With pushblock on, the CPU perfectly pushblocks every hit. If the opponent pushblocks soon enough, then the Eye wont push them out of the corner, unfortunately. But if they roll out of the corner, pushblocking shouldn’t help them.
Thank you for your contributions Mr. Hunter.
You sir are godlike.
Yes. “Pray they are that stupid.” - 300 :lol:
Hmm, anyway to mimic this without the red grace? That way, you’re not tied to needing a red at mid-screen in order to get it off (can use graces for zoning or damage instead). Maybe :l: Dagger instead of Flame, if opponent techs forward the dagger hits like a raw flame would, if opponent techs back/doesn’t tech, you have time to throw an Dagger and 50/50 off of that (delay teleport to match the speed of the
Dagger if necessary due to push block; would block stun from Eye be long enough for that)?
I enjoy the fact strange can kill anyone in the game from lvl 1 x-factor.
I’m having much more luck with offense and keeping people away from me, and since impact palm moves EOA and can be special cancelled, it helps set up safer graces.
I like to put low graces, call assist, super jump, FOT, H Teleport. I’ve had a lot of success with this, and it usually leads to a big combo.
I think I’m going to end up looking like an idiot and have it turn out that everyone already knew this, but I just found this today: Doctor Strange’s taunt changes after you KO all 3 of the opponents team. He pulls out a rose, smells it, then drops it, and bows gracefully.
He does it vs female opponents also.
Anyone wanna share their experience using Strange as anchor? How can Strange be scary in XF3 without assists when opponent backs of in corner?
My main game is Zero/Iron Fist, but Strange helps my team sooo much (nullifying drones with Bolts assists, getting in with IF, SoV DHCs for the kill…) so I really want to make him work as anchor.
Oh, it’s probably just that then. It was vs a female character.
Anyway, I’m starting to run a Sentinel/Strange/Morrigan team. Is Strange’s Eye of Agomatto assist good for Sent or should I just use Bolts of Balthakk? Bolts are overall good but I like EoA a lot. It can extend combos, and it usually tends to leave an opponent right into range of Sentinel’s air normals.
when I find myself birthday’d or facing down two characters with strange it often comes down to people opting for “pheonix” corner cover. But there’s a few tricks you can use to open them up. Be proactive, if you use the SoV x ToD setup, or kill in the corner (which happens quite a lot) immediately toss a red grace off screen in the corner where the opponent is coming in, jump EoE at incoming height to lock them into the corner (since they’ll likely run for it anyhow)then use the yellow grace to have it bypass through. It will ensure that you can at least move them out of the corner then teleport behind. Use the flight activate overhead, Cr.L , Cr.M, C.H x fly x j.S block string. Hell just use the cr.H/Fly J.s , at lvl 3, it’s insanely fast. insanely. Throw, bait push blocks, delay combo strings etc. Stay busy and don’t waste meter while doing it.
Teleporting is you best friend. Use graces to help cover your teleports as they will not disappear if you get hit, and have a good projectile assist to help you move around safely. Oh and always hit confirm into f+:h: or get punished by the poor recovery on block, unless you cancel into :l: Mystic Sword.
- Rotendo
Since I’m assuming you have Morg on the Dark Harmonizer assist, I’d say it ultimately comes down on your playstyle with Sent.
I play Nemesis/Strange/Sentinel, and in the beginning I used Eye since all I did with Nem was shoot missiles/tentacles and had an overall defensive style. Now that I’m starting to get comfortable with Nem, I’ll use the Bolts since that’ll help hit confirm my air-to-ground attacks to a combo (and possibly go for a reset since the bolts scale heavily).
So…
Daggers - Use them like you’d use Doom’s Hidden Missiles, except that it’s much harder to hit confirm off of them.
Eye - Use it defensively to slow rushdown or for extending combos.
Bolts - Use it in addition to poking from the air.
new resets I came up with. video soon!
basically it starts off mixups midscreen with Hawkeye assist. from there, I do cr.L, cr.L ~ Impact Palm xx Grace of Hoggoth L, Grace of Hoggoth L, Mystic Sword L, st.H (call Doom) ~ Impact Palm, S
from there, a couple of things are possible.
- near-instant crossup with 2Y Flame
…j.M, j.M, j.H ~ Impact Palm xx Teleport M, Flames of the Faltine, Teleport M <-- FoF must be done as soon as possible after Strange recovers from the first Tele
- if opponent neutral techs, the Flame passes just under the opponent, Strange crosses up with a Teleport, then nearly instantly hits with 2Y Flame, which gives you enough time to dash up and confirm with cr.L, cr.L ~ Impact Palm.
- if opponent back techs, same thing as neutral tech situation only the timing is tighter. sometimes, the Missiles will miss entirely allowing Doom assist to be used in extending your combo for more hits and damage (!)
- if opponent techs forward, the 2Y Flame will hit them mid-air causing soft knockdown, allowing you to go into 2 reps of the jump loop
- note: this mixup is confusing in itself because the opponent’s controls will be reversed (due to the first crossup Teleport M), meaning back tech actually has the opponent tech FORWARD, and vice versa. so if the opponent tries teching back into the corner and if they’re not paying attention, they eat a full 3-rep Palm loop.
- 3Y mixup
…j.M, j.M, j.H ~ Impact Palm xx Grace of Hoggoth L, Flames of the Faltine (opponent lands sometime after), Teleport M
- if opponent neutral techs, they land and get hit with the crossup Flame, allowing you to get a free combo afterwards
- if opponent back techs: same as neutral tech
- opponent techs forward: is caught mid-air by the Flame, allowing you to go for the jump loop.
timing is the key with these mixups. you have to do each input as quickly as possible (especially FoF after teleport in the first one) to get the best results. you won’t drop the mixup entirely if your timing’s a bit off, but they should still be done as quickly as possible to make the most out of them.
new video showcasing some of my most recent labwork. enjoy
[media=youtube]nB4_PTcpxIc[/media]
yay it’s up!
That air reset with the 3Y is crazy, the first time you did it in the video I didn’t even see the beam hit Wesker. I was like, what the hell just happened? That’s some seriously nasty stuff…
…Good job! The Sorcerer Supreme would be proud!
Something cool if you run Strange 2nd or 3rd:
Alpha counter into Spell of Vishanti
Not sure of the speed or the invincibility of it, but considering that you can do it airborne coming in, it’s pretty fast. Also can be XFactored into your kill combo of choice.
I’m gonna work on integrating it into my gameplay, seems like a good tool.
Geez, I need to learn some Taxmaster and Dante. This new team of mine is really good.
Scrub question ahoy!
What are a few safe ways to the teleport in using
Assists or no assists?
teleporting without assists is HIGHLY unsafe, especially for Strange who doesn’t have good normals and ways to make them safe. with assists such as Hawkeye’s Greyhound or Taskmaster’s H.Arrows, you can call these assists during blockstrings or if you’re behind an EoA and have some space in between you and your opponent, you can just call assist > Teleport M.
With the opponent cornered and a red grace set in the corner, Strange solo ground grabs can convert into combo. With 2Y graces set in front of Strange around mid-screen, any air grab nears those graces can be followed-up with FoF -> Teleport M to convert into combo. Not sure if that info is posted somewhere.