UMVC3/Doctor Strange: Difference between revisions

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{{Infobox Character UMVC3
<div style="display: flex; flex-wrap:wrap-reverse;">
|name=Doctor Strange
<div style="display: flex;flex-direction: column;flex:5;min-width:300px;padding: 10px;">
|image=Umvc3_doctorstrange_face.jpg
{{Character Subnav UMVC3|name=Doctor Strange}}
|health=850,000
|magicseries=Stronger+
|airchain=Three
|forwarddash=35
|backdash=35
|jump=43
|superjump=81
|walljump=No
|doublejump=No
|airdash=No
|xfactordamage1=20
|xfactordamage2=45
|xfactordamage3=70
|xfactorspeed1=20
|xfactorspeed2=25
|xfactorspeed3=30
|minimumdamagenormal=15%, 20
|minimumdamagehyper=40
|minimumdamagexfactor=35
|content=
==Introduction==
==Introduction==
Previously an intelligent but otherwise ordinary surgeon, Doctor Strange began to study magic in an attempt to repair severe damage done to his hands in a freak accident. Eventually, he earned the title of Sorcerer Supreme, marking him as the greatest authority on magic on the entire planet.
Previously an intelligent but otherwise ordinary surgeon, Doctor Strange began to study magic in an attempt to repair severe damage done to his hands in a freak accident. Eventually, he earned the title of Sorcerer Supreme, marking him as the greatest authority on magic on the entire planet.
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{{ProConTable
{{ProConTable
| pros =
| pros =
*Extremely high damage potential through Impact Palm/FoF loops, which can be tacked on to the end of almost any confirm, even from other characters using DHCs or Hard Tags.
*'''Damage:''' Extremely high damage potential through Impact Palm/FoF loops, which can be tacked on to the end of almost any confirm, even from other characters using DHCs or Hard Tags.
*Access to Spell of Vishanti, an extremely fast fullscreen projectile hyper that can punish whiffed attacks or assist calls. When paired with X-Factor activation, Strange can quickly kill any character and score a huge momentum swing off any small mistake.
*'''Powerful Hyper:''' Access to Spell of Vishanti, an extremely fast fullscreen projectile hyper that can punish whiffed attacks or assist calls. When paired with X-Factor activation, Strange can quickly kill any character and score a huge momentum swing off any small mistake.
*Two excellent assists with long total duration - Eye of Agamotto and Bolts of Balthakk.
*'''Amazing Assists:''' Two excellent assists with long total duration - Eye of Agamotto and Bolts of Balthakk.
| cons =  
| cons =  
*Very limited and awkward movement due to poor walkspeed, dashspeed, and flight speed. Relies on teleports to maneuver around the stage and smart projectile usage to prevent the opponent from rushing them down.
*'''Rough Mobility:''' Very limited and awkward movement due to poor walkspeed, dashspeed, and flight speed. Relies on teleports to maneuver around the stage and smart projectile usage to prevent the opponent from rushing them down.
*Very tall while standing, giving him a larger than average hurtbox that makes it difficult for him to maneuver around enemy attacks and easier to combo. (Note that Strange still has a standard-sized hurtbox when crouching, and is not more vulnerable to instant overheads than normal characters.)
*'''Somewhat Larger Hitbox:''' Very tall while standing, giving him a larger than average hurtbox that makes it difficult for him to maneuver around enemy attacks and easier to combo. (Note that Strange still has a standard-sized hurtbox when crouching, and is not more vulnerable to instant overheads than normal characters.)
*Normals have below average range and terrible recovery. Even Doctor Strange's light attacks are punishable on block.
*'''Bad Normals:''' Normals have below average range and terrible recovery. Even Doctor Strange's light attacks are punishable on block.
}}
 
 
}}
}}
</div>
<div style="display: flex;flex-direction: column;flex:2;min-width:350px;padding: 10px;">{{UMVC3_Character_Query|reversals=214XX, 623XX}}</div></div>


== Move List ==
== Move List ==
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{{MoveData
{{MoveData
|image=
|image=UMVC3_DrStrange_AssistA.png
|caption=
|caption=
|name=Daggers of Denak
|name=Daggers of Denak
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{{MoveData
{{MoveData
|image=
|image=UMVC3_DrStrange_AssistB.png
|caption=
|caption=
|name=Eye of Agamotto
|name=Eye of Agamotto
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{{MoveData
{{MoveData
|image=
|image=UMVC3_DrStrange_AssistY_1st.png
|caption=
|image2=UMVC3_DrStrange_AssistY_2nd.png
|caption2=Strange steps quite far forward during this assist, making him vulnerable if called recklessly.
|name=Bolts of Balthakk
|name=Bolts of Balthakk
|input=Assist Y
|input=Assist Y
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  |properties=Priority: Low, Durability: 8 per shot.
  |properties=Priority: Low, Durability: 8 per shot.
  |description=  
  |description=  
THC Hyper: Spell of Vishanti. Strange fires two shots across the screen. They look like beams, and have infinite horizontal range, but technically are each single projectiles. There is a sizeable delay between the first and second shots, but the first shot causes a long enough {{stagger}} that they will combo naturally on standing opponents.
THC Hyper: Spell of Vishanti. Strange fires two shots across the screen. They look like beams, and have infinite horizontal range, but technically are each single projectiles. There is a sizeable delay between the first and second shots, but the first shot causes a long enough Stagger animation that they will combo naturally on standing opponents.


Has faster startup than common beam assists such as Doctor Doom's or Iron Man's. Also, each bolt has as much durability as a call of either of those assists by itself. As a tradeoff, the bolts are shot from very high up compared to most standard assist calls - high enough that most characters can avoid it by crouching, and it will whiff on some characters even if they are standing.
Has faster startup than common beam assists such as Doctor Doom's or Iron Man's. Also, each bolt has as much durability as a call of either of those assists by itself. As a tradeoff, the bolts are shot from very high up compared to most standard assist calls - high enough that most characters can avoid it by crouching, and it will whiff on some characters even if they are standing.
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{{MoveData
{{MoveData
|image=
|image=UMVC3_DrStrange_5L.png
|caption=
|caption=
|name=Stand Light
|name=Stand Light
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{{MoveData
{{MoveData
|image=
|image=UMVC3_DrStrange_5M.png
|caption=
|caption=
|name=Stand Medium
|name=Stand Medium
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{{MoveData
{{MoveData
|image=
|image=UMVC3_DrStrange_5H.png
|caption=
|caption=
|name=Stand Heavy
|name=Stand Heavy
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  |properties=-
  |properties=-
  |description=  
  |description=  
Causes a large amount of pushback that can make follow=up Impact Palms whiff. Often omitted from confirms for this reason.
Causes a large amount of pushback that can make follow-up Impact Palms whiff. Often omitted from confirms for this reason.
  }}
  }}
}}
}}
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{{MoveData
{{MoveData
|image=
|image=UMVC3_DrStrange_2L.png
|caption=
|caption=
|name=Crouching Light
|name=Crouching Light
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  |properties=-
  |properties=-
  |description=  
  |description=  
Does not hit low. Only marginally faster than 5M and much worse range, although it does lower Strange's hurtbox quite a bit compared to standing.
Does not hit low. Only marginally faster than {{Clr|2|5M}} and much worse range, although it does lower Strange's hurtbox quite a bit compared to standing.
  }}
  }}
}}
}}


{{MoveData
{{MoveData
|image=
|image=UMVC3_DrStrange_2M.png
|caption=
|caption=
|name=Crouching Medium
|name=Crouching Medium
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{{MoveData
{{MoveData
|image=
|image=UMVC3_DrStrange_2H.png
|caption=
|caption=
|name=Crouching Heavy
|name=Crouching Heavy
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  |properties={{strk}}, {{softknockdown}}
  |properties={{strk}}, {{softknockdown}}
  |description=
  |description=
Strange's only low attack. Like with 5H, this move is sometimes omitted from confirms; the {{strk}} property will cause any follow-up Impact Palms to not apply a crumple.
Strange's only Low attack. Like with {{Clr|3|5H}}, this move is sometimes omitted from confirms; the Strike property will cause any follow-up Impact Palms to not apply a crumple.
  }}
  }}
}}
}}
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{{MoveData
{{MoveData
|image=
|image=UMVC3_DrStrange_5S.png
|caption=
|caption=
|name=Launcher/Special
|name=Launcher/Special
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{{MoveData
{{MoveData
|image=
|image=UMVC3_DrStrange_jL.png
|caption=
|caption=
|name=Jumping Light
|name=Jumping Light
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{{MoveData
{{MoveData
|image=
|image=UMVC3_DrStrange_jM.png
|caption=
|caption=
|name=Jumping Medium
|name=Jumping Medium
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{{MoveData
{{MoveData
|image=
|image=UMVC3_DrStrange_jH.png
|caption=
|caption=
|name=Jumping Heavy
|name=Jumping Heavy
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{{MoveData
{{MoveData
|image=
|image=UMVC3_DrStrange_jS.png
|caption=
|caption=
|name=Jumping Special
|name=Jumping Special
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{{MoveData
{{MoveData
|image=
|image=UMVC3_DrStrange_4H.png
|caption=
|caption=Counter Stance
|name=Illusion
|name=Illusion
|input=4H
|input=4H
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  |description=
  |description=
If Doctor Strange is hit by a physical (not a projectile), non-low, non-hyper attack while this is active, he will activate Illusion Teleport. (see below)
If Doctor Strange is hit by a physical (not a projectile), non-low, non-hyper attack while this is active, he will activate Illusion Teleport. (see below)
Illusion does have a dash cancellable property.
  }}
  }}
}}
}}


{{MoveData
{{MoveData
|image=
|image=UMVC3_DrStrange_4H_Counter.png
|caption=
|caption=If Strange is struck while using illusion, he negates the attack,
|image2=UMVC3_DrStrange_4H_Reappear.png
|caption2=And teleports behind the opponent.
|name=Illusion Teleport
|name=Illusion Teleport
|input=N/A
|input=N/A
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{{MoveData
{{MoveData
|image=
|image=UMVC3_DrStrange_6H.png
|caption=
|caption=
|name=Impact Palm
|name=Impact Palm
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  |properties={{airok}}, {{crumple}}, {{softknockdown}} versus airborne.
  |properties={{airok}}, {{crumple}}, {{softknockdown}} versus airborne.
  |description=
  |description=
Key combo and confirm tool for Strange. {{crumple}} state on hit versus grounded opponents gives you time to set up Grace of Hoggoth, reposition, or even hard tag to another character. When hitting an airborne opponent, does not force a {{softknockdown}}, but causes such a massive amount of hitstun that opponents will typically fall all the way down even from great height.
Key combo and confirm tool for Strange. Crumple state on hit versus grounded opponents gives you time to set up Grace of Hoggoth, reposition, or even hard tag to another character. When hitting an airborne opponent, does not force a Soft Knockdown, but causes such a massive amount of hitstun that opponents will typically fall all the way down even from great height.


