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

Sorry for the double post. Just updated the loop starter, and I’m getting very consistent results now. 1m+ damage starting midscreen with Jill’s Arrow Kick (wallbounce) assist. You can include the starter I mentioned after one rep of the jump loop for more damage and makes it easier to confirm. Doesn’t seem to need delaying of any sort either, just hit the opponent with Impact Palm coming up as soon as possible.

cr.L, cr.L ~ Palm xx 2R, Flames, Palm xx Mystic Sword L, j.M, j.M, j.H ~ Palm, st.H ~ Palm xx Flames, dash forward, Palm, S, SJ forward, Palm xx Flames, Palm, land, dash forward, Palm, S, SJ forward, Palm xx Flames, Palm, land, corner stuff.

1m+ damage midscreen for one bar guys! Gogogogo!

Video in a few. :slight_smile:

GTFO, it works in the beginning of any crumple combo?! LOL

This is almost too good to be true. I freaking love you bro. Going to the lab right now.

Blech. YouTube butchered the video quality but who cares. DAT DAMAGE.

[media=youtube]XZMHYQduGfA[/media]

[media=youtube]RNYnQNZBbHk[/media] Here’s some tournament footage of me playing, this is when I first picked up the team. I still have a lot of problems like jumping too much and some other things. But the matches are really good so check them out.

Good stuff. Zero-Strange matchup couldn’t have been pretty. Thankfully, Haggar assist to the rescue lol.

Yo LowTierFear, nice matches man. I agree with xfactoring Zero for the kill. Whenever I see a raikousen coming out, its SoV into death. Its too much of a bad matchup to not burn xfactor on him.

@Mazio really, is there any trick to do the 896 motion into the flame loop? I just cant do it.

in the meantime: finally mastered Doom’s TAC combos in the 3 directions. Strange builds 2 meters let alone, going for any Doom THC, you’ll get the third for sure, and anyone will die. Ammy’s assist replaces the missiles as the flame-loop extender, so you can go crazy with some execution. Even I that have a little above-average tops can do it, so I’m pretty sure all of you will tear ppl down with Strange/Doom/Ammy. :smiley:

Well it’s not a straight up 896 motion per se. What I do is I hold up as soon as I launch and go through the 896 motion, land on 6, then f.H. You have to be pretty precise with it otherwise you just get j.H. It’s not too bad though once you get used to it. I’m learning it on the 2P side and I can get it sometimes.

I do a little exercise with it actually-- don’t do Palm ~ Flames, Palm x3 after the launch, but instead leave your glyphs in the corner and go for one rep of Palm ~ Flames, Palm then land and repeat. Having the glyphs out makes it so that j.H will always cause the combo to drop, and in order to complete it, you need to do the instant Palm going up always. It’ll train you to be precise with landing on the 6 spot. Try it out, see how it works for you. I get the Faltine loop in the 1P side 90% of the time now.

Im getting the loop in the corner some what, i can usually only get to the second palm on the first launch…i just gotta keep grinding. I still cant figure out the midscreen flame loop timing.

i like to sj u/b instead of sj u for the fof loop. to each their own? talking about corner fof obv.

Yeah, doesn’t really matter as long as you get the damage that you want.

Back from the lab.

Midscreen Flames is near corner-to-corner carry and can be done off an anti-air as well. It’s easy enough doing 2 reps and much better than Palm loops if you’re midscreen but past 2 reps it becomes pretty difficult even for me. I think the max is practically 3, but if you’re fast enough you can get up to 4. You’ll find yourself needing to delay the Palm going up the more reps you do. Try to always be under the opponent during each rep and dash forward IMMEDIATELY when you land, it helps with the height management.

so thats launch sj palm xx fof xx palm land dash launch xx palm xx fof xx launch repeat?

Yep, that’s it. First Palm going up 100% works for me if you do it instantly without delays. It’s the second onwards where you’ll probably need to do some delays if you don’t dash forward Palm fast enough. Usually you’ll have several frames to confirm if they’re sitting slightly on top of the Palm’s hitbox when you do this-- this is what you want so you can instant Palm again going up. If they’re level with Strange then you probably messed up somewhere and need to do some delays to save the combo. When doing the dash forward Palms just hold forward and plink LMH.

So, in a nutshell:

  • If you can instant Palm going up, good
  • dash forward as soon as possible
  • if they’re sitting on top of the Palm’s hitbox and/or they’re not level with Strange, good
  • if they’re level with Strange, it’s too low and you need to delay the Palm going up. Don’t SJ up forward immediately when doing this. Wait a bit and then Palm. You’ll gain a knack for this if you do it a few times so don’t get discouraged.

Midscreen version seems more reliant on vertical spacing as opposed to the corner version needing horizontal distance. It makes sense if you think about it that way.

Is there a video to the instant palm going up, i was wondering how you guys were doing that.

Just 896 H pretty much for the corner version. Make sure to land on 6 otherwise the Palm won’t come out. For midscreen, just hold up-forward when launching, then forward H.

Mazio, for it to be perfect I gotta S (waaait for it) superjump and immediately palm?

Yeah as much as possible, Palm immediately. I think the faster you do the combo, the higher your chances of success.

yea ive been messing around with midscreen stuff like off of tac and after normal jump loop.

Midscreen FOF loop is impractical during a high stress match

I think that depends on execution, if you have it down by muscle memory even in high pressure situations you can pull it off IMO.