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

Yeah, as soon as my HD PVR arrives (and conveniently in time for the holiday break), I’ll be working on a lot of stuff in the lab. I need to record those, stuff with my (new new new new new new… new) team, Viper/Strange/Doom, and work on a video that shows all the characters that can use the 7 Rings DHC in combos.

okay thanks a lot man! I’ll keep that in mind :slight_smile: So that FoF after the launcher has the same timing as like the nova combo with spencer assists where the centurion rush is the air one right? just delay the tiger knee so that I’m actually in the air?

thanks for helping me optimize it more!

also what do you mean just go into a regular bnb instead of that? the way my team is actually set up I’m gonna be doing the hard tag combo like in the vid you posted.

the problem I was finding with my team the most is making viper scarier on incoming chars, really need to work on that ;____;

Yeah, just delay the tiger knee. It’s like a late cancel of sorts.

Oh, if you’re going for the hard tag combo, you should be able to use Viper’s assist still. I’d like to see the optimized damage on that. What I was referring to earlier was just a Viper combo without assists (mine’s just a basic cr.M, st.H xx TK M~S, st.H xx TK M~S into 2 reps of the seismo boxdash loop into whatever) since she gets 800k by herself without even trying and always builds a bar at least, allowing Strange to use both assists instead.

Incoming characters are kind of hard to pin down long enough for me to go for the unblockables (even though Strange can TK EoA raw tag after he gets a kill), so I’ve been considering going to Jam Session assist instead. But I’ll stick with this team for a bit longer and see if it’s really something I need to address.

can the TK EoA actually setup an unblockable or is it specific?

finally got it to combo lol 2 days later timing is really tight but i reckon it can be mastered i checked the meter build and i built 1.6 bars by the time of the crumple for strange so im presuming after fof and assist extension he can build 4 bars!!!

I don’t think so. Just allows enough time for a safe tag into another character that has better mixups. Yipes was doing it to set up shields with Nova and zone with Energy Javelin.

t.t I edit like someone who use the word “SWAG”
[media=youtube]AsHJWCdzbEY[/media]

I love Dante/Strange

I need to check also if going for just one rep of FoF loop (3 in the air + as much as possible on the ground) will net 1 bar, might be cool, need to experiment more.

I will post it in the video thread too, cause I’m such an attention whore

what kind of damage can Dormammu get with Strange/Doom in one combo, without TAC or xfactor?

Are we talking no charges pre combo for one bar? Or full charges or multiple bars?

I know this is a strange thread but god damnit playing team nemo is so much easier than playing viper in front. So much less work and you get the same thing off of any touch which is a dead character. I hate viper’s neutral game the only thing I like about that character is staircase loop haha.

On another note I’ve decided to play on an alternate team just to blow up that bitch named morrigan, which is Dorm/Doom/Strange. I always thought that team in that order countered morrigan so hard but until I saw her corner infinite I wasn’t inclined to go out of my way to counter her but now I’m completely comfortable doing so.

What I’ve been doing is if they give you space you call doom and pillar morrigan right away and I usually burn the bar on stalking flare and I just keep her up there and keep charging up spells and spamming pillars and doom assist. It forces morrigan to be offensive at the beginning of the round which means as long as she doesn’t get you in the infinite you’re gonna live through a combo whereas if you clip her randomly be a fish hook/crouch b/missiles, she’s probably gonna die so the risk isn’t really in her favour unless they know how to do the infinite consistently. I think we’re at the point of the game where counter picking is necessary and I’m just glad that my favourite character fits perfectly on both my teams :slight_smile:

I’ve actually watched a few of your vids tortonon to help me learn what the team is capable of so thank you sir!

now it all just comes down to whether or not I drop the milf for nova or not… I like swagging out but winning makes me happier haha.

I honestly think that the anti-morrigan team has Strange second. Dorm/Strange DHC is much better than Dorm/Doom (unless in the corner). Strange on point backed by Missiles (or rocks) is much better against Morrigan than Doom on point backed by Strange. Theoretically it is a better structured team than Dorm/Doom/Strange.

Plus, Strange by himself can blow up MorriDoom if you get an SoV xx XFactor xx SoV. Even if you don’t catch morrigan herself, if you kill Doom you’re good. Dorm is good against Morrigan but if he doesn’t do it - Strange will. Doom on the otherhand has a problem getting in against Morrigan. I mean, Doom on anchor isn’t good - but I’d argue it’s better than Strange who just becomes an XFactor character.

In regards to Team Nemo versus Viper, Nova is a good character as in Spencer. The team is good, I like Nemo’s ordering more than Yipes/Combos personally - but I also hate Strange on anchor. Nova has an easier time getting in against most characters as Viper’s neutral isn’t the best… But, you can always DHC any other character on hit (obviously from your combo) - which is a benefit.

People will be more willing to snap in Strange against people using Team Nemo and if they kill him you’re stuck with Nova/Spencer. Which is a good shell, but becomes drastically less effective (Look at Infrit when he loses his Sent). Viper/Ammy is still a strong combination if they snap in Strange.

I mean, if you always get the first hit using Team Nemo - you’re good. But with it becoming a ‘top tier popular team’ I’m sure people will find counters to it.

As a sidenote: I’m a much better at theory and meta-gaming than playing this damn game. So, take that with a grain of salt.

You might be able to raw tag into Strange after a Stalking Flare (S SJC 1D2C?). If not, you can do it the other way around (Strange to Dormammu) and it’ll ToD everyone for two bars. It’s a little difficult to do, but I’ll show you what I mean once my HD PVR arrives.

On Viper vs. Nova for Team Nemo: the former is just such a simple character that he needs only one assist (Bolts) to work effectively. Nova/Spencer/Strange is essentially a Marvel 2 MSP-style team that has two point characters and an assist in the back, which incidentally works quite well with the other two character. By no means is the assist character a bad anchor, but should it come down to the wire and the opponent kills your first two characters, there’s a possibility you might have lost already, especially if they have a stronger anchor like Sentinel (or in UMvC3’s case, Vergil or Strider).

Having said that, no matter what point character you choose for the Spencer/Strange shell, you will always end up with an “incomplete” team. It still functions quite well, but you are not really optimizing the first character’s neutral game, and sacrificing that for a gimmick that certainly has other ways to lead into. In the case of Viper, she can already go into the FoF loop in at least 5 different ways, all without the use of Spencer’s assist. Probably one of the more important ones is the fact that she can ToD a character for free if they are within immediate range of Emergency Combination, and the fact that she can start with about half a bar of meter and lead into a meter positive ToD that makes use of the 7 Rings DHC.

You can see how I favor Viper/Strange/(Doom, Dante) over Nova/Spencer/Strange simply because I like the fact not only does the former have a stronger neutral game, but incoming setups are also stronger (in the case of Dante anchor with Jam Session) and you can essentially turn Viper into a punish machine if she ever gets two bars. Threw a fullscreen projectile at her? 7 Rings DHC. Opponent running away? SoV DHC. Opponent tried to Bionic Arm? Emergency Combination, 7 Rings DHC. Not to mention, there’s always EX Seismo the opponent has to worry about.

Thor/Strange/Ammy, Modok/Strange/Doom

I’m discovering some good tech with Storm/Strange/Doom. Everyone knows how Storm is hard to block, because she is very fast and ambiguous. So I can start a combo and DHC into 7 rings to start the flame loop. Here is a simple one:
c.L - c.M - c.H - call Doom’s missiles - air M - air H - air S - wait missiles to hit - elemental rage - DHC into 7 rings - impact flame loop - Spell of Vishanti - DHC Hail Storm
Takes lots of health, don’t know exactly how much because I have bad execution yet so I can’t do too much flame loops. This is corner only though, I’m working in a midscreen version!
The flame loop can also be started after a Hail Storm, but Storm needs to use the Hail Storm after a typhoon or missles, then DHC into 7 rings, then you need to teleport L and start the loops, so timing is very restrict. This is because Storm’s Hail Storm makes her go far away and the opponent go very low, so the opponent needs to be at high to give you time to teleport. The same for elemental rage, I tried with this hyper as an OTG then DHC 7 rings, but the opponent falls before you can use any of Strange moves. The missiles put the opponent high, so the ice in the elemental rage hyper leaves the opponent high enough to DHC 7 rings recover and leave you time to do the impact palm. Obviously, you can start the flame loop after an aerial exchange, but it can always be countered, as we all know. Anyway, this is some new tech if anyone is interested in using this team too!

Tested some stuff in Training mode and got this:

[Starting Storm, in corner] c.L-M-H-S / \ sj.H, air dash forward > ad.s \ / Hail Storm xx (DHC to Strange) SoV > dash forward [s.IP-S / \ (sj.IP xx FoF)x3 \ / s.IP xx FoF]x2 > s.IP xx DP+H xx SoV = ~1.1m dmg.

