the above post reminds me of a question i had:
what do you guys do after a successful illusion? i always try to mash grab because it’s the fastest thing i can do, but quick attacks always hit strange out of it. if someone uses a jump attack on you, they’re going to keep attacking. strange is invincible, but it takes him some frames to teleport.
Pray to god that Strange recovers before the other character and mash grab / impact palm
For some reason, I didn’t even think of using Illusion as an anti-air. I didn’t even realize it caught airborne opponents…
Your part about FoF reminds me of another question:
What do you guys zone with? If I’m full screen, what kind of pattern of projectiles should I throw out? I know a few of his projectiles can zone well, but I don’t know if repeatedly throwing out Mystic Sword M is gonna win me any fire fights.
illusion is pretty much meant for anti airing because a grounded opponent will eventually use a low like serpentaurus said, you better pray they don’t have time to stick out another attack.
as for full screen zoning, here’s what i do: if my opponent isn’t a projectile-y character, i use EoA>I.P.>maybe a M Daggers, then teleport to try and get some combos. EoA and M daggers tend to make people jump, which isn’t good for teleporting. if the character i’m fighting IS projectile savy, i’ll bombard them with much faster projectiles, like bolts of balthakk and mystic swords, in an attempt to make them burn a projectile hyper in which i can oh so lovingly counter. dr. strange actually has a ToD off his 7 rings, but i personally can’t do it. i just 7 rings>xF>SoV.
if your opponent isn’t even trying to come near you, you can plant some graces for some FoF tricks. the ultimate guide also has zoning tips for each distance an opponent can be away from strange; although, i’m not sure if i agree with some of them. have you checked that out?
I also have Drones to back me up so can I throw them out freely when I’m zoning full screen (except against teleported)?
I have the Ultimate guide but I’m always afraid I’m gonna pick up on outdated information. The fame’s been out so long that I figure new tech has to have been discovered… Also, how would you go about practicing something like this? CPU in training mode? Player Matches?
drones always hit me when i teleport lol.
yeah, sit in training mode and try to come up with a projectile flurry that doesn’t have a lot of gaps in it. then you can try it in a player match. it depends on what you’re zoning them for, though. for example, i go full on morrigan astral vision fireball spam when i’m fighting ghost rider, and i try to kill him that way; i know other characters will jump towards me, etc. a guy posted a video here of what he called “agamotto lock,” i think. it was something like EoA, red grace, FoF, etc. seemed pretty cool. i honestly haven’t been playing around with this too much. maybe someone else could chime in.
From full screen jump over their projectile and use DoD L with the illusion this is where you have to know a little bit of frame data of you opponents move and your own,It has a 4 frame start up its active for 21 frames and has 1 frame of recovery so any move that has more than that can be punished like dante and vergils helm brake is active till it hits the ground dante has 0 recovery on it and vergil has 10 frames of recovery and active till grounded once they touch illusion with any of those moves your free to punish with a s.:l: c.:l: s. or IP, you cant just throw this out for anti airs on all moves or normals like zeros j.S ( of course ) or Akumas tatsu and tridash :l: characters. heres a small list of some moves and normals that i use it on that you can bait out that it beats. Also when want to test to see what other characters it works one take in mind of characters that use j.:s: to approach
Dante -j.:s:, Killer Bee, Stinger, box dash j.:h: and Hammer
Vergil -Helm braker, j.:s:,Stinger,s.:h:
Wesker - j.:s: thats it
Wolverine -Dive Kick,B Barrage,Drill claw
Sentinel-j.:h: and :s: not sure of his s.:s: you can check that out all rocket punches except :h: versions
Dr Doom- j.:s: foot dive. becareful not to over use illusion when fighting smart opponents with dooms foot dive, they can bait you out to use illusion then cancel into finger laser hyper or pass through you then do it, so use it when they FD close to you.
Dormamu- j.:h: ,j.:s:
Haggar-Pipe
Morrigan-j.:s: j.:h:
Trish- s.:h: j.:h: box dash :h: dive kick
chracters not to use it on at all
Zero( hes just a moving hit box)Skrull, Ryu, Akuma, Task Master and Jill
Anybody using the crossover assist (bolts of balthakk for example) cancelled into Raggador when ur point character is being chipped to dead? Strange is invincible the whole time, works against Ryu, Dante hypers, and pretty much everything.
you mean crossover counter?