Has a very large amount of minimum hitstun, enabling highly damaging Palm/FoF loops even deep into a combo.
Impact Palm is not subject to hitstun deterioration.
  }}
  }}
}}
}}
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{{MoveData
{{MoveData
|image=
|image=UMVC3_DrStrange_236L.png
|caption=
|caption=L Version
|image2=UMVC3_DrStrange_236M.png
|caption2=M Version
|image3=UMVC3_DrStrange_236M_Shot.png
|caption3=Daggers track opponent.
|name=Daggers of Denak
|name=Daggers of Denak
|input=236X
|input=236X
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  |description=
  |description=
Strange deploys projectiles which hover in front of him, then shoot towards the opponent, tracking them.
Strange deploys projectiles which hover in front of him, then shoot towards the opponent, tracking them.
*{{l}} version fires one projectile which starts to move on frame 15.
*{{clr|1|L}} version fires one projectile which starts to move on frame 15.
*{{m}} version fires three projectiles which start to move on frame 45. These projectiles disappear if Strange is hit.
*{{clr|2|M}} version fires three projectiles which start to move on frame 45. These projectiles disappear if Strange is hit.


If used in the air, Strange cannot recover until he reaches the ground, and is vulnerable unless he uses X-Factor or a Hyper to cancel the recovery.  
If used in the air, Strange cannot recover until he reaches the ground, and is vulnerable unless he uses X-Factor or a Hyper to cancel the recovery.  
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Can be canceled into an OTG Spell of Vishanti to effectively add free damage to that hyper in most cases.
Can be canceled into an OTG Spell of Vishanti to effectively add free damage to that hyper in most cases.


If the {{m}} version is used up-close against a cornered opponent, it will strike them from behind and push them slightly out of the corner. This can allow Strange's teleports to cross-up, which they can not do if the opponent is fully in the corner.
If the {{Clr|2|M}} version is used up-close against a cornered opponent, it will strike them from behind and push them slightly out of the corner. This can allow Strange's teleports to cross-up, which they can not do if the opponent is fully in the corner.
  }}
  }}
}}
}}
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{{MoveData
{{MoveData
|image=
|image=UMVC3_DrStrange_236H.png
|caption=
|caption=
|name=Eye of Agamotto
|name=Eye of Agamotto
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Strange conjures a large orb in front of him, which hovers in place for 120 frames, can hit up to 10 times, and is fairly durable.
Strange conjures a large orb in front of him, which hovers in place for 120 frames, can hit up to 10 times, and is fairly durable.


Once conjured, Strange can strike the orb with Impact Palm (6H), causing the orb to float towards the opponent. Once in motion, the orb slowly tracks the opponent across the stage. Striking the orb with Impact Palm refreshes both its duration and durability, allowing it to last an additional 120 frames and hit an additional 10 times. However, an Eye of Agamotto in motion loses hits as it travels, reducing its ability to lock the opponent down.
Once conjured, Strange can strike the orb with Impact Palm ({{clr|3|6H}}), causing the orb to float towards the opponent. Once in motion, the orb slowly tracks the opponent across the stage. Striking the orb with Impact Palm refreshes both its duration and durability, allowing it to last an additional 120 frames and hit an additional 10 times. However, an Eye of Agamotto in motion loses hits as it travels, reducing its ability to lock the opponent down.


As with Daggers of Denak, if Strange uses Agamotto in the air, he will not recover until he reaches the ground.
As with Daggers of Denak, if Strange uses Agamotto in the air, he will not recover until he reaches the ground. If performed while in flight, Eye of Agamotto will end the flight activation.
 
Use with caution in neutral against characters with quick teleports and fast movement
  }}
  }}
}}
}}
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{{MoveData
{{MoveData
|image=
|image=UMVC3_DrStrange_623L.png
|caption=
|caption=
|name=Mystic Sword L
|name=Mystic Sword L
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Note: not a projectile.
Note: not a projectile.


Strange produces three quick slashes immediately in front of him, with very good recovery. Strange can combo after this with many normals if he is still in range, notably 5S. This attack is also much better on block than any of Strange's grounded normals, and he can cancel into this attack in order to protect himself.
Strange produces three quick slashes immediately in front of him, with very good recovery. Strange can combo after this with many normals if he is still in range, notably {{clr|4|5S}}. This attack is also much better on block than any of Strange's grounded normals, and he can cancel into this attack in order to protect himself.


Characters with small enough hurtboxes can duck underneath the second and third hits of this attack, making it significantly worse on block.
Characters with small enough hurtboxes can duck underneath the second and third hits of this attack, making it significantly worse on block.
{{{!}} class="mw-collapsible mw-collapsed wikitable sortable"
{{!}}+ style="white-space:nowrap; border:1px solid; padding:3px;" {{!}} L Mystic Sword Drop Chart
! Character !! Close !! Spaced !! Notes
{{!}}-
{{!}} Akuma {{!}}{{!}} No {{!}}{{!}} Yes (2 Strange widths) {{!}}{{!}} -
{{!}}-
{{!}} Amaterasu {{!}}{{!}}  {{!}}{{!}}  {{!}}{{!}} -
{{!}}-
{{!}} Arthur {{!}}{{!}}  {{!}}{{!}}  {{!}}{{!}} -
{{!}}-
{{!}} C. Viper {{!}}{{!}}  {{!}}{{!}}  {{!}}{{!}} -
{{!}}-
{{!}} Captain America {{!}}{{!}}  {{!}}{{!}}  {{!}}{{!}} -
{{!}}-
{{!}} Chris {{!}}{{!}}  {{!}}{{!}}  {{!}}{{!}} -
{{!}}-
{{!}} Chun-Li {{!}}{{!}}  {{!}}{{!}}  {{!}}{{!}} -
{{!}}-
{{!}} Dante {{!}}{{!}}  {{!}}{{!}}  {{!}}{{!}} -
{{!}}-
{{!}} Deadpool {{!}}{{!}}  {{!}}{{!}}  {{!}}{{!}} -
{{!}}-
{{!}} Doctor Doom {{!}}{{!}}  {{!}}{{!}}  {{!}}{{!}}-
{{!}}-
{{!}} Doctor Strange {{!}}{{!}}  {{!}}{{!}}  {{!}}{{!}} -
{{!}}-
{{!}} Dormammu {{!}}{{!}}  {{!}}{{!}}  {{!}}{{!}} -
{{!}}-
{{!}} Felicia {{!}}{{!}}  {{!}}{{!}}  {{!}}{{!}} -
{{!}}-
{{!}} Firebrand {{!}}{{!}}  {{!}}{{!}}  {{!}}{{!}} -
{{!}}-
{{!}} Frank {{!}}{{!}}  {{!}}{{!}}  {{!}}{{!}} -
{{!}}-
{{!}} Ghost Rider {{!}}{{!}}  {{!}}{{!}}  {{!}}{{!}} -
{{!}}-
{{!}} Haggar {{!}}{{!}}  {{!}}{{!}}  {{!}}{{!}} -
{{!}}-
{{!}} Hawkeye {{!}}{{!}}  {{!}}{{!}}  {{!}}{{!}} -
{{!}}-
{{!}} Hsien-Ko {{!}}{{!}}  {{!}}{{!}}  {{!}}{{!}} -
{{!}}-
{{!}} Hulk {{!}}{{!}}  {{!}}{{!}}  {{!}}{{!}} -
{{!}}-
{{!}} Iron Fist {{!}}{{!}}  {{!}}{{!}}  {{!}}{{!}} -
{{!}}-
{{!}} Iron Man {{!}}{{!}}  {{!}}{{!}}  {{!}}{{!}} -
{{!}}-
{{!}} Jill {{!}}{{!}}  {{!}}{{!}}  {{!}}{{!}} -
{{!}}-
{{!}} Magneto {{!}}{{!}}  {{!}}{{!}}  {{!}}{{!}} -
{{!}}-
{{!}} M.O.D.O.K {{!}}{{!}}  {{!}}{{!}}  {{!}}{{!}} -
{{!}}-
{{!}} Morrigan {{!}}{{!}}  {{!}}{{!}}  {{!}}{{!}} -
{{!}}-
{{!}} Nemesis {{!}}{{!}}  {{!}}{{!}}  {{!}}{{!}} -
{{!}}-
{{!}} Nova {{!}}{{!}}  {{!}}{{!}}  {{!}}{{!}} -
{{!}}-
{{!}} Phoenix {{!}}{{!}}  {{!}}{{!}}  {{!}}{{!}} -
{{!}}-
{{!}} Phoenix Wright {{!}}{{!}}  {{!}}{{!}}  {{!}}{{!}} -
{{!}}-
{{!}} Rocket Raccoon {{!}}{{!}}  {{!}}{{!}}  {{!}}{{!}} -
{{!}}-
{{!}} Ryu {{!}}{{!}}  {{!}}{{!}}  {{!}}{{!}} -
{{!}}-
{{!}} Sentinel {{!}}{{!}}  {{!}}{{!}}  {{!}}{{!}} -
{{!}}-
{{!}} She-Hulk {{!}}{{!}}  {{!}}{{!}}  {{!}}{{!}} -
{{!}}-
{{!}} Shuma-Gorath {{!}}{{!}}  {{!}}{{!}}  {{!}}{{!}} -
{{!}}-
{{!}} Spencer {{!}}{{!}}  {{!}}{{!}}  {{!}}{{!}} -
{{!}}-
{{!}} Spider-Man {{!}}{{!}}  {{!}}{{!}}  {{!}}{{!}} -
{{!}}-
{{!}} Storm {{!}}{{!}}  {{!}}{{!}}  {{!}}{{!}} -
{{!}}-
{{!}} Strider {{!}}{{!}}  {{!}}{{!}}  {{!}}{{!}} -
{{!}}-
{{!}} Super-Skrull {{!}}{{!}}  {{!}}{{!}}  {{!}}{{!}} -
{{!}}-
{{!}} Taskmaster {{!}}{{!}}  {{!}}{{!}}  {{!}}{{!}} -
{{!}}-
{{!}} Thor {{!}}{{!}}  {{!}}{{!}}  {{!}}{{!}} -
{{!}}-
{{!}} Trish {{!}}{{!}}  {{!}}{{!}}  {{!}}{{!}} -
{{!}}-
{{!}} Tron {{!}}{{!}}  {{!}}{{!}}  {{!}}{{!}} -
{{!}}-
{{!}} Vergil {{!}}{{!}}  {{!}}{{!}}  {{!}}{{!}} -
{{!}}-
{{!}} Viewtiful Joe {{!}}{{!}}  {{!}}{{!}}  {{!}}{{!}} -
{{!}}-
{{!}} Wesker {{!}}{{!}}  {{!}}{{!}}  {{!}}{{!}} -
{{!}}-
{{!}} Wolverine {{!}}{{!}}  {{!}}{{!}}  {{!}}{{!}} -
{{!}}-
{{!}} X-23 {{!}}{{!}}  {{!}}{{!}}  {{!}}{{!}} -
{{!}}-
{{!}} Zero {{!}}{{!}}  {{!}}{{!}}  {{!}}{{!}} -
{{!}}}
  }}
  }}
}}
}}


{{MoveData
{{MoveData
|image=
|image=UMVC3_DrStrange_623M.png
|caption=
|caption=M Version
|image2=UMVC3_DrStrange_623H.png
|caption2=H Version
|name=Mystic Sword
|name=Mystic Sword
|input=623X
|input=623X
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  |properties=Priority: Low, Durability: 8
  |properties=Priority: Low, Durability: 8
  |description=
  |description=
Strange slashes with magic in front of him. Unlike the {{l}} version, the {{m}} and {{h}} versions attack once, then fire a single-hit projectile. The {{m}} version fires directly forward, while the {{h}} version fires at an up-forward angle. Very good durability for how quickly it fires.
Strange slashes with magic in front of him. Unlike the {{Clr|1|}} version, the {{Clr|2|M}} and {{Clr|3|H}} versions attack once, then fire a single-hit projectile. The {{Clr|2|M}} version fires directly forward, while the {{Clr|3|H}} version fires at an up-forward angle. Very good durability for how quickly it fires.
  }}
  }}
}}
}}
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{{MoveData
{{MoveData
|image=
|image=UMVC3_DrStrange_214L.png
|caption=
|caption=L Grace
|image2=UMVC3_DrStrange_214M.png
|caption2=M Grace
|name=Grace of Hoggoth
|name=Grace of Hoggoth
|input=214L/M
|input=214L/M
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  |properties={{airok}}
  |properties={{airok}}
  |description=
  |description=
Strange summons a crystal directly in front of him. These crystals remain where they are summoned indefinitely, and Strange can have up to three Graces active at a time between the L and M versions. If a fourth Grace is summoned, the oldest one disappears.
Strange summons a crystal directly in front of him. These crystals remain where they are summoned indefinitely, and Strange can have up to three Graces active at a time between the {{Clr|1|L}} and {{Clr|2|M}} versions. If a fourth Grace is summoned, the oldest one disappears.