Can probably squeeze out a little more using the Missles extension and/or the 1-2-3 jumping Impact Flame reps instead of 3-3.

Team seems fun, will experiment a bit more.

Hope that helps.

  • Geronimo

You should be doing 1.25m at the end of that combo with Missiles, yeah.

Really just put that combo together real quick before I headed out get some matches in. Was actually surprised I was able to get 2 reps of Impact Flame in there, so I didn’t get a chance to test it w/ the missiles extension.

I’m pretty sure that if you start the flying dash H combo with Storm, you’ll only be able to get 1 rep (or something like 1-3 jumping reps).

This looks nice, I actually considered Storm to use as my “Open people up team”, but her damage worried me, I wonder if she can gain 1 meter and still go for some reps with FoF, will test it soon.

Very cool tech Geronimo! Thanks a lot! Gefen, Storm does little damage and does not get much meter, but she can open up people with ease, with a 50/50 (air dash close to the opponent, you can use air S/air H for an overhead or start with c.L for a low), instant overhead (float cancel, up up S/H/M) or a fast low. Hail Storm sometimes forces early X-Factor and she can just wait it go away with her float, air dash and flight. Elemental rage is somewhat like Seven Rings of Ragadorr, it punishes a lot of moves in the game (mostly far away hypers, like Dante’s million dollars and even Bionic arm), and also forcing X-Factors. Also she doesn’t need to worry about chip damage, with obviously hail storm and lightning attack (L+S).

Ok…came up w/ more stuff. All start Storm, in the corner.

  • c.L-s.M-s.H-c.H xx QCF+L xx DP+2ATK, hold L xx (DHC to Strange) QCB+2ATK > s.M-s.H-s.f+H-s.S / \ [Impact Flame Loop; 3-3-3] \ / s.f+H xx DP+H xx QCF+2ATK = ~1.0m dmg.

Gotta cancel the typhoon into Elemental Rage pretty fast, after 1 hit, then hit the DHC near the end of it (I find it easiest to cancel at the 2nd to last hit. But after that, you get a full Impact Flame Loop (3 reps of 3 pairs, w/ a pair per landing before s.IP-s.S). Will work from roughly 1/2-screen away (use H Typhoon, and hold H during Elemental Rage; then L teleport after 7 Rings).

  • Ground Throw > QCB+2ATK xx (DHC to Strange) QCB+2ATK, BDP+L > d.s.f+H xx QCBH > s.f+H-s.S / \ [Impact Flame Loop; 3-3] \ / s.f+H xx QCB+H > s.f+H xx DP+H xx QCF+2ATK = ~770k dmg.

DHC as fast as possible, only get 2-4 hits of the Hail Storm to hit. Must teleport as soon as possible after 7 Rings is over (look for Strange to start to put his arms down). This will also work after an air throw (throw in double typhoon before the Hail Storm).

  • j.u+S \ / s.M-c.H-s.S / \ j.H, air-dash forward > ad.S \ / QCB+2ATK xx (DHC to Strange) QCF+2ATK > d.s.f+H-s.S / \ [Impact Flame Loop; 3-3] \ / s.f+H xx QCB+H > s.f+H xx DP+H xx QCF+2ATK = ~1.1m dmg

Best to do if you’re already in the corner. Again, DHC as fast as possible. Mashing the SoV for maximum hits makes it easier.

  • j.u+S \ / s.M-c.H-s.S / \ j.H xx QCB+S > fl.L-fl.H xx [air dash forward xx ad.H]x4 > ad.h-ad.S \ / QCB+2ATK xx (DHC to Strange) QCF+2ATK > d.s.f+H-s.S / \ [Impact Flame Loop; 1 rep, 3 pairs] \ / s.f+H xx QCB+H > s.f+H xx DP+H xx QCF+2ATK. = ~1.0m dmg.

Same as above, but using the flying air-dash H B&B for Storm. Best to use this when 1/2-screen away from corner.

For the above 2 set-ups, if you’re not put deep into the corner, you have to substitute the SoV DHC for 7 Rings (then L teleport > s.IP-s.S…etc).

Also, adding Doom extension (on last rep of IF Loop = s.f+H-s.S+Doom Missles / \ j.f+H xx QCB+H > j.f+H \ / s.f+H xx QCB+H, missiles hit > jump straight up, [j.f+H xx QCB+H]x3 > j.f+H \ / …) will tack on ~150k to any of the set-ups above.

I’ll add more to this as I remember any more important points.

Hope that helps.

  • Geronimo