There is always room for 3 reps. First one is cr.H-Palm-S in the ground and one flame in the air; second will be palm-only in the ground and again one flame in the air; last one will have one flame in the ground, three in the air, and the ending you like.
Sometimes, when you dont need to kill Hulk/Thor/Haggar kind of characters, I’ll just go to cr.H-Palm-S into 3 aerial flames, one ground flame to correct and three more into ending, since I find it waaaay easier to flame-loop with that ground flame.
other notes: some characters need a different timing for it to work, specially the first launch after cr.H and palm, or the first relaunch with raw palm. That’s the case for Zero and Ammy (need to be lower than the rest of the cast in the palm’s hitbox) or Captain America and Shuma (will drop a bit faster, so you need to hurry your execution too).
Sometimes (I believe this happened with you guys too already) the hard-tag will come from the corner side, but Strange will jump over the crumpling fella so it’s all good… but it scared me the first time
EDIT: almost forgot! About the jumps: first one I always go for a neutral jump, or if I’m still kinda far from the corner, I’ll go for a slightly up-fwd superjump. The second one, I always do it upback to try and compensate for the raw-palm into launcher; the last one, it trully depends. But you can go on and sjump neutral, it’s all good.
I guess it depends on your combo count, since I do it with flames on the ground on both times. I noticed though that if I launch around 37-38 they flip out either because HSD is too much or timing becomes really strict. I’ll have to try this upback thing though… Thanks Torty.
If I start in the corner with Strange confirming, I can launch on the 39th hit iirc. Anywhere else, and 35 seems to be the safe number for the last rep. That’s why Viper’s FoF setups are so good because she usually goes for super under 30 hits, leaving Strange free to do at least one launcher series.
I usually just group my FoF loops (the air series Palm xx Flame pairs) in numbers. For example, the optimal one starting in the corner for me would be 3-2-1, meaning 3 pairs of Palm xx Flame on the first rep, 2 pairs on the second rep, and so on. I find that dropping some of the hits in the launcher series and placing them in the ground series makes the combo more consistent. Like if did 3-2-2 and started the fourth rep with Palm, S on the ground, it would be possible, but considerably more difficult to land than just doing 3-2-1 and doing Palm xx Flame, Palm, S between each rep. You essentially make the combo easier on yourself, and since Strange will have reached his minimum damage scaling by then, you will neither gain nor lose damage.
In general, in terms of the highest hitstun values: grounded > done from a SJ > done from a normal jump. That’s the only explanation I can offer as to why placing that last Palm xx Flame in the ground series makes getting the 4th launch that much easier. Something for you guys to keep in mind when doing FoF loops. If you’re unsure about whether or not the last rep will drop, best to end it by 35 hits, and omit some Palm xx Flame reps in the air as needed.
well i personally tested a lot of blockstrings against several characters
wolverine and vergil Strange has safe blockstrings:
what not to do against Vergil
cr.M, cr.H, mystic sword M. Its safe against a lot of characters, but not Vergil. He will punish with a stinger.
cr.M, cr.H, Eye of agamotto. Vergil s.H his way through Strange
what to do against vergil
cr. M, cr.H, flame. The blockstun frames and startup+active time+recover of a flame are about the same, so Vergil cannot hit strange with any of his normals after this
what to do against Wolverine
all the blockstrings above, really, wolvie has no ways to punish
im guessing you can take advantage of the extra pushback of jam session using teleport H for more left right mixups?
Yooooo maziodyne I play Viper/Spencer/Strange and I’m actually the one who made that video posted above me. Thank you for posting that raw tag combo with viper! I wasn’t backdashing so I thought I couldn’t raw tag into FoF loop but now I know that all I needed to do was backdash also there’s a way to do without burning that 1 bar, not sure if you knew this or not, but it’s not very reliable. At the time, I thought that this was the only way to do it so I just never hard tagged into FoF loop.
What you do is when you seismo to otg for the spencer grapple to hit, you SJC into focus attack, and there’s a tiny window where you can actually combo into level 2 focus attack which has crumple properties. The problem I found was that I would either let it go too early and only get a level 1 focus attack which would combo but not crumple, or I would get a level 2 focus attack but not combo it since it’s a link.
Just wanted to share that tech with you incase you don’t have the bar to do it or something (shouldn’t be a problem since viper can build a full bar off every situation)
P.S the only time I ever raw tagged into FoF loop with Viper/Spencer/Strange was when I x-factored ex thunder knuckle… knowing that I didn’t have to do that makes me feel dumb now lol
yeah it works man it’s just really tight so I never found it practical… might just be my lack of execution lol
the trick is that you have to see the black line for it to be level 2 but if you don’t release the focus right when it happens so that you combo off of the spencer grapple. the hard part is that you can’t see the black line when you’re on the ground and the opponent is in the air so you just have to learn the timing of it :’(
Good stuff man, just know that you can still optimize that combo further lol. Use Viper’s Burn Kick extension. I was talking to LouieBH about this, and this is how you do it:
This is the video I was referring to:
[media=youtube]G46ZNoxRSX0[/media]
You might wanna consider just going into a regular BnB with Viper and let Strange use the assist slot instead since he builds more meter that way. You should have one bar left over after the super with that combo and the extension, especially if you’re starting with 1 bar. Also, end with 2 reps of Palm xx Flame, then Palm xx Mystic Sword M/H xx SoV instead of just doing the last part. No reason you shouldn’t, since those moves all ignore hitstun deterioration anyway. Adds more meter and damage.
If Viper touches you once and Strange gets to use both assists at the end of the combo, it could potentially do more than 1.25m before the super and about 1.5 bar gain if I’m not mistaken. That’s what I get with my team; pretty sure Viper/Strange/Dante could do it too along with having cheaper incoming setups. Might actually just mess around with that instead of the Doom anchor.