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

damn you fof loop. you are so cool though!

It’s not actually a Strange combo-vid, but it is part of a challenge Luizmau put up on one of the brazilian boards. He wanted a ToD whenever possible without TACs or X-Factor. I came up with these. The second one is a Strange combo, alzarath with some FoF followups. The incredible thing is that the missiles leave the opponent always on the perfect height for you to loop two more flames and three more palms. More than that and it will drop. Anyways, its a nice and hefty damage bonus. I believe that all the assists that benefit Doc will be like this: extending any loops he already has, preferably enabling FoF followups.

[media=youtube]zaZDkLJV3HQ[/media]

Hey guy’s, anyone know any combos with Strange and jam session? My team is Haggar/ Strange/ Dante.

[media=youtube]rUj_2zJcyps[/media]

As cool as that is, I need something more reliable and mid-screen. I’m trying my best to find something, but it’s more difficult then I thought it would be.

Doesn’t really get much better than Impact Palm loops. If it’s corner carry you’re looking for, that’s your best bet especially with an assist that can pull opponents towards the corner like Rapid Slash or some wallbounce assist. Tenbosu was able to get corner to corner with Rapid Slash. If someone can find a way to make midscreen Flames more consistent, then I bet we would have a better shot at a high damage midscreen solo combo.

Well since I dropped Dante for Arthur and I put strange on point, I’m currently trying to find combo’s with both lariat and daggers. I found something with Haggar assist I’m trying to work on. After a successful mix-up with daggers into his basic ground chain (The one with the 2 red graces) I go into the jump loop and on the fourth jump I call Haggar assist, land, then EOA. it looks like I could be able to do something like the elevator combo, but it seems like they go too high.

Ok, I’m sold. Ammy is GODLIKE with Strange. She has a projectil that does not knockdown, which allows for alzarath loops; she’s got a THC that enables a grace/flame otg into more loops. And now I discovered that for some reason Cold Star keeps lifting the opponent a little up as it goes hitting, and it also goes in the ‘perfect height’ for some flame-loop extensions, just like Doom’s missiles and Vergil’s rapid-slash. Probably the lariat does too, or some other assists. Point is, Serpentaurus was right all along they look HELLA BFFs, just like with Doom.

Too bad I can’t get the motion to flameloop at will consistently. IIRC, Mazio said it was like the Magnetic Blast motion, kinda like 896 to palm asap and then go on canceling stuff, but I just cannot do it to the level that I’m confident 100% in going for it and killing the other guy. So, for now, I’ll keep on getting a few loops to enhance other assured stuff.

Truth.

Jill/Strange/Ammy makes Marvel a fun game for me again. I also realized top tier is no fun for me at all in this game LOL. Invincible MGS into SoV is super cheap.

Glad i have been working since day 1 in Strange x Ammy :slight_smile: . Ammy goes well with all the meter users, atm there are highly successful teams of:

Doom x Ammy
Dorm x Ammy
Strange x Ammy (no pros using this team, but it will happen someday xD it’s very cheap, and arguably one of the best anti-Morrigan / Phoenix teams)

Apparently those duos have the most synergy with reset oriented point characters that play an above average mixup game, in other words good batteries (Firebrand, Jill, Thor, Magneto, Spencer, Viper, Zero, Strider, etc).

I’m sure Tortonon can come up with groundbreaking new tech for Strange / Ammy

And yes, playing the so called “top tiers” (wolvie, wesker, etc) is so boring, mashing your way through other people defense is not a worthy way of winning. They will be nerfed eventually btw.

So, MGS -> SoV XF beats EVERYTHING in this game, including Bionic Arm, Mach Speed, and Morrigan/Doom. :eek:

I just need to learn some Jill B&Bs and learn some of Ammy’s new stuff in Ultimate and I’ll be good to go. You can also do some pretty dirty stuff with Jill’s wallbounce assist. May not be practical, but it sure is weird enough to catch people the first time at least. You can call the assist, and teleport behind them-- the opponent will fall into Strange as he reappears on the other side, and they’ll sort of drag along the ground as they recover. Throw as they get up. It’s pretty weird looking.

[media=youtube]eT5myfFLYzQ[/media]

How is he getting those impact palm to flame loops? Do i have to do the input really fast?

I added a note in the first post about the Flames loop. :slight_smile:

I already have Serpentaurus. I’m glad you convinced me to put time on it.
As of now, I’m running both Wesker/Strange/Ammy and Strange/Doom/Ammy.

