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

Dr Strange and Ironman, i dont know >_> sounds like a team that lose when the point character die

So, your memory is quite short, huh guys?

I used Strange/Iron-Man for some time, especially for the THC stuff. Tenboss didnt really exploit the THC like he should have anyways.

Unfortunately, I gave up when I discovered that the scalling of hitstun was different on PS3 I dont know why, and the opponent would flip out of the proton cannon if I went too far in the combo, while it would never drop on my Xbox.

:confused:

As for extension, you should neutral jump ASAP, and hit the palm while falling down after the cannon. Your only way to extend it after you land would be with an assist that wall-bounces, or with slant-shot into a crumple.

It seems like if I neutral jump, I’m too close to get the loop to connect, and if I hit too early, the launching effect of the cannon overrides the crumple state of the IP. If I jump back diagonally, I’m at the perfect height and distance to get the loop going. So far I can get the aerial IP-FoF-IP to connect pretty reliably (the ub/f-H motion is kind of hard on the d-pad, so sometimes the IP just doesn’t come out), and I’ve even managed to follow that up with a grounded IP-FoF-IP-S, though not too reliably. All of that puts me somewhere in the 800,000k region for, I believe, a net cost of half a meter, but I’ll need to double check those figures.

I definitely see where you’re coming from, but I really do think the Strange/IM shell is an incredibly strong one. I’m using Dorm on point, and IM has a lot of the same synergy with him. He allows Dorm to continue his combos after an OTG flame carpet, and he’s a boon to Dorm’s neutral/defensive game. So it’s basically an enhanced Dorm followed by a super-enhanced Strange, followed by potentially an XF3 Tony. I definitely agree that Tony’s not a great anchor by a long shot, but with how much he enhances both of his other teammates, I think it’s an acceptable tradeoff. Plus XF3 Tony can still ToD any character in the game off any confirm while netting positive meter.

I’m starting to get the THC followup figured out. If I walk back until I’m just about even with Iron Man and then neutral jump, it puts both Strange and my opponent at the perfect height and distance to initiate the FoF loop, and the timing isn’t really strict at all.

I’m still having issues getting the loop to work with my pad, but so far I’ve managed to complete 3 aerial loops, land, IP-FoF-IP-S, a.IP before I mess up. My primary issue is either doing standard H instead of IP, or messing up the FoF input after landing an IP. I’ll post a video as soon as I get it worked out though. So far I’m up to around 800,000 damage for almost no net meter cost.

mm dorm on point with strange and ironman… >_> if you want the shell to work in real matches at least play a cheap point character like vergil, zero or wolverine

Though my love for Dorm/strange is endless, that may not be the team for dormy. I’d recommend X-23, Mags, Joe, Nova, or Modok for points who play well and can really abuse those two assists.

Thanks for the advice! I like Dorm, but I’m finding he gets opened up too easily, so I might start looking at Nova or Wolverine. Also, that RB assist isn’t proving to be as useful as it is in theory…

Use Tron/Nova/Strange you can get 1m starting without any meter or assist off a confirm :smiley:

I’ve started experimenting with a Strange/Akuma(Tatsu)/Doom(Missiles) team, and it’s shaping up to be pretty synergetic. Strange TP(M) + Tatsu is a pretty strong combination, which can lead into a midscreen palm loop that carries to the corner. With a missile extension it leads into the FoV loop. Right now I can convert a solid Tatsu/TP into around 650,000+ damage, building over 2 meter in the process.

You can go even higher. I played that team. One advice, switch it to Strange/Doom/Akuma. :slight_smile:

Hey guys, it’s been a while since we’ve searched together for something new… I wanted to know if there is any way of switching sides during the flame-loop. Like, if there is a way to get the opponent out of the corner. My usage for that would be a DHC into tempest, but I’d say that this could help a lot of us, since we could get some distance after the end of a combo.

I remember that Mazio found a way to make the flame hit as a crossup… maybe there is a way to use that to get them to side-switch? Please help me out guys, I’m getting nowhere for weeks now ;(

Captain America(shield slash)/Rocket Raccoon(log)/Doctor Strange(bolts)…how do we feel about it?

Possibly put strange second, strange/log is powerful. Also, you get strange tac “swag”.

On the other hand, Rocket has much better dhc options in trap and rock and roll. They both sound pretty grand.

How does cap play with bolts behind him? Just curious.

I experimented with Strange+Log for a bit, and was a tad underwhelmed. There’s such a delay between when the assist is called and when the log actually comes out that it seems like it’s only good for catching sloppy opponents, and not for really mounting an effective offense. It’s also not great for TP crossups because of the log delay. It also misses the area directly above and in front of Strange, which is kind of a vulnerable spot anyway.

I could see it working much better at mid-level online play, but not as a tournament-viable strategy.

That said, I think both characters are a ton of fun to play, and they do have some weird synergy, which could make for a very fun team to mess around with.

Well, since side-switching with him seems freaking impossible, here it is. Switching the order gets the damage output and meter-gaining over the roof for this team. Any touch with Mags gets 2,1~2,5 bars, meaning you will have a squeeze at hand most of the time, even though the double-DHC deals more damage than it.

Also, Strange kills off of the disruptor assist, which is a really fast cross-up tool. He needs the optimal extension to kill everyone, but you can do the lazy-ass one if you are far from the corner to kill everyone up to the 1,150K margin. This team is giving me the most fun I got from playing Marvel since forever, and I’m really happy that it is both viable and strong. It puts a lot of hitboxes in the screen when zoning, and it has great rushdown potential on it, not to say the now acquired damage output. :smiley:

youtube.com/watch?v=tQ2WFrxrkUg

Hello, all! Long time no post!

Recently I’ve been running and loving Task Dante Mag/Doom. I know I want a beam in the back and have been struggling to decide which is best considering all the variables. Mag or doom? Doom or mag?

Then as I’m trying to sell a friend on trying bolts for HIS team, it occured to me I hadn’t given it any consideration for mine! I’m VERY well aware of how good bolts are for dante (and am watching some sick dante/strange tech vids from thegeffen), but I never really played much bolts-task. Or any, for that matter.

On paper it seems like it should be quite strong, certainly no worse than plasma or disruptor. Can anyone speak on bolts-Taskmaster and if the assist offers him anything mag or doom might not? (Besides the obvious, of course, having strange on the team hehe)

Thanks in advance for any input! Good to be back!

How is Doom backed by bolts? Might be a team I wanna play with on the side dude, nice find

It’s just like Doom/Drones, lots of j.H to stun people backed up by “EX drones” (bolts), with the possibility to back-airgrab in-between, and using a lot of aerial confirms (same as the midscreen version of his infinite). It is really cool, even though the gameplan is to get Strange in backed by bolts if I lose Magneto. :smiley: