"We must get back through the portal and CLOSE IT!" Doctor Strange Team Thread

like, you say you SoV, go mystic swords, then superjump intol helm-breaker?

I was trying to teleport all the time. Also, is it possible to do this DHC if I do the SoV after a hard-knockdown?

Well say after a air FoF loop ending with a air IP then ground ip, FoF then ip, mystic sword SOV is the ending to a combo. That Mystic sword needs to be as late as possible so you can superjump Helm breaker with vergil. My description is pretty poor but its the best I can do. Also it is possible to do after a hard knockdown such as a air S. Matter of fact it makes it a lot easier. And also a little tidbit, you have to cancel into spiral swords immediatly after the SOV and Superjump immediatly.

Just tested it. The thing is to do the helm-breaker right before the swords would hit the airborne char.

Damn it. I have been trying to go fancy for so long, and all I needed was a superjump. :confused:

thanks for opening my eyes, Drebin :smiley:

No Problem dude, with all the fanciness of Strange its hard to think simple sometimes. This really improves the overall damage of the combo because the wall bounce and ground bounce are saved for Vergil. Still trying to see the optimal combo without using a additional spiral swords or a Maximum Vergil. Will work on it after i get off work.

I spent all afternoon enhancing that tech into my team. Its nuts. The most lazy combo I did went up to 1,350,000 damage.

I’ll try and get a new hdmi cable today or tomorrow to record the new stuff.

Drebin, you saved my life! _o/

So I suppose this is as good of a place to ask as any. I have some problem solving to do if anyone can help out, I’d appreciate it!

The setup:
I play Trish/Wesker+Doctor Strange. If you don’t already know, one of the bullshit tech things you can do with Trish specifically is to end in a hard-knockdown, back up a bit, throw Round Harvest super as they wake up, hard tag to a character, call a low/high hitting assist, and force an unblockable situation, most likely in the corner. I do the Round Harvest super, tag to Doctor Strange and fly, and then call Wesker and force the unblockable on them, for instance.

The problem:
I can shut down almost all of their options, except a couple:
Sometimes they roll forward and decide not to block, this causes Doctor Strange’s hard tag to hit them, which forces them off the ground a bit, and then the Round Harvest super carries them up. What would be the easiest and most consistent way to convert that into a combo?
Another thing that can happen is they immediately hard-tag on wake up, this forces their incoming character to get hit by the Round Harvest super immediately and begin to get carried up, it’s a very similar situation. I’ve been trying some ideas but nothing totally concrete yet. Honestly, it doesn’t necessarily need to convert into a perfect combo in order for Doctor Strange to finish them off at that point. Lol I’m probably over-thinking this, I feel like the answer is right in front of me. Could use some help!

Well, for the first option, I’d superjump right away, and do this (almost sure it works, gotta test it though)
fly (round-trip hits) j.Palm unfly j.Palm(on the way down) s.Palm into whatever

the second one is a bit tricky, since they will fly really high since its coming from a hard-tag…
you can try that sequence up there, maybe j.Palm into teleport down and confirm like the x-factor infinite…
but maybe the hard-tag will escape any potential combo, I’m not sure… :confused:

LowTierFear’s Strange (4:38:17)
@i2Dsaiah

[media=youtube]zowe6U1EHFQ[/media]

Always love Will’s Strange but I hate his team and don’t like his decision making alot of times. Its mad suspect.
Plus once people kill Strange that team is dead in the water. Also Strange has no DHC options with Haggar outside of the corner.

@tortonon - Trish setup solutions.
Thanks! I really like that solution. I’m not 100% on it yet but the idea is there, just have to work on my timing and spacing with it. The nice thing here is that I really don’t need a crumple impact palm; I’m in the corner, I have Wesker assist, and Trish has already taken about 550k off their health at that point. Haven’t gotten to try it for the second option yet, need some free time in training mode but I imagine it won’t be much different, maybe just stricter on spacing/timing. Appreciate the reply!

no problem!

Another thing you might be able to do is to start a flame-loop out of it (sorry, I just thought about it now).

You probably can, but you need a really good spacing to do that after the round-trip I think

good luck at the lab :slight_smile:

x/Strange/Ammy and x/Strange/Doom are the endgame Strange teams. Discuss.

Ammy on anchor

  • Better user of XF3
  • Cold Star is better for characters with strong corner oki (Strange is one of them)
  • easily confirms into Palm loops vs. airborne opponents
  • THC shenanigans
  • universal DHC

Doom on anchor

  • Hidden Missiles assist means stronger zoning game for Strange when he has to play neutral
  • Can extend Faltine loops for Strange and add 40-60k more damage in the process
  • Arguably weaker in XF3 than Ammy; is not very threatening if you can lame out XF, and until he gets within foot dive range
  • TAC swag if you need it
  • Better option for lame teams in general for the assist (Morrigan/Strange/Doom, anyone?)

Add Strange/Vergil to the mix imo, Mazio:

  • Has Vergil
  • SoV can start a sword-loop
  • Any combo between them is a ToD from any confirm
  • gives Strange a safe DHC if needed
  • great wall-carry and gtfo assist if called correctly

How are you guys using Cold Star outside mixups? I haven’t found a combo using Cold Star yet.

U can add it in the middle of an ip loop and possible start fof loop or a reset or even tac into ur anchor character or finish ur combo with a thc and strange will finish his part of the thc before ammy and u will able to get 2 glympe out and an eye projectile… Or u could continue his combo with a red glympes and do the fof loop

Bawse!

That THC combo is finnicky, I’m not sure when Strange even finishes his THC to get 2 Graces and a EOA out to start it.

Just to elaborate on what tortonan said about the Vergil/Strange synergy I figured out about a week ago that off any confirm, whether it be a anti air mystic sword L or a eye of agamatto that an opponent fell on, Strange can go into a FoF loop by going into a IP loop and ending with M,call Vergil , H Ip and teleporting H, air IP, IP, S then go into flame loops. This allows for full corner carry anywhere on screen. I was inspired by Tenboss so this may be old tech.

It can go even beyond that, Drebin.

If you manage to end an IP-loop near the corner, at the last j.MMHPalm you can call vergil while performing the aerial palm.

followup with a standing palm, and Vergil will followup with the slash. You can do the tenboss-extension with the grace, but if your team does not have another great synergy option (like Iron-Man’s unibeam, Dormammu or anything like that) you can do a regular back-jump into FoF-loop and start from there. It leads to at least 2 more launches which would mean 6 aerial flames, plus how many you can get in the ground to adjust the spacing.

:smiley:

Yea that’s exactly what I’m talking about I just kind of worded it weird:) But this extension makes Strange/Vergil a 1 touch kill character while building lots of meter.

Found something interesting with Ammy/Strange DHC. If you DHC into 7RoR right after the fire part of Shuffle, you should be able to follow up with IP. Haven’t really gone indepth with this trick but it does look like something to try.