Anyone tried anchor Dorm on Liberation assist as a substitute for Ammy’s THC? I found that it works equally well, but you have to space it properly. Need to be at more or less fullscreen distance.
[media=youtube]QCEB24zI790[/media]
This man win for the best up TAC combo with Strange. So nice, going to practice this later.
Filthy.
AAAAAND that’s why it’s probably a good idea to put a Grace out first whenever you’re locking someone down in the corner with EoA or assist. Not only can you do stuff like that, you can combo off throws without wasting XF, opening up Strange’s oki.
Could you see how much damage that would do? Looks better than the old one you posted.
Even if it does more damage, mine functions differently. Still allows you to get 1 rep of the Faltine loop which means I can go for a reset at the end, which the new TAC won’t allow. Plus you can’t guarantee that you’ll have a Grace out at all times.
I just wanted to know if the damage is worth the hassle. I switched over to the unfly TAC as soon as I realized yours let me get in a FOF loop.
I’m just going to drop some theory shit that I have been thinking about for a while regarding Strange. If you have any ideas or opinions please share because I am trying to expand on these ideas.
red grace
red grace has a bigger hitbox than I originally gave it credit for. i was thinking recently that during the fullscreen game, drop a red grace and hang out right around it. set up your eye situation or whatever. when the opponent tries to approach use flames of faltine as a anti air/reversal of sorts interrupting almost any approach. flames comes very fast and i was using this as a pseudo dormammu 2r 1b spell. on hit its easy hit confirm. when I have been trying this the flames itself often hits the character coming in before it reaches the red grace i have set, which just means i need to impact palm immediately after throwing the flames for possible follow up if flames hit. flames starts up and recovers so fast.
anit airs
Doctor Strange doesn’t have the best anti air game. c.m, s.m, and j.m sum up all of his anti air options to my knowledge.
c.m is decent but loses to a lot of moves outright. on hit, mystic sword xx jump loop gets decent damage and is easy hit confirm
s.m is a more ranged anti air since strange moves forward and the move hits high itself. you have to really read the aggressor to land this, but it has a nice arc to it. on hit i usually just mystic sword l xx jump loop.
j.m is good for air to air encounters where you have a read and they are above you. as long as you stay out of throw range you can use this as a good air to air and on hit it goes to. j.m, j.m, j.h, impact palm loop easily.
these are all decent options but I am looking for something more consistent. if you have any anti air tech, even situational I would like to explore it, please share.
no leg hurtbox in air
recently i saw the youtube video of doctor stranges hitbox/hurtbox. i noticed when the player normal jumped straight up and did no action, strange had no hurtbox on his legs, only his head/tunic! when he does a move his whole body is a hurtbox it seems, but this could potentially be used for some deceptive air encounters. I’m particularly curious if his flight hurtbox has invulnerable legs too. I’ll just have to test this and observe in matches. if anyone has any ideas, or better yet a Vita maybe you could test that.
i’ve come to the conclusion that graces have puny hitboxes. teeny tiny, in fact lol i wish they were bigger.
after seeing the hitbox for cr. , i’m surprised it doesn’t beat everything! just needs some timing. i tried cr.
>mystic sword online, but it didn’t work out. i guess is should have practiced it first ^.^
i think capcom does this with all their games. they did the same thing in street fighter. it seems totally unfair on charaters like nemesis/hulk.
How many loops can you do with strange? (not you personally but just in total) is it 4?
Also I am trying to run Haggar/Strange/Shuma thinking of doing Stange/RR/Shuma… i tried Strange/Dorm/Shuma and i couldn’t get much done… but i did hit that elevator impact palm that ryan hunter does with the dorm assist. lol
which team should i run or try to run do you think?
I from my confirm starter I’m able to pull 3 reps of FoF loops
(cr.A x 2, IP 2xGraces flame natural jump j.B j.C j.IP (land OP flame IP S FoF loop)x3
after the 3rd it drop between the S and the j.IP
alright and what about the IP loops?
4 if you do TK Flames to detonate the red graces, 3 if you do Flames, Palm xx Mystic Sword L. 2 if you do Ryan Hunter’s version with the delayed air series after launcher.
alright thanks, i was wondering why i couldn’t do 4 after the sword. (was getting frustrated)
Have somebody found any use for red graces auto detonations? If Strange has 3 graces somewhere in the field (preferably very far), then send a flame, then put a grace M, the new grace will detonate ignoring the older grace. I think this might be useful for mixups on incoming character but never have been able to use it in a real fight.
Ah, never mind, you’re summoning the 4th glyph right as the others explode right?
How good would it be to end a blockstring with cr.H into IP xx FoF? If the opponent decides to press a button you could possible follow up the FoF with a dash IP.
Nvm got it. Nice find, gonna try see what it can do within combos.
From what I’ve gathered, you have to get the fourth glyph off before the flame touches any of the first three.
[media=youtube]wlIb_Iwz9rs[/media]
Please excuse :
Crappy quality
Bad positioning
Dropped combos
The first attempt I liked and could maybe recreate in a match. The second one was meh. Haven’t tried with the dummy blocking yet. Gave you credit in the video description, serpentaurus.