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

About this. I just posted in the tier thread, and I’ll post here too, how ridiculous Strange might be with Spencer Slant Shot. I haven’t tested specifically on Strange, but I did testing in Vanilla. Since that assist force a standing state, Strange can get two crumples per combo. You can imagine the possibilities.

Hey, so I’m new here. Anyway I was wondering about some things about the impact palm loop. Do you guys think it’s better to do j.m, j.h, IP or j.m, j.m, IP, or j.m, j.m, j.h, IP? Can you get more reps if doing a shortened air series or is it just better to do the standard air series into impact palm?

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just got the game. currently messing around with 2Y stuff in the corner. I’m trying to think of a good followup after M H Impact Palm xx 1Y, 1Y, S xx Flames of the Faltine, Eye of Agamotto. I’ll have a Day 1 video soon to record any findings.

What combos are you guys doing after an :l: or :m: teleport? They’re usually too far away to hit-confirm into an impact palm to get any kind of decent mid-screen combo.

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day 1 combo featuring an OTG Y grace. don’t really know if R grace would do more damage but yeah, I like the combo and it does a good amount of damage for a Day 1 thing.

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SJC’d 2Y + Eye of Agamotto juggle. gonna experiment with that one a little bit more seeing as you can extend EoA hits by hitting it with Impact Palm.

So far, this has been the easiest, most unlikely-to-screw-up way to get the impact palm loop mid-screen.

c.:l: s:m: :h: :f::h: xx fly, Grace of Hoggoth :l:, Flames of the Faltine, air :m: :h: :s:, land, j.:m: :m: :h: :f::h: x3, land, :f::h: :s: j.:m: :m: :h: :f::h: :s: Spell of Vishanti.

Sure, there are plenty of optimizations that can be made, but this is mostly for ease and efficiency. Does about 650k.

I find just doing cr.L x3 into Impact Palm is near enough 100% consistant tbh.

So i just improved on a friends combo. Upped the damage by about 100k. Pretty easy to do execution wise, and the timing is pretty lenient too. Sometimes you may not have to dash after the :qcb::h: depending on how quickly you do the things before it.

NOTATION! (- equal delay, * equals slight delay)

:m::h::f::h::qcb::m::qcb::m::f::f::m::h::f::h:-:qcb::h::f::f::m::h::f::h:*:s::uf::m::m::h::f::h::s::qcf::atk:+:atk:

Does 638,600 fully mashed, 612,600 unmashed. Builds just under 1bar. Midscreen only. If you’re having trouble landing the :s: in the air do :m::m::f::h::s: instead.

In the corner you can do :m::h::f::h::qcb::m::qcb::m::f::f::m::h::f::h:-:s::uf::m::m::f::h::s::qcb::h::m::h::f::h::s::uf::m::m::h::s::qcf::atk::atk: for 658,700 fully mashed. Builds slightly over a bar.

Hopefully this is useful for someone.

A red should do more damage assuming both the explosion and the shot itself hit them.

This is the highest damage i have been able to come up with using a single meter.
Not the most practical combo by any means, but still nifty.

796,600 no mashing, 822,600 mashing, 1 meter.
(Corner) 3R> Fly > j.:h:, j.:s:, :h:, :f::h:, Fly (move forward slightly) j.:h:, j.:s:, :h:, :f::h:, :s:, j.:m::m::h::f::h:, j.:m:, j.:h:, j.:f::h:, :h:, :f::h:, :s:, j.:m::m::h::f::h: :s:(fast), Land, :qcb::h:, :f::h:, :s:, j.:h:, j.:f::h:, j.:s:, Spell of Vishanti.

My go to corner combo with proper jump in/overhead (H-teleport, S)

749,600 no mashing, 775,600 mashing, 1 meter.
j.:s:, :h:, :f::h:, :qcb::m:, Fly, j.:h:, j.:f::h:, j.:s:, :h:, :f::h:, :s:, j.:m::m::h::f::h:, j.:m:, j.:h:, j.:f::h:, :h:, :f::h:, j.:m::m::h::f::h::s:(fast), Land, :qcb::h:, :f::h:, :s:, j.:h:, j.:f::h:, j.:s:, Spell of Vishanti.

After the :qcb::h: (Flames of the Faltine) in either of these combos, you can do a Palm into Astral magic instead of the palm>S followup. leading to a 1mil+ damage combo.

I was just wondering, does Strange have ANYTHING he can do off a normal launch aside MMHS? I like the ground loop stuff, but I’m mostly asking for, like, TAC-ing into him and situations like that.

Prolly some impact palm-teleport things. I dunno though, my execution sucks.

Dr. Strange/Dr. Doom Combo: managed to get 807k with mashing
J.:s: , :m: , :h: , :f: :h: , :qcb: :m: , :qcb: :m: , :qcb: :h: , :dp:.:l: , J.:m: , J.:m: , J.:h: , xx J. :f: :h: [land] J.:m: , J.:m: , J.:h: , xx J. :f::h: [LAND]
J.:m: , J.:m: , J.:h: , xx J. :f: :h: + Dooms Missiles [LAND] :f: :h: , :s: , J.:m: , J.:h: , J. :f: :h: , :s: (before landing) :qcf::h: (wait for EoA to fully hit) :qcf: :atk::atk: (SoV)

this is my from anywhere, two doctor combo.
i usually wait for the character to fall flat, then do the FoF then to the :l: Mystic Sword.
i try doing the EoA about halfway up the the screen. reason being so that dooms missiles pop the character up to the EoA, it hits, then the Spell of Vishanti hits.

improved my Eye of Agamotto combo to around 699,800 for 1 bar (variable damage because of EoA’s scaling). no video yet but I’ll try to upload later, if not tomorrow.

(corner)
:m:, :h: ~ :f::h: xx :qcb: :l:, :qcb: :l:, :dp: L, dash forward, :f::h: xx :dp: L, :f::h:, :s: SJC :qcb::h: (2Y), :qcf::h:, :qcf: :m:, slight pause, :f::h: xx :qcf::l: xx :qcf::atk::atk:

I’ll try to incorporate Doom missiles and see if I can get a little more damage out of it.

When you follow up after a launch delay both :m: :m: hits. as for the :h: and Impact palm it does not matter, those can be done right after the other. That will give you enough frame advantage to recover and jump up with :m: :m: :h: Impact Palm loop.

i have learnt a lot from this thread already and want to contribute

This was pretty obvious - but for anyone reading who hasn’t thought of it or is new to the game:

After your chosen corner bnb you can place a red Grace right as you land and then do SoV. then jump up and get the reset air grab as they air recover, land, FoF into another combo.

This is the corner bnb i have got down
:m:,:f::h:xx:qcb::m:,:qcb::m:,:qcb::h:, :f::h:xx :dp::l:, ( j:m:,j:m:,j:h:,j:f::h: x3) :f::h:,:s: ,j:m:,j:m:,j:h:,j:f::h:,j:s:, Land, (DoD, or Red Grace)xx SoV

Gets around 730,000
with DoD before SoV it gets around 750,000

EDIT: Combo also works midscreen

off of a normal launch you can do M, M, H, Impact Palm all very delayed, land, and normal jump into the M, M, H, Impact Palm loop 2 or 3 times and relaunch again. what i’ve started to do off of the low jump MMHPalm loop is dash or teleport underneath the opponent after 3 reps and go for a reset + cross up. as long as you’ve done this combo already a couple of times in the match and finished it instead of going for the mixup, i’ve yet to have anyone block this the first time.

another thing i’ve noticed with the low jump MMHPalm loop is that if you’ve started this with a launcher and manage to keep your combo into the low jump your S will snap them down and cause flying creen and all that jazz, but extremely low to the ground. so you get hard knockdown off of a low jump S. this gives you enough time to dash up with an OTG assist (i use shuma ray) and cast eye of agamotto (EoA). use impact palm on the EoA to launch it causing both it and the opposing character to fly into the air cancel your impact palm into H teleport…then I’m not sure. you can Palm them again and tack on SoV but other than that i dunno.

Edit: all of this works OUT of the corner

this thread is awesome btw guys

Wow, that’s pretty awesome! I got some shit to mess with. For what it’s worth I also found that on a landed Doom beam, you get a free Palm xx L Mystic Sword into the jump loop etc

It’s scaled pretty heavily though. I like Doom beam with Strange for crossups but I’m beginning to think the scaling off a catch makes it not worth it… I’ll have to test more tonight though. Might switch to missles.