For starters, after alzarath or impacts last jump-cancel loop, call Ammy and IPalm as you hit the floor. Wait for the ice to strike the other guy, he’ll go a little up, there you have it, flame-loop height. The THC tech is an obvious keep, since SoV will end as the ice starts to pour, which allows two teleports. Mixing them up with L/M and the guy gets hit, red grace into flame into otg into whatever you want. Also, when you want to punish something and have only Strange/Ammy, dont SoV, go for THC. You’ll be able to do at least (I think I can get 3 of them to go, havent tested yet) 2 red graces. OTG them into alzarath loop.

They are HELLA GOOD together. Not to say that Cold-Star has 1 early hit, a little gap and the thousand ice-cubes. That alone allows for 3 teleports into the same mixup. incoming char, call Ammy, and go crazy. If she hits a guy grounded, you got a crumple into Alzarath’s loop; if he’s in the air, you are already in the middle of the jump-loop without the palm-mystic-swords part.

I’m SO happy using this team. Serpentaurus, could you ellaborate at least a bit on ways to play Anchor-Ammy? Specially with the Glaive? I’m having a lot of trouble on the neutral game using it and confirming into a full combo. I got the combos down, but I cant get into them.

Ha, I think i will use Strange/Doom/Ammy too. As Doom/Ammy is the most comfortable for me. Although, for some reason, i really want to play dante with him xD

Btw it’s ArtificialFlavaFTB2

Yo Flava! Cool to see you here! Doom/Strange is godlike as well, I’ve made two videos only covering their synergy. Now, it’s time to work on Amaterasu :smiley:

Quick question for you. You feeling Strange on point or in second?

mm, just watch a lot of Marlinpie anchor ammy videos xD, that’s how i feel Ammy should be played.

And yes, Cold star catch characters in the air allowing j.MMH I.P. x3, etc. just like an eye of agamotto.

There is actually a TOD combo i’m working at the moment that kills Thor, starting with Strange / Ammy with 0 bars; goes like this:

(on a grounded cornered character) superjump, grace L, flame, teleport H, j.H, j.S, land, s.M, s.H, s. IP (crumple), grace M x2, normal jump, flame of the faltine, j.H, j. IP, land, (j.MMH IP) x3, j.MH IP, land, s.H, s.IP, s.S / call ammy at once (only works in the corner), neutral superjump, j.H, j. IP, j.S, (ammy cold star will catch the character before he/she touch the ground allowing another IP), j. IP, land, s. IP, (from here the flame loop, Ammy cold star put the character to the height where it works just like Tortonon mentioned earlier), flame, s. IP, s.S, neutral superjump, j. IP, flame, j. IP, land, s. IP (maybe more reps of the flame loop…), THC Vishanti x Okami shuffle, Grace M x2, eye of agamotto, flame, normal jump, j. IP, fly, j. IP (this is allowed by the EOA), unfly, j. IP, land, s. IP, mystic sword, Vishanti

And that’s it, this combo kills Thor starting with 0 bars in the corner / close to the corner. I will be making a vid about this bnb soon.

MY GOD, this is hella sexy. Looking forward to that vid.

@Flava I though of this team to run him on point, since anytime you get a crumple combo, you’re sure building 2+ meters, which would be pretty to land a ToD on the opposing point character. Also, Doom has a very damaging hyper on sphere flame, and it is a great DHC for the SoV, even after throws and such. Not to say that the missiles extend WAY too much the damage output for Stephen. :slight_smile:

New midscreen Flames starter is 2R (DO NOT DASH FORWARD), Flames, Mystic Sword L, Palm xx Flames, dash forward, Palm, launcher. Getting more consistent results now. First rep is guaranteed to work 90% of the time. Seems to work best on the middleweight characters like Dante, Viper, Wesker, etc. Works on Doom.

Likewise you can carry this concept over to a new midscreen XF concept in dash forward Palm xx Flame loops. As long as you have enough vertical height on the opponent to work with, you can corner carry into whatever. Probably be more useful when XF cancelling Mystic Sword L when going for an anti-air.

edit: Tested majority of the characters and I can say that this new starter works very well on the middleweights excluding Frank for some reason. Performed the combo midscreen and corner carried into Jill assist extension, did very close to 1m damage (~995k). The characters the starter won’t work on dropped out after Mystic Sword L, Palm, Flames. They are the following:

Wolverine
Viewtiful Joe
Zero
Amaterasu
Haggar
Thor
Arthur
Firebrand
etc.

You can kinda see where this list is going from here. First rep is easy to get, second rep usually requires that you delay Palm xx Flames to get some space in between Strange and your opponent.