almost everyone who plays strange(very few people) know this
SO ummm, why don’t people use the medium mystic sword. It seems like a pretty good projectile and on lv. 3 xfactor it is ridiculously fast for a projectile.
it’s unsafe on hit AND on block unless you are at a distance and/or with an assist. really useful for blowing up other projectiles since it’s fast and has a ton of durability. at melee range when you cancel your blockstrings into M Sword it usually pushes the opponent far enough for their pokes to be out of range, but if they have some really fast reversal bullshit like Bionic Arm or EX Thunder Knuckle, Strange is dead.
http://img560.imageshack.us/img560/4210/iteom42.jpg
a strange/doom fanart i started when i was still hype about the game.
i’ll probably never finish it so I’ll just post this and say thx to those who contributed so much to dr. strange. i’ve no time to devote to umc3 anymore :]
So for all the aspiring Strange players out there, what would you guys say is required to play Strange?
I’m assuming the flame loop and xfactor loop are must-know essentials
The flame loop I see as something that’s not required, but more of advanced knowledge to get more damage out of your combos. By all means learn the basics, movement, flight, keepaway, rushdown, etc. then optimize your combos.
Outside of that, I recommend knowing:
-Jump Loop
-XFactor Loop
-Combos off Mystic Sword L
It’s a bit late answer, but i have some time to spare at the moment…
The way i feel it, Strange is pretty solid in 1v1 end situation (anchor on anchor), since most of the rushdown in the game (where he have some real issues) consist the help of assists.
Another strong points is of course the SOV (his hyper ) is quite good if you can call their assists, and usually pretty solid on getting happy birthdays. plus, if you have XF3 stored, doing it, XF sj and 2nd hyper (to prevent unhitted point from punishing you heavily) might net you an easy kill.
Aside for those “hail marry” calls, he is pretty much as you can imagine his un-assisted game. but again combofiend already showed that good calls with anchor XF 3 can lead you far.
Anyway, those are the impressions from my Wesker/Morrigan/Strange team. Honestly, if my Wesker and Morrigan are getting wasted too early, there ain’t much i can do with Strange alone (as oppose to Wekser, Doom, Magneto, Vergil or even Tasky from my other team), and he occupy the anchor slot mainly for his assist.
Conclusions:
- Ok 1v1
- TOD with one hyper and XF3, can catch whiff anywhere on the screen.
- Base combo damage of ~650 with 1 hyper or ~800 with 3 is OK.
- not bad happy birthday potential.
- Cannot swing match (I mean, if you pressed something and whiffed, you are probably dead…)
- Have problem opening up opponent who tries to lame it out (hold up back in the corner and ready to tech throws)
- hard to “snowball” your opponent’s team.
About his requirements, beside the combos (jump loop etc), it probably as ugly girl compliment. You have to know how to block with him, since his normal will lose 9/10 if you try to fight someone else.
So i got ultimate vita and think i figured something out that differentiates strange from console and vita. a normal jump loop string wont work on the vita for some reason. worked on it for over an hour and i never drop this on console. maybe someone else can do it and confirm/deconfirm?
[media=youtube]glGJprxClb4[/media]
sounds like they increased the HSD on some of his moves, and yes that is bullshit. I probably won’t be getting UMvC3 Vita just because of that. it’s not as bad as in H&H where (for some reason) Impact Palm doesn’t have a fixed hitstun value anymore, but it’s still bullshit. does the Flames loop still work (if you can do it)?
Flames loop isn’t necessary and you won’t die without the xfactor loop considering almost any of his loops will kill with 2 or 3 xfactor (unless your running him on anchor then its pretty important)
- Learn to combo off of an :s: for example cr:l: cr:m: cr:h: :s: air
:h: fd:h: then loop. (not the ideal combo but something of that sort.)
- Then learn to combo of off mystic swords or even better the alzarath loop. cr:l: cr:l: fd:h: 2 red graces, flames of the faltine, fd:h: mystic swords then loops.
-Make sure you know how to do his resets and tele mixups. Hes not an easy character and hes not very good either. His normals aren’t the best and are slow with slow recovery so if your not sticking to zoning and hope to rush down make sure you have your mixups and cancel into mystic swords when blocked.
i dunno if its just me but i usually end up spamming EoA a lot when i have strange on point. It’s his best defensive tool (assuming that there is some distance between you) and if they dont run into it i IP it towards them then use DoD M while they’re in block stun to setup teleport mix ups, not the best ofcourse because there’s a significant gap in blockstun between the EoA and DoD so they can jump to avoid the daggars. Occasionally il teleport right after the EoA to try and catch them before they jump. Other than that i dont do much other than an occasional j.M to get a combo on airborne characters, but to be fair im not using any horrizontal assists to help with his mixups and the only assist i have available for him is cold star.
