Midscreen FoF is all about adapting. There’s no strict science to get them to be spaced correctly every time because even the slightest timing error can cause them to react differently within the combo. As for me, it’s (well, was) literally all about feeling out and predicting how far I would need to SJ forward or delay Impact Palms whenever I would screw up the timing slightly. It’s possible to get a good rhythm going with them fairly low for SJ height (almost as low as in the corner version) in the air, but you can’t rely on that most of the time. The only way to get good at it is to literally keep practicing over and over until you get a feel for when to change up your rhythm. At least for me.
Back in Vanilla, I gave up learning Hyper Grav on pad, which led me to go out and buy an arcade stick in frustration. It’s definitely possible, but a hell of a lot easier on stick. I’m (well again, was) a very rhythm-based player when it came to combos, so being able to hear the stick and buttons when I was practicing and getting a steady rhythm going for all those loops I was doing was INCREDIBLY important. If you want my opinion, since I’ve played my fair share of high execution-level Magneto and pretty much did everything there needs to be done with Strange combos:
Magneto (ROM, Boxdash Magnetic Blast, TAC infinites) > Strange (Midscreen and corner FoF loops) > Iron Man
Then again I literally haven’t touched this game at all since January, so I don’t know if new loops have been discovered or something.
Thanks for the advice, im starting to get the hang of it esp with a bunch a videos explaining all the different ways to get into FoF loops. If you dont mind me asking, why dont you play anymore?
“2. Alzarath Starter (midscreen)
c.:l:, c.:l:, st. ~ f.:h: xx :qcb:, :qcb:, :qcb::h:, f.:h: xx :dp::l:, [j., j., j.:h: ~ f.:h:]x3, st.:h: ~ f.:h:, :s:, j., j., j.:h: ~ f.:h:, j.:s: (delay), :qcf: xx :qcf::atk::atk:”
I’m using Frank West as my training dummy and I can’t get this combo to come out completely. He keeps escaping at the third j.m j.m j.h j.fh, right at j.h.
If you’re starting a combo with Strange, it’s probably because you teleported. Either you’re punishing a projectile move by teleporting above or behind them, you made a teleport mixup with an assist or a lingering projectile, or your opponent fell into a projectile on their own or they were stupid enough to push buttons in a frame trap.
You can’t be like Wolverine or Vergil and just walk up and press buttons as your default approach. Strange is too slow and too short range, not to mention no frame advantage. Everything must be backed up by an assist or one of Strange’s projectiles.
Yup, listen to Evil Toaster. You want to super jump, set some traps (:qcb::l: or :qcb:), set em off on your way down or whenever (try to be ambiguous) with :qcb::h: and then teleport behind for a mixup or on top of them for an overhead with j. :s:. You can also use Daggars (:qcf::atk:) for mixups since they track.
c. :l: is only useful if your opponent is going in on you and you can punish their block string with it
This might be nothing new and I am not a strange player but I was messing around in training mode and found that using M Daggers of Denak is a better start to jump palm loops than Eye. A lot of players will cancel a crumple impact palm into Eye of aggamoto then start a jump loop, but if you cancel it into M Daggers you get an extra full rep, plus the combo will mot be scaled so heavily. You do have to be careful going into the qcf m motion after impact palm because you are likely to get M mystic sword. But going from impact palm to back then qcf ensure the Daggers come out and not mystic sword.
The real combo is to lay down M graces and immediately detonate them. Only do the M Daggers if you want to save your graces if they are already some out that you want to keep.
If you want to get the cancel to Daggers more consistent instead of getting an accidental Mystic Sword M, exaggerate your input by doing a big 270 forward instead of just a QCF. It will clear the input buffer and get you a proper QCF move.
So, FoF loop question. When I try them corner, I do 3 impflames after I launch, but I commonly see, instead, a 1-flame variation instead of the loops of 3. Does it do more damage, is it easier, or what? Because if the advantages aren’t massive, I kinda like the 3flame version.
Also, I know this is super late, but thank you Toaster, that helped.
Ok, so I’m workin on FoF loops and stuff, starting to get em, etc. BUT, at the moment I’m looking for simple(ideally) TAC into Strange sequences. I’ve seen that TACs into lewps (TM DukeOfFM) exist, but I’m not quite ready for that yet in combat.
Are there any strange TAC combos (corner if that makes it easier to answer) beter than just MH palm S (which doesn’t even all connect half the time lol)? Doesn’t need to be long, fancy, especially damaging… just SOMETHING so I can swap out my point for Strange w/o burning 2 meters.
are the combos in the OP still optimal? Ideally, what should I be going into from a midscreen hit confirm and corner confirm? Im assuming they are midscreen and corner faltine loops respectively.
Should I just youtube them? Are there optimal / Suboptimal variants? also, ive got a question regarding impact palm and FoF…do both ignore hitstun? because Ive got a combo where hitstun is pretty high with my point character, but I can do a DHC into Strange and connect with an impact palm…im just curious if Ill be able to go into FoF loops because if I can get more than 220K off faltine loops with this particular combo, I would love to do it.
also, is there any benefit to doing Nemo’s variant of FoF loop as opposed to the launch > imp xx flames x 3 > land imp xx flames > imp xx launch > repeat. ?
No idea if they are optimal cause I haven’t checked them with that much attention in a while, but they show a great variety of ways to get into the real deal. The ideal combos would be to flame-loop everything every time, as much as you can. The most solid/consistent way is to use any corner carry into corner-loops.
Which is your point character? It will usually depend on the hit-count. You can do another rep below 40 hits if you do the palm after the s.S ASAP. Anyways, the palm and the flame both have a never-changing hitstun, but the launcher does not. Since you have to launch the opponent up to correct the spacing, it’s not an infinite.
Nemo does a different number of reps after each launch to keep his combo below the 40-hit rule. He does that sequence to ensure the most reps and flames/palms he can get into the combo before the scaling goes way too much beyond its limit.
My point character is Jill. Basically what I’m doing is hit confirm (for arguments sake: s.MH b+h) xx flip kick > flip kick > somersault > jumping roundhouse > somersault > cartwheel > somersault > raven spike DHC 7 rings > palm
Raven spike does 7 hits I believe. Either way, I’m WAY under 40 hits.
Could you go a little more into this whole 40 hit stipulation? Do you mean after 40ish hits that you don’t have enough hitstun from the launcher to set up the loop properly? Do you think, considering the combo I listed, ill be able to get at least 250k off fof loops post dhc? If not ill just do machine gun super > vishanti. Just trying to maximize my damage
So in training mode I’m finally able to do some FOF loops (yay! I feel like Im at at Harley bar bragging about being able to ride a bicycle)
The thing is, to get it, I feel like I have to set it all up very specifically. The distance, the spacing, etc. Tricky in training, seemingly impossible in combat. So my specific question is about the vertical spacing and the launch into sj up).
As you all know, they have to be completely above us for the loop to work. And I can achieve that by delaying my sj for as long as possible after hitting S where it will still automatically sj by hitting up. BUT, when I watch vids of people FoF looping, it APPEARS as if they’re just sj-ing right away like normal. Is this just an optical illusion and they ARE delaying their jump? Or is there something else going on I should be aware of to make sure the opponent is entirely above us when we do that first palm?
Also, if I have them cornered and want to launch into loop, is sH-Palm xx flame-Palm-S a reliable horizontal spacing sequence so that when I launch and sj up I’ll be far enough away that loops will work?
Hopefully I’m making sense. Basically I can do the stuff if I set it all up very carefully in training. But just busting it out in the heat of combat, I’m just not quite sure how to space it and time it organically.
I havent been playing Strange for very long (about…2 days now lols) but I can do corner FoF loops consistently. Im still working on midscreen. Ive been under the impression that you are supposed to launch > palm as quickly as possible. I think it just keeps things more stable, especially later on when the hitstun of launch has decayed a bit. Sorry I cant help more =/
Hmmm, and see the only way I’m getting it is by delaying the jump as long as possible since the opposing character has to be entirely above you. Hmmm, anyone? Lol