Lets say two characters die immediately and you’re left with just level 3 X factor & Strange to deal with a incoming mixup and the task of taking out the opposing team. What do you do In this situation?
Go ham
Your first order of business is try to find a point where you can SoV->XFC to get a free kill. Once you’re beefed up, anything canceled into any teleport is safe. so use that to your advantage. If you can use SoV->XF to fry an assist, that’s always good too.
Make sure you always have SoV in mind, you can punish a lot of things with it and keep your opponent from doing anything risky. As long as they know that’s a threat, you can pull out a few special moves to get a mixup going. Upgraded FoF will travel even faster, so the range at which their vectors are unavoidable are increased, so going for those mixups are effective. If you manage to get 3 yellow graces out, you can stand near it to have the threat of an instant full screen beam to punish anything and score a full combo, or at least a super.
When you get a combo going, your quickest way to kill is with H, fwd. H, S, sj, H, palm, teleport M, repeat. In the corner, you can do an easy-as-balls FoF without even having to space anything, just keep doing it unless you have graces out, save the graces and go for the other combo.
Once a character’s dead, you’re two mixups away from a win. Best incoming mixup is to place an Eye out to hit an incoming character meaty, and use Teleport H to cross them up as they move forward from the incoming momentum. You can do this by setting the eye below them, and (I believe) midscreen, you can set the eye at normal jump height and get the same effect with no escape. Setting a red grace down when you’re in the corner is also useful, just so you can get a full combo off a throw.
In short, don’t try to play a defensive game because it’s not going to be very profitable without assists. With XF3 Strange’s offense becomes a lot safer and much more deadly. So abuse it.
Still working on the guide?
Eh, more or less. I need the time/motivation to actually get it all done. I’ve done a lot of writing in individual places that I can just put together, but still it’s a lot to do. The more I research the more I realize there’s so much to write and learn and it’s a little overwhelming.
But it’s not canceled or anything.
Sounds good, I’ve been playing Strange on and off for several months now. A few weeks ago I finally decided that even the character isn’t top tier, he is top tier when it comes to having fun, which is my main reason for playing Marvel. My main is Doom(missiles)Dorm(liberation)Strange(bolts). Although I’ve finally buckled down and decided to strictly play Strange on point, switching him in for Doom, at least until I have a good enough Strange and then I’ll switch the team order back to Strange anchor. With the point Strange team, I’ve realized that if I get missiles going with some graces/FoF, the team is super strong, especially when I DHC into Dormammu ball with bolts and missiles backing me up from full screen. The problem is that many times in the neutral with Strange, I still struggle doing the right thing at the right time, depending on the spacing I have against my opponent, and depending on what character he is playing. Strange is so unsafe, that you really have to take into account your opponents chars and how quickly they can punish you if you give them an opening. I really am having a blast with this team and hopefully your guide(when completed) will make me a better Strange player.
I play Thor/Doom/Ammy currently and slowly making my transition to Strange instead of Doom and I’m having trouble understanding the Strange/Ammy game plan. Playing Doom as the easy way out poisoned me.
To get a stronger use of Strange and to just sort of flush out some of the Doom quicker I’ve started playing him on point but he’ll ultimately end up in the middle.
Outside of a random TAC should I be keeping the fights with Strange/Ammy on the ground? and let the enemies who super jump and fly in the fall into traps with graces & teleport on their way down and reset the situation?
I may be playing a little too aggressive and should be more patient
When and in what situation would you use yellow orb or red orb and for what purpose
Some other things to keep in mind, a Strange/Ammy THC is basically identical to just doing a hyper with Strange, neutral game wise. The mixups you get after it are what you’re spending the extra meter for.
Strange is at his safest on the ground, yes. Jump back H + call assist into M teleport is a good defensive maneuver and should work well with Cold Star. Your best mixups are with your assists, not with flames. Graces/flames can be used for mixups, especially if you have three yellow’s out, but it’s too much work for one left/right mixup, so it’s best to use them for general zoning and safety purposes.
But overall, yes, playing Strange offensively is generally a bad idea since his only safety option is calling an assist. Play patient until you can safely use an assist for a mixup and go from there. Hit confirm your assists before you start attacking or else you could end up putting yourself at frame disadvantage.
Yellow graces are just worth laying down anytime you can, preferably when you have an Eye of Agamotto out. Having the option to throw out a powered up flame gives you a stronger position. For example, if you just group up 3 yellows you basically have a instant crumple beam that can be activated at any time as long as you’re near it. And if you’re away from it, you can fire the flame from afar and the flame won’t go away if you get hit, so you opponent has to deal with the laser (or destroy the flame before it reaches the graces.)
Always red grace in the corner. Always. You can use graces midscreen if you have a good setup to have your opponent in between you and your red grace, that will give you a way to cancel into flames on block or hit and keep you safe. It’s not the most practical thing to set up, but if you ever find yourself in that situation it’s good to use.