not true. It negate the other character assist regardless of his position in the screen.
Most characters that like to superjump can snipe Strange though…

not true. It negate the other character assist regardless of his position in the screen.
I know, I said that’s the primary purpose.
how come sometimes while doing strange’s flames loop, i can get 3 sets of 3 loops in the air, but sometimes they flip out after only doing 6. does the strange combo matter? since im pretty sure he should always be able to get 3 sets of 3 by himself
It is matter, on normal circumstances you cannot go for the s /\ IP after the 38-40 hits ( assists and hypers may extends it as they count only as single hit for the hit stun calculation). Therefore you want the shortest and with less damage scaling combo as possible before going for the fof.
That why dp+L is terrible idea in midcombo (as oppose to frame traps or general great attack)
So what are the best full /mid screen combos to the loop.

So what are the best full /mid screen combos to the loop.
the optimal way would be to start from mid-screen flame-loops into the corner one, but you need godlike execution. The other great ways would be to do the regular palm-loop, or the TK-teleport version of it, or use assists to set it up (the easiest way to do that from midscreen is with Vergil’s rapid slash)
is there a certain setup to get the spacing right for the midscreen flame loop?

It is matter, on normal circumstances you cannot go for the s /\ IP after the 38-40 hits ( assists and hypers may extends it as they count only as single hit for the hit stun calculation). Therefore you want the shortest and with less damage scaling combo as possible before going for the fof.
That why dp+L is terrible idea in midcombo (as oppose to frame traps or general great attack)
noob strange question, if the palm and flame have a certain amount of hit stun why can’t the loop be infinite
Because the S (launcher) is affected by hitstun decay. If you find a way to do implement assists in your combo you can do more reps.
Usuall ground ip (crumble) followed by cr.h ip s tk teleprt c, j.c j.ip land dash ip sill start the midscreeb loop. From there you should judge the distance, always dash ip and then see if nj needed or forward (after the s)
i never thought of dash impact palming haha
and what do you guys do in the morrigan match up
strange is too big to manuever around them soulfists.
Well, it is hard, specially because the soulfists can penetrate the EoA’s durability
What I try to do is to blast Morrigan when I can (during her Soulfist animation, remember that she is almost always safe), but even more important, is to aim for Doom. If he is in the screen, and depending on the availability of a DHC, you can hurt him pretty bad with a SoV.
But here’s the thing, if he is on the screen, you can pretty much kill him if Morrigan’s got her shadow. What I do is to record the CPU dummy to keep the zoning soul-soulfist crap alongside calling missiles. When you get the hang of the timing, you can mystic-sword M the front soulfist, and cancel that sword into the seven rings super.
The sword itself deals 130K damage, alongside 350K more from the Seven Rings. With scalling, you would get around 450K, doubled due to hitting an assist, which translates into 900K. If you got Doom before at least once, he is probably dead. If he is still alive, the other guy will think a lot about calling him back, allowing you to stay in superjump height, set a grace of hoggoth and mix Morrigan up.
Of course, all of this is much easier said than done, but it is a way, and a gameplan that might work.

Well, it is hard, specially because the soulfists can penetrate the EoA’s durability
What I try to do is to blast Morrigan when I can (during her Soulfist animation, remember that she is almost always safe), but even more important, is to aim for Doom. If he is in the screen, and depending on the availability of a DHC, you can hurt him pretty bad with a SoV.
But here’s the thing, if he is on the screen, you can pretty much kill him if Morrigan’s got her shadow. What I do is to record the CPU dummy to keep the zoning soul-soulfist crap alongside calling missiles. When you get the hang of the timing, you can mystic-sword M the front soulfist, and cancel that sword into the seven rings super.
The sword itself deals 130K damage, alongside 350K more from the Seven Rings. With scalling, you would get around 450K, doubled due to hitting an assist, which translates into 900K. If you got Doom before at least once, he is probably dead. If he is still alive, the other guy will think a lot about calling him back, allowing you to stay in superjump height, set a grace of hoggoth and mix Morrigan up.
Of course, all of this is much easier said than done, but it is a way, and a gameplan that might work.
lol that sounds so techy but i’m gonna try to make use of it!
After running some tests with Daggers assist for Magneto I can say it’s pretty good but you need to be a better Magneto player than me to make good use of it XD
Mainly because my Magneto movement is wavedash only yet. If you got plink dashing on the air this assist is very good. Jump + Dash + Flight + Call Daggers > Start dancing above the opponent > Air S Mag Blast for falling faster into a combo
They need to guess where the Daggers are coming from. Also good for ground approachs. But i couldn’t find any combo including the Daggers yet.
Even with plink dashing Gui, bolts are ridiculous. You can fall from one side with a mag-blast as the first bolt hits, and then trijump L into crossups or same-side overheads, lows or between-bolts grabs. It’s too good.
ps: just saw in the Magneto’s forums that you are having trouble with my friend’s team. You need to play like Tokido did against it, meaning you ALWAYS stay in the air, and you time your assist calls with his, usually right after an unibeam. I played him during the first FNF circuit qualifier, and we ended up in a tie, but the experience was most valuable. Cap can say ‘f&#k it’ to a lot of horizontal game, so this matchup will force you to focus on the aerial aspect of Magneto, which is amazing. If he dies, remember that you can kubota the charging star into hyper charging star trap and stuff.
Yes I’m using Bolts now tortonon, my Magneto got better so I can protect Strange from birthdays! I just need to learn more resets with him. I still want the Magneto>SoV DHC. It’s like Storm for hitting assists!
Cap means trouble for me. He can just Charging Star my assists while i’m in the air like a boss. I’m going to search for this tokido match!

Yes I’m using Bolts now tortonon, my Magneto got better so I can protect Strange from birthdays! I just need to learn more resets with him. I still want the Magneto>SoV DHC. It’s like Storm for hitting assists!
Cap means trouble for me. He can just Charging Star my assists while i’m in the air like a boss. I’m going to search for this tokido match!
yeah, look it up on youtube, for the Treta championship top8. They face off in the 2nd match of the top8, and DoomBR destroys Tokido. Then, he adapts throughout the top8, and comes back to beat him on losers finals. You’ll also hear my commentary on both of those matches lol.
As for the order stuff, I considered running Doom 2nd because I needed to optimize the damage on DHC combos, and Strange couldnt DHC after his the bolts extension. However, I found out that there is a way if you go straight with j.H grav loops. You’ll make slightly less meter, but still above 2, and you will connect a M hyper-grav after the second bolt, which enables you to wait a little bit more before the tempest, giving Strange just enough time to get out of the cooldown period and come in for the DHC. I’ll put this on when I record DocNeto #3 next weekend.
I need to work on incoming setups with them. A friend of mine likes to run our team just for funsies, and he created a cool midscreen one. Even so, I still need to develop more complicated stuff. Can’t let them anchor Vergils loose anymore.
does anyone know when to call jam session \during a strange flames loop combo,
like i know its suppose be like in the end.
after the last flames in the air, air impact palm, then standing impact palm and call dante, then flames, but they flip out. hope this makes sense
iirc, palm+assist into flame (while in the ground), regular jump into 3 reps