There you go. I’m really not up-to-date on combos, but I either do
Cr.:l::h::s: xx sj :h: xx Palm, Land, [Jump :h: xx Palm, Land] x2, :h: xx Palm :s: xx sj :h: xx Palm, :s:, Land, Daggers xx Spell of Vishanti
or, against grounded,
Cr.:l::l::l: xx Palm xx [Grace of Hoggoth ] x2, Flames of the Faltine, Palm xx Mystic Sword :l:, [Jump :h: xx Palm, Land] x3, :h: xx Palm :s: xx sj :h: xx Palm, :s:, Land, Daggers xx Spell of Vishanti
Don’t recall the damage on the first, but second does around 750k mashed, 800 if you replace the Cr.:l::l::l: with St.:h:. It’s harder to hit confirm, though, so I always use Cr.:l::l::l:.
3 Cr. :l: whiffs a lot of the time though, a standing (instead of a 3rd Cr.:l:) moves Strange forward about half a character space and has a hit box that hits crouchers anyways, plus more damage and a harder stun for hit confirm. it’s a win win
Hmm, I’ve never had problems with Cr.:l: x3 whiffing. I should try that, I always just used Cr.:l::l::l: because it’s 100% safe on block, but I guess that’s what assists are for
What he’s trying to say is using s. has more benefits as oppose to using cr.:l: three times. You get more hit stun with it as well.
You should be hit confirming with the first cr.:l: anyway, not the second or third. I use s. more because of the more hit stun and moves Strange forward, making it easier to connect :f:+:h: or :l: Mystic Sword.
^i dont think so. ive tried a lot of different things and nothing works. if theyre superjump height just do another SoV
i think the most consistent combo with strange is just simply L L mash hitconfirm into palm, grace grace, S sjc Hteleport palm, mmh palm, mmh p, mmh p, h palm, mmh palm s
i drop the superjump cancel teleport one way less than the superjump one
and it keeps your muscle memory ready for the xfactor loop (same thing except the jump lops are just m h palm)
After hitting SoV at that height, your opponent will air recover and they will either air recover up, down, forward, backward, or block. Either way, they simply isn’t enough time by the time you land, because they would have recovered by then. If it were XvSF, then connecting the loop would work due to no air recovery.
After some experimenting, I was able to land: SoV (XFC), H Teleport, Fly, H, Impact x Unfly, Impact.
With X factor level 3 I was sometimes able to get into the loop after cancelling the last impact into M Teleport. Maybe with assist extensions it should be possible to do it from level 1 or 2?
so idk i feel like i have hit a wall with BnB, my most damaging combo is about 760,000 and my least is around 600,000, but i can’t get anymore than that. Do you guys think this is max damage with missles and triple arrow assits and one SoV at the end? Idk if i can get more damge because of hit stun decay but i’m willing to settle on this cause i can always DHC.
CR.L, ST.MH, PALM, 2X RED GoH, Flames of faltine, Palm, Mystic Sword L, (j.mmhPalm x3) st.HS sj, j.mmhPalmS, call vajra, Spell of Vishante, Spell of Vishante
Damage a little over 900,000
If you want me to tell you more…
I have one where i use yellow ones instead of red to go for a corner mixup.
I have one to use off a spell of vishante x factor cancel.
I have one to use in xfactor.
I also have a bnb to convert from any landed plasma beam as well as eye of agamotto.
P.s. I would totally add the medium daggers but i dont know the correct timing when to do it, or if i actually have time after i call vajra assist.
j.M j.M j.H ~ Impact Palm, delayed j.S, Vajra assist, SoV, M Daggers xx SoV. always delay the j.S after Impact Palm if you’re not in XF so you have time to throw them out and cancel into SoV. give or take you have 32 frames to pull off the M Daggers xx SoV part, but it’s not difficult at all as long as you delay j.S.
Hey guys… I’m trying to learn the Brady Guide combo #1 and instead of getting 644,300 dmg; I’m getting 622,400dmg.
cr. :l:, s.:h:, Impact Palm xx Grace of Hoggoth , Grace of Hoggoth . TK Flames of the Faltine, Air Impact Palm, s., s.:h:, Impact Palm, S, j., j., j.:h:, Air Impact Palm, j.:s:, land, Spell of Vishanti
So i have been doing some research with Strange and have come to the next conclusions regarding the IP loop:
It can be started and easily continued after of
a grounded crumple (obvious)
a ground/wall bounce assist hits the enemy
countering a character approaching with superjumps using a hard knockdown assist (with the help of Teleport M/L > grace of hoggoth M > flame)
a flame of the faltine Lv2-3 hits a character at the peak of a superjump (Trish and Modok should fear this)
countering a character approaching with normal jumps using j.M
countering a character approaching with normal jumps at the peak of it using mystic sword L
countering a character approaching with jumps using Eye of agamotto
when a lockdown assist suspend the opponent in the air at normal jump range (good examples: Ammy Cold Star, Doom missiles, Sempu bu)
a Spell of Vishanti / Seven Rings of Raggador with XFC
(Only in XF lv2-3) countering a character approaching with superjumps at the peak of it with impact palm > teleport M > s.M > s.H > IP > mystic sword L
This is something every Strange player should consider as his counter offensive Combo options when dealing with pressure. As a side note, j.M hitbox and startup are amazing, best Strange normal in my opinion.
First off, I typed that (and am typing this) on an iPod, lol that it autocorrected xx to xD at one point. I have trouble with that randomly dropping, but I’ve come to the conclusion that the HSD timer stops when your opponent is in a crumple or special state, like the one caused by air Impact Palm. My advice would be that any time you would normally delay the air normals to keep the opponent at the correct height, you’re only allowed to do that the first rep. After that, do the moves as fast as you can and compensate for it by delaying the next jump, if necessary. If you don’t do this, you’ll probably get J. drops the third time around.
I see thanks. Yea its weird for strange no matter what loop you do, when you do the first one you can delay the normals but the second or third you cannot delay them
Whats up guys, sorry if this has been already posted. Right now i can’t record a video, but i hope to get one up.
I have a 4 Bar kill with strange ( impractical?) kills thor, but also requires wesker in your team.
j.s , mh IPxx Red Glyph X2, Flames of the Faltine, Mystic Sword L, j.mmh IP > land > j.mmh IP > land > j.mmh IP > land > IP s mmh IP s. call wesker, jump and activate flight, IPxx Flight off, IP > land > IP, S j.IPxxL teleport xx Astral Magic > SOV.
It takes the basic BNB pretty much and wesker allows me to connect an extra 4 Impact palms which gives me enough damage for the kill.