Grace of Hoggoth has no hitbox and has no function on its own. This move's only purpose is to enhance and alter the properties of Flames of the Faltine (214H, below). If a Grace of Hoggoth is active when Strange uses Flames of the Faltine, the fireball will travel towards the nearest Grace instead of traveling directly forward as usual. {{l}} and {{m}} Grace have special effects that occur when a Flame projectile passes through them:
Grace of Hoggoth has no hitbox and has no function on its own. This move's only purpose is to enhance and alter the properties of Flames of the Faltine ({{Clr|3|214H}}, below). If a Grace of Hoggoth is active when Strange uses Flames of the Faltine, the fireball will travel towards the nearest Grace instead of traveling directly forward as usual. {{Clr|1|L}} and {{Clr|2|M}} Grace have special effects that occur when a Flame projectile passes through them:


*{{l}} Grace powers up the Flames of Faltine projectile. Powered-up flames deal higher damage, have higher durability, and gain the {{otg}} property. A single flame can be powered up three times, and a Lvl3 Flame also gains the {{crumple}} property on hitting a grounded opponent.
*{{Clr|1|L}} Grace powers up the Flames of Faltine projectile. Powered-up flames deal higher damage, have higher durability, and gain the OTG property. A single flame can be powered up three times, and a Lvl3 Flame also causes a Crumple state on hitting a grounded opponent.
*{{m}} Grace explodes when a Flames of Faltine projectile reaches it. The explosion deals solid damage and hits {{otg}}. However, it does not enhance the Flame projectile itself.
*{{Clr|2|M}} Grace explodes when a Flames of Faltine projectile reaches it. The explosion deals solid damage and hits OTG. However, it does not enhance the Flame projectile itself.


When a Flame projectile reaches the Grace it was tracking, it will turn to move towards the next closest Grace. If there are no graces remaining, it will fire in the current direction of the opponent.
When a Flame projectile reaches the Grace it was tracking, it will turn to move towards the next closest Grace. If there are no graces remaining, it will fire in the current direction of the opponent.
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{{MoveData
{{MoveData
|image=
|image=UMVC3_DrStrange_214H.png
|caption=
|caption=Flames home in on any graces that Strange has already placed.
|name=Flames of the Faltine
|name=Flames of the Faltine
|input=214H
|input=214H
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  |description=
  |description=
Relatively standard projectile that travels straight forward. Has special properties if used when a Grace of Hoggoth is active (see above). Strange can only have one Flames of the Faltine active at any given time, and attempts to use this move while a fireball is already active will fail.
Relatively standard projectile that travels straight forward. Has special properties if used when a Grace of Hoggoth is active (see above). Strange can only have one Flames of the Faltine active at any given time, and attempts to use this move while a fireball is already active will fail.
Normal Faltine is still a quick projectile that can be thrown out to poke, control space, and contest an opponent's assists. The risk of whiffing the fireball can be mitigated by canceling into either of Strange's level 1 hypers.
  }}
  }}
}}
}}


{{MoveData
{{MoveData
|image=
|image=UMVC3_DrStrange_214H_Explosion.png
|caption=
|caption=M (Red) Graces explode when Flames of the Faltine touches them.
|image2=UMVC3_DrStrange_214H_Beam.png
|caption2=The beam created when Flames are enhanced by L (yellow) graces.
|name=Flames of the Faltine (Enhanced)
|name=Flames of the Faltine (Enhanced)
|input=214H (with one or more Grace of Hoggoth active)
|input=214H (with one or more Grace of Hoggoth active)
Line 584: Line 687:
  {{AttackData-UMVC3
  {{AttackData-UMVC3
  |version=Level 1
  |version=Level 1
  |subtitle=Pass through 1 {{l}} Grace
  |subtitle=Pass through 1 {{Clr|1|L}} Grace
  |damage=80,000
  |damage=80,000
  |guard=Mid
  |guard=Mid
Line 596: Line 699:
  {{AttackData-UMVC3
  {{AttackData-UMVC3
  |version=Level 2
  |version=Level 2
  |subtitle=Pass through 2 {{l}} Graces
  |subtitle=Pass through 2 {{Clr|1|L}} Graces
  |damage=100,000
  |damage=100,000
  |guard=Mid
  |guard=Mid
Line 608: Line 711:
  {{AttackData-UMVC3
  {{AttackData-UMVC3
  |version=Level 3
  |version=Level 3
  |subtitle=Pass through three {{l}} Graces
  |subtitle=Pass through three {{Clr|1|L}} Graces
  |damage=130,000
  |damage=130,000
  |guard=Mid
  |guard=Mid
Line 620: Line 723:
  {{AttackData-UMVC3
  {{AttackData-UMVC3
  |version=Explosion
  |version=Explosion
  |subtitle=Pass through any {{m}} Grace
  |subtitle=Pass through any {{Clr|2|M}} Grace
  |damage=90,000
  |damage=90,000
  |guard=Mid
  |guard=Mid
Line 637: Line 740:


{{MoveData
{{MoveData
|image=
|image=UMVC3_DrStrange_214S.png
|caption=
|caption=
|name=Flight
|name=Flight
Line 646: Line 749:
  |guard=-
  |guard=-
  |startup=22
  |startup=22
  |active=-
  |active=99
  |recovery=-
  |recovery=0
  |onhit=-
  |onhit=-
  |onblock=-
  |onblock=-
Line 658: Line 761:


{{MoveData
{{MoveData
|image=
|image=UMVC3_DrStrange_421L.png
|caption=
|caption=L Teleport
|image2=UMVC3_DrStrange_421M.png
|caption2=M Teleport
|image3=UMVC3_DrStrange_421H.png
|caption3=H Teleport
|name=Teleport
|name=Teleport
|input=421X
|input=421X
Line 674: Line 781:
  |description=
  |description=
Doctor Strange teleports to a specific location relative to the opponent's current position.
Doctor Strange teleports to a specific location relative to the opponent's current position.
*{{l}} Teleport places Strange on the ground immediately in front of the opponent.
*{{Clr|1|L}} Teleport places Strange on the ground immediately in front of the opponent.
*{{m}} Teleport places Strange on the ground immediately behind the opponent.
*{{Clr|2|M}} Teleport places Strange on the ground immediately behind the opponent.
*{{h}} Teleport places Strange in the air immediately above the opponent.
*{{Clr|3|H}} Teleport places Strange in the air immediately above the opponent.


{{m}} and {{h}} versions are useful for cross-up setups, and {{h}} version can be used when X-Factor cancelling Spell of Vishanti to convert into a full combo from anywhere on the screen.
{{Clr|2|M}} and {{Clr|3|H}} versions are useful for cross-up setups, and {{Clr|3|H}} version can be used when X-Factor cancelling Spell of Vishanti to convert into a full combo from anywhere on the screen.


Note that Doctor Strange can not teleport behind an opponent in the corner. In this case, all versions of the teleport will place Strange immediately in front of the opponent instead.
Note that Doctor Strange can not teleport behind an opponent in the corner. In this case, all versions of the teleport will place Strange immediately in front of the opponent instead.
Line 687: Line 794:


{{MoveData
{{MoveData
|image=
|image=UMVC3_DrStrange_XS.png
|caption=
|caption=
|name=Bolts of Balthakk
|name=Bolts of Balthakk
Line 702: Line 809:
  |properties=Priority: Low, Durability: 8 per shot.
  |properties=Priority: Low, Durability: 8 per shot.
  |description=
  |description=
Strange fires two bolts. Despite their appearance, each shot is a single projectile with infinite horizontal range, not a beam. The first shot causes a lengthy {{stagger}} animation on grounded opponents that ensures the second shot will combo. Against an airborne target, the opponent will usually land and recover before the second shot can connect.
Strange fires two bolts. Despite their appearance, each shot is a single projectile with infinite horizontal range, not a beam. The first shot causes a lengthy Stagger animation on grounded opponents that ensures the second shot will combo. Against an airborne target, the opponent will usually land and recover before the second shot can connect.


Holds Strange in one place for a very long time, and many characters can avoid the beam by crouching or even standing. This is a risky move to use in neutral for very little reward.
Holds Strange in one place for a very long time, and many characters can avoid the beam by crouching or even standing. This is a risky move to use in neutral for very little reward.
  }}
  }}
}}
}}


=== Hyper Combos ===
=== Hyper Combos ===


{{MoveData
{{MoveData
|image=
|image=UMVC3_DrStrange_236XX.png
|caption=
|caption=
|name=Spell of Vishanti
|name=Spell of Vishanti
Line 728: Line 834:
  |properties={{airok}}, {{otg}}, mashable, Priority: High, Beam Durability: 3 per frame for 5 frames
  |properties={{airok}}, {{otg}}, mashable, Priority: High, Beam Durability: 3 per frame for 5 frames
  |description=
  |description=
Very fast "sniping" hyper that appears underneath the opponent wherever they are on screen and shoots up indefinitely into the air. Can punish an opponent's offense from anywhere on the screen. Can also be used on reaction to assist calls, as most assists appear within a close horizontal range of the point character. Standard combo ender when using its {{otg}} property.
Very fast "sniping" hyper that appears underneath the opponent wherever they are on screen and shoots up indefinitely into the air. Can punish an opponent's offense from anywhere on the screen. Can also be used on reaction to assist calls, as most assists appear within a close horizontal range of the point character. Standard combo ender when using its OTG property.


On a successful hit. X-Factor -> {{h}} Teleport -> 6H Impact Palm to confirm into a kill combo from any screen position.
On a successful hit. X-Factor -> {{Clr|3|421H}} Teleport -> {{Clr|3|6H}} Impact Palm to confirm into a kill combo from any screen position.
  }}
  }}
}}
}}
Line 736: Line 842:


{{MoveData
{{MoveData
|image=
|image=UMVC3_DrStrange_214XX.png
|caption=
|caption=
|name=Seven Rings of Raggador
|name=Seven Rings of Raggador
Line 758: Line 864:


{{MoveData
{{MoveData
|image=
|image=UMVC3_DrStrange_214XX_Counter.png
|caption=
|caption=
|name=Seven Rings of Raggador (Beam)
|name=Seven Rings of Raggador (Beam)
Line 779: Line 885:


{{MoveData
{{MoveData
|image=
|image=UMVC3_DrStrange_623XX.png
|caption=
|image2=UMVC3_DrStrange_623XX_Cinematic.png
|caption="By the Hoary Hoasts of Hoggoth!"
|name=Astral Magic
|name=Astral Magic
|input=623XX (3 bars)
|input=623XX (3 bars)
Line 796: Line 903:
Strange launches a ghostly projection of himself forward. If the opponent is hit by it, they are pulled into a cinematic and dealt heavy unscaled damage. Typically used as a combo ender, as FoF loops build a good amount of meter.
Strange launches a ghostly projection of himself forward. If the opponent is hit by it, they are pulled into a cinematic and dealt heavy unscaled damage. Typically used as a combo ender, as FoF loops build a good amount of meter.


