If you have any other kind of beam assist. (in this case you got pretty much better lockdown assist with Jam Session)
Well, EoA is useful if you are facing a zoning-heavy team, since it will help to stuff quite a lot of projectiles…<div><br></div><div>Serp’s question came from a talk we had on facebook… lol</div><div><br></div><div>MAGNETO IS THE ANSWER. Magneto/Strange/Vergil or Magneto/Vergil/Strange. As I like to call, the “850K gang” :)</div>
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<div class=“QuoteAuthor”><a href="/profile/44993/tortonon">tortonon</a> said:</div>
<div class=“QuoteText”>Well, EoA is useful if you are facing a zoning-heavy team, since it will help to stuff quite a lot of projectiles…<div><br></div><div>Serp’s question came from a talk we had on facebook… lol</div><div><br></div><div>MAGNETO IS THE ANSWER. Magneto/Strange/Vergil or Magneto/Vergil/Strange. As I like to call, the “850K gang” :)</div></div>
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<br><div>It would be better to have Bolts instead of Eye assist if you’re fighting a zoning team, because odds are they have an assist tying their patterns together. Bolts assist disables other assists.</div>
<font face=“Arial, Verdana” size=“2” style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”><span style=“line-height: normal;”>Hey guys, I used the good Doctor when Ultimate first dropped, and I’m thinking about picking him back up for this tech alone:</span></font><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”><br></div><div><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>http://youtu.be/gd1mddvYTD4</span></font><br></div><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”><br></div><div style=“font-family: Arial, Verdana; font-size: 10pt; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>I’m assuming missiles is a super good assist for Strange? Is there a good tutorial out there for Strange BnBs using missiles? Thanks.</div>
I LOVE MISSILES. I will make a video sometime showing some BnBs with missiles, I just need to get my camera back.<div>I’m still searching characters that should work with Wolverine/Strange. For now I’m using Wolverine/Captain America/Strange because I found a way to convert into Fatal Claw loops with Cap assist. I almost feel bad for using two braindead characters in the same team - but playing Magneto online sucks. I actually want a character that is a good anchor (for using Strange at second) and have an assist that allows Wolverine’s Fatal Claw loops. And that is from Marvel cast because I’m a fan of Marvel. Yes I’m very exigent XD</div>
S+Missiles into j.MMHPalmS will get an otg into the best optimal height for flame-loops.<div><br></div><div>You can do the same mid-loop, do one aerial rep, and then jump when the missiles connect for 3 extra reps.</div>
What’s so good about Strange/Vergil? (Besides pushing the opponent full screen XD)
I keep reading that Strange/Ammy pair up really well. Does anyone mind explaining how and why Strange benefits from having the dog behind him as help?
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<div class=“QuoteAuthor”><a href="/profile/59518/UntitledScrub">UntitledScrub</a> said:</div>
<div class=“QuoteText”>What’s so good about Strange/Vergil? (Besides pushing the opponent full screen XD)</div>
</blockquote>They cant get near you & TOD Combos
TO ME!
SPELL OF VISHANTI!
PEEEEEWWWWW DINGALINGALINGALING
(…that means A1+A2)
You can do literally any single thing from any single confirm and kill. Like this.
You can do literally any single thing from any single confirm and kill. Like this.
Mazio knows :3
but what do dr strange say when he throw a THC? i can hear “too much disrespect” but it isnt what dr strange says >_> …
Sorry if this is common knowledge, but can somebody gimme a quick rundown of unfavorable matchups for the good Doctor? More specifically Strange + Missiles…
I’m assuming it’s similar to Hawkeye where some matches he can’t be touched at all, but he can get mauled by super fast rushdown.
Can Strange + Missiles hold up to Morrigan?
Well, he can fight her with mystic swords and flames… thing is her unfly will make her safe against SoVs. Depending on your DHC, you can build 2 meters than wait for her Doom to come in and try to kill him… a mashed SoV will do around 280K~300K, meaning it will deal 600K. A great DHC like hail storm and such will kill him and give you the upper hand in the matchup.
You can always burn xfactor and kill Doom with two SoVs, but remember that you have the rest of the other team to deal with still…
Hey guys, I’m working on some interesting tech with Strange, but my stick is in the shop and my 360 d-pad just isn’t cutting it, so I’m hoping someone with decent execution might be willing to help me out with this.