I have decent success with these tactics but it feels like im just using half of the character. Any advice for improving his neutral game?
I wish I could help but that is basically what I’m doing. At the beginning if I see they like to jump in I dash or jump back EoA, impact palm it and spam light DoD and medium daggers with task assist to catch jumps assist and do great chip damage.If I see them playing it safer then I’ll drop a light dagger call hawkeye assist and tele either right in front or behind.
BTW I’m new to teleporting characters in marvel. In street fighter most characters have a tele behind the enemy, in front of them, or like to the back of the map far from the opponent. But in Marvel strange and a couple others teleport behind, infront, or above. Is it just a select few of characters with this or does everyones teleport have those options because it would be great to tele in ,do my block string and tele back to continue zoning. Not liking my tele always putting me close to the enemy exactly what I don’t want.
exactly why I’ve been saying since day 1 Capcom is fucking stupid for not giving this man at least a 2-way airdash to escape rushdown and add a high-low element to his oki. try out Strange in H&H mode with an airdash and you’ll essentially be playing an 85% complete character. the other missing 15% is due to his unnecessarily negative normals.
but hey, Capcom thinks Strange, a character who is unparalleled in speed when in flight in the comics (I think), is too good to have an airdash so they just leave that entire element out, make his normals very negative, and pat themselves on the back for doing a good job with balancing (sabotaging) what would be an easily A-tier character BY CONCEPT ALONE if you stuck to his Sorcerer Supreme powers like in the comics. I mean how the fuck are you supposed to give Dormammu a run for his money when he stomps all over Strange free with his high-lows and assisted teleport mixups?
meanwhile, Dante and Vergil get most of their tricks from their games because they’re anime as fuck.
Hello again guys. Played strange at a ranbat the other day, thought you’d be interested in checking it out. http://www.twitch.tv/bisonsautoshop/b/309899261
My matches are at 2:03, 32:40, and 50:00. Of course any feedback is appreciated.
right now Im working on implementing the palmfinite, combined with the assist mixup on incoming and snap backs to try and get a firebrand thing going, where if done right can take out an entire team.
Very nice. If I have any complaints it’s not to random super at the beginning of a match. Noticed you do a lot of random supers but other than that very impressive. When I saw your assists and how they kept wiffing I was like wow what a stupid team. Then I saw you tele from the cap assist and mixup with the dorm assist and I was kinda mind blown.
the one random super against the wolvie/wesk/akuma is because e and I play somewhat often, and he does the very typical call akuma berserker slash at the first microsecond of the match, I was expecting to catch both of them.
LET’S FUCKING GO, RYAN!****
So…
Illusion works on assists.
Just figured I’d point that out. Just found out today as I tried to throw my opponent into the corner and he jumped back and called Akuma. I illusion’d Tatsu and ended up behind his point character. Kinda useless as most assists are projectiles in some form, but this is kinda helpful technology.
EoA is definitely the cornerstone of your defense. While it does have a miserable startup, the benefits from having it in play are too good too deny. If im playing against a zoning character, I let Eye sit still as a shield. Other characters, I’ll IP palm the Eye to make the other character play Strange’s game. If you aren’t abusing Graces, start. 3y’s are my favorite because of the crumple stun on grounded characters, speed, and it puts characters in a soft knock down if it catches them in the air which is easy to capitalize off of. The reds are great for mixups as well, I just happen to prefer the BS laser. Mystic Sword M is a great tool against advancing characters and projectiles as it tends to beat most out. MS H is a decent anti-air but you better be sure it’s going to hit the opponent. I throw out DoD L’s to disrupt the opponents flow. They aren’t as accurate as DoD M’s but the only reason I use M is for 50/50’s so I probably already have an EoA on the screen. Not to mention how unsafe DoD M is. I’m still trying to find places to use Bolts of Balthakk but it’s so risky to use. Stranges meta game is more compound than say, dorm’s for example. Dr. Strange has a ton of tools but you have to find the right order to set each up. EoA’s are my number one, followed by graces. Once I have the graces setup, I switch between IP’ed EoA’s and assist teleport mixups to apply pressure. Then when they least expect it, FoF followed by teleports. Throw in some of Strange’s other projectiles, maybe a SoV to punish points and assists and you have a basic neutral game. There is no playing Dr. Strange lazily. If you want to compensate for his very visible flaws, you have to keep Stranges meta game going constantly.
taking a break from Strange and Marvel in general. I could use the downtime to explore more non-Capcom FGs like Skullgirls and P4A which I am genuinely excited about as well. I feel that I’ve already contributed a lot for Strange players so I guess I’ve earned a little break from the game, after all my work in the lab.
don’t worry you guys, I’ll be on the first train back to UMvC3 as soon as they announce a new balance patch with Strange getting the buffs we’ve always wanted. that, or if Skullgirls/P4A proves to be as frustrating as Marvel (which I doubt).