The {{hardknockdown}} caused by this move gives Strange exactly enough time to link a follow-up Spell of Vishanti if needed.
The Hard Knockdown caused by this move gives Strange exactly enough time to link a follow-up Spell of Vishanti if needed.
  }}
  }}
}}
}}
Line 803: Line 910:


{{MoveData
{{MoveData
|image=
|image=UMVC3_DrStrange_GroundThrow.png
|caption=
|caption=
|name=Ground Throw
|name=Ground Throw
Line 823: Line 930:


{{MoveData
{{MoveData
|image=
|image=UMVC3_DrStrange_AirThrow.png
|caption=
|caption=
|name=Air Throw
|name=Air Throw
Line 844: Line 951:


{{MoveData
{{MoveData
|image=
|image=UMVC3_DrStrange_5H.png
|caption=
|caption=
|name=Snap Back
|name=Snap Back
Line 865: Line 972:


{{MoveData
{{MoveData
|image=
|image=UMVC3_DrStrange_HardTag.png
|caption=
|caption=
|name=Hard Tag
|name=Hard Tag
Line 871: Line 978:
|data=
|data=
  {{AttackData-UMVC3
  {{AttackData-UMVC3
  |damage=27,000
  |damage=30,000
  |guard=OH
  |guard=OH
  |startup=-
  |startup=-
Line 883: Line 990:
  }}
  }}
}}
}}


== Team Position ==
== Team Position ==
Line 899: Line 1,005:
'''Nova:''' Nova is one of the most well-known and effective characters to set up combos for Doctor Strange. His 214H Nova Strike causes a crumple versus grounded opponents, giving him more than enough time to recover and tag in another character (like Strange) to continue the combo. This is especially effective after a throw (something Nova excels at landing), as the hard tag will reset damage scaling. Additionally, Strange's Bolts of Balthakk assist is a very high duration beam that gives Nova an edge in neutral, comparable to bringing Doom or Sentinel assists.
'''Nova:''' Nova is one of the most well-known and effective characters to set up combos for Doctor Strange. His 214H Nova Strike causes a crumple versus grounded opponents, giving him more than enough time to recover and tag in another character (like Strange) to continue the combo. This is especially effective after a throw (something Nova excels at landing), as the hard tag will reset damage scaling. Additionally, Strange's Bolts of Balthakk assist is a very high duration beam that gives Nova an edge in neutral, comparable to bringing Doom or Sentinel assists.


'''Players to Watch:''' Nemo (Nova/Strange/Spencer), Combofiend (Nova/Spencer/Strange), Marvelo (Nova/Strange/Strider), LeonUltimate (Nova/Strange/Strider), Yipes (Nova/Spencer/Strange)
'''Players to Watch:''' Nemo (Nova/Strange/Spencer), Combofiend (Nova/Spencer/Strange)inactive , Marvelo (Nova/Strange/Strider), LeonUltimate (Nova/Strange/Strider), Amongst Shadows active (Nova/Strange/Strider) Yipes (Nova/Spencer/Strange)


'''Spencer:''' Doctor Strange's Impact Palm 6H command normal causes a crumple state versus grounded opponents (similar to Nova's 214H, above). Thus, Spencer's Slant Shot assist, which causes a restand versus airborne opponents, is especially effective as a combo extension tool for Strange. Spencer is also a good character to set up Strange combos himself, as he can bring his teammate in using his 236S wallbounce, or by DHCing Bionic Lancer 214XX into Seven Rings.
'''Spencer:''' Doctor Strange's Impact Palm 6H command normal causes a crumple state versus grounded opponents (similar to Nova's 214H, above). Thus, Spencer's Slant Shot assist, which causes a restand versus airborne opponents, is especially effective as a combo extension tool for Strange. Spencer is also a good character to set up Strange combos himself, as he can bring his teammate in using his 236S wallbounce, or by DHCing Bionic Lancer 214XX into Seven Rings.
Line 907: Line 1,013:
'''Rocket Raccoon:''' As with many characters that do not have a native wallbounce, Strange benefits greatly from taking Log Trap assist, which provides huge screen coverage and is an easy combo extension tool. Rocket can tag in Strange with several methods, including using the high total hitstun from igniting his Oil Bomb special, as well as DHC setups using both of his level 1 hypers.
'''Rocket Raccoon:''' As with many characters that do not have a native wallbounce, Strange benefits greatly from taking Log Trap assist, which provides huge screen coverage and is an easy combo extension tool. Rocket can tag in Strange with several methods, including using the high total hitstun from igniting his Oil Bomb special, as well as DHC setups using both of his level 1 hypers.


'''Players to Watch:''' IronGod (Thor/Strange/Rocket)
'''Players to Watch:''' IronGod (Thor/Strange/Rocket) Coach Arithmatic (Chun/Raccoon/Strange) 215jesse (Captain America, Strange, Rocket)
 
'''Other Players to Watch:''' IHeartJustice (Phoenix Wright/Captain America/Strange), Miniboss (Vergil/Strange/Doom)
 
== Combos ==
 
<code><nowiki>2L > 2M > 6H, 214M, 214M, 214H, jump, [j.5M > j.5M > j.5H > j.6H, rejump] x3, j.5M > j.5M > j.5H > j.6H, land, 6H > 5S sjc. j.5M > j.5M > j.5H > j.5S, j.236L xx j.236XX (751,000 for 1 bar, builds ~1.6 bars of meter.)</nowiki></code> <br>
 
Standard jump loop against grounded opponents. Neutral jump on the first loop, the jump forward on all subsequent loops. Maximum of 4 loops possible, but you can also omit loops if the execution is difficult. <br>
 
[https://youtu.be/GKNyV3I8csg Video guide]
 
 
===Flames of Faltine Loops===
 
Flames of Faltine Loops (aka FoF Loops, Impact Palm Loops, Palm Loops, etc.) are a type of highly damaging and meter-efficient combo route taking advantage of the high minimum hitstun on Impact Palm (6H) and Flames of the Faltine (214H). Strange can chain these two moves together multiple times in quick succession, racking up large damage. Strange can start an FoF Loop just about any time he can combo into 5S, and many Strange teams are capable of bringing him in mid-combo in order to start such a loop.


The most basic form of a FoF Loop would look something like this:
'''Other Players to Watch:''' IHeartJustice (Phoenix Wright/Captain America/Strange), Miniboss (Vergil/Strange/Doom), Will "Power" Richards (Vergil, Hawkeye/Strange/Dante)
 
<code><nowiki> 2H > 6H > 5S sjc. j.6H xx j.214H, j.6H, land, 6H > 5S sjc. j.6H xx j.214H, j.6H, land, 6H etc. </nowiki></code> <br>
 
More advanced versions will use multiple Flames of the Faltine reps in each jump to push the total damage much higher.
 
Despite the power of these loops, they are notoriously challenging to master, and many Strange players struggle to learn them. The most difficult part is typically linking Impact Palm after each FoF, as the gap between these moves can vary quite a bit. To perform these combos properly, there are a few important tricks to keep in mind:
 
* When performing your first aerial Impact Palm, you need to hit the opponent at the lowest point possible. Keep the opponent ''above'' you, so that they fall on top of the Flame. To quote Yipes, "Aim for the feet."
** In order to ensure your opponent is lined up properly vertically for the loop. Do not immediately superjump cancel 5S. Delaying the superjump a slight amount will give the opponent's character time to get airborne, then you can jump up in pursuit of them. Also, perform your j.6H Palm as soon as possible after leaving the ground. If done correctly, it should look like Strange is striking the very bottom of the opponent's feet, or even the empty space below them.
*Besides getting the correct vertical spacing, FoF loops are much easier if Strange is the correct horizontal distance from the opponent. The farther away Strange is from his target, the later the Flame projectile will connect with the opponent, and the wider the window to link Impact Palm will be afterwards. As long as Strange is still close enough to connect Palm at all, being farther away is better.
** Strange can manually adjust his horizontal position during the crumple state caused by a grounded 6H if he uses one to set up his FoF Loop. Using this time to take a step backwards can alter the link timing from "impossible" to "relatively easy". Also, be sure to superjump directly up (8) and not up-forward (9). In fact, you can even superjump up-back (7) if you are worried that Strange is too close, as the FoF input will stop his momentum before he moves too far away.
*As Impact Palm needs to be input exactly as 6H (and not 9H or 3H), it can be challenging to input it accurately as fast as possible from a superjump cancel. Some players have success rolling from the direct upwards superjump input towards 6H in a Magnetic Blast-style motion. In numpad notation, this would look like 896H. From there, roll all the way around to a back input and press H again to complete the FoF input quickly. the full input would look like: 896H xx 3214H.
 
If you need additional help, several players have made FoF Loop tutorial videos:
 
====FoF Loop Tutorials====
----
<div class="mw-collapsible mw-collapsed">
<youtube>IcdDEc6E9MU</youtube> <youtube>9V2FguKS_Us</youtube> <youtube>n8yShyMdsQE</youtube>
</div> <br>
 
Besides learning how to perform the loop on its own, most teams will want a few ways to confirm into the loop from a hit with another character. Allowing a point character with strong neutral but lower damage potential to take advantage of Strange's output greatly enhances their potential, and people have developed a very large number of ways to bring Strange in mid-combo and begin a FoF Loop. Expand the list below for a resource on confirming to FoF Loops with a variety of team compositions.
 
