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

Another way to practice:

go to the corner, do the Ryan Hunter delayed air sequence into loops:

LMHS (sjump) (delayed) j.M j.H j.Palm (land) s.H s.Palm s.Flame s.S (loops)

@Maziodyne you got some sjump confirms for Strange out of the Jam Session? I need me some tech :’(

I like your Marvel 2 Jill reference Mazio! I do the same extension with Iron Fist Rising Fang assist as well. But I actually do mini dash neutral jump after assist hits because of some spacing issues for maximum damage after.

Also I see that alot of people are asking about which variant to use for FoF loops. In my mind you should do whatever feels right to you. The variant that Nemo uses is far from being optimal and he actually tries to keep it as close to 30 hits as possible as opposed to 40 hits. But because the hitstun isn’t fully maxed, it allows more leniency to jump up and do the last reps making his variant the most standardized, especially against some of the really big guys and really small guys. I try to do one palm x flame on the ground everytime I relaunch for the loop. Obviously damage/meter is more optimized but it gets alot harder towards the end so more chances of dropping it.

Hey please share tech about this team whenever you can. I’ve recently decided that it’s going to be my main team. I have no idea how to play Strange but I really like him as a character and I’m hooked on bolts and the DHC glitch known as FOF loops. I think this is a great team (outside of the health issue) because regardless of who is on point, they have 2 assists that heavily benefit them. You can also kill rather easily regardless of the order. I’m personally leaning towards playing it Dante/Strange/Magneto most of the time.

And yeah Jam session is a top 3 assist. Would you Strange experts consider it and disruptor to be his best assists?

IMO, Doom Missiles is Strange’s best assist. When you have it, you get to go wild and flood the screen with stuff. On top of that, Missiles also always guarantees a practical/easier FoF Loop from anywhere on the screen (in addition to probably being the best extension off of it as well).

will do, Bill, will do.

This team does less damage than my DocNeto team because Jam doesnt really add to extensions in terms of damage as the missiles do, but it makes life really easier on some bad matchups, not to say dominate any eventual mirrors. I’m running Dante second for the THC galore :smiley:

AFAIK, Teleport H, Flight, fly forward, IP xx unfly, IP, dash forward IP. It’s in the conversions video I made. I’m not sure how practical it is since I never got to try it out in a match, but who knows, maybe it’ll work.

I’ll try. <3 u bro, no homo _o/

So I was wondering what’s the best damage extension after flames loop using spencer grapple assist?
I saw miniboss do loop… Land f.h flame f.h + spencer mystic sword (not sure if m or h most likely m) yellow grace red grace > eoa j.fh f.h mystic sword h super.
Is that the best and also it’s inconsistent for me I can’t get the eoa all the time

I doubt it’s the best damage, but this is what I use(d). Extremely consistent.

Are midscreen loops practical in a match? Or should I just do other combos and wait to start FoF loops in the corner.

They are practical, but I don’t risk it. Any corner carry into loop will kill anyways, so…

Glad to see all this Dante/Strange talk, I was just playing around with the duo again. I got a couple questions for you guys:

When doing Million Dollars DHC to 7 Rings to FoF loop, what’s an optimal Dante combo to do before that? I’ve noticed you definitely can’t do a full Dante combo and still FoF loop, so I’ve just been doing lmh stinger bc volcano j.h airplay j.h Million Dollars.

Are there any good midscreen followups for a SoV DHC to Devil Trigger? I’m just doing teleport j.S into basic wall-bounce/ground-bounce combos. On the same note at the end of a Strange combo into SoV is there a better DT DHC followup than just j.S volcano~beehive stinger bc volcano~beehive Million Dollars?

I guess these are really Dante questions but I figure more people have probably tried the pair here than on the Dante boards.

There ya go <3

For the jump loop combo when it says TK. H are they saying do the H. teleport? Also does the input have to be a TK? I’m having trouble tiger kneeing on a pad…

:confused:

You can’t special-cancel standing :s: so you have to TK the Teleport. If TK isn’t your thing just do the Ryan Hunter delayed launch combo instead (launch, superjump > delay j.:m::h: delay j.:f:+:h: > land > jump loops)

Infrit just found something I’ve been searching for since I started playing Magnus. There is finally a way to side-switch after a flame loop, you only need a setup that you can get either with him or with assists. Check it out.

What’s the trick to landing the falling impact palm after the first set of IP FOF in the FOF loop?

It all comes to the proper spacing for the loop (either vertically, with the opponent on the upper edge of the palm, or horizontally, on the far end of it) and not rushing the palm after the flame. Remember that these moves have static hitstun, so you dont need to accelerate your inputs in any part of the combo besides the first palm after a launcher.

Anyone know the timing for extending a stalking flare into a flameloops extension? I’m trying to, with Strange, go into knockdown, daggers M, spell of vishanti, then about halfway up the pillar DHCing to Dormy, tagging back in Strange, teleport H, impact palm, and I know I have to flames below them, then impact palm again into the correct height for a few more hits of imp-flames-imp-flames, but I’m having trouble figuring out the timing for the first flame.

Thanks. So basically I just need to wait for them to fall after the last flame into IP and they won’t tech out because of the constant hit stun.