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

Yeah man, he’s an awesome anchor, specially if you have two bars. Ever since they found the x-factor loop that I put in my video, he’s been the 3rd guy and has taken care of business day in and day out for my team :smiley:

Thanks for the compliments both of you. We’re not many, but we are god damn good workers. All the effort and love for the sorcerer is paying off, since he’s becoming more and more viable and awesome as the weeks go by. I still have faith that something even more broken will show up some day :smiley:

I literally “feel like a boss” when my Strange relaunchs with the flame-palm loop xD

Pretty sad that I couldn’t get an online game with a decent enough connection to actually land this thing, but I’m very confident that it’s viable. I came close even with some lag a couple of times, so it’s not that hard of a combo. It’s just really, really long.

Fun fact: the combo I posted above has 21 Impact Palms. Capcom really should have seen this coming. :rofl:

So I finally figured out why I couldn’t get the second palm to connect after flames. I wasn’t using impact palm low enough after my jump. You really have to use it immediately after launch. It just took me a while to do the 896 motion down without jumping forward (and doing it super fast as well). This is still gonna take A LOT of practice. Thanks for all the tips!

Do the trick I said: instead of starting the whole thing with an impact palm, start with a regular j.H. That will ensure that the opponent is always high enough for you to link the other palms.

Yeah! I’ve always felt Strange so badly needs assist(s) to function, that putting him as anchor would be a mistake, but didn’t really consider the whole ‘he’s 3rd, but you bring him in and he’s actually 2nd’ thing, which is especially weird because my whole game plan before was making him 2nd and bringing him in to be first! Guess I just needed to move the decimal point :wink:

So anyway, yeah my strat in theory (just thought of it 3 days ago) is pretty much exactly what you’re saying. Wesker does all the damage he can, builds all the meter he can, then when he dies and there are two left, Hawkeye just needs to pop one Gimlet, DHC to Vishanti, XFC, loop, kill, make their next/last guy deal with XF2 Strange backed by arrows. Unless Wesker gets totally blown up or they have incredible defense, seems almost fool-proof in theory.

My questions, to keep this on-topic… the loop I’d been going for is the Vishanti xx XFC, H teleport, air palm, land, (jMH palm) x 4, HpalmS launch, jMHpalmS, super as needed (likely dead by then in XF2). I’m at work now so can’t watch the video, but is yours any easier or better than this one? I’ve known about this one forever and it seems sufficient, but if there’s something easier and better I’m all ears!

Also, any advice on the dumb glitch that has QCF hypers DHCing to QCF hypers yielding DP level 3s instead? It’s def not just a matter of being careful on the inputs, there’s a glitch there somewhere. I got it to work yesterday a few times by doing the DHC as late as possible, but then sometimes the start of the loop got screwed up (which could also be my fault, or could be a result of DHCing from Gimlet). Thoughts? Thanks!

If you aren’t gonna use Flame Loop, you can loop [:f::h::s: sj :f::h: xx :rdp::l:] after the Impact Palm loops for a meterless kill.

:qcf::uf: should solve everything. Don’t let :f: be your last motion or it carries it over.

Is there any reason that’s better or worse than the one I’m doing? Seems like both are meterless kills <shrug>

Nice, thanks!!

That’s just to add to the end in case you go up against some full-health Thor or Hulk or something. No benefits otherwise. And you’re welcome :smiley:

Ohhh, I see! OK, cool. I thought you meant as an alternate combo. I mis-read. So thanks again! :slight_smile:

You’re welcome :slight_smile: and by the way, you can actually do [j.MH Palm] 5 times. So if you do SoV XFC Teleport, Palm, Land [jump MH Palm] x5, st.H Palm S [sj H Palm xx L Teleport] x3, Palm S sj Palm S, that kills Thor even in XF1. I just tested that lol, the damage is inconsistent because exactly when you XFC, but it gets up to 1.26 mil. Again, that’s XF1; the character will probably be dead already in XF2.

That’s fantastic! Also, outside of XF, there are so many Strange combos and loops and stuff now… off a landed cLcL Palm I always used to just go into M grace M grace, Flames OTG, Palm xx L sword, then repeat jMMHpalm, etc. If I’m looking for EASE AND CONSISTENCY but without sacrificing any damge from the combo I just said, is that still the ideal followup to the cLpalm? or have people moved onto other continuations, not including the fancy shit?

Also, has KOF completely taken Rogue Yoshi from us? I never even got to see a single match of his, and his BNB vids were so crazy cool, it’s a real tragedy. Anyone know if he quit Marvel or anything?

I still do that. Unless someone can find a more damaging starter than the above combo, that looks to be Strange’s best bet.

Also, I tested the damage with a Cr.LL starter and it’s I think 972k unmashed.

Awesome. Ideally it never even comes up lol The strategy, in theory, is after Wesker dies, to pop a Gimlet xx DHC Vishanti xfc, and close out the game.

I almost never use the Mystic Sword L after of a crumple, just do grace M x2, flame, (j.mmh IP)x4 instead of MS, (j.mmh IP)x3, has more consistency and never drops. Both combos are equal in damage.

The extra j.MMH jt.H rep probably builds more meter as well, and it obviously has more corner carry. By the way, something obvious but everyone needs to know, if you want to switch sides after a crumple (like if you started near your own corner), you can do t.H (crumple) xx M Grace, M Teleport, dash, then do whatever combo you were going to do. I use a slightly customized bnb because I can’t allow my combo to get to the very very end of hitstun scaling, or my otg Purification wont combo. So I simply do M Grace, M Grace, TK Flames, falling jt.H, [j.MMH jt.H]x3.

Fucking bingo. “Has more consistency and never drops” is exactly what I was looking for. Better corner carry, equal damage, and more meter is just 3 flavors of icing on the cake. Thanks you guys!

Yeah, Mystic swords after graces isn’t even worth it, and i’m surprised so many people are using that as their main setup into the loop. I’m going to post the ways for the IP loop that most new strange users should utilize, before using the more advanced ones. Mainly because the thread is starting to get a little cluttered

*Note: you can start a magic series, or hit confirm into IP anyway you like, but I’m just going to start with St. H, Cr.H, or a naked IP

  1. :f::h:, [:d::db::b::m:] x2, :d::db::b::h:, [:u::m::m::h::f::h:] x4------> end is up to you

The most basic and easy way to get into the loop, and you get another rep (repetition). It’s easy to do online, but you may have to mash :m: after the jump in order to get through the button delay in certain connections

  1. :f::h:, fly, :h:, :f::h:, :s:, [:u::m::m::h::f::h:] x3 -----> end is up to you

Another basic way to get into the IP loop that includes fly. Is it worth it? Doesn’t net as much meter as the first, but it looks slightly cooler and less basic

  1. :d::h:, :f::h:, :s: :b::db::b: :h:, :h:, :f::h:, [:u::m::m::h::f::h:] x2 or x3 -----> end is up to you

This is my personal fav since it looks really good and can help you with your execution. You are using a TK teleport (TK stands for Tiger knee, which is just a dp with an up motion) in order to get into the loop. The amount of reps you can do depends on how fast you do the whole combo. You can also use :u::m:, :h:, :f::h: and do [:u::m::m::h::f::h:] x2 for height adjustment if you feel like you messed up (the opponent will be above Strange’s hand during :u::m:

  1. :d::h:, :f::h:, :f::df::f: :l:,[:u::m::m::h::f::h:] x3 -----> end is up to you

Simple use of mystic swords, and the best and easiest swords—> IP loop I found. Nice and fun to do.

these are some of the basic IP loop entrances/ combos

If there is a request for more advanced/better looking ones, I’ll post them

Note that some of these combos are already in the thread, but I’m trying to make it easier for people who don’t want to look through a whole thread. Also these are definitely more user friendly for new strange players

Enjoy

Although it may be due to my team members, but I usually prefer corner carrying with Doctor Strange (So I can send in Haggar and just go auto pilot). So instead of Red glyphs, I use 2 yellows after crumble and just S xx Flames and go for the regular jump loop. The flames pushes them slightly away, but since they are falling from Super jump height, I wont trouble myself with whacky hitboxes and what not when starting a Jump loop. Maybe because it funny for me the way they slowly fall, but hey, I can do it 100% of the time (excluding online).

But wow, you guys made Strange beat Dante and Magneto in their own game, for Style Strange have a fricking (slightly impractical) Elevator combo, Swag Paltine combos and Loops that makes my head implode.

@ThisGuileKillYa pretty much what they all said. I do that combo only coming from a confirmed hit while I am alreay in xfactor. SoV~Xfactor~Kill is always there, I use it all the time. But the one I recorded is the ‘already-on-xfactor’ loop. It’s the only loop he’s got while in xfactor, works on every one of the 3 levels and it kills just the same.

I was recording something here, funny stuff that I discovered kinda by accident while playing with Strange/Doom and a different kind of game than Maziodyne’s vortex. I did a short clip with some combos, but really just cause one of them. Building 1.9 meters, and doindg1,022,300 in a DHC from wherever on the screen. If you have a little nothing of meter already to complete the second one, probably almost everyone in the game is dead. I will upload it today to show you guys.