====FoF Loop Examples====
----
<div class="mw-collapsible mw-collapsed">
 
<big>'''Crumple Hard Tags (Nemo style)'''</big>
 
These teams utilize Spencer's assist to set up crumples after getting the opponent to the corner and hard tagging to strange. Team compositions are usually the nemo order which is strange/spencer. However it depends on the team and how you plan to use your DHC. Nemos team order works because you can DHC back to nova for high damage or [http://www.youtube.com/watch?v=-qCqDS_5lK8 THC as strange] to get great damage and extend more combos. Having the order of Point/Strange/Spencer is also helpful since you can always SoV and DHC to bionic maneuvers which is a very safe way to bring in Spencer. Alternatively you can run spencer/strange and hard tag from anchor. This team composition works better with combofiends team because She-Hulk's DHC doesn't work too well from SoV. Also with a team order of Point/Spencer/Strange, once you finish the combo with Strange and a Spencer DHC, if you then tag into your point character from Spencer after the kill, your team order reverts back to Point/Strange/Spencer. <br>
 
'''Iron Fist:''' [http://www.youtube.com/watch?v=UtIVKI9JR9A team Heroic/Justin Wong bnb] <br>
'''Chun-Li:''' [http://www.youtube.com/watch?v=xYog-MaCLGw bnb set up] <br>
'''Nova:''' [http://youtu.be/RZGtFECOBZ8?t=27s team Nemo bnb], [http://www.youtube.com/watch?v=J_hxB2SBTEA Nemo using the alternate team order] <br>
'''She-Hulk:''' [http://www.youtube.com/watch?v=PshjWcoVFiM team Combofiend bnb's] <br>
'''Viper:''' [http://www.youtube.com/watch?v=jRgh_bldW04 bnb set up] <br>
 
[http://youtu.be/zGR4U4MwlTY '''Team Nemo tutorial'''] <br>
 
<big>'''DHC to Rings of Ragador'''</big>
 
This method requires 2 meters, one to super into a state that allows you to whiff rings and go into loops. The most ideal supers are those that place your opponent in a slow fall state or at a high altitude that forces a soft or hard knockdown as well as wall bounces. Even though this is a great tool for many teams, its not always an efficient use of meter and in general you get one less rep of FoF loops compared to team Nemo. <br>
 
'''Amaterasu:''' [http://www.youtube.com/watch?v=1v0PC6na19s DHC BnB], [http://www.youtube.com/watch?v=VaEHCPeeg9o slow down from throw], [http://youtu.be/BlP6nqaex9A?t=26s a more optimized DHC] <br>
'''Dante:''' [http://youtu.be/moNtKOm3-EE?t=3m13s short bnb DHC], [http://youtu.be/moNtKOm3-EE?t=3m32s mid screen version] <br>
'''Ghost Rider:''' [http://youtu.be/gNtv7PhCFxE Using his OTG assist] <br>
'''Haggar:''' [http://youtu.be/KrvdHSU19tE?t=2m34s uses a capture state glitch to allow strange to combo, can be used with any super after the command launch] <br>
'''Hawkeye:''' [http://youtu.be/2hl1ppGne6E BnB to corner DHC] <br>
'''Hsien-Ko:''' [http://youtu.be/KrvdHSU19tE?t=2m spacing dependent, you need 3 knives to hit to allow strange to combo] <br>
'''Jill:''' [http://www.youtube.com/watch?v=XEeSvQoaZAY BnB to corner] <br>
'''Magneto:''' [http://www.youtube.com/watch?v=nHKxYzg_6K0 BnB] <br>
'''MODOK:''' [http://www.youtube.com/watch?v=pY25eBwhLzI BnB to corner DHC] <br>
'''Morrigan:''' [http://youtu.be/4g-Of-8UqgQ Side switch combo to DHC] <br>
'''Nemesis:''' [http://youtu.be/GSA9amWuDFU?t=30s DHC from a BnB and Throw] <br>
'''Nova:''' [http://youtu.be/0qxmun950no simple DHC from a throw 950k] <br>
'''Phoenix:''' [http://youtu.be/OTOrXpVTDVo?t=2m38s BnB into Phoenix Inferno] <br>
'''Rocket Raccoon:''' [http://youtu.be/VWkscmFtVvk?t=46s BnB DHC] <br>
'''Sentinel:''' [http://youtu.be/KrvdHSU19tE BnB with Hard Drive and from a corner throw with Sentinel Force] <br>
'''She-Hulk:''' [http://www.youtube.com/watch?v=CPCGeBRCENc 2 hits of Emerald Cannon] <br>
'''Spencer:''' [http://youtu.be/vyPnNPXQSXM from bionic arm #1], [http://www.youtube.com/watch?v=bzLQm6g75TA #2], [http://www.youtube.com/watch?v=8Fy2x-xG_EI overhead set up] <br>
'''Spider-Man:''' [http://youtu.be/KrvdHSU19tE?t=1m26s Basic BnB into air maximum spider] <br>
'''Storm:''' [http://youtu.be/5lWjljICt3M?t=2m21s BnB DHC], [http://www.youtube.com/watch?v=vpDfVoSJzZk DHC BnB variant], [http://www.youtube.com/watch?v=gflkivZefRw corner throw DHC] <br>
'''Strider Hiryu:''' [http://youtu.be/KrvdHSU19tE?t=1m11s BnB with Bolts assist] <br>
'''Task Master:''' [http://youtu.be/WIG3uKgiQHM DHC from Counter Super (VERY tight timing)] <br>
'''Thor:''' [http://youtu.be/czThFGL3ZC4?t=1m11s Dhc before super finishes (air only)], [http://youtu.be/oVDWE_5OlYA from mighty punish] <br>
'''Trish:''' [http://youtu.be/5lWjljICt3M?t=1m4s Air Super BnB DHC]<br>
'''Viewtiful Joe:''' [http://youtu.be/HGiXOuKjkB8 Joe/Doom BnB into bomb to trigger Rings of Raggador DHC into a flame loop] <br>
'''Viper:''' [http://www.youtube.com/watch?v=I-I6U2vAc-8 BnB DHC] <br>
 
<big>'''Wall Bounce Hard Tags'''</big>
 
This method involves a wall bounce and careful screen positioning. Being able to confirm is relative to where your point character is before the hard tag allowing your hard tag to physically hit them, then continue into fof loops
 
'''Deadpool:''' [http://www.youtube.com/watch?v=1mFJw35gqc0 corner set ups] <br>
'''Dormammu:''' [http://youtu.be/EUv1cPN7T_M?t=5m5s short bnb in the corner] [http://youtu.be/HcDoA2ekikM full screen conversion] <br>
'''Ghost Rider:''' [http://youtu.be/_xW7mx3KNjs corner bnb hard tag with the help of vergil] <br>
'''Firebrand:''' [http://youtu.be/lw8ns40r9Yc using bonvoyage mid screen, very difficult], [http://youtu.be/aOtyNZjqJn0 wall cling fireball H after bon voyage, also difficult], [http://youtu.be/BlP6nqaex9A?t=58s easier version with XF] <br>
'''Hulk:''' [http://youtu.be/7Xqf8Dtu1Zk?t=43s two mid screen methods] <br>
'''Magneto/Rocket:''' [http://youtu.be/CHq8Z1E3JOc Log Trap and Hyper Grav H] <br>
'''MODOK:''' [http://www.youtube.com/watch?v=RkmBNYfXFwo From a BnB] <br>
'''Nemesis:''' [http://youtu.be/GSA9amWuDFU mid screen conversion] <br>
'''Nova:''' [http://www.youtube.com/watch?v=O3zpz0kg_wI corner set up], [http://youtu.be/xvwPl20Gqqg crazy set ups using shield to wall bounce] <br>
'''Ryu:''' [http://youtu.be/r4J_6ww05Pw 2 methods, requires specific screen positioning.] <br>
'''She-Hulk''' [http://youtu.be/CPCGeBRCENc anti-air super in the corner] <br>
'''Spencer:''' [http://www.youtube.com/watch?v=U2vDFCNTh6c corner throw], [http://youtu.be/bBM88u9Gg7U?t=23s bnb into grapple M] <br>
'''Vergil:''' [http://www.youtube.com/watch?v=LzyACNiTdG0&feature=youtu.be bnb], [http://www.youtube.com/watch?v=QhwyzGqrTGw mid screen throw], [http://www.youtube.com/watch?v=1YqMcmYQljo helm breaker], [http://www.youtube.com/watch?v=WRmmS9BExjo using bolts to confirm into hard tag] <br>
'''Wesker:''' [http://www.youtube.com/watch?v=Txq191AEwk4 from various wall bounces mid screen] <br>
 
<big>'''Misc. Hard Tag Confirms'''</big>
 
These are confirms using screen positioning to allow strange to combo after a hard tag. Most of these are difficult and aren't always the most practical but they do have their uses. <br>
 
'''Arthur:''' [http://www.youtube.com/watch?v=p3HfEoyEd34 mid screen and air combo set up] <br>
'''Captain America:''' [http://www.youtube.com/watch?v=ti6akEvvQeA A very solid corner set up] <br>
'''Dante:''' [http://www.youtube.com/watch?v=ddGHdWTe05M BnB into acid rain], [http://youtu.be/moNtKOm3-EE?t=3m53s another set up], [http://youtu.be/moNtKOm3-EE?t=4m10s easier version with devil trigger] <br>
'''Doctor Doom:''' [http://youtu.be/uOCeZgZFTA4 Hard tag using side switch] <br>
'''Dormammu:''' [http://youtu.be/LuxXFq5wkKQ Using Meteor spells to set up a hard tag in the corner] <br>
'''Magneto:''' [http://www.youtube.com/watch?v=feF7Z24tNLs side switch confirm], [http://www.youtube.com/watch?v=ZM1xfdZjYpk from throws and more] <br>
'''Morrigan:''' [http://youtu.be/ldNQxuu_PFw Staircase side switch hard tag], [http://www.youtube.com/watch?v=MrgshdPlek0 assist-less hard tag by Tenboss] <br>
'''Phoenix:''' [http://youtu.be/OTOrXpVTDVo?t=2m55s meterless screen positional hard tag using a side switch] <br>
'''Rocket Raccoon:''' [http://youtu.be/VWkscmFtVvk?t=1m10s Corner BnB hard tag] <br>
'''Shuma-Gorath:''' [http://www.youtube.com/watch?v=IbHc_1UaJLA BnB to hard tag] <br>
'''Spider-Man:''' [http://youtu.be/OTOrXpVTDVo?t=2m10s Using Log Trap and Web Ball] <br>
'''Thor:''' [http://www.youtube.com/watch?v=HlhMLnEkamY Confirm from Mighty Hurricane H in the corner], [http://www.youtube.com/watch?v=_iKf8ZhqdsA Variant #2 of Mighty Hurricane tag on more of the cast], [http://www.youtube.com/watch?v=8Fs1F8dmCiU confirms from throws and more] <br>
'''Trish:''' [http://www.youtube.com/watch?v=5lWjljICt3M hard tag after round harvest] <br>
'''Tron:''' [http://www.youtube.com/watch?v=25SyQEDsQEc BnB in corner], [http://www.youtube.com/watch?v=a6HzYbZiwLg Infrit's version] <br>
'''Wesker:''' [http://www.youtube.com/watch?v=JESwkR93hz0 corner L command grab] <br>
'''Zero:''' [http://youtu.be/OuUdvJLp7o8 out of corner air combo with early buster into teleport] <br>
 
<big>'''Spell of Vishanti DHC and THC'''</big>
 
Some DHC's and THC's from Strange's Spell of Vishanti allow you to combo afterwards. The THC's all require 2 bars and for Strange to be on point. Not only can strange do this on point with the use of throws or other confirms, but you can also do them from hard tags. <br>
 
