Well, it was a great run. I lost to the best Thor I’ve ever seen in winners, and to a Zero/Morri/Doom in losers. I was shaking so bad I couldnt play at all. I was able to record some matches though with MameSpider and Emumaki on the last day, as well as with Comboman (the other big-bodies player from south america, my fellow brazilian bro). I’ll upload them soon.
Hey ggs tortonon, wish I could have stopped by your room, but I ran out of time. So many things to do at EVO lol. I wanted to fight you at your best and also show you my shuma team.
Hey all, I’ve been playing Strange for quite some time, but he’s still my worst character on my main team by a fair margin. I don’t think that’ll ever change, but I’m trying to level him up. I lurk these forums sparingly, so sorry if I’m bringing up stuff that’s been talked to death. I’ll try to start visiting more! : )
First off, I’m interested in what you all think is Strange’s general gameplan is (with missiles, I guess). From what I can tell, it seems like it’s mostly zoning while getting EoA and yellow graces out, then either continue zoning or go for mixups, should the opportunity present itself.
I’m also interested in what you all think of Strange’s Illusion dash cancels, and if that has really been explored/utilized. I gave it a shot in training mode not long ago and I was pretty surprised that I could easily mash out the dash cancel. From my limited testing, I found it counters pretty much all of Nova’s air to ground pressure (box dash H, instant overhead shenanigans). I’m going to give it a try at my locals the next time I go.
And it seems that when Shuma gets hit by SoV, Shuma goes flying up twice the normal height on hit lol.
no Strange player is using Illusion, you can 1 frame parry and punish stuff like helm breaker, wolverine divekick, and double parry stuff like Dante j.S > hammer. It takes a lot of work to get Illusion dash cancel consistently though.
^ Shuma flies higher when he gets hit. So if an upward momentum move like Purification and SoV hits Shuma he goes flying off the screen. You can’t follow up but you can just set more things on the screen instead.
I refer to the Stranges i see in tournament streams (Nemo, Dieminion, Low-tier hero, the dominican guy, that guy from San Diego stream that run Task, Doom, Strange, etc). Its not easy to time because you have to see EVERYTHING or predict good the timing of the other dude normal, if you fail the dash cancel can turn into an unsafe teleport and a dead Strange. I have never ever seen a double parry with Dr Strange.
I don’t think it’s too hard. All I really have to time is Illusion, and then I just mash out the dash cancel into st.M or IP. I tried it out at my locals and I was able to punish things like foot dives pretty easily.
Is it known that if Daggers hits an opponent after an Impact Palm crumple stun within a certain number of frames (just as the character’s knees hit the ground) it forces Neutral Tech?
Is there a way to end a FoF loop into a knockdown so you can do a daggers M -> SoV
Preferably with Dormmamu assist if needed, other assist options = vergil, nova, wolverine, magneto, skrull, hulk, tron
Turns out Strange is the ultimate counter to Doom/Ammy. Doom can’t do shit about Strange’s zoning with assists (namely Jam Session,) and team supers become irrelevant because of the counter hyper. Any Photon Shot can be punished on reaction with a Spell, he has no answer to Eye of Agamotto, Plasma Beam gets beat by raw flames, it’s just a 10-0 matchup.
Honestly Doom is loaded with lopsided match ups. A lot of people hate Doom because of hidden missiles and footdive; but homeboy gets slaughtered by a lot of characters due to his movement. And many of them are not top tier. But yeah Strange + jam session vs. Doom is just a complete joke like you said. And the irony is that Doom doesn’t get any better than Doom+Ammy.
Hey I’m just starting to try to pick up Strange and I was wondering if some of you could give me some general tips for using his assist properly. Btw my team is Mag/Storm/Strange (bolts). Before I was using a different team with Akuma assist so I’m not very good at protecting Strange’s assist yet. Also because it isn’t a true blockstring I notice a lot of people mashing cr.L in-between bolts. Then there are characters like Morrigan who can crouch under it or Ammy who can just stand there under it.
I just haven’t figured out the mindset for this character yet. Don’t even get me started on actually having to play him xD The lack of mobility is really difficult for me to grasp.
Always remember never to call Strange when the opponent is right there in your face; he’s much less of a GTFO than Akuma. I figure your previous shell was Storm/Akuma, which likes to close in safely then call Tatsu to get them to block. Since you use Mag/Bolts, you want to be calling Bolts at about half-screen range instead so you can go in for a mixup. You can IAD kara blast to protect Strange from dash-ins. If the opponent has a horizontal line of attack from the air (like Nova or Morrigan), you can TK Disruptor to stuff movement while Strange takes care of the area on the ground. If your opponent is flight/airdash-happy, throw out j.:h: right in the space above them. If it hits, you can easily convert. If it gets blocked, the opponent falls into Bolts.
When you do get them locked down by Bolts, run your high/low/crossup/throw mixup with Magneto. If you notice that your opponent mashes c.:l:, you can either stay outside their c.:l: range then throw out your own c. (don’t use c.:h:; it doesn’t have too much priority) or you can SJ tridash :s: (don’t use any other normal; all the others have Magneto’s feet hanging out under the hitbox so you’ll get tagged). The SJ tridash :s: can lead to more mixups when blocked since the opponent has to stand up, so you can tridash again under the cover of the second bolt or instant overhead :l: or low.
what do u all do against small characters, while using bolts assist, and while strange is out, possibly whiffing normals
also im thinking of some mixups using stranges flight, since when u h teleport while in flight, u stay in flight. so u can possibly unfly glitch, or just fly away. mixed with doom missles on the screen , maybe like if u have a orb out, u eye of ogamatto, impact, call doom, flight, flames, or just h teleport then flames haha your choice.
also i like setting up a red orb on the ground and a yellow orb i n the air, so the opponet is inbetween them . so like tk red orb, then eye, call doom in somewhere there, then impact, teleport m , yellow orb, then flames …
Using bolts against small characters is a pain. A rule of thumb is I generally do not call the bolts, since there’s really no point, until they jump. That way they’re forced to block it and you can move in safely for a mixup. Some characters have air dashes (Raccoon, Ammy, etc.) so it’s not like they wouldn’t jump. Then again you could just call it so they’re forced to stay grounded and come in from the air depending on your character. It’s just alot easier to be punished for assist calls when you’re facing against small characters.