|notes=Projectile will only spawn if Strange gets attacked by an enemies projectile during it's active frames. Invincible frames 1-11.5, damage varies based on range.
In a nutshell
Dr. Strange is a strong zoner with high mix up potential. With a large variety of tracking projectiles, he can keep the opponent guessing with his teleports. Bolts of Balthakk is possibly the best beam projectile in the game as it hit confirms, locks down and can't be reflected. Spell of Vishanti is a tracking hyper that can hit an opponent at any height and Strange also has access to Seven Rings of Raggadorr which is a projectile counter. Pick Dr. Strange if you want a character that can lock you down with tracking projectiles and create mix up opportunities from them.
Spacial Magic: Dr. Strange has the ability chain Grace of Hoggoths together and place them in locations around the screen at a distance. He can mix and match the different graces together as well as space them out in unique ways. Using a Flames of the Faltine, he can create a projectile that tracks the Graces around the screen before eventually tracking down the opponent.
Normals
Standing Light Punch
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
300
6
3
14
-6
-4
Standing Heavy Punch
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
700
11
4
34
-14
-18
Standing Light Kick
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
500
8