'''Amaterasu:''' [http://youtu.be/q-INiL1AnC4?t=2m9s Strange using THC, can be done from throws as well], [http://youtu.be/q-INiL1AnC4?t=3m30s full screen mix-up] <br>
'''Chris:''' [http://www.youtube.com/watch?v=z6Y6X7h9de0 confirming off grenade launcher DHC into spell of vishanti]<br>
'''Doctor Doom:''' [http://youtu.be/SqMluEMylrw?t=2m20s Off a grounded back throw] <br>
'''Dormammu:''' [http://youtu.be/5lWjljICt3M?t=1m43s After a full FoF loop, DHC to Stalking Flare], [http://youtu.be/SqMluEMylrw?t=1m27s Strange/Dorm THC off a hard tag] <br>
'''Hulk:''' [http://youtu.be/7Xqf8Dtu1Zk?t=17s Corner Throw THC] <br>
'''Iron Man:''' [http://youtu.be/lQkuoSd9vs4 THC and full screen assist confirms] <br>
'''Jill:''' [http://youtu.be/XEeSvQoaZAY?t=43s allows THC FoF combo to work with dante] <br>
'''Magneto:''' [http://youtu.be/SqMluEMylrw?t=2m52s From a BnB into a hard tag THC] <br>
'''Nova:''' [http://www.youtube.com/watch?v=-qCqDS_5lK8 Team Nemo, Strange full screen throw THC], [http://youtu.be/SqMluEMylrw Hard tag from Nova throw into THC] <br>
'''Rocket Raccoon:''' [http://youtu.be/VWkscmFtVvk?t=1m29s Corner BnB to Hopper mine DHC] <br>
'''Spencer:''' [http://youtu.be/SqMluEMylrw?t=33s Off a BnB 80k that hard tags into a THC] <br>
'''Spider-Man:''' [http://youtu.be/SqMluEMylrw?t=1m50s THC hard tag can be done from an air combo, a ground bounce or a web throw] <br>
'''Storm:''' [http://www.youtube.com/watch?v=IbslO-rIZ-Q BnB DHC], [http://youtu.be/u1S3hLdTGM8?t=1m13s THC set up] <br>
'''Thor:''' [http://youtu.be/SqMluEMylrw?t=1m4s Air combo that hard tags into a THC, directly after is a combo off his ground bounce and it can also be done from a grounded throw] <br>
'''Trish:''' [http://youtu.be/5lWjljICt3M?t=26s After a full FoF loop, DHC to Round Harvest], [http://youtu.be/OTOrXpVTDVo?t=1m33s Hard tag into Strange/X THC] <br>
'''Vergil:''' [http://www.youtube.com/watch?v=57vjeSPC2f4 Strange THC from corner throw], [http://youtu.be/bBM88u9Gg7U?t=2m57s Using Devil Trigger DHC off SoV full screen] <br>
'''Wesker:''' [http://youtu.be/Txq191AEwk4?t=52s Strange THC from throw in corner] <br>
'''Wolverine:''' [http://youtu.be/OTOrXpVTDVo?t=46s THC confirm off throw] <br>
 
<big>'''DHC hard tags'''</big>
 
This section is dedicated to all other supers that can DHC from the point character and then hard tag to strange. Through experimentation, Rocket Raccoon's Mad Hopper, Devil Trigger and other install hypers give you options that aren't previously possible with Rings of Raggador.
 
'''Nova/Arthur/Strange:''' [http://youtu.be/rbDhZmDtHZM Nova Force into Gold Armor and hard tag with scythe] <br>
'''Phoenix Wright/Rocket/Strange:''' [http://youtu.be/OTOrXpVTDVo?t=13s Simple BnB using Order in the Court] <br>
'''Viewtiful Joe/Rocket/Strange:''' [http://youtu.be/oA8FpAvUP3o DHC hard tag from a throw, also possible off combos] <br>
'''Wolverine/Rocket/Strange:''' [http://youtu.be/OTOrXpVTDVo?t=1m8s Must super as high as possible to get the mad hopper to connect] <br>
'''X-23/Rocket/Strange:''' [http://youtu.be/OTOrXpVTDVo?t=24s Uses log trap to combo into weapon X prime, then DHC's to mad hopper] <br>
'''Zero/Dante/Strange:''' [http://youtu.be/OTOrXpVTDVo Rainbow super into devil trigger] <br>
 
<big>'''Team Assisted hard tags'''</big>
 
The videos below are non-nemo style hard tags that revolve around the point character and an assist. The best assists are those that either remove your opponent from the corner, help you achieve a side switch or has an OTG that can set up a specific move.
 
'''Chris/Strange/X:''' [http://youtu.be/3R7C6qgmN9M Fire Grenade hard tags with Strider, Ammy & Rocket Raccoon assists], [http://youtu.be/VXqezGWMWI4 Hard tags with Strange, She-Hulk & Haggar], [http://youtu.be/tMcCd_Q8opc?t=1m7s Hard tags with Dante, Wesker & Vergil] <br>
 
'''Magneto/Strange/Doom:''' [http://www.youtube.com/watch?v=10QxvePbVJc using hidden missiles to set up loops] <br>
'''Magneto/Rocket/Strange:''' [http://youtu.be/CHq8Z1E3JOc Uses Log Trap to set up the hyper grav tag] <br>
'''Magneto/Ground Bounce/Strange:''' [http://youtu.be/NIRYaTnBT_4 Using Nova's Ground Bounce], [http://youtu.be/NIRYaTnBT_4?t=23s Using Thor's Ground Bounce] <br>
'''Magneto/Sentinel/Strange:''' [http://youtu.be/NIRYaTnBT_4?t=1m2s Using Sentinel's Drones assist] <br>
'''Magneto/X/Strange:''' [http://youtu.be/NIRYaTnBT_4?t=1m26s Using Dr. Strange's own Eye of Aggamado assist] <br>
 
'''Morrigan/Nova/Strange:''' [http://www.youtube.com/watch?v=XeOnqudPvIs using Nova assist] <br>
 
'''Nova/X/Strange:''' [http://youtu.be/xvwPl20Gqqg set ups with a variety of assists using level 3 grav pulse L and M] <br>
 
'''Spider-Man/Rocket/Strange:''' [http://youtu.be/OTOrXpVTDVo?t=2m10s Using Log Trap and Web Ball] <br>
 
'''Thor/Doom/Strange:''' [http://youtu.be/MQhr_nw8BMs Mid Screen set up with missiles], [http://youtu.be/HdnvibyiM_I corner carry missile set up] <br>
'''Thor/Nova/Strange:''' [http://youtu.be/2Ocv1o82gXA Level 1 Grav Pulse hard tag], [http://youtu.be/jtJBTexXX-0 Level 3 Grav Pulse tag after mighty tornado] <br>
'''Thor/Strange/Modok:''' [http://youtu.be/95M1L-3rVL0?t=31s Using Balloon Bomb assist to hard tag with mighty strike] <br>
'''Thor/Strange/Sentinel:''' [http://youtu.be/95M1L-3rVL0?t=1m Uses Drones to set up the tag with mighty strike] <br>
'''Thor/Rocket/Strange:''' [http://youtu.be/OTOrXpVTDVo?t=2m18s Using Log Trap and charged Mighty Strike H] <br>
 
'''Trish/Rocket/Strange:''' [http://youtu.be/OTOrXpVTDVo?t=1m51s meterless hard tag with Rocket's log trap and round trip] <br>
'''Trish/Strange/Doom:''' [http://youtu.be/OTOrXpVTDVo?t=2m meterless hard tag with Doom's Hidden Missiles and round trip] <br>
 
'''Vergil/Strange/Doom:''' [http://youtu.be/mI872ta5B38 meterless hardtags with doom's hidden missiles and round trip] <br>
'''Vergil/Strange/Spencer:''' [http://youtu.be/8wN6fPZycNQ using spencer's slant shot assist to set up round trip hard tags] <br>
 
<big>'''OTG Set Ups'''</big>
 
A set up that involves hard tagging and using an OTG assist or a Grace of Hoggoth from a hard knockdown or ground bounce.
 
'''Ghost Rider:''' [http://youtu.be/gNtv7PhCFxE Using his OTG assist after his own DHC] <br>
'''Haggar:''' [http://youtu.be/tjeAkqgF4nA BnB to hard tag with Viper assist], [http://youtu.be/Tsk-uU22DBc same set up with wesker] <br>
'''Thor:''' [http://www.youtube.com/watch?v=IkTtNjN_Mek After a ground bounce using a Grace to OTG] <br>
 
</div> <br>


== Alternate Colors ==
== Alternate Colors ==


[[File:Strange_colors.jpg]]
{{Chara-Colors-UMVC3}}
 
== Videos and External Resources ==
 
<youtube>8dAbFuhhQRA</youtube> <youtube>6LY499QfbDo</youtube> <youtube>n_yqBjw4pBI</youtube> <youtube>1KqpciVSU1k</youtube> <youtube>33VDQp1L1aw</youtube> <br>
 
'''[http://imgur.com/a/4zIHy#0 DR. STRANGE THROW BOXES]''' <br>
[http://www.youtube.com/watch?v=gdw4EsjzQaQ Examples of TAC set ups by TenBoss]<br>
[http://www.youtube.com/watch?v=OOe6x9ZhxE0&sns=em team nemo ko glitch] <br>
[http://youtu.be/moNtKOm3-EE?t=6m1s synergy set ups with Dante and Wesker] <br>
[http://youtu.be/8ZyLMAfEufc Strange/Doom DHC and synergy tech] <br>
[http://www.youtube.com/watch?v=bBM88u9Gg7U Spencer/Strange/Vergil tech] <br>
[http://youtu.be/sidEt3tiyZo Dante/Strange synergy] <br>


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Latest revision as of 06:11, 22 October 2024


Introduction

Previously an intelligent but otherwise ordinary surgeon, Doctor Strange began to study magic in an attempt to repair severe damage done to his hands in a freak accident. Eventually, he earned the title of Sorcerer Supreme, marking him as the greatest authority on magic on the entire planet.

In UMvC3, Strange is a keepaway style character with a variety of useful projectiles but rather slow and awkward normal attacks. His biggest contribution to a team is his extremely high damage, as optimized Strange combos can kill just about anyone off any starter.

Strengths Weaknesses
  • Damage: Extremely high damage potential through Impact Palm/FoF loops, which can be tacked on to the end of almost any confirm, even from other characters using DHCs or Hard Tags.
  • Powerful Hyper: Access to Spell of Vishanti, an extremely fast fullscreen projectile hyper that can punish whiffed attacks or assist calls. When paired with X-Factor activation, Strange can quickly kill any character and score a huge momentum swing off any small mistake.
  • Amazing Assists: Two excellent assists with long total duration - Eye of Agamotto and Bolts of Balthakk.
  • Rough Mobility: Very limited and awkward movement due to poor walkspeed, dashspeed, and flight speed. Relies on teleports to maneuver around the stage and smart projectile usage to prevent the opponent from rushing them down.
  • Somewhat Larger Hitbox: Very tall while standing, giving him a larger than average hurtbox that makes it difficult for him to maneuver around enemy attacks and easier to combo. (Note that Strange still has a standard-sized hurtbox when crouching, and is not more vulnerable to instant overheads than normal characters.)
  • Bad Normals: Normals have below average range and terrible recovery. Even Doctor Strange's light attacks are punishable on block.
UMVC3 Doctor Strange Nameplate.png
UMVC3 Doctor Strange Portrait.png
Health 850,000
Invulnerable Reversal(s) 214XX, 623XX
Grounded Magic Series Simple
X-Factor Damage Boost (1/2/3) 20% / 45% / 70%
X-Factor Speed Boost (1/2/3) 20% / 25% / 30%
Air Movement Options
Air Actions Air Jumps? Air Dash? Flight? WallJump?
0 No No Yes No
Minimum Attack Scaling
Normals Specials Hypers
15 20 45

Move List

Assists

Daggers of Denak
Assist A
UMVC3 DrStrange AssistA.png
Damage Startup Active Recovery
50,000 x3 45+10 - 106, 76
On Hit On Block Guard Properties
- - Mid Priority: Low, Durability: 3 per projectile

THC Hyper: Spell of Vishanti. Strange summons three projectiles that hover above him for a moment and then fire toward the opponent, tracking their position on screen. Projectiles first gain a hitbox on frame 45. Because the daggers are aimed towards the opponent, this is one of the few assists that can hit an opponent at superjump height. However, it offer significantly less coverage and lockdown potential than Strange's other assists, and is an unpopular choice.

