.

interesting. would it be possible to maybe “extend” the life of EoA by not mashing SoV so it gets less hits and the opponent recovers faster? I just ran a FT50 (50-16, btw ^__^) with my friend and I’m pretty tired. Shield Slash is the bane of my existence, I swear. that’s the only move that successfully trumps my Plasma Beam assist + Eye setup most of the time. I have to burn meter to punish or be outside the range of the damn Shield if I ever want that setup to work. @.@

how are you guys getting your cr.L cr.L ~ Impact Palm confirms, by the way? I want to be able to get more 1Y Grace mixups going, not just relying on my usual Eye, 1Y, 1Y, call Strider, SJ up-back, 1Y, Flames of Faltine, teleport setup.

oh, and Missiles + Eye of Agamotto = every anti-teleport technology you’ll ever need.

Ive been thinking of switching from Plasma beam to hidden missles. Beam is so good though. I kinda dont wanna change but if its better for strange then by all means

Can Mystic Sword L negate low/medium durability projectiles?

I dont think it can, I havent seen it do so at all.

no.

I’m kinda getting burned out on Marvel tbh guys so I’m gonna take a break from the game for a bit, I think :frowning: I’ll try to record some shit I’ve been meaning to post but I don’t think I’ll be as active on here for a while, what with school getting in the way again and constant training mode giving me a headache.

You can only be a lab rat for so long, huh? I know the feeling. Good luck.

yeah. my local scene doesn’t have tournaments too often so I can’t really test my skill, I can’t play online vs. international players (aka you guys who live mostly in the US), etc. I love Strange to death and I love discovering new stuff with him but it’s kinda discouraging when you spend hours in the lab and end up with only a minor variation to your B&B or something, all because you’ve been working too hard and running out of ideas. doesn’t really help that I can count who the Strange mains are on here and pretty much only Dieminion and Ryan Hunter out of the top players are playing Strange properly, which is not on anchor position. I saw FChamp run Strange once but he just ran around in XF3 and got bodied because he only used him for Bolts assist.

no lie though, I’ll still be checking SRK every so often just cuz I can’t break the habit. but I’m taking a break from Marvel 3 until I either see more Strange players or until I can find the urge to head back in the lab once more.

Yeah, I’ve kinda taken a break from the lab myself. I pretty much only play matches now.

two things.

strange’s set of normals are vastly underrated by the marvel community.

dieminion’s strange is horrible.

Strange normals are like a mix of weak swords and projectiles, imo. The ground :h: normals release a short range projectile, the :m: normals may as well be swords. Is Impact Palm a disjointed hit-box?

First off, here’s a sexy clip that got cut from a video I’m going to release very soon (hopefully this afternoon).

[media=youtube]braHluwXdfU[/media]

I explain why I cut the clip from the video in the description, but I’ll explain it again here quickly. Essentially, if you pushblock the Eye, you push Strange away before the Daggers come out, causing the Daggers to spawn all the way across the screen. This makes them take longer to reach the opponent and allows too much of a gap in blockstun to make the setup tight enough to be realistically scary.

However, I wanted to upload the clip any for you guys, since it’s still cool, and talk about the core setup that’s at the base of that one, which will be featured in part of the video. That is the following:

Red Grace ground level, somewhere near midscreen -> end combo with a low j.S KD -> Eye, t.H (whiffs, but activates Eye) xx Flames.

This setup is extremely solid. If they roll backwards and remain in the corner, the Eye pushes them out of it and ends shortly before the Flame comes back, giving you time to teleport 50/50.

If they roll out of the corner (this seems to be the instinctual response, since they see the Eye before they have to choose their tech direction), they roll right into the Flames, which they must block meaty, pinning them down. The Eye then chases them, but there is a small gap in block stun, again allowing you a teleport 50/50.

Again, this will be shown in the video, but I thought I’d give you guys a head start at dissecting it.

Enjoy.

So, on a forward tech does the mix-up come from the returning flame or the eye? If it’s eye, looks like a super jump would avoid that completely. Can’t look at it until later.

If the roll forward, the Flame hits them, and is destroyed, it never makes it to the Grace (which actually preserves your Grace midsceren). Then you get a mixup from the Eye still coming at them. It’s extremely fast, and if done correctly, you can’t jump out.

I’ll mess around with this a bit tomorrow. I’ve been thinking about dropping Strider since I’m going absolutely nowhere with the character other than use him for the Vajra assist and Ouroboros so I’ve been thinking Strange/Doom/Hawkeye with Greyhound assist. Combofiend’s been doing pretty well with him in XF3, having watched him run sets with other players on stream. that way I can put Doom on Missiles duty to bail Strange out of trouble and help with the setups.

I’ve been trying to take all the characters I’ve been wanting to use and forcing them to synergize but at this point I’m pretty much playing for Strange now. that dude is the one character I’m never gonna drop unless Capcom hands him one of those kneejerk nerfs they’re so fond of. but anyways, I’ll try learning some Hawkeye stuff tomorrow, see what I can get out of Ryan’s mixup here with the new team configuration.

@Ryan: so basically there’s two projectiles on-screen-- naked FoF and the Eye-- and when the opponent rolls forward, they nearly simultaneously lock the opponent down one after the other allowing you to do a mixup? crazy. if you crossup the opponent with Eye though, wouldn’t that hurt your overall damage output or would you go for another mixup instead? I kind of tend to cater towards the “one mixup, one combo, dead character” mentality myself, heh.

Right, the unleveled flame hitting meaty. Alright, got it.

I don’t wanna get too in depth with this discussion, since it should technically be in the “teams” thread, but I think the order for that team would be stronger as Strange/Hawkeye/Doom. Hawkeye is “acceptable” as anchor, but not as good as Doom, in my opinion. The only downside to this is that you lose the SoV -> Sphere Flame DHC, but, you gain SoV -> SSS (potentially also into Sphere Flame), and then have a good midscreen DHC option, where with Doom, you have none. Also, Having Hawkeye with Doom Missiles will be stronger than having Doom with Hawkeye assist (though Doom with Hawkeye assist isn’t “bad” or anything).

By the time the Eye gets to them, it only has about 4 to 5 hits left, so you don’t get too much damage scaling, but yes, it does scale it a bit. However, the setup alone does 500k (could be more depending on your assists), so even with the scaling from the Eye, you can easily kill off the mixup.

I think my overall game plan is going to change a bit now, because I feel this setup is so strong. With my team, I can’t get a Grace out at the beginning of a combo without an Impact Palm, which means if I start a combo air to air, I get no Grace. So I think at the beginning of matches, I will look for an opportunity to get a Red Grace in the middle of the screen somewhere, so that when I land a hit, regardless of how I hit them, I can apply this mixup.

Full video is up now, the mixup is at the very end.

[media=youtube]WDJB-pNCtEA[/media]

For the preview clip at 0:14, have you tested this with the cpu advance guarding and random techroll? Wouldn’t that push Strange back during/before/after his teleport? I am definitely going to test this out this weekend.Great vid! I’m still putting my clips together as they revolve around multiple assists and assist types and I’m experimenting with specific ones. :tup:

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