I’ve been experimenting with a Strange/Iron Man team (just hear me out…) and am finding some incredible synergy. The RB assist allows Strange to go immediately into any of his loops without having to worry about elaborate setups, and their THC has some very exploitable properties. This is actually what I need help with.
I’m working on a 1-bar midscreen combo based around RB hit confirms. Because RB lasts so long, Strange actually has time to teleport twice before initiating any of his loops. Once I confirm, I do the following combo (starting with 1 bar and building up to 2 before the final THC): three reps of his Impact Palm loop - IP-FoF-IP - j.MMH-IP-S - land - THC (2-bar). The THC will typically take place in the corner, due to the incredible carry of the IP loop.
Here’s a short video of the above combo (shot with an iphone…):
Ignore the jumping at the end of the combo, that’s just the playback function looping, though it does illustrate how Strange can act well before IM’s super ends.
Now this next part is where my d-pad is giving me issues. Iron Man’s super lasts quite a bit longer than Strange’s, which gives Strange enough time to jump back and begin his FoF loop. The timing is a little tricky, but if you connect an aerial IP just as the opponent begins to launch out of Iron Man’s beam, you can get the aerial IP-FoF-IP to hit. So far I’ve been able to follow that up with the grounded IP-FoF-IP, but only a handful of times out of hundreds of tries.
I’m hoping that someone with decent execution and a love of Strange can experiment with the THC followups. At that point in the combo, it’s too tough for me to figure out whether things are dropping due to hit decay or pad-related execution errors. I’d be very interested in finding out how far the FoF loop can be extended after that THC. The initial aerial loop works just fine off a raw corner THC too, which might be a good way to get the timing down before trying it in conjunction with the above combo.
That’s all I’ve got for now. Thanks for reading, and I look forward to hearing what you were able to come up with!
Tenboss is the king of Strange/Stark. Look up his matches, he switched to Repulsor Blast from Unibeam at some point.

Hey guys, I’m working on some interesting tech with Strange, but my stick is in the shop and my 360 d-pad just isn’t cutting it, so I’m hoping someone with decent execution might be willing to help me out with this.
I’ve been experimenting with a Strange/Iron Man team (just hear me out…) and am finding some incredible synergy. The RB assist allows Strange to go immediately into any of his loops without having to worry about elaborate setups, and their THC has some very exploitable properties. This is actually what I need help with.
I’m working on a 1-bar midscreen combo based around RB hit confirms. Because RB lasts so long, Strange actually has time to teleport twice before initiating any of his loops. Once I confirm, I do the following combo (starting with 1 bar and building up to 2 before the final THC): three reps of his Impact Palm loop - IP-FoF-IP - j.MMH-IP-S - land - THC (2-bar). The THC will typically take place in the corner, due to the incredible carry of the IP loop.
Here’s a short video of the above combo (shot with an iphone…):
http://www.youtube.com/watch?v=Yx592bhYv_o&feature=player_detailpage
Ignore the jumping at the end of the combo, that’s just the playback function looping, though it does illustrate how Strange can act well before IM’s super ends.Now this next part is where my d-pad is giving me issues. Iron Man’s super lasts quite a bit longer than Strange’s, which gives Strange enough time to jump back and begin his FoF loop. The timing is a little tricky, but if you connect an aerial IP just as the opponent begins to launch out of Iron Man’s beam, you can get the aerial IP-FoF-IP to hit. So far I’ve been able to follow that up with the grounded IP-FoF-IP, but only a handful of times out of hundreds of tries.
I’m hoping that someone with decent execution and a love of Strange can experiment with the THC followups. At that point in the combo, it’s too tough for me to figure out whether things are dropping due to hit decay or pad-related execution errors. I’d be very interested in finding out how far the FoF loop can be extended after that THC. The initial aerial loop works just fine off a raw corner THC too, which might be a good way to get the timing down before trying it in conjunction with the above combo.
That’s all I’ve got for now. Thanks for reading, and I look forward to hearing what you were able to come up with!
Funny thing is I’m working on this right now with Tron/Nova/Strange. When I THC with Strange and Nova, you have enough time to j.IP. I’ll try to upload a video later this week.

Tenboss is the king of Strange/Stark. Look up his matches, he switched to Repulsor Blast from Unibeam at some point.
I looked around on youtube and all I could find was him using beam assist, or just not using IM at all. I’ll keep looking around, but if you know of any good links, I’d love to check them out. Thanks!
Skip to 00:27. I didn’t cut off the failed attempts.