Eye of Agamotto
Assist B
UMVC3 DrStrange AssistB.png
Damage Startup Active Recovery
15,000 x10 49 120 112, 82
On Hit On Block Guard Properties
- - Mid Priority: Low, Beam Durability: 1 per frame for 10 frames

THC Hyper: Spell of Vishanti. Summons a large stationary projectile immediately in front of Strange. The projectile remains on screen for 120 frames (2 seconds) and can hit up to 10 times. Provides a massive amount of lockdown and can act as a shield to protect characters during hard tags or other lengthy actions.

Bolts of Balthakk
Assist Y
UMVC3 DrStrange AssistY 1st.png
UMVC3 DrStrange AssistY 2nd.png
Strange steps quite far forward during this assist, making him vulnerable if called recklessly.
Damage Startup Active Recovery
60,000 x2 43 15(29)15 139, 109
On Hit On Block Guard Properties
- - High Priority: Low, Durability: 8 per shot.

THC Hyper: Spell of Vishanti. Strange fires two shots across the screen. They look like beams, and have infinite horizontal range, but technically are each single projectiles. There is a sizeable delay between the first and second shots, but the first shot causes a long enough Stagger animation that they will combo naturally on standing opponents.

Has faster startup than common beam assists such as Doctor Doom's or Iron Man's. Also, each bolt has as much durability as a call of either of those assists by itself. As a tradeoff, the bolts are shot from very high up compared to most standard assist calls - high enough that most characters can avoid it by crouching, and it will whiff on some characters even if they are standing.

Ground Normals

Stand Light
5L
UMVC3 DrStrange 5L.png
Damage Startup Active Recovery
45,000 4 3 20
On Hit On Block Guard Properties
-10 -11 High -

Whiffs against crouching characters, except for very big bodies like Sentinel. Also whiffs against many smaller character while they are standing, such as Wolverine, Spider-Man, Ammy, etc.

Stand Medium
5M
UMVC3 DrStrange 5M.png
Damage Startup Active Recovery
53,000 6 3 30
On Hit On Block Guard Properties
-15 -16 Mid -

The ideal grounded normal to press when you go to start your pressure. Hits behind him and fairly high up. Situational anti air

Stand Heavy
5H
UMVC3 DrStrange 5H.png
Damage Startup Active Recovery
70,000 8 4 35
On Hit On Block Guard Properties
-16 -17 Mid -

Causes a large amount of pushback that can make follow-up Impact Palms whiff. Often omitted from confirms for this reason.


Crouching Light
2L
UMVC3 DrStrange 2L.png
Damage Startup Active Recovery
43,000 5 2 17
On Hit On Block Guard Properties
-6 -7 Mid -

Does not hit low. Only marginally faster than 5M and much worse range, although it does lower Strange's hurtbox quite a bit compared to standing.

Crouching Medium
2M
UMVC3 DrStrange 2M.png
Damage Startup Active Recovery
50,000 8 5 25
On Hit On Block Guard Properties
-13 -14 Mid -

Niche button used to attempt to avoid some higher hitting moves while still applying pressure

Crouching Heavy
2H
UMVC3 DrStrange 2H.png
Damage Startup Active Recovery
68,000 9 4 27
On Hit On Block Guard Properties
- -9 Low Strk.png, Softknockdown.png

Strange's only Low attack. Like with 5H, this move is sometimes omitted from confirms; the Strike property will cause any follow-up Impact Palms to not apply a crumple.


Launcher/Special
S
UMVC3 DrStrange 5S.png
Damage Startup Active Recovery
75,000 8 5 38
On Hit On Block Guard Properties
Launch -21 Mid Launch.png, Nocancel.png

Disastrously unsafe launcher. Range is much larger than it appears.

Aerial Normals

Jumping Light
j.5L
UMVC3 DrStrange jL.png
Damage Startup Active Recovery
48,000 5 8 15
On Hit On Block Guard Properties
+11 +10 OH -

-

Jumping Medium
j.5M
UMVC3 DrStrange jM.png
Damage Startup Active Recovery
58,000 7 3 25
On Hit On Block Guard Properties
+16 +15 OH -

-

Jumping Heavy
j.5H
UMVC3 DrStrange jH.png
Damage Startup Active Recovery
68,000 8 3 34
On Hit On Block Guard Properties
+18 +17 OH -

This is what you get when you mess up Impact Palm input.

Jumping Special
j.5S
UMVC3 DrStrange jS.png
Damage Startup Active Recovery
73,000 9 4 28
On Hit On Block Guard Properties
+18 +17 OH Aircombofinisher.png

-

Command Normals

Illusion
4H
UMVC3 DrStrange 4H.png
Counter Stance
Damage Startup Active Recovery
0 4 21 1
On Hit On Block Guard Properties
- - Counter -

If Doctor Strange is hit by a physical (not a projectile), non-low, non-hyper attack while this is active, he will activate Illusion Teleport. (see below)

Illusion does have a dash cancellable property.

Illusion Teleport
N/A
UMVC3 DrStrange 4H Counter.png
If Strange is struck while using illusion, he negates the attack,
UMVC3 DrStrange 4H Reappear.png
And teleports behind the opponent.
Damage Startup Active Recovery
- 1 10 15
On Hit On Block Guard Properties
- - - Invuln frames 1-20

If Doctor Strange's counter activates, he teleports directly behind the opponent. You can dash cancel the 1st frame of the teleport startup which can allow you to challenge or punish things that you normally would not be able to.


Impact Palm
6H
UMVC3 DrStrange 6H.png
Damage Startup Active Recovery
75,000 6 5 35
On Hit On Block Guard Properties
- - Mid Airok.png, Crumple.png, Softknockdown.png versus airborne.

Key combo and confirm tool for Strange. Crumple state on hit versus grounded opponents gives you time to set up Grace of Hoggoth, reposition, or even hard tag to another character. When hitting an airborne opponent, does not force a Soft Knockdown, but causes such a massive amount of hitstun that opponents will typically fall all the way down even from great height.

Impact Palm is not subject to hitstun deterioration.

Special Moves

Daggers of Denak
236X
UMVC3 DrStrange 236L.png
L Version
UMVC3 DrStrange 236M.png
M Version
UMVC3 DrStrange 236M Shot.png
Daggers track opponent.
L
Qcf.png + L.png
Damage Startup Active Recovery
50,000 11 - 34*
On Hit On Block Guard Properties
- - Mid Airok.png, Priority: Low, Durability: 3
M
Qcf.png + M.png
Damage Startup Active Recovery
50,000 x3 31 - 29*
On Hit On Block Guard Properties
- - Mid Airok.png, Priority: Low, Durability: 5 per projectile

Strange deploys projectiles which hover in front of him, then shoot towards the opponent, tracking them.

  • L version fires one projectile which starts to move on frame 15.
  • M version fires three projectiles which start to move on frame 45. These projectiles disappear if Strange is hit.

If used in the air, Strange cannot recover until he reaches the ground, and is vulnerable unless he uses X-Factor or a Hyper to cancel the recovery.

Can be canceled into an OTG Spell of Vishanti to effectively add free damage to that hyper in most cases.

If the M version is used up-close against a cornered opponent, it will strike them from behind and push them slightly out of the corner. This can allow Strange's teleports to cross-up, which they can not do if the opponent is fully in the corner.


Eye of Agamotto
236H
UMVC3 DrStrange 236H.png
Damage Startup Active Recovery
15,000 x10 31 - 14*
On Hit On Block Guard Properties
+53 +52 Mid Airok.png Priority: Low, Beam Durability: 1 per frame for 10 frames.

Strange conjures a large orb in front of him, which hovers in place for 120 frames, can hit up to 10 times, and is fairly durable.

Once conjured, Strange can strike the orb with Impact Palm (6H), causing the orb to float towards the opponent. Once in motion, the orb slowly tracks the opponent across the stage. Striking the orb with Impact Palm refreshes both its duration and durability, allowing it to last an additional 120 frames and hit an additional 10 times. However, an Eye of Agamotto in motion loses hits as it travels, reducing its ability to lock the opponent down.

As with Daggers of Denak, if Strange uses Agamotto in the air, he will not recover until he reaches the ground. If performed while in flight, Eye of Agamotto will end the flight activation.

Use with caution in neutral against characters with quick teleports and fast movement


Mystic Sword L
623L
UMVC3 DrStrange 623L.png
Damage Startup Active Recovery
50,000 x3 8 3(1)4(8)4 18
On Hit On Block Guard Properties
- 0 Mid Strk.png

Note: not a projectile.

Strange produces three quick slashes immediately in front of him, with very good recovery. Strange can combo after this with many normals if he is still in range, notably 5S. This attack is also much better on block than any of Strange's grounded normals, and he can cancel into this attack in order to protect himself.

Characters with small enough hurtboxes can duck underneath the second and third hits of this attack, making it significantly worse on block.

L Mystic Sword Drop Chart
Character Close Spaced Notes
Akuma No Yes (2 Strange widths) -
Amaterasu -
Arthur -
C. Viper -
Captain America -
Chris -
Chun-Li -
Dante -
Deadpool -
Doctor Doom -
Doctor Strange -
Dormammu -
Felicia -
Firebrand -
Frank -
Ghost Rider -
Haggar -
Hawkeye -
Hsien-Ko -
Hulk -
Iron Fist -
Iron Man -
Jill -
Magneto -
M.O.D.O.K -
Morrigan -
Nemesis -
Nova -
Phoenix -
Phoenix Wright -
Rocket Raccoon -
Ryu -
Sentinel -
She-Hulk -
Shuma-Gorath -
Spencer -
Spider-Man -
Storm -
Strider -
Super-Skrull -
Taskmaster -
Thor -
Trish -
Tron -
Vergil -
Viewtiful Joe -
Wesker -
Wolverine -
X-23 -
Zero -
Mystic Sword
623X
UMVC3 DrStrange 623M.png
M Version
UMVC3 DrStrange 623H.png
H Version
M
Dp.png + M.png
Damage Startup Active Recovery
50,000 + 80,000 11 4 36
On Hit On Block Guard Properties
-15 -16 Mid Priority: Low, Durability: 8
H
Dp.png + H.png
Damage Startup Active Recovery
50,000 + 80,000 11 4 36
On Hit On Block Guard Properties
-15 -16 Mid Priority: Low, Durability: 8

Strange slashes with magic in front of him. Unlike the version, the M and H versions attack once, then fire a single-hit projectile. The M version fires directly forward, while the H version fires at an up-forward angle. Very good durability for how quickly it fires.


Grace of Hoggoth
214L/M
UMVC3 DrStrange 214L.png
L Grace
UMVC3 DrStrange 214M.png
M Grace
Damage Startup Active Recovery
- 26 - 14
On Hit On Block Guard Properties
- - - Airok.png

Strange summons a crystal directly in front of him. These crystals remain where they are summoned indefinitely, and Strange can have up to three Graces active at a time between the L and M versions. If a fourth Grace is summoned, the oldest one disappears.

Grace of Hoggoth has no hitbox and has no function on its own. This move's only purpose is to enhance and alter the properties of Flames of the Faltine (214H, below). If a Grace of Hoggoth is active when Strange uses Flames of the Faltine, the fireball will travel towards the nearest Grace instead of traveling directly forward as usual. L and M Grace have special effects that occur when a Flame projectile passes through them:

  • L Grace powers up the Flames of Faltine projectile. Powered-up flames deal higher damage, have higher durability, and gain the OTG property. A single flame can be powered up three times, and a Lvl3 Flame also causes a Crumple state on hitting a grounded opponent.
  • M Grace explodes when a Flames of Faltine projectile reaches it. The explosion deals solid damage and hits OTG. However, it does not enhance the Flame projectile itself.

When a Flame projectile reaches the Grace it was tracking, it will turn to move towards the next closest Grace. If there are no graces remaining, it will fire in the current direction of the opponent.


Flames of the Faltine
214H
UMVC3 DrStrange 214H.png
Flames home in on any graces that Strange has already placed.
Damage Startup Active Recovery
50,000 12 - 18
On Hit On Block Guard Properties
+4 +3 Mid Airok.png, Priority: Low, Durability: 3

Relatively standard projectile that travels straight forward. Has special properties if used when a Grace of Hoggoth is active (see above). Strange can only have one Flames of the Faltine active at any given time, and attempts to use this move while a fireball is already active will fail.

Normal Faltine is still a quick projectile that can be thrown out to poke, control space, and contest an opponent's assists. The risk of whiffing the fireball can be mitigated by canceling into either of Strange's level 1 hypers.

Flames of the Faltine (Enhanced)
214H (with one or more Grace of Hoggoth active)
UMVC3 DrStrange 214H Explosion.png
M (Red) Graces explode when Flames of the Faltine touches them.
UMVC3 DrStrange 214H Beam.png
The beam created when Flames are enhanced by L (yellow) graces.
Level 1
Pass through 1 L Grace
Damage Startup Active Recovery
80,000 - - -
On Hit On Block Guard Properties
- - Mid Otg.png, Priority: Low, Durability: 5
Level 2
Pass through 2 L Graces
Damage Startup Active Recovery
100,000 - - -
On Hit On Block Guard Properties
- - Mid Otg.png, Priority: Low, Durability: 8
Level 3
Pass through three L Graces
Damage Startup Active Recovery
130,000 - - -
On Hit On Block Guard Properties
- - Mid Otg.png, Crumple.png (versus standing), Priority: Low, Durability: 10
Explosion
Pass through any M Grace
Damage Startup Active Recovery
90,000 - 20 -
On Hit On Block Guard Properties
- - Mid Otg.png, Priority: Low, Durability: 3

-


Flight
214S
UMVC3 DrStrange 214S.png
Damage Startup Active Recovery
- 22 99 0
On Hit On Block Guard Properties
- - - Airok.png, 99 frame flight mode.

Strange enters a standard flight mode. Because Strange has no airdash, his flight is not as useful for mobility as it is for other characters. Additionally, using Daggers of Denak or Eye of Agamotto while in flight will prematurely end flight mode.


Teleport
421X
UMVC3 DrStrange 421L.png
L Teleport
UMVC3 DrStrange 421M.png
M Teleport
UMVC3 DrStrange 421H.png
H Teleport
Damage Startup Active Recovery
- 11 - 19
On Hit On Block Guard Properties
- - - Airok.png

Doctor Strange teleports to a specific location relative to the opponent's current position.

  • L Teleport places Strange on the ground immediately in front of the opponent.
  • M Teleport places Strange on the ground immediately behind the opponent.
  • H Teleport places Strange in the air immediately above the opponent.

M and H versions are useful for cross-up setups, and H version can be used when X-Factor cancelling Spell of Vishanti to convert into a full combo from anywhere on the screen.

Note that Doctor Strange can not teleport behind an opponent in the corner. In this case, all versions of the teleport will place Strange immediately in front of the opponent instead.


Bolts of Balthakk
X+S
UMVC3 DrStrange XS.png
Damage Startup Active Recovery
60,000 x2 19 15(29)15 14
On Hit On Block Guard Properties
-6 -7 High Priority: Low, Durability: 8 per shot.

Strange fires two bolts. Despite their appearance, each shot is a single projectile with infinite horizontal range, not a beam. The first shot causes a lengthy Stagger animation on grounded opponents that ensures the second shot will combo. Against an airborne target, the opponent will usually land and recover before the second shot can connect.

Holds Strange in one place for a very long time, and many characters can avoid the beam by crouching or even standing. This is a risky move to use in neutral for very little reward.

Hyper Combos

Spell of Vishanti
Spell of Viscant
236XX (1 bar)
UMVC3 DrStrange 236XX.png
Damage Startup Active Recovery
33,000 x10 - x20 10+1 30 45*
On Hit On Block Guard Properties
-17 -26 Mid Airok.png, Otg.png, mashable, Priority: High, Beam Durability: 3 per frame for 5 frames

Very fast "sniping" hyper that appears underneath the opponent wherever they are on screen and shoots up indefinitely into the air. Can punish an opponent's offense from anywhere on the screen. Can also be used on reaction to assist calls, as most assists appear within a close horizontal range of the point character. Standard combo ender when using its OTG property.

On a successful hit. X-Factor -> 421H Teleport -> 6H Impact Palm to confirm into a kill combo from any screen position.


Seven Rings of Raggador
214XX (1 bar)
UMVC3 DrStrange 214XX.png
Damage Startup Active Recovery
- 15+1 25 19
On Hit On Block Guard Properties
- - Counter Invuln frames 1-15, Counters any projectile

Strange surrounds himself in a barrier. He is invulnerable until the counter state is active. Once active, he will counter any projectile that comes into contact with him, including hypers, but is vulnerable to physical hits.

If Strange successfully counters a projectile, Seven Rings of Raggador (Beam) activates. See below.

Seven Rings of Raggador (Beam)
Seven Rings Counter is activated
UMVC3 DrStrange 214XX Counter.png
Damage Startup Active Recovery
20,000 x15 - x30 11 65 39
On Hit On Block Guard Properties
- -24 Mid Invuln frames 1-114 (!!), Strk.png, mashable, Priority: High, Beam Durability: 1 per frame for 15 frames

Strange fires a large beam directly forward. The beam is not active instantly when the counter is activated, and so sufficiently quick projectiles can recover in time to block or escape and punish Strange. Consider using as a DHC tool to evacuate Strange if he is snapped in early, or to quickly bring in to counter an opponent's hyper.


Astral Magic
623XX (3 bars)
UMVC3 DrStrange 623XX.png
"By the Hoary Hoasts of Hoggoth!"
UMVC3 DrStrange 623XX Cinematic.png
Damage Startup Active Recovery
450,000 10+1 30 49
On Hit On Block Guard Properties
- -57 Mid Invuln until frame 33, Hardknockdown.png, Priority: High, Durability: 3, ignores damage scaling

Strange launches a ghostly projection of himself forward. If the opponent is hit by it, they are pulled into a cinematic and dealt heavy unscaled damage. Typically used as a combo ender, as FoF loops build a good amount of meter.

The Hard Knockdown caused by this move gives Strange exactly enough time to link a follow-up Spell of Vishanti if needed.

Universal Mechanics

Ground Throw
6H, 4H
UMVC3 DrStrange GroundThrow.png
Damage Startup Active Recovery
80,000 1 1 -
On Hit On Block Guard Properties
- - Throw Hardknockdown.png

Standard ground throw that sends the opponent a good distance away. Follow-ups are usually limited only to Spell of Vishanti.

Air Throw
j.6H, j.4H
UMVC3 DrStrange AirThrow.png
Damage Startup Active Recovery
80,000 1 1 -
On Hit On Block Guard Properties
- - Airthrow Hardknockdown.png

Standard ground throw that sends the opponent a good distance away. Follow-ups are usually limited only to Spell of Vishanti.


Snap Back
Qcf.png+A1.png/A2.png
UMVC3 DrStrange 5H.png
Damage Startup Active Recovery
50,000 2 3 37
On Hit On Block Guard Properties
- -18 Mid Snapback

Animation and hitbox based on 5H.


Hard Tag
Hold 14f A1.png/A2.png
UMVC3 DrStrange HardTag.png
Damage Startup Active Recovery
30,000 - 20 35
On Hit On Block Guard Properties
- -15 OH Softknockdown.png

-

Team Position

Strange is typically run as either the second or third character on a team. His combos, specifically Flames of Faltine (FoF) loops, are great at efficiently killing characters. However, his awkward neutral makes it difficult for him to set these up himself. Instead, teams utilizing Strange will typically score a hit with another character, and then bring him in mid-combo using a specifically set up Hard Tag or DHC. From there, Strange can finish off the opponent's character, and retreat to safety before the next opponent appears.


He makes for a reasonably effective anchor, as both his mixup tools and chip damage become significantly more effective in X-Factor. Strange can also use X-Factor to fish for "free" snipes on point or assist characters with his anywhere-hitting Spell of Vishanti hyper. On block, he can activate X-Factor to avoid punishment and setup an offense. On hit, he can teleport to pursue the hyper with a follow-up combo.

Notable Synergies

Note: As mentioned above, Doctor Strange teams are typically constructed such that a hit or throw from the point character can be converted into a tag-in for Strange. Many characters are capable of doing this, more than would be appropriate to list here. For a more complete list of ways to enable FoF loops with other characters, please see Strange's combo guide.


Nova: Nova is one of the most well-known and effective characters to set up combos for Doctor Strange. His 214H Nova Strike causes a crumple versus grounded opponents, giving him more than enough time to recover and tag in another character (like Strange) to continue the combo. This is especially effective after a throw (something Nova excels at landing), as the hard tag will reset damage scaling. Additionally, Strange's Bolts of Balthakk assist is a very high duration beam that gives Nova an edge in neutral, comparable to bringing Doom or Sentinel assists.

Players to Watch: Nemo (Nova/Strange/Spencer), Combofiend (Nova/Spencer/Strange)inactive , Marvelo (Nova/Strange/Strider), LeonUltimate (Nova/Strange/Strider), Amongst Shadows active (Nova/Strange/Strider) Yipes (Nova/Spencer/Strange)

Spencer: Doctor Strange's Impact Palm 6H command normal causes a crumple state versus grounded opponents (similar to Nova's 214H, above). Thus, Spencer's Slant Shot assist, which causes a restand versus airborne opponents, is especially effective as a combo extension tool for Strange. Spencer is also a good character to set up Strange combos himself, as he can bring his teammate in using his 236S wallbounce, or by DHCing Bionic Lancer 214XX into Seven Rings.

Players to Watch: Miniboss (Strange/Spencer/Doom), Nemo (Nova/Strange/Spencer), Combofiend (Nova/Spencer/Strange), Yipes (Nova/Spencer/Strange)

Rocket Raccoon: As with many characters that do not have a native wallbounce, Strange benefits greatly from taking Log Trap assist, which provides huge screen coverage and is an easy combo extension tool. Rocket can tag in Strange with several methods, including using the high total hitstun from igniting his Oil Bomb special, as well as DHC setups using both of his level 1 hypers.

Players to Watch: IronGod (Thor/Strange/Rocket) Coach Arithmatic (Chun/Raccoon/Strange) 215jesse (Captain America, Strange, Rocket)

Other Players to Watch: IHeartJustice (Phoenix Wright/Captain America/Strange), Miniboss (Vergil/Strange/Doom), Will "Power" Richards (Vergil, Hawkeye/Strange/Dante)

Alternate Colors

Color 1 Color 2 Color 3 Color 4 Color 5 Color 6 Alt Color
UMVC3 Doctor Strange Color 1.png UMVC3 Doctor Strange Color 2.png UMVC3 Doctor Strange Color 3.png UMVC3 Doctor Strange Color 4.png UMVC3 Doctor Strange Color 5.png UMVC3 Doctor Strange Color 6.png UMVC3 Doctor Strange Color Alt.png