Best thing is to just get into flame-loopage. Up/Down TAC just fly-palm-unfly-delay-palm until you get to the ground to start. If you TAC sideways, let the TAC hit and teleport M to the ground, into flame-loop as well
Insert angry Rant about Dr Strange being ass:
Blah. Last night I was playing with a friend and i was experimenting with a new team concept i had.
Wolverine-Storm-Dr Strange.
This team to me on paper looked pretty ass because wolverine cannot convert off of a throw, Dr Strange is a pretty butt anchor unless he has bar, and my wolverine burns two bars after doing his bnb to kill the first character leaving storm with ZERO meter basically.
The thing isâŚWolverine and Storm benefit GREATLY from the bolts assist from strange. Storm can comfortably go in for instand overheads and mix ups and force the opponent to basically block low AND all characters can THC for MASSIVE damage at ANY point. This team is also amazing and killing assists with strom at the two.
HoweverâŚ
Dr Strange is a fucking balls character. You know what I couldnt do with him after a M teleport? MH-Impact palm. Yup, a three hit combo from M to impact palm does not work because the range on his most important attack is ass.
Give that attack more range and he would be significantly better.
The fact that he also has ZERO mixs ups when an opponent is cornered is pretty awful too.
end rant.
Odd, yesterday I experienced the opposite, where my Strange was supposed to be the assist-only character to make Nemesis and Dormammu look good, and I wasnât feeling it. I was against a sparring buddy whoâs a very strong Hulk, and I was eating rocks and command throws all day. Strangely, heh, Strange anchor made a 2-3 person comeback often.
After a teleport, while in XF3, I normally go into cr.H Mystic Sword L, dash up, launch them, delay my aircombo slightly, then I can go into a few jumploops. With the right combo (not very hard either) that confirm goes into Thorkill for no meter, and itâs a lot safer and actually has some goddamn range.
Without XF3, some of my cheap mixups donât work, because Strange has a slower falling speed outside of XF3, then use the Daggers M or the eye to push them into combos. Theyâll be expecting that if theyâre good, so it wonât be easy, but something I donât see them expect, air-to-air confirms. Strange is great at them considering how fast the startup on his j.M is and how short his crouch height is. Bunny hoppers are free-er to him then they realize.
For cornered opponents, Iâm thinking in XF go into his j.H teleport j.H teleport j.H and at one point fall and do cr.H instead of another teleport. High/low?
I hope that helps, itâs all the neutral Iâve got with assistless Strange.
So because you donât have the knowledge to do St.M . Impact Palm and bypassing the H makes Strange ass lol
Having zero corner mix ups is also false.
SMH
You even said yourself the team is assâŚ
I really donât understand the rant
Having a troll icon is pretty ass⌠seriously. On a more constructive note I have found Strange to be a more than capable anchor. At the beginning of umvc I always played strange as a point character, then I eventually decided I liked him best in the second slot with one strong horizontal assist as backup. Now the main team I play is Nova/Dorm/Strange and Strange anchor has been working out very well. Having meters to burn makes him more threatening but he doesnât need them to be effective. He has an odd set of normals but they all have a function, you just have to figure out what they are for. If you are looking to dash in and press LMHS over and over again try out Wesker, he is good at that.
did anyone ever finish a character guide? the one in the first few posts stops after like 3 moves
We havenât exactly gotten to working on that, since itâs still kind of up in the air as to how Strange should be played. I hope to at least have the normals and specials section filled out by the end of the year, though.
O_O Iâve been discovering so much Strange stuff, tech and gameplan wise. This character keeps on giving.
My mind feels like its on knowledge overload.
Pandoras Box achievement unlocked
Today I may have discovered a virtually inescapable corner frame trap that also opens up Dr Strangeâs high - low - throw - chip and fuzzy game.
Donât get stuck in the corner vs Dr Fân Strange. I need more testing cause this canât be rightâŚ
that would be niceâŚare there any normals besides st. L that strange should be abusing?
Also itâs funny going back and looking at the brady guide and how it says that his y-assist is completely useless and should never be picked
What in the hell were they thinking?
Please elaborate on this. I have no idea what to do when I get an opponent cornered. I usually let them out or force them out with a level 1 flame because I feel so comfortable with his midscreen game. Understanding his corner pressure would be great.
Itâs Saga, he will post about something supposedly âgodlikeâ and then never elaborate on it. :rolleyes:
Hey guys just a few questions
-Iâm having some trouble getting a third rep on the alzarath loop. I typically practice against ryu since he has an average size hurtbox, any tips on getting that last rep in?
- I want to play strange as anchor, so I wonât really have the comfort of an assist backing him up, whats a typical blockstring thats will allow me to pressure but remain safe?
-what set ups do you guys use after throws? Should I just use the space to zone or is there a decent mix up I could use off of a throw?
-can strange combo off of a raw spell of vishanti or a counter super if you pop x factor?
- Do it faster, that will solve your problem.
- Against most med-large characters c.L,c.M,c.H, L mystic sword is best. Against smaller characters or characters with low crouches replace the L sword with M sword.
- If you have a grace close use a flame to otg and combo if not, just lay a grace or two or do TK M daggers and teleport.
- Yes, for spell x factor, H teleport, Air Palm then go into loops of your choice. On 7 rings xfactor on the last hit that pops them up, M teleport, palm, go into loop of choice.
âfasterâ lol. alright sweet. thanks for the tips. I just started messing with this game using an arcade stick so my execution isnât the best. thanks for all the help!
What is your team? Stranges corner pressure game depends on his team but I could probably craft a team specific corner pressure game for you since Iâm really beginning to fully understand his corner options.
Getting better at doing guardbreaks as well with Strange
Iâm playing 3 teams right now.
Nova(overhead), Dorm(hole), Strange(bolts)
Strange(bolts), Vergil(rapid slash), Akuma(tatsu)
Nova(overhead), Strange(bolts), Hawkeye(horizontal arrows)
Iâm not sure which team I like the best but Iâve had the most success with Nova , Dorm, Strange. That team has quite a few very strong interactions. Iâm open to suggestions on good corner strings or on team composition in general. Any thoughts are appreciated.
Ok so you are already well on your way to great team composition .
I was messing with Strange Nova Dormammu in that order as its better for Strange
I found that in the corner you can set up a fuzzy unblockable, which also works on incoming.
You get them to block a dark hole in the corner, Then eye of agamotto. I.P If they pushblock the eye. shoot out a raw fof and teleport h, call nova, J.h
teleport L, cr.H into corner combo
If they dont pushblock the eye you can still just do the unblockable.
You can also do Cr. M (call Nova ) cr.H, eye of agamotto, raw flame teleport L or H depending on pushblock as a relatively safe corner pressure.
You can also guardbreak you do a J. Raw FOF and call nova as they come in. When they drop they are forced to block high and eat a cr h.
If they get hit by the raw FOF you can transition intopalm loops.
If they pushblock, teleport L & cr h anyway or teleport m & throw or teleport h and triple overhead with J.H J.S
I should mess around with similar stuff with Strange/Dante/Wesker
whatâs up with strangeâs range? Like some characters, when you teleport L or M you are able to connect with cr. L, while other characters (magneto?) the cr. L will whiff 4/5 times. am i going crazy here?
I guess I might as well always do st. L since cr. L doesnât hit low anyway?