Monday, January 30, 2012
Ultimate Marvel vs. Capcom 3: Doctor Strange corner combos (Video)
The folks at Option-Select have been hard at work in the lab. This Ultimate Marvel vs. Capcom 3 (UMvC3) combo video showcases the corner loops of Doctor Strange. See the combo description below:
Combo Description by Option-Select
Another short teaser for my next upcoming video. These are just some mostly impractical corner loops Dr. Strange can do. The first shows what appears to be an infinite at first glance. However, two things prevent this. First, Strange's Launcher moves him forward when canceled into a jump, so you'll notice that every rep Strange moves slightly towards the corner. Even when jumping back from the launch, Strange will still move toward the corner with each rep.
Second, there comes a point (albeit very very far into a combo) where Strange cannot combo a Launcher into a jumping Impact Palm. However, the overall principle of this combo (hitting a Palm with the opponent high above so that the Flame hits meaty allowing Strange to link a Palm afterward) is still very useful for real combos.
The second clip shows a completely impractical, but very stylish loop utilizing a whiffed exchange to end Strange's upward momentum and beat the opponent to the ground. The reason this is completely impractical is because even though the exchanges whiff, they can still be countered and broken. Also, Strange can only really do this with down exchange (and to a lesser extent side exchange), so it's not even difficult for the opponent to guess which exchange to break.