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

Jill/Strange/Ammy sounds super sick. As long as you have meter (and you should, Jill is a reset monster), best answer to EVERYTHING is MGS into SoV. It beats a ton of stuff and it’s a really easy way for Strange to confirm into your usual XF kill combo. Dunno which assist to use with Jill though. Might just try the wallbounce assist for easier corner carry with Strange.

just made a spencer dorm strange combo vid. lemme know what you guys think!

[media=youtube]eT5myfFLYzQ[/media]

I like to do the fly over head S to open them up or add 3Y graces to get the beam to lock them down even more and do it. Yeah its a little cheap but thats mahvel baby!

I always found Jill one of the better characters in the game, when she has enough bars stocked you almost cant call and assist or even THC randomly or for lock down. The way i like to use JIll and Strange is with the bolts to get that quick mix up and over head that has since every ducks the bolts on reflex. I feel like they are a good punishment team cuz of the quick hyper activations, jills invincible machine gun super into Stranges pillars catches so many ppl its not even funny. I do like to team them with Morrigans meter assist to constantly have meter to punish all assist calls.

They should be called team “i cant move” or team “D block” cuz of the lock down!

This is sexy as fuck! Good work, K, this team is godlike!

Great job bro i never thought of putting Spencer on this team, kudos to the Castlevania music thats start around 2 min, i haven’t herd it in years!

Found out what my problem is with my strange game. Against certain characters I’ll ONLY jump back and call assists. Why? Because I’m extremly afriad of the charcter (there normals and stuff like that). One of the main charcters is Zero. I’m guess I should just be more patient and use daggars to cover my back, but it’s easier said then done.

mr. Low tier, there is certain tactic that no one is using for dealing with pressure that makes Strange a real threat for the offensive of chars like Wesker, Felicia, etc. And that’s jump back, delay, j.Impact palm, repeat. That’s how Tenbosu the japanese Dr.Strange player (and myself) deal with pressure. One approaching mistake and the other character will get a crumple, one trade and the other character will get a crumple, etc. People underestimate the j.IP hitbox size, it’s actually pretty big and works like a wall. This defensive tactic is of course still dangerous when dealing with Vergil and Zero.

regular jump neutral/back IPalm is godlike! If you call Doom’s missiles and do this, you’re also safe against Vergil and teleporters :smiley:

Is he a good anchor?
Should use Strange with mystic ray or Shuma with bolts?

I think Strange is an decent anchor but an excellent 2nd position. Without a strong assist you’re forced to make your own mixups, which isn’t too difficult especially in L3 xfactor. Also 7 Rings busts the hell out of a lot of other people’s anchor strategy. But just how strong he is with good assist combined with his perfect DHC means he sits at #2 on my team. Spell of Vishanti spam just isn’t too viable unless they’re already low on life and you have multiple bars so don’t train yourself to go for it every game (though of course if you can chip them out for the win don’t hesitate).

Regarding his assist, I really really like bolts of balthak. It wrecks other assists is a great assist for teleporters, backs up other zoning beams like nothing else. You just can’t throw it out if they’re pressing because the Doctor is a giant target. But if you have a teleport or are already throwing out projectiles it’s top rate. Don’t have much experience with Shuma’s assist except playing against it but it really isn’t better than bolts in my estimation and Shuma certainly isn’t worth passing up the doctor for.

Go Strange with mystic ray. Like Luncheon Loaf said, Strange as the second character is the best way possible. Shuma’s assist will buy you time to start your EoA/Swords/Daggers game, meaning you will be able to create your own mixups to get your offense going.

Alright, so I’m new to Dr. Strange and am having trouble figuring a few things out. The team is Dr. Strange/Dormammu/Morrigan, but I’m not really looking for team advice, just Dr. Strange advice. Any help is greatly appreciated:

  1. After a knockdown, what is my best setup for a reset?

  2. What is my best mixup on an incoming character? I know someone mentioned Agamotto, but I can’t get it out in time to make it safe for a lot of my combo enders.

  3. What is my blockstring ender? Mystic Sword L sometimes whiffs, and everything else seems to be really negative on block. I’ve thought about canceling into Teleport H, which would be less unsafe than most of my other options it seems. The strategy guide says to use Mystic Sword M, but that’s -16 on block and looks like Amaterasu might be able to duck under it. On that note, is Flames of the Faltine duck-able by a lot of the smaller cast members? Someone suggested Eye of Agamotto, but the guide says that would put me at -13 if I cancel on on the first frame of my magic series recovery.

