Impact Flame loop with no glyph
[media=youtube]wrwgc7apQxU[/media]
sorry for the shitty quality i can record better stuff just wanted to get this out fast
Impact Flame loop with no glyph
[media=youtube]wrwgc7apQxU[/media]
sorry for the shitty quality i can record better stuff just wanted to get this out fast
[media=youtube]bjlu_MFT62U[/media]
one more vid, this is for beginners to the loop, it shows an easy way to start the loop using his air magic series, starting with this you can learn the loop very quickly again sorry for the weird artifacts at the start of the video.
Now the question is, is the “infinite” palm-flame loop viable in real fights? I’m having a hard time doing even one rep on medium size characters after of a hit confirm. I think the best use so far for this is in a corner TAC combo. When it’s a down-TAC, Strange can:
Fly (at once), j.M, j.M, j.H (these three normals will get the character high enough so that the loop works), Impact Palm, FOF, j.M, j.M, Impact Palm, FOF, Impact Palm (the 99 flying frames end here), lands, s.Impact Palm, s.S, superjump, Impact Palm, j.S (maybe the loop can be continued here, instead of a j.S with a FOF(?).
For an up-TAC
Fly (at once), j.M, j.M, j.H, Impact Palm, FOF, j.M, j.M, Impact Palm, FOF, Impact Palm, j.S
And the timing for characters like Ammy, Wolverine, Frank, etc, is very strict.
personally, I’m not using it. I place greater importance on getting mixups and resets with my team composition. I don’t have access to the THC combo that Ryan does so my Strange doesn’t do nearly as much damage from midscreen. instead, I use Doom missiles to get Grace setups. I have a particularly nasty setup that I’m working on now. basically Doom missiles, if timed correctly, gives you enough time to do launcher, j.M, j.H ~ Impact Palm xx Grace of Hoggoth (missiles hit). if you end up in the corner like you should be, you can bounce 1Y back and forth on an incoming character and the Flame comes down directly above them. it’s pretty cool.
Well, my Strange is basically an anchor, so I setting the conditions for that to happen is nearly impossible for me.
However I’m on the quest of learning Magneto lately, and I created the ‘Team PHD’ with DocDoom, DocStrange and DocSwag.
I’m rolling Mags/Strange/Doom, and I was able to get 2 reps on the flame loop yesterday.
Still, I don’t think it is viable. At least not for some time. Maybe if we can convince MarlinPie to use him though…
Well, lets keep training, and who knows, maybe it becomes muscle memory. If I could learn the HyperSwag loop, I trully believe I can learn anything on the freaking game (and yes, my execution is ass. That’s why such a simple thing was so hard)
Hypergrav loop is really easy. with Mags’ more difficult combos you basically just have to get used to super jumping back/forward repeatedly and plinking. that’s pretty much all you need to do the ROM and Hyper Grav. I can do Doom/Mags/Viper swag combos fine but the Flames loop is one of the hardest things for me to pull off because it feels so… disjointed, to hold up-back after launcher and instant IP every time.
I play that same team in that order. Strange’s eyeball assist gives magneto free 50/50s at the end of all his combos.
lol, Marlinpie should play Strange. I bet he would do all kinds of crazy things with a team of Viper / Strange / Ammy. (my team is Thor / Strange / Ammy, Strange and Ammy are BFF due to the THC into crossups and the Cold Star lockdown that ensures an EOA on screen, and i’m sure Viper has a lot of synergy with Strange.)
Godlike stuff coming in recently. Hella easy to do too lol. To think back on day -3 I was worried Strange couldn’t break 700K ~_~
Maziodyne, are you gonna update the OP?
yeah, I will eventually. I have some of my own shit coming up soon so I’ll update that with a video soon. 4-day weekend~
you gonna put up some matches??
I think now that Dr. Strange has a corner combo that legitimately bumps his damage up 200k from what it previously was, he can stop going for resets and just kill you off of one touch now.
1 million off of ground throw feels great in the corner.
2 bar start. Throw THC with Super Skrull. Inferno doesn’t fully hit giving you the hard knockdown, allowing you to do a full palmfinite building 1.5 bars and ending in Vishanti, or being a total faggot and going for a TAC to get another character in to build more meter to make Strange kill off of ground throw.
new video uploading showing my optimized version of the impact flame loop, will link when it is done processing
[media=youtube]r2wCCZBi8uc[/media]
very nice. I like this version better. seems there’s less requirement for execution and spacing as it’s all about the meaty Flames as the opponent falls on it. I’ll try including this in my B&B with Jam Session assist extensions, see if this works and if I have enough hitstun to work with, lol.
I’m still having trouble with the sjump and the timing. Its a sjump-back cancelled asap into a palm? I never tend to get the opponent high enough.
getting more consistent now. I find that you can actually do Impact Palm xx Flames up to 2 times when you land so you can space yourself properly. as we already know, these two moves are not affected by hitstun. this effectively means that you get more reps before Strange moves too close to the opponent to get another rep because of his launcher.
this is 90% consistent now for me and works off a c.L, c.L ~ Impact Palm hit confirm.
c.L, c.L ~ Impact Palm xx Grace M, Grace M, Flames of the Faltine, Impact Palm xx Mystic Sword L, Impact Palm, S
then from here, I do j.H xx Flames for the first rep. I don’t know why, but it makes the loop way more consistent when you get started. after the first rep, you can do the Palm xx Flames when you land like I said, then continue the loop as normal. this is important not only for spacing, but because you won’t need to hold up-back after launcher anymore. try it out in the Training Stage; Strange must always be on the third square from the edge of the stage to continue the loop. doing Impact Palm xx Flames will bypass the HSD every time and puts you at that exact spot or slightly behind it each time.
I think this is really worth it guys. 912k solo, no assists, no XF, 1 bar is reaaaaalllyyyy good.
edit: planning on making a video tutorial for this loop. need to find a way to record both the TV and my hands at the same time… with one tripod. suggestions? D:
edit: okay, so I got up to 966k. solo. 1 bar. o__o STRANGEEEEE
With that set of equipment, I’d say record the tv then record your hands. It means doing the loop twice but I think the better quality will play off (plus you get more practice with it).
yeah, that’s what I’m thinking too. the loop is very consistent for me in the 1P side. 2P side… ugh. muscle memory ftw.
possible from midscreen to corner too. right after 3 reps of the jump loop, just do st.H ~ Impact Palm, S, then go right into the loop. I can get up to 935k solo
tutorial done, rendering now. video will be up in a couple of hours.
Got it. Also found a tricky way to guarantee it to start.
At least for me, the hardest part was to get the loop going at the right height, after that it went almost with the flow.
The trick that I found makes the flame loop possible after any kind of confirm, doesnt require any graces and also does not need the opponent to be crumpled or anything like that. You can go for his most common confirm (cr.H) into a palm into launcher, as long as you do this very very fast.
after that, you can sjump back or neutral, as long as you do a j.H ASAP (and by asap I mean really, really asap). Like Maziodyne said, it will help the loop with the proper spacing, which is more or less the length of his leg on that kick. Cancel this j.H into a flame and palm, and a quick palm just after you land.
There you have it, the opponent will be in the perfect height for the loop, and in the right distance. Just keep an eye out for your superjumps not to go too far or too near him, and do the regular loop or the enhanced one in that GODLIKE video by Contra.
My execution is bad, so I’m upping a video but the loop is the basic one, nothing fancy. I’m always focused on adapting those kinda stuff to in-game tech. Next step is to record footage of the loop during a match, and if possible - this is gonna be a HUGE challenge - do it online as well.