Thanks tortonon! I finally got the combo down (the two loop version) after countless hours of practicing - I thought it was almost impossible at first.
Is there a trick to hitting the 3rd loop though? Also nice find on the Doom/Strange DHC synergy!
Thanks tortonon! I finally got the combo down (the two loop version) after countless hours of practicing - I thought it was almost impossible at first.
Is there a trick to hitting the 3rd loop though? Also nice find on the Doom/Strange DHC synergy!
Hey guys, I’m going to be learning the Impact Palm loop so I may have a few questions of the next couple of days…
1.) Right now, I’m learning it in the corner, does anyone recommend against that? I’m hoping it’ll be easier and I won’t have to switch sides every time I screw up. Should I not even bother and just do it mid-screen?
2.) Is there a delay after the first S before Strange should super-jump? I’m jumping up and usually I’m coming down at the same pace and time as the opponent. Any tips on the first S?
3.) Can you do the first aerial series too slow? I’m trying to connect the air , air :h:, air Impact Palm as slow as possible, but could it be that I’m not doing it fast enough?
4.) Is there a specific time during the first Impact Palm’s crumple that you wanna connect the cr. :h: - Impact Palm?
Hey took me forever to learn this but here are the tips to the best of my knowledge:
Learning this in the corner is probably best. I use the dH fH S sj H flames f. H flames f.H flames f. H drop down f. H S. and repeat
spacing - start off on the third square (if your in training room) while the opponent is in the corner. Try to keep this spacing when you relaunch.
I start the combo off with down H f. H then S launch -> jump straight up immediately (no delay). I use the neutral H kick to get me to the right location - you want to do the neutral H soon after your jump and immediately go into flames. Then you need to learn the timing of the next palm. Do not try to mash out the next palm
practice the neutral H to flames to palm to flames to palm movement -> do not mash these as they require strict timing (as most of strange combos do). You want to get into a rhythm.
I’m still working on the third relaunch though. Hopes this helps.
if it helps, you can hear the buttons of the Flames loop in my Strange/Dante video. should give you an idea of the rhythm. you’re doing it right if Strange is saying “Imp-Flames of, Imp-Flames of, Imp-Flames of”.
Thanks man, no prob! There is no secret for the third loop, just keep hitting palm-launcher almost simultaneously, and with the opponent as high as you can.
Im pretty sure he’s talking about the reg loop not flames loop (ryan hunter version)
What TimTim said is right, I meant the original Ryan Hunter Impact Palm loop (new to Strange). However, I’m gonna save your tips for when I get to the point of learning the FoF loop. Thanks!
the flames loop is definetly requires good joystick/D-pad precision … and tbh i can do the sj nj impact palm but it hard to get use to. if you can see directions on my crappy vid somewhere up top, im not doing that.
im using the new Holding S feature in UMVC3 to sj and concentrating on the timing on my impact palm to be as fast as possible with the palm that how i was able to Flame loop across the screen.
you can also use Hold S in the corner combo im tryign to figure out how how many flame> palms i need to keep rhe spacing consistent.
for people having trouble this could be and easier way to learn the loop.
[media=youtube]qYqcde4hsFw[/media]
apparently Strange can loop Eye of Agamottos with XF on.
IS THERE ANYTHING THIS MAN WON’T LOOP?! @.@
not sure if this is already known or not but if you’re doing his jump loops in the corner, you can go into his fof loop by doing a back jump for the last j.MMH IP then just IP and launch.
Its not a huge deal and can be a bit situational if your not already in the corner since you have to carry them into the corner before the last rep of the jump loop for it to work, but if you do find yourself in that situation then its an easy way to set up the flame loop.
I’m trying to get the midscreen faltine loop down. I keep dropping the second IP after the second launcher. The characters seems either a little too high, or a little too far forward. Are you supposed to delay the launcher after the dash up impact palm? Or am i just performing the jump impact palm - faltine too slowly for that last palm to connect? Thanks guys.
Actually, i think krispy might have answered my question with his video. I’ll try holding up for the sj. I Already do that for Doom combos.
update 10 minutes later. Yep that worked. good stuff Krispy. However, I find it too difficult to be practical, especially online. If you can do it consistenly my hats are off to you.
Ok so does anyone think it’s about time to write up a strange guide. I mean we have a lot of stuff for it already.
yeah, it’s probably time to get started on that guide in the gen discussion thread. @.@ the only reason I intentionally put off writing it was due to me wanting to wait before more of Strange’s gameplay was fleshed out, that is, the combos and mixup potential we’ve all been seeing these past 3 months. and I gotta say, what we’ve come up with is really, REALLY good. Strange is I think THE most developed character so far out of all the new 12 Ultimate characters, despite his lack of representation in high-level play (outside of Ryan Hunter… and sadly he still gets mauled by Weskers on the OS streams T__T)
kudos, guys!
We got the content for an awesome guide, no doubt bout it.
What you guys say we do a co-writing work? We can split all the topics we want to talk about between us, run things and then cross the info to see if its cool and well based… It could be what we need to get more people on the Strange army lol
I’m up for it. You planning to put the info on the SRK Wiki? Or how do you want to present the info?
we can start on the guide that’s on the OP of the general discussion thread, then branch out from there. that has all the content you need to play Strange, assuming that’s properly filled up. as it is, it’s just a skeleton with nothing in it but frame data from the bible.
Not to interrupt discussion of the strange guide but since this is the most active thread right now I’m gonna drop a question.
Should I run Mags, Strange, Hawkeye (Great dhc, alright zoning, pretty good overall)
or Taskmaster, Strange , Hawkeye. (Thinking of doing vertical arrows for task for a really good team crossover combo, good dhc from task to strange, good zone)
or Strange, Taskmaster, Hakwkeye. (Two horizontal arrows for double the strange mixups. Not as good of a tcc, good zone, etc.)
I obviously could run both the 2nd and 3rd team but I only want to devote to either magnus or task. Which do you guys think have better synergy/would be nicer.
if you’re gonna run Mags/Strange since you seem dead set on Hawkeye as anchor then you’re gonna have to put Mags on Disruptor and Hawkeye on Scatter Shot-- essentially you lose out on the superior projectile assist as far as Strange is concerned, but Scatter Shot is like a weaker Hidden Missiles that also does wonders for controlling the vertical space of the area, which is important for Strange as the area above his head is where he’s most vulnerable (Dante teleports -__-).
Nope sticking to hawkeyes triple shot. Running mags on point so assist isn’t as important. Im using disruptor for the staircase hyper. But based on your response I’m guessing your recommend task?
Playing around with task. Consider Strange Eye, Task vertical, Hawkeye triple.
DHC from strange to task is awesome. Team cross over also works wonders and assists are not bad.
Hey strange players, Thought this might be useful to someone. Ultimate Web Throw DHC setups from various characters. Strange is at 0:19
If anyone could provide me with a dr strange combo that could set this up, I’d be interested to know what the inputs and potential damage are.
[media=youtube]j-RuT8Z0idw[/media]