  4. What exactly is my battleplan if I can’t call assists out? I was fighting a Nemesis/Hulk/Sentinel player, and even from fullscreen there was no way I would be able to get Eye of Agamotto out safely either. Nemesis was always doing the jumping tentacle attack backed by drones, and Hulk was always doing Gamma Charge. Throwing out a bunch of Daggers of Denak seemed pretty futile, giving me just a bit of chip until he closed in. My basic battle plan was to superjump and do Grace of Hoggoth M, Flames of the Faltine, Teleport M to get in. If it hit, wonderful…

  5. Is it actually worth taking the time to get 3 Grace of Hoggoth L’s out? As a Dormammu player, I always work to get Dark Spells charged, but Dr. Strange’s beam almost never paid off when I worked hard to get it out there.

  6. Is it pretty much always a terrible idea to superjump and do Daggers of Denak? I got lots of great combos from doing this, but I feel like it was only because my opponent didn’t understand how the ability works, and that hitting me would make it go away. Am I able to block on the way down, or am I 100% prone?

  7. Lets say I get Eye of Agamotto on the screen, and I Impact Palm it out there. Assuming I don’t want to teleport mix-up my opponent, what should I be doing while it’s floating toward my opponent?

  8. What should I do right after a naked teleport M? I’m not asking whether this is a good idea (I know it’s not), I’m just asking. c.L has whiffed a few times, and c.LM, s.H, f.H puts my opponent out of range of f.H sometimes. Should I just go straight into Impact Palm?

That’s all I can think of for now. Many thanks to anyone who takes the time to provide thoughtful answers.

You can’t block on the way down from doing Daggers in the air. You’re vulnerable like Phoenix after doing TK Shots. Stay on the ground and just TK them instead. Much faster and you get to block. If you have an assist to cover you while you put stuff on screen, you can do something like TK Daggers M, land, Daggers M, Eye of Agamotto, Mystic Sword M for pretty much full screen coverage.

Best block string is cr.L, cr.L, (st.M) ~ Impact Palm then call assist if you still have one. Otherwise, end it with Mystic Sword M. They’ll be pushed back far enough for most light attacks to whiff. Pushblocking is actually in your favor here and opponents tend to forget how unsafe Strange is during a match.

While the Eye is homing (or even before you let it home), don’t forget that Impact Palm is a command normal and you can cancel it into special moves. So if you have an Eye out and assuming the opponent doesn’t destroy it immediately, you can put two Y Graces, Impact Palm to make it home in, then Y Grace again. Super jump then FoF after and cross them up with a teleport. This has worked well for me especially at one screen’s distance because Strange can convert off charged Flame hits regardless of whether or not you get the crumple. Pretty much the only way to avoid this kind of trick is by running to the corner where you can’t cross up with a teleport.

Mystic Sword M is your bread and butter projectile on the ground. ABUSE IT. It beats every projectile in the game not named Spritzer/Piercing Bolt. Next to that, if Strange is all by himself, you definitely messed up somewhere along the way. He should always be backed by a neutral assist to help bail him out or get crucial hits in. Ammy is probably one of the best examples because Cold Star assist lets you teleport twice (once during the staggered hit, then second during the 8 hits that follow) before confirming, and her THC lets Strange get a free combo by simply teleporting like a madman while it’s going on.

Man, a rough first day of Dr. Strange. Went 8-11 against my first opponent, but Dr. Strange only killed a character in maybe 2 of those matches. I OCVed my other opponent (6-0) on one occassion with Dr. Strange, but I think he just didn’t get the character. Having a hell of a time keeping him going without an assist to back him. I feel like I just can’t keep momentum. I’m not quite sure what I’m doing wrong, but I’m sure it’s a problem on my end right now.

I feel like superjumping is pretty much always a bad idea. There’s just no safe way to come down, it seems.

It is. Strange should be on the ground because that’s where Eye of Agamotto and Mystic Sword are safest. I only SJ if I -really- need to get out of trouble or do a mixup with 3 Y Graces.

Am I also correct that using Illusion is almost always a terrible idea? My opponent’s attacks just seem to auto-correct and get a free combo on me whether they’re doing an aerial or a ground attack. I’m sure it’s useful to counter something like a naked Bionic Arm or Gamma Crush, but it seems really, really limited.

Yo Impact Palm frame traps. Get on it guys, this shit is godlike. Punishes people who don’t pushblock thinking they can hit you out of your negative normals. They finally have a use now, and I think Strange has one of the best ground frame traps now because of Impact Palm’s 6f startup and leads into a full combo on hit.

Tested on Wesker, Joe, and Ammy mashing cr.L. Blockstring is cr.L, cr.L, st.M, slight pause, then double tap f.H for Impact Palm. At worst, you’ll trade but will still get the crumple.

The concept of frame traps for Strange is nice, i go sometimes for daggers L frame traps. gonna try those IP frame traps :slight_smile: