Reposting from GameFAQs. I felt that this needed its own thread in order for us to kickstart the development of his close range game, which is pretty mediocre at this point. It’s basically just fishing for hits and canceling into Mystic Sword, hoping they don’t hit you out of your recovery frames. Nah, we need to do something about those terrible normals immediately. Here’s what I thought of so far.
So it finally occurred to me that after months of Strange players begging for buffs to his normals and my own personal complaints, there must be some way to make something out of their awful frame advantage both on hit and block. A -7 on block crouching light attack that doesn’t even hit low? No freaking thanks man.
To make a long story short, I found a way to make use of Impact Palm’s amazing 6 frame startup and crumple state properties in frame traps that lead to full combos, kind of like in SF4.
The setup is this: cr.L, cr.L, st.M, slight pause, double tap f.H for Impact Palm. You can exchange st.M for cr.M to hit smaller characters like Viewtiful Joe; you need some range for Impact Palm to connect. Doesn’t work if you’re at point blank range.
The basic science of this, just like frame traps in SF4, is you’re giving the opponent the opportunity to hit you out of st.M (which moves Strange forward so Impact Palm doesn’t whiff). st.M has a ludicrous -17 frame advantage on block. Since Impact Palm is a command normal that you can lead into from his negative normals, you can cancel that -17 frame advantage into Impact Palm’s 6f startup, stuffing their next attack and leading into a free combo.
How is this useful exactly? Consider it a pseudo-option select. Pushblocking is more or less in Strange’s favor because he needs some space to get EoAs and Graces out, as well as establish a proper zoning game by putting a bunch of hitboxes on screen. So if they do pushblock, good for you-- you just got some breathing room. If they don’t, they’re probably looking to take advantage of Strange’s extremely unsafe close range game by mashing their light attack or assist as soon as your blockstring ends.
Punish them by doing this frame trap, which of course leads into a full combo as long you can confirm appropriately. If they sniff out the frame trap, Impact Palm is still safe as long as you cancel into Mystic Sword L/M, or better yet call an assist (like Viper’s overhead Burn Kick) while doing the Impact Palm input.
Hope this helps some people. I’m still testing this out myself, and would love to hear your inputs on this. I’ll try making a video soon if I can.