"Your brainless antics would try the patience of a saint!" - Doctor Strange Combos. BnBs in OP!

Oh god I’m much better on the 2-p side so getting it on the 1p side is going to be really hard for. Thanks to everyone on the strange forums. Good forums make characters so much more attractive when picking a team.

BTW whats the best advanced strange combo to start with? My execution is not bad so I want to learn the impact palm loop first but should I skip that and go to the flames loop.

@TimTim I’m compiling a video that is a recap of all the main Strange loops throughout these first 3 months. It covers the impact, alzarath, xfactor-only and flame loops. If you can just wait 1 day or two, I’ll bring it here first to help you out and the other Strange players around :slight_smile:

AND HERE IT IS FOLKS!

HAPPY 3-MONTHS OF TECH, DOCTOR STRANGE USERS!

[media=youtube]Nv3Vd7mYV14[/media]

Tortonon the flame-palm loop was discovered by Evil_ToasteroofFP, wasn’t it

it was ryan hunter then toaster embellished on this concept more then he got our brain juices moving then contra came up with a more practical way of using it with or without glyphs, maziodyne combo makes him look broken, i love it

Ryan discovered the TAC-flame combo for Strange in the corner, the concept of an “infinite” flame-palm loop was brought by Evil, then perfected by Maziodine, Contra and Tortonon.

By the way, i dont know if you guys are using the EOA-TAC combo for Strange; after of an up/forward TAC from anywhere, Strange can teleport M, place an EOA, then, Impact Palm, s.S, superjump, full air combo or simply impact palm, j.S. In the corner for an up-TAC works only with teleport L. The extra damage is nice, and the air combo can be continued by the character who started it.

Great video tort and everyone who contributed content towards it. Very impressive stuff.

Well, if I got any of the ‘credits’ mistaken I’m sorry. Those were what I remembered, and I needed to post it today due to some sets I need to record with some brazilian players. Glad you guys liked the video though.:smiley:

Oh ok, i thought ryan found it first cause of this video [media=youtube]36RsHq9sdx0[/media]

actually Ryan said himself that he didn’t know that uncharged Flames had a constant hitstun value; I think I was the one who found that out first when I made the video about Strange’s true infinite in XF.

so it’s basically:
Ryan develops TAC combo -> I discover the infinite -> Toaster introduces Glyphs to the equation (I found this out myself too but there was no video lawl) and the possibility of a non-XF infinite -> Contra’s no-glyph version -> Tortonon simplifies it and I make it look flat-out broken with the 3-rep corner version and midscreen transition.

for clarification. :smiley:

Yeah, pretty much. I figured out the way to do Palm Flame Palm in the corner really early for my exchange combo, and I had messed with corner loops like in my “unused concepts” video. I didn’t know Flames were unaffected by hitstun scaling until Mazio posted about the xf infinite. As soon as I finished watching that video, I knew immediately that my exchange combo could be altered and developed into a normal combo without xf.

This is like a perfect example of why every now and then it pays off to have fully explored an avenue of combos. Even if you’re experimenting with a combo and it turns out to not be extremely useful, sometimes the principle of the combo can be applied somewhere else to make something extremely useful. I’ve had this happen to me many many times.

Also, just for the record, I still think if your team has a way to do it, setting a Grace once you get to the corner, makes the Flame loop significantly more reliable. I tried coming up with a way to plant a Grace while I wait for Dorm to otg, and go from there, and while it’s possible, it requires way too strict of a timing to then sj up and t.H xx Flame and get the right height. If you guys have the assists to do it, I would definitely experiment with it more. Doing it without a Grace is making it harder on yourself for no reason, imo.

Hi - long time lurker first time poster.

So after watching the impact palm flame loop video I was inspired to pick this game back up. I tried this combo in training mode for like 30 min but I keep having difficulty hitting the palm after flames. The opponent always recovers 1 frame before my second palm comes out (the one after flames). Is there a trick to this or is this b/c my spacing is off or maybe I sj too high (I know I’m supposed to hit them with palm immediately after jumping).

Edit: I just read Ryan’s entire post - I’ll try again tonight with a Grace set up. But does anyone know if there is a trick to hitting the second impact palm (palm - flames - palm)?

This. With the proper assist in the corner, Strange can get enough time to place a grace of hoggoth M and make the loop easier. I’m doing it with my team of Thor using mighty smash after of (j.MMH IP)x4 which is a natural corner carrier; but i guess a lot of assists can work for for that purpose. Basically any assist with ground bounce is ideal for the extension.

