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

On hard-knockdowns for extensions I do Rain Storm (full mash) + call EoA then Hammer and it usually works (EoA’s hitstun -_-). The hard part is getting a combo extension after a ground bounce reset when I can’t get another hard knockdown. I actually found a bit of a glitch with this that’s pretty infuriating… I tried after the ground bounce to do call EoA + Stinger xx Bold Move > j.S xx Hammer, and that works by itself but for some reason when you do it after a full combo the j.S can’t be canceled into hammer (wtf).

To get more on the topic of Strange, I learned the flame loops (went pretty smoothly actually) but is there any way to space yourself out from the corner a little bit if you start too close to get the super-jump flame loops?

st.H is your best bet if you are somewhat deep into the combo, otherwise if you’re starting out, Mystic Sword L (or a combination of both). Between each rep just be sure to do the Palm xx Flame thing on the ground before launching, helps tons with the spacing and adds 21k. Can’t go wrong. Otherwise, you can always delay your super jump a bit and make it so that the delay comes in vertically as opposed to horizontally-- that way, even if it looks like Strange is too close to the opponent, the loop will still work because the opponent will fall into the Flame and that still gives Strange enough time to link an IP afterwards.

Hadn’t even thought of using st.H (and I think that’s originally how these were done lol). Thanks! I’ve already been delaying my superjump because before I learned the flame loop I was practicing a flight palm loop using Dante assist, then I learned the flame loop and found it does the same damage solo as my old assisted combo. Now I’ve also been trying to add my flight palm loop (with Jam Session) after the flame loop but man the HSD makes it so you gotta be frame-perfect catching them out of the last hit of Jam Session with Palm.

st.H is weird though in that the opponent has to get hit by the front of the projectile Strange sends out, otherwise you won’t get the pushback you need to space yourself correctly. In that case, you might consider using cr.H as well. Toaster did something like that in his Strange video.

Optimized the Flames loop AGAIN for getting the most damage out of my TACs. For up TAC into Flame loop (1 rep), 2 reps of Palm xx Flame on the ground, launcher, SJ FORWARD, Palm xx Flame (x3), Palm, land, Palm xx Flame (x3), Palm xx Mystic Sword M. This lets me get 1m+ and build 3 bars consistently off any of my Magneto combos into TAC. The same principle can be applied to side and down TAC, with the only difference being the number of grounded Palm xx Flame reps at the start in order to get the spacing right. You can even do this off a normal Strange combo, which lets him get up to 1m for 1 bar, completely unassisted.

Definitely using this. Is it possible to get a couple Palm xx Flame reps off of a side exchange? I’ve thought of Teleport M then just going straight into Palm xx Flames.

Are you talking about teleporting down right after the tap?

How are you getting a relaunch into flame loops after of an UP TAC? the scaling doesnt allow it. My up TAC in the corner (after of a ton of hitstun decay) is:

flying, delay, j.MMH IP, flame, j.IP, unfly, delay, j.IP, flame, j.IP, land, s.IP, etc… can’t use the launcher again or the combo will drop.

Skip the air series stuff. Just fly-unfly, palm, delayed flame, palm, land, etc.

For side exchange, yeah just teleport M then standing palm. It’s a little bit harder to time, but it’s not too bad.

I do teleport A from both up and down TAC, and it’s quite a pain to time the palm from there.

Or some assistance from a furry canine goddess… :smiley:

I swear, Strange x Ammy in XF Lv2 are like a slightly downgraded version of Dark Phoenix in XF Lv3, if they have space, two bars and XF they can take out anyone and mixup incoming characters into easy TODs; gotta watch out for the Kubota escape though, that thing make the opponent avoid the ice part of the THC. Somebody made this after of a FT10 we played the other day lol

http://cdn.memegenerator.net/instances/400x/23462415.jpg

this shit is hard, any tips for that? (I manage to do it, but only once in a while)

I’ve found a sj confirm with Dr. Strange:
sj.:m: :h: delayed :f::h: fly :l: :m: :h: :f::h: unfly :f::h: land :f::h: into whatever.
Not sure but you can probably FOF loop twice after you unfly.

Does that work SJ straight up or SJ forward?

Should work for both. Timing the fly part is kinda hard. Was hoping someone would work on making the confirm easier.

sj.:m: :h: :f::h: Mteleport. :l::m: into whatever , how about?

the man himself! Welcome aboard, you are a really good player!

this aerial confirm works. Its like the x-factor ping-pong infinite, but since it is the first hit of any string, the hitstun will allow you to followup even outside of xfactor. :smiley:

Well the timing for this is very strict

If i want to kill a character i go for superjump j.MH IP, teleport M, XFC, IP, etc.

Drebin, it’s alive!

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