Gold Daggers is the best horizontal assist, so no doubt about that. My basic gameplan was to build two meters, upgrade Arthur and put him in the back.
How does Arthur start a flame loop though?
Gold Daggers is the best horizontal assist, so no doubt about that. My basic gameplan was to build two meters, upgrade Arthur and put him in the back.
How does Arthur start a flame loop though?
I saw a video of it, can find it anymore
Off of Arthurs scythe, you hard take strange.
I try to stay away from gold armor, unless there’s 11 secs left.
I thought strange would have great mixups with regular daggers
That guy was Will Richards. That guy is one of my inspirations for Strange, but lately he is getting really frustrated with his team. He switched to Strange/Vergil/Hawk now he came back to Haggar.
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Yeah, thats the name. I can why he can get frustrated with this team as when Strange was down he had quite hard time. Although haggar/hawk doesnt sound so bad on paper
Maybe strange/haggar/vergil would be even better idk, haggar is such a crucial gtfo assist
Regular daggers are fine, but Gold Daggers are so much better because they pierce opponents. They basically become a beam assist. Which is important for Strange, because disabling opponent’s assists gives you much more free reign to teleport.
I’m considering swapping Wesker in my team ( when get back from usa anyway), maybe just to spice things up as we have small community and playing the same match ups over and over can get tiresome.
Was thinking on getting Nova on point for Nova/Strange/Dante as Nova is able to dhc into fof but i still need to see hiw effective it is. Nova probably like JS too
Other idea could be Dante/Strange/X23 maybe you can get alot of bar using unblockable, “seal the deal” stuff with x23. And all my usual dante/strange stuff.
I think it is nice team if you get the first hit, but when things start to fall over, Srrange is left with no natural assist untill he swap x23 in, and her xf 3 is nice, but still nothing to brag about (even compared to Wesker)
The whole team can rise and fall over Dante/strange natural game which i should still greatly improve. Seems like fun team, but without so much for plan B.
I think the most stable idea is point/strange/dante (or dante 2nd). Unless i find any good Strange with 3rd synergy.
Maybe amy, doom (but i don’t like him) any other creative ideas?
Hey, so I have been looking for a third for my Shuma/Strange team/shell. I honestly am not too sure who to put…Maybe someone that can help strange out with mixups and dhc potential? And maybe even be a lock down for shuma?
Vergil, Ammy, Plasma, Triple Arrow, Spitfire.
Some I can think of right off the top of my head. Yeah, that shell sounds solid with a decent assist/anchor.
Missiles man! Bolts for horizontal control, missiles for vertical. That team will allow you to go even further on both Shuma’s combos and the flame-loops, not to say an eventual TAC straight to anchor into Doom’s infinite and/or TAC stuff.
He’s not the best anchor, but he can be quite derpy on level 3 xfactor
drop haggar, play strange second, and pick a decent rushdown point character with decent matchups is what Will should do
Man, I didn’t want to have to pick doom, but I know he can help out them both. I always have a hard time getting in with missiles and strange though. I just call missiles, teleport and honestly don’t know where to go from there…what about shuma-ray, doom-beam,and strange-EoA?
Its also possible, since Shuma’s ray will vaporize anything on the screen, including missiles from the enemy if he’s got them.
How would Phoenix Wright(Get em missile)/Dante(Jam Session)/Strange(Bolts) work? I know Strange is not the best of anchors but love Strange and just thought about picking him up.
I was actually thinking of running Strange anchored, considering that bolts is pretty well for doom as an assist, and strange can finish off through DHC on up hypers. It has been Shuma/Doom/Strange and if I have 3 meter to kill, I try my hardest to carry them to the corner to raw tag in strange to kill through an easy Astral Magic. What are the limits and rules to extending the corner Flame loop with missiles? I honestly have to much trouble doing the loop after the eye tag.
Anything with 1 durability point.
You can go up to the 40-hit rule like any flame-loop. There are two ways of doing it, the ‘when tort was a scrub’ and the ‘optimal that mazio discovered’.
The ‘when tort was a scrub’ is easy as f&@#. launcher+missiles, j.MMHPalmS. As you land, the missiles get the loop-height for you. I developed this back when we were still experimenting with the loop, and I couldnt space it only by the eye. It’s basic, it’s not the best, but its the easiest way to get in the loop and its always effective.
The ‘optimal that mazio discovered’ was a way that I - probably due to being lazy and getting comfortable with the easy way - didnt even considered to try, and Mazio then made it happen. When approaching the 40-hit rule, you palm+missiles in the ground, do one palm~loop~palm in the air, land, palm~loop once. Missiles will hit, and you can normal jump into three more reps in the air into ender of your choice.
What is this 40 hit rules
Basically, if you are below 40hits into a flame-loop, you can do another go for another rep. It’s not that accurate, sometimes it’ll be 37, sometimes 43 depending on what happened in the beginning, but 40 is a fair number to work with.
Hey guys, very new player here trying to find a good team to get going with. Roughly how good do you guys think Nova/Vergil/Strange would work long-term?
You are awesome. What can my expected meter be off of this combo? I was hoping to finish in the corner with an Astral Magic, for near ToD. And then try it all over again. What worries me though is Shuma’s mystic smash. It adds so many hits and I wonder if it’ll be over the 40-hit rule.
I think the best way for you to do flame-loops is by raw-tagging with the mystic stare OTG… no idea about hit-count