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

I think i’m losing track of the names…
FoF is (starting mostly of ground palm into 214 A wait 214C) and then (j.m j.m j.h j.6h )xN
and the flame loop?
lets say I hit mid screen, and got to the corner with that loop, can i continue it?

you’re messing the names up… lol.

lemme help you out:

[media=youtube]Nv3Vd7mYV14[/media]

which of these are you asking about?

you can do like an alzarath-loop midscreen and extend with a FoF-loop? If that was the question, the answer is yes.

Ummm… check the first post? Everything’s there.

On the TAC issue, maybe we can work something out using teleport H in place of having no dash? (hopefully I’m not scrubbing it up…H does teleport above in mid-air, too, right? lol, bit late here)

something like TAC into EoA, palm, teleport H, fly EoA, etc? I’ll dick around in the lab and see if I can contribute, too. :stuck_out_tongue:

Alright then the Alzarath loop into flame loop from mid screen to corner.
when i try it it seems i can’t do another palm after the first flame.

What i have got so far is:

IN THE CORNER

Down TAC: Fly at once (small delay so that it works on smaller characters like Zero for example), j. MMH IP, flame, j.L IP, flame, (fly time is over), j.IP, land, s.IP, (flame, S.IP) ** this part can be hard to pull off**, s.S, neutral superjump, j.IP, flame, j.IP, flame, j.IP, (flame, j.IP) ** this part can be hard to pull off**, land, s.IP, Mystic Sword M, SOV, more or less 400K damage, with Astral magic it’s about 700K damage.

Left/Right TAC: Teleport M at once, s. EOA, regular jump holding up-forward, j.IP, fly, j.IP, unfly, j.IP, land, s.IP, s.S, neutral superjump, j.IP, flame, j.IP, flame, j.IP, (flame, j.IP) ** this part can be hard to pull off**, land, s.IP, Mystic Sword M, SOV

UP TAC: same as Left/Right TAC but with Teleport L and a regular neutral jump

I might just make a small vid with those combos.

edit: nvm

flame loops seem to be ridiculously hard. I’m not sure how you could do those consistently since it requires such strict spacing. Or maybe it’s the sort of thing were if you get the first one then the rest will work?

Once you learn the setups for spacing, such as after a jump loop, it actually becomes extremely consistent. I picked up Strange less than a week ago and am already doing it nearly 100% at the end of every combo without dropping it. Just gotta make sure to get your ring finger in shape because your basically hammering that button. Of course as you said, and I think is the case with most combos in this game, you’ll get it and in a week not understand how you ever couldn’t.

I still haven’t gotten the jump loop spacing for it :frowning:

Any pad players consistently doing flame loop? I always screw up on the first couple flame loops.

I’ve gotten three loops so far with 360 pad. I’m not really worried as in doing the flame loops as much in a real match though with all the other crap I can do with this team.

Either you guys are much better than me or there’s something I’m not getting but there’s no way I’d pick up the flame loop in a single week enough to do it consistently in matches.

I can barely do my BNBs properly and if I want to play Strange all proper like the Flame Loop has to be in a BNB.

Flame Loop is what the Hyper Grav is to Mags. Its a combo ender that adds alot of damage at the end of your combos. If you don’t know IP loops then learning FoF loops will be useless. Plus FoF is only useful in the corner as the midscreen version is almost impratical due to all the spacing and timing needed.

I see, well I use the ps3 pad and I have trouble doing it. I think its cause I’m too slow, the impact palm to flames motion is very weird to me. Strange is the character i’m best with in this game so I need some more fancy stuff with him XD

Not necessarily. You just need to set it up right like you do with your Flame loops. You get the hang of when to delay your super jumps for the loop the more you practice it. It’s definitely worth learning IMO because there will be instances where the IP loop will not work and/or will drop, and the midscreen Faltine loop will.

Hey guys, I’m currently practicing this Impact Palm loop:

st. L, st. M, st. H xx Impact Palm, cr. H xx Impact Palm, S, air M, air H xx air Impact Palm, land, air M, air M, air H xx air Impact Palm, land, air M, air M, air H xx air Impact Palm, st. H xx Impact Palm, S, air M, air M, air H xx air Impact Palm, air S, Daggers of Denak (M) xx Spell of Vishanti

I have a few questions.

1.) First of all - is there a more optimized version of the IP loop? I feel like there should be more loops or damage I could be doing with a BnB. I feel like this is outdated.
2.) Outside of the corner, sometimes when I am doing the loop, I’ll jump past the opponent rather than in front of them. Any idea why this happens or how to adjust it?
3.) I’m also having trouble getting in the M Daggers without them recovering. How can I make it so Strange falls faster to the ground? Slow the final air combo down?

Side TAC = [media=youtube]UnvwJmaL0Og[/media]

Chill with the post man, most of that stuff is stuff some people already know.

  1. From my understanding, Faltine loop is better in every aspect but you will need to learn the IP loop for some Faltine set-ups so it’s not wasted. I’ve tried everything I could to extend it and came up short, so…

  2. Are you superjumping? I don’t think you would if you’re getting IP loops down pat but I don’t see how else you would be jumping past your opponent.

  3. You’ll want to do the S as late as possible and buffer the motion so that you’ll do it as soon as you land rather than land and perform the motion.

Wow mr. Azure that up TAC gave me some ideas :smiley: , still not optimized, but i think it’s the best way to start the combo.