Awesome man thanks for the tips! Particularly the TP cancel is giving me ideas, and I also didn’t realize yellow graces cause soft knockdown. I was having trouble converting hits of those to combos because I was thinking of it as hitstun. Now I will be able to come up with more combos for sure.
I would like to get some games in if you still have xbox360? I don’t think we have played since mvc2.
At the risk of being completely ignored Ill post this here anyway. I really need some advice on how to improve my strange. Sorry for the shitty quality though, Didnt care, Just wanted it uploaded
I know im not as good as ryan hunter or anything but i thought the matches were pretty good
I haven’t seen the whole set yet but I did run Strange/Doom with Plasma Beam so know that off any hit with PB you can crossup with Teleport M then Mystic Sword L and go into the jump loop. or if you get an AA Mystic Sword L you can jump loop. you really should be doing more reps. in most cases you can get 3 reps for scaled damage but more importantly meter for SoV punishes. j.M is great for air-to-air situations and goes into a 4-rep jump loop so definitely make use of it more.
the reason why I run HM now instead of Plasma Beam is primarily because of how important a beam assist that keeps an opponent stationary is vs certain characters who prefer to stay grounded (Cap, Wesker, Wolverine, etc). Plasma Beam is a great assist for Strange but because it forces a tech roll you won’t get that precious Impact Palm crumple to get your setups started. so just keep that in mind-- with your current setup you’re not gonna land as many mixups as Ryan Hunter without Unibeam, Triple Arrow, Horizontal Shot, etc.
I’ll update when I’ve seen the whole thing. so far your Strange is actually pretty good. just 'cause you’re not landing mixups all day doesn’t make your Strange ass by any means. vs certain matchups and players you’ll just need to be patient and look for any opening to land damage. 3Y Grace mixups are also important but you’re gonna need to find a way to keep your opponents grounded when you’re going for it, or figure out a way such that there will be enough time to crossup your opponent before the flame hits.
[media=youtube]fxlHrePylCA[/media]
It has been tested in match settings and it does work very very well! Hope to refine as i get the chance
Example of the “Agomotto Lock”
Thanks i know the set was long so any advice anyone could give me would be greatly appreciated. Online I tend to drop the loops so i just use other combos instead. Been working on a few combos and mixups in the corner but not much success. I have much to learn
oh my god so much shit on the screen lmao. you should be covering EoA’s startup with Hawkeye assist though and it might take more time for Doom assist to come out but that looks really neat. I’ll test it out myself and see if I can get anything more out of it.
Strange looking more and more amazing with each new tech. now if we can just get Ryan to play Doom with Missiles over Dorm then we’re set lol.
I’ve been trying different projectile setups with Strange and here’s what I’ve been doing with Sent drones:
Eye of Agomatto, B Daggers of Denak, F+C/Drones, A Daggers of Denak, B Daggers of Denak, Eye of Agomatto, repeat
People are able to super jump to get away with it (and while they could get hit with the tracking Eye, hidden missiles may be better) and teleport around it, but it gives less mobile opponents problems.
Doubt this is gonna happen. I’d like to see Ryan try Dorm/Strange/Ammy or Doom though.
yeah obviously that wasn’t a serious suggestion anyways. I got a midscreen reset idea with Missiles that I’d like to test (should be sick if it works, it’s a left-right crossup from SJ height and should knock the opponent out of the air with 2Y) and some team combos I’d like you guys to see so I’ll post those later if I can. no more Doom combos cuz they’re kinda boring to watch lol.
The Daggers of Denak that hit after SoV allow time for you to DHC into Devil Trigger, teleport and j.S with a follow up combo totaling out to ~930k or 1m (depending on which loop & ending you do) starting from 2 bars. Sorry if this is old / known already
Nice. This is effectively the same principle used in my exchange combos. By getting the Flame to hit meaty (either by distance, or by hitting the opponent high so they land on the Flame meaty), you get enough frame advantage to link an Impact Palm again.
To elaborate on what I was referring to, I make a quick rough video to show a few things I’d been meaning to show for a while now.
[media=youtube]36RsHq9sdx0[/media]
First off, the useful loop:
[S, jt.H xx Flame, jt.H, Land] xN
Right off the bat, let me start by saying that as far as I can tell, this is not an infinite. This is for 2 reasons. First, you move forward with each rep because of the nature of Strange’s Launch. The closer you are to the corner, the harder the link becomes until it becomes (again, as far as I can tell) impossible. Second, even ignoring position, there will come a point where you can no longer combo S into an immediate jt.H due to hitstun scaling.
Anyway, I found this a while back, but I didn’t know until maziodyne mentioned it that the Flames were unaffected by hitstun scaling, so I didn’t realize the applications this had. I used it in my exchange combos but since exchange combos already ignore hitstun scaling, I didn’t realize the properties of the Flames normally. The reason this is important is because you may find times when developing combos where you need to bring the opponent to the ground from a high height, but you are on the ground. Doing a raw super jump t.H xx Flame, t.H is an easy and reliable way to bring them down to the ground, provided you can give yourself a little distance from the corner.
As far as the loop goes, I don’t think it’s very practical. I messed with adding it to the end of my bnb, and although I can do 1 rep very consistently (at least 80%), getting even a second becomes more trouble than it’s worth. And that says a lot, because each rep adds 60k to your damage. That’s pretty good lol. With just a single rep, I can do 850k for 1 bar off a Hawkeye assist hitting. Close to a million with the Hawkeye DHC. I’m sure with a second rep of the loop it would break a million, easily, and I’m going to try to record that tomorrow before I release my video. All the other clips have been shot though.
Now, as for the second loop in that video…lol. It’s completely useless, I just wanted to show it cause it looks cool lmao. Even though the exchanges technically whiff, they can still be countered. Also, you can perform the loop as simply [t.H S jt.H whiff exchange, land] xN or even simpler as [S jt.H whiff exchange, land] xN, but you can only do one or two reps because the opponent gets too low to the ground to continue. You can delay your jump to compensate to let the opponent get higher, but then hitstun scaling becomes too much of a factor. Anyway, the fact that the exchanges can be broken is more than enough to make this 100% useless lmao.
Good videos as usual, Ryan. I’ll mess around with that Flames loop a bit more. I have a feeling the trick to getting it more consistent is purely spacing-dependent, but we’ll see. My current midscreen B&B is lacking in the damage department, lol.
Much needed! I think I have reached the point where I am ready to delve into the more advanced strategies and tactics with Strange. I want to use more than just a good keepaway game, which has served me well these past two months with the game.
When I did the delayed Impact Palm loop on accident, it showed that I had grown because I remember not even being able to do it once completely the first I tried it.
Guess I had to learn all his tools and gain more XP before I reached a place where I think I can handle some more execution heavy setups.
Does any one other than hunter and tortonon have actual high level strange gameplay where strange doesn’t just die 10 seconds into the match and isn’t dieminion.