You mean this? It’s been out for a while but I don’t know if I can find any use for this yet.
[media=youtube]BVPnNPYJG9w[/media]
You mean this? It’s been out for a while but I don’t know if I can find any use for this yet.
[media=youtube]BVPnNPYJG9w[/media]
seems legitimate enough. gonna work hard in the lab tonight on this since i believe this move has some potential
This is a few months old, so maybe you already know, but X-23 can do it off of a Weapon X Prime DHC. You have to hange your starter depending on the character size though. Some characters you need to land a standing medium into L Mystic Swords before being able to go into the loop, really small characters need a standing light instead, others you can just go straight into Impact Palm but the timing is tight.
I figured I would go around and post this on character forums so folks can check it out:
So perhaps someone can explain to me the property on Mystic Sword M/H since I’m starting to see it happen more often now. I’m starting to see when people end the combo with Palm into Mystic Sword M, they immediately flip out before SoV hits them. I at first thought it was because the sword was only skimming the character with the edge of the hitbox thus a lower hitstun. But I’ve seen the super connect still when only the edge hits (which does 10k less iirc). Seems to be slightly inconsistent at times. Thoughts?
@Robawtninja
You are talking about the blockstring of the IP > Mystic Sword M or the Faltine loop finisher IP > Mystic Sword M? In the blockstring if they pushblock the IP and get hit by the Mystic Sword M you can easily go into the SoV without dropping. At the end of the Faltine loop it’s still very random, sometimes it works and sometimes not. I think it depends on the hitstun deterioration.
So, what are you using as your Faltine loop ender? I saw so many ones:
-IP > FoF > SoV
-IP > Mystic Sword M/H > SoV
-IP > FoF > IP > Mystic Sword M/H > SoV
-IP > FoF > IP > Astral Magic
-IP > FoF > IP > Mystic Sword M > Astral Magic
-IP > Bolts of Balthakk > Astral Magic
I actually use the easier IP > FoF > SoV or IP > Astral because as I said I tried using the Mystic Sword version once and I dropped ¬¬ I saw Will Richards using the Bolts ender a lot of times. I think it work with SoV too. You need to cancel the first Bolt.
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Guiarroyos, I was only talking about ending the combo with Mystic Sword M. No blockstrings or other enders whatsoever. I use all of those enders depending on my mood lol but the one in question is Mystic Sword ender which for some reason may drop the combo. I also use Mystic Sword because it’s the most damaging ender (26k minimum damage).
I’ve noticed that too. It’s quite odd, and I’ll have to test it out to be sure. Even when I’ve pushed HSD to the limits by doing a DHC glitch setup and added two assist extensions leading into extra FoF reps, IP xx FoF, IP xx Mystic Sword M xx SoV still connects for me only most of the time. I think it has something to do with the opponent landing on a specific part of Mystic Sword’s hitbox, since we can assume HSD has reached the max after such a long combo. Generally though, you’ll want to try to aim for the opponent’s lower hurtbox (usually their legs) when doing the loop. When I get the jitters though, a much easier ender is the IP xx FoF xx SoV one, since I have the tendency do my DP motions a little too fast. >.> FoF will always have fixed hitstun, so no worries about having the opponent randomly drop out of the combo.
Nice Vergil hard-tag into Strange for FoF loops setup discovered by Linj, a brazilian top-player (fun fact: he doesnt use neither Strange nor Vergil, but he found this regardless):
[media=youtube]XPTNgx9vWy0[/media]
this is stupid, please ban vergil
On other note, I’ve played like 4 hour session with my friend (yeah, that way too much), and though my Strange natural game improved, and I feel much better dhc him in to play some Strange/Dante (teleport + Jam session is stupid) I failed horrible at any FoF attempt it’s not even funny.
But I did manage some comebacks of Strange XF 2 characters and down to 1v1 honest match with Sentinal.
Teleport + Jam Session is the BEST. Good stuff. Did you get to record any of your matches?
No, we recorded the Guily Gear screen, next time I will insist on the Marvel screen (which will be easy since it’s my capture card lol)
How do you guys approach Dormammu and Vergil with your Strange teams? I play him second with Ammy anchor like a lot of people and I just feel helpless in those matchups. Other characters like Dante, Wesker, Magneto, and Doom give me a heck of a time too but Dorm and Vergil are really overwhelming. Especially if either of them are coming at me with Missiles.
Strange’s teleport works really well against Dormammu because most of his moves can be punished if they whiff. Flame carpet, pillars, etc. Confirms into impact palm on the ground are really good because many times you can block or eat the missiles and still combo off the crumple state. I think Mystic Sword L will shut down a Dormammu trying to SJ. fishhook you. Don’t commit to anything like an EoA or a couple graces if they’re standing still because their teleports can abuse you for it. Be aware if Dormammu takes to the skies, he’s probably going to teleport at some point. Use your assists and whatever zoning you can squeeze out to make them land into a sticky situation.
I’m still working on a game plan with Vergil…someone else probably has a decent idea.
My strategy against Vergil is block until you find a hole to breathe (hardest part), then super jump and create a Y Grace of Hoggoth. If he teleports and use helmet breaker, you can teleport to the ground on reaction and punish him. Otherwise you can use FoF to create pressure. Vergil doesn’t have too much options on super jump height other than helmet breaker or throw (beware of his air throws!).
Vergil with only one meter is fightable. Bad matchup but fightable. Vergil with anymore meter than that is YOLO 7 rings or die. If Vergil is second or 3rd hopefully you have someone that can incoming mix him up after your point character lands a hit so Strange doesn’t have to fight him.
Dormmamu has slow normals. Dr Strange mauls him up close.
Use St. M, H, IP, FOF as a blockstring up close. When he ducks the FOF. Call Ammy & Mystic Sword L
Call your eye of agamotto & then do daggers M.
His L & M teleports get beat free by st. m, mystic sword L
Fishhook from superjump height loses cleanly to cr. h
Fishhook from normal height gets st m - mystic sword L
Vergil is pretty easy to deal with as he only involves left - rights.
Back + H any helmbreaker or expected St. H or stinger then throw and XF kill him.
You can run a multitude of frame traps on him cause its bad for him to pushblock
you and give you space. 2 cr.l s, st m, delay, throw… st. m delay throw…
teleport h, land, delay throw.
Your gameplan should be throwing him & killing him or throwing him and setting stuff up to lock him
down
Thanks for the responses, I’ll hit the lab and try to apply this stuff. How viable do you guys think dash cancel Illusion is against Vergil’s Helm Breakers? I can do it consistently in training mode, but I haven’t tried it in matches.
It’s viable against online/retarde Vergil’s who helm-breaker from superjump height.
Against any at least reasonable player, it won’t help you at all.