:eek: I am kinda glad this guy doesn’t have an eight way dash.
Can you imagine the shit you would be able to pull off with him? He’s ridiculous.
Thanfully he only has one low. As much as I want more since I play as him, it’s clear his mixup game would be too fresh for us to handle if he had more options than he does already.
I’m a bit confused about the red graces, so I’m hoping one of you can clear this up. FoF can supposedly otg after going through a red grace, but you can do it with a yellow as well. What are the advantages of using a red over a yellow?
Edit: It seems that it adds an extra hit from the explosion and is a bit faster. Is that it?
I really want to be good with Strange, but I’m used to playing mobile characters (my old team was Doom/Storm/Trish). Having no air dash, and having a pathetically slow ground dash is making Strange a bit difficult for me to play.
How do you help compensate for his lack of mobility? Yes, he has teleports, but those always put him near the opponent, so they aren’t necessarily helpful for getting breathing room unless you want out of the corner. Basically my issue is this…
I have a hard time getting away against rushdown characters.
Without trap setups, it’s difficult for me to get combos started.
Without a knockdown, it’s hard for me to set up traps.
^
Currently using Strange(EoA)/Strider(vajra)/Wright (paper)
limbs are something that is going to get better as players start to understand strange. His jab is anti-air and seems to have some of the same properties of magneto’s. Ie- long combo’s off of hit confirmed jabs. His teleport can be used to mix into hit confirms and continue combo’s and the stacked fof’s cause enough otg hitstun or blockstun to make your teleport safe and ambiguously cross the opponent at the same time. (toss one in the air if the beam is too fast at first, the delay creates an almost doom missiles like situation) A few things to land hit’s I’ve been using are impacted EoA’s to air teleport/overhead, and jumping m.rings to teleport .
Remember to TK special moves after whiffed launchers, they make almost everything on block safe and create combo opportunities. I don’t set traps until I land the combo, impact palm should give you enough time to reset your traps time and again (or knit a sweater, smoke a cigerette and drop a duece before you start your combo) Now, it’s back to the lab!
How the hell am I supposed to move around without teleports? Strange is slow as all hell and teleports only get you in, they do nothing to adjust spacing.
And what DHCs well after SoV?
I’ve been only using teleports to get around for the most part. Using assists to cover my approach.
I guess any hyper that travels vertically would be a good DHC. Shinku Hado, Sphere Flame, Rekkoha, etc.
So, seriously, has anyone gotten Strange to work well at all? I’m currently on a massive losing streak using my Strange team and I can never seem to win.
^ A little concerning considering toasters skill level, but so far I’ve had great success with using him in the 2nd slot. I’m using Pheonix wrights invincible paper and Javra which both seem to cover Strange’s basses extremely well, Paper is godlike for behind teleports which can be abused fairly easy. Is zero’s untechable TAC still in Umvc3 Toaster? If so, Strange is incredible with tons of meter and impact palms can setup Zero’s combo’s via hard tags, I was going to try doing things like impact palm >hard tag>untechable TAC to either drain/gain meter as well.
Zero’s uncounterable TAC is gone, yes. Not sure if Shuma’s is gone though.
Anyway, I’ve been running Strange on point in front of Dante and Arthur. Dante pillar to keep the haters out of the air, and Arthur for teleport mixups and comeback character.
Maybe I should keep him second, but the main reason I have that order is because Dante can combo after a Spell hyper by DHC’ing to Devil Trigger. Great for combos and punishes. But I can’t really do anything with Strange if the opponent decides to walk forward at the start of the match, or if they have a teleport (fuck Vergil)
Against characters that don’t really have gimmicky ways in, I can usually just keep spamming with Strange and win, but any time I get a problem matchup I’m not sure what to do.
You don’t really need to move around with Strange. **He’s designed to stop the other character from moving and them mix them up from full screen when they can’t move anymore. He can mix people up and convert into combos even if they’re super jumping. **You can never be at a safe range from one of his mix ups you just have to enough shit on the screen first. The idea is to basically instead of running in and closing space, you stop the opponent from being able to move and then you can move freely with projectiles to create 50/50’s anywhere on screen.
The objective is to put so much shit on the screen that the other player can’t move anymore. Like a Dormammu that can fill the screen with shit even faster. Then once enough shit is on screen do a teleport and mix them up. He’s basically a character that makes the opponent claustrophobic and them turns it into a mix up. He doesn’t even really need his movement or even use his normals much to kill characters. It’s just what you’ll need to learn in order to do this will take a while to put together.
My matches usually start off w/ me backdashing, maybe call an assist, then sj back to set up yellow orbs then a flame ASAP. Gives you some protection so you can get an eye out and start casting spells, if they hit you there’s a good chance the flame will hit them out of their combo.
Try to keep an eye out as much as possible. This helps to hinder ground offense kind of like flame carpet, Vergil can actually cut it w/ his slash attacks but you can punish him for it w/ SoV.
In my xp, chars who don’t have a way to immediately get in your face tend to have a hard time dealing with this. Those who do (tracking teleports and such) can be punished by SoV / airthrow / s.L / c.L.
I admit, the 1.5 days I was getting frustrated but I feel like I have a much better grasp of him now.
Yeah, you don’t have a lot of options when some chars DO get in on you. Block/pushblock and look for a chance to SoV, gc xf lvl 3 if you have meter, or alpha counter.