Well I was labbing it up and figured out how to reach 700,000 for Strange solo on the Vita corner only. While the FoF Loop doesn’t work, there is a variation where you can start your IP Loop with 1 grace and use the fly setup.
702,400 damage 1.5 meter built:
:h: xx :f::h: xx :qcb:
:qcb: :s: (fly towards the crumpled opponent and shift Strange slightly towards the ground) j.
j.:h: j.:s: (rejump) j.
j.
j.:h: j. :f::h: x2 j.
j.
j.:h: j. :f: :h: :qcb::h: (flame catches falling opponent) j. :f: :h: :f::h: :s: j.
j.
j.:h: j. :f: :h: j. :s: :qcb: :h: (flame hits grace to OTG’s) :f: :h: :s: j. :f: :h: j.:s: xx j. SoV
Been thinking I should make a video detailing character specifics and when to use 7 Rings Of Raggador for every right situation. People never use it, but feel it has great potential If i can’t get a vid out soon, I could just do a written guide instead.
i was also going to do this, but i felt like no one would appreciate it. jmoonies started a video series named “hyper science with dr. strange,” but he never finished it. a written guide would be just as good, but less fun. if you have a good screen recorder and want to, then i say do it! i know a lot of people really wanted to see storm’s hail storm and ammy’s hyper countered. a good example is frank’s cart activating the 7 rings.
also, even though you can’t act after an air daggers, you can still throw a SoV. i still recommend not using air daggers. maybe it could just be an option if you accidentally use one or something. sorry if everyone already knew that.
oops. double post.
SJ M Daggers in the air can be teleported for mixups. Fullscreen SJ Daggers is actually what I do since its great for mixups and is a good zoning tool. Ground Daggers is terrible since any could just hit you before it starts.
oh yeah, i meant super jump daggers. even just normal jump daggers because you fall to the ground “like a stone,” as the strategy guide puts it.
Are you able to do the midscreen FoF loop?
I can’t do it for the life of me.
I am abusing the hell out of TACs and DHCs now. Every single touch from Magneto (even throws) either turns into a Strange DHC or TAC that lets me get at least one rep of Flames loop no matter how long the combo leading into it was. I usually build (close to) 3 meters along the way also, so in the event I need to kill a character without using X-Factor, I have the Ammy THC available. I can even go for resets, so instead of doing that one rep of the Flames loop, I can just do launch, Palm xx Flames, j.S knockdown, M Daggers into lockdown stuff with Ammy (Sent would work wonders here too, so I’m definitely considering him as well).THIS is how Strange in second is supposed to be played, I think.
If you’re doing TACs (any direction works) with Strange it’s best to just skip the actual TAC thing and lead into Flames loop right away. That way you get the one rep of Flames loop all the time.
As for my corner resets, if I’m not gonna attempt a throw setup, I’ll just react to whatever direction you roll and use the appropriate assist. If you roll forward, you block the M Daggers, [blockstun gap here], crossup with Disruptor assist. If you stay in the corner, Cold Star locks you down and I get a free overhead attempt with Teleport H, j.S.
I play a similar playstyle with Viper/Strange/Ammy. I open people up with Viper then go into either DHC or TAC building atleast 1.5 bars for atleast for a level 3 to get the kill. Strange/Ammy THC Sheningans involve me M Teleporting until the opponent blocks wrong. I setup up a red grace and go into either a relaunch or reset. Cold Star is so good midscreen on incoming though. I teleport M and they eat a crossup into Palm loop. I started using that XF2/3 infinite also against Wesker/Vergil/derp anchor after I catch a random SOV off of random teleports.
I suggest if you really want to be quick and high/low opponents in the corner, you call Cold Star for the lockdown and just Instant Fly into either a high/low. I’ve been using EoA for front techs though. If they front tech I EoA then Teleport M twice if they block the first mixup.
Good stuff. How has point Viper been working out for you?
I’m not really used to playing Viper so I not the the best. But using Bolts helps Viper get in since most people think if you duck Bolts its good. Grab them and combo them. I gotta make use of more EX Seismo though.