With this method i’m getting two/three relaunchs even online.

your impact palms/flames cancel should be as fast as you can make it, so if you hear “imp-flames of” your doing a decent job.

So I spent some time in the lab today trying to learn the Flame Loop as my Bnb, but it was a bit hard and I found I could get similar damage by just tacking two reps onto the end of my Bnb. Then I watched Maziodyne’s vid again and watched exactly what he was doing, and I realized I could extend my combo even further. I was messing around with that when I got the idea to try and use part of the loop to extend my previous most damaging Bnb. That’s how I came up with this. (Sorry, no vid.)

St:m::h: xx Impact Palm xx Grace of Hoggoth :m:, Grace of Hoggoth :m:, Flame, Impact Palm xx Mystic Sword :l:, [jump :m::m::h: xx Impact Palm, land] x3, St.:h: xx Impact Palm xx Flame, Impact Palm xx Flame, Impact Palm :s: xx superjump forward Impact Palm xx Flame, Impact Palm xx Flame, Impact Palm xx Flame, Impact Palm, Land, Impact Palm xx Flame, Impact Palm xx Flame, Impact Palm :s: xx superjump forward Impact Palm xx Flame, Impact Palm xx Flame, Impact Palm xx Flame, Impact Palm, Land, Impact Palm xx Flame, Impact Palm xx Flame, Impact Palm xx Mystic Sword :h: xx Spell of Vishanti

Phew, that’s a long combo. 66 hits to be exact. The reason I didn’t specify where to start is because the jump loop brings you closer to the corner, so you can technically start from near midscreen. The only criteria is that at the end of the final J.:m::m::h: xx Impact Palm, you are in the corner.

In over an hour in the lab, I only landed it once, so I didn’t take note of the damage with a Cr.:l::l: starter nor the meter gain. However, the damage with the St.:m::h: starter is a whopping 1,031,300! UNMASHED! If my calculations are correct, mashed should do 1,057,300, but I’m not sure since I couldn’t get it.

Does my failure speak for the practicality of this combo? Absolutely not. To make it easier, eliminate the second Flame in all the grounded bits of the Flame loop and just move on. Those were what was giving me insane trouble. It cuts the damage by a bit but without the second grounded Flames, it’s easier than the old Flame loop because there are less reps. The only negative is that you can’t superjump up-forward but the whole thing is viable for competitive play. For best results, in my opinion, just cut the very last Flame, Impact Palm and leave the rest intact. That’s the hardest one for some reason.

Edit - The above version is a bit bulky so I’ll use motions and abbreviations to try and make it easier to read.

st.:m::h::f::h: xx [:qcb::m:] x2, :qcb::h:, :f::h: xx :dp::l:, [jump, :m::m::h::f::h:] x3, st.:h::f::h: xx :qcb::h:, :f::h: xx :qcb::h:, :f::h::s:, sj :uf: [:f::h: xx :qcb::h:] x3, :f::h:, Land, [:f::h: xx :qcb::h:] x2, :f::h::s:, sj :uf: [:f::h: xx :qcb::h:] x3, :f::h:, Land, :f::h: xx :qcb::h:, :f::h: xx :dp::h: xx :qcf::atk::atk:

I took out the last Flame to make it a thousand times easier at the end. It still does over 1mil unmashed so that’s insane.

funny stuff: I was trolling a friend of mine with the Vajira assist, and it was incredible how much times I could land a palm doing the crumple. all the other times, I would mix him up into the hard knockdown, but since I teleported doing the palm, it held the opponent, leading for a full combo. I did the flame loop sometimes in a casual set for the very first time, and I’m now considering adding Strider to the mix. More than that, with the crumple you can set the grace to make it even easier. Like Ryan said, with a proper assist, it can be done, no doubt.

k, I didnt add anything for the combo, but I just got SO damn happy that I landed it in-game. You all know how hard that thing is to do. :slight_smile:

Just had to stop by and say y’all are freakin geniuses, the whole lot of you. You guys pretty much broke this character. I was maining him at the start of Ultimate, but I just always felt awkward moving around with him. Movement is the absolute most important thing to me in this game so eventually I used him less and less until I dropped him. Sure wish I hadn’t though :rolleyes:

Na, but seriously guys good shit. No character is as fun to watch as Strange and all the tech you guys have pumped out is nothing short of amazing.

I have to second this big time. I was all about Strange and kinda dropped him in practice(but never in spirit!!) due to dropping too many easy loops online. But now I’ve got this sweet idea that puts im in the anchor slot, returned to the combo thread today, and was like HOLY SHIT BALLS lol Nice work guys, double-like for Settai’s post.