@GB: Maybe. ;-)
So anyway.
Any of you ever had one of your assists caught in a combo, drop out of that combo, stand up and do his recovery animation as if he's about to leave the field like normal, then somehow get hit AGAIN before jumping away?
Lost a tournament match due to this yesterday. It'd be cool if someone could tell me why that happens. >_>
Never happened. Always the opposite for me - just a tenth of a second too late to juggle the assist!
Dr strange is so weird in that he has a lot of weird issues that he shouldn't have and hold back an other wise great character. I actually put on some time with him as strange goes godly with unibeam because it keeps opponent standing for crumple.
I won't argue whether he needs to be better or not since I just started him, but I'll say a few things:
1) Unibeam's a smart idea. So is Senpu Bu!
2) Daggers of Denak probably shouldn't make him prone in the air.
3) Bolts of Balthakk, which made my wife say "Did they really name it that, or are you joking?", is possibly the most underrated assist in the game. TWO beams, the first of which staggers, with 8 durability each, that come out faster than Plasma Beam. Yowza! People don't like it because you can just duck under the beams, but if you're zoning it doesn't matter, and it's a great anti-assist tool, much like Mystic Ray. Played a guy yesterday who got Hidden Missiles out
once thanks to this baby.
4) Reminds me of Vanilla Phoenix but without the shitty health, no air dash, and better options. Enjoyable.
+ Mystic sword l has better lower hit box so it doesn't whiff against short characters during hit confirms
I don't think this is a big deal. Mystic Sword L takes so long to complete that I wouldn't want to use it in a blockstring anyway.
Do you really think that matters on a character like this?
+ sov has better frame advantage on hit. Its possible to get attacked even after landing a combo into sov which is total BS
Haha, good for me to know.
+ teleport counter reworked so that strange instantly does palm after teleport. Auto correct attacks take a dump on this defensive tool.
That would be neat.
+ I haven't seen the durability numbers on eoa but that shit gets beat out by even samurai edge. Something isn't right on it.
10 durability, and then if you Impact Palm it resets to 10 (it actually replaces it with another identical projectile). As it travels, it loses power.
+ he needs a basic air dash at the minimum
I think left/right only would be interesting, but I'm not sure he needs it.
Only that they don't make him prone in the air, I think.
+ needs better frames and priority on normals
Why?
What's actually gonna end up happening is that Capcom will nerf his swag combos to shit.
Where's my link to the 3 bar combo?! :-D
- Eye of Agamotto loses durability as it moves, and I'm sure most of the time gunshot is just going over it and hitting strange.
- teleport after air discs ^_^
Is that second one a change you want?
Start cancelling Strange's normals into EoA. Gets funny as hell. Once Strange gets time to set up the traps for his offence, he becomes really fun.
Is Eye of Agamotto really reliable to cancel into? The guide says it has 31 startup frames, while c.H has 27 recovery and is -9 on block, meaning you're going to be sitting there for about 13 frames doing nothing if you cancel on the first frame of recovery. s.H has 35 recovery and is -17 on block, which would leave you sitting for 14 frames. Impact Palm is 35 and -18, which is even worse.
Which leads me to wonder: what does Dr. Strange cancel his blockstrings into?
Karst, you flipflopped on us. You said there was something about Strange that made you hate him.
I know, right? I started using the assist, and thought "wow, that's actually really good". Then I went into H&H mode, which had 2600 participants last week (surprising!), and I made a team of:
Lilith (Primary)
Multiple Man
Kingpin
This makes Strange steal meter whenever he lands a hyper (about a full bar), starts him with 2-4 bars, gives me a team of 3 Dr. Strange's, and it boosts his hyper damage big time, to the point where Spell of Vishanti hits for about 600K. It's a great counter to Fin Fang Foom teams.
I love H&H mode because it lets you practice ONLY a new character. Whenever I pick up a new character, there's like a 90% chance that it's my new anchor, so not only do I suck with the character but I hardly ever get a chance to use the character because of Dormammu, and then when I do it's usually a super-quick XF3 battle where I either get smashed or luck it out. I did this with Dante previously, giving him Mephisto so I could Devil Trigger whenever I want to give me free reign with his abilities.
Anyway, I rocked this guy in H&H mode using just Dr. Strange, and it was really fun. A lot like Phoenix, but without being scared of death from a random hyper. I'm not saying I'm a Dr. Strange main now, but I'm going to keep with him for a while and see how it goes. His combos are really satisfying, too. I also like underplayed characters.
Yesterday the thought hit me: "Karst, Dr. Strange is your greatest foe. However, to be a great foe presumes the greatness necessary to be acknowledged as a foe."
TEAM UPDATE:
I was leaning toward Shuma-Gorath/Dormammu/Dr. Strange last night, but I think, instead, that I want to give a shot to a team that I have been thinking about for roughly 6 months, but never wanted to play because I hated Dr. Strange:
Dr. Strange (Bolts of Balthakk)
Dormammu (Dark Hole)
Morrigan (Dark Harmonizer)
Dr. Strange plays the delay game while building meter. He can make good use of the meter for himself to punish assist calls and such, too. THCing between Dormammu and Dr. Strange does let both Spell of Vishanti and Chaotic Flame hit, but I haven't tried the DHC yet. DHcing to Spell of Vishanti and Stalking Flare hits for only part of the flare.
As soon as I have some meter built up, I DHC Dormammu in and play the Dormammu/Morrigan synergy up as much as possible. Lots of Stalking Flares, in other words. Dr. Strange covers Dormammu's biggest problem: beam hypers can no longer stop Stalking Flare since I can now DHC into Seven Rings of Raggador.
If my opponent has a keepaway team with something like Vajra, I'll just turtle with Dr. Strange while calling Morrigan to build meter to kill the assist with Spell of Vishanti XFC Spell of Vishanti. If the opponent has a rushdown team, play standard Dr. Strange keepaway. If the opponent is teleport rushdown with Hidden Missiles/Jam Session/Vajra, I start the fight with Dormammu or Morrigan on point instead, and use Bolts of Balthakk to shut down the opponent's assist while having a strong rushdown game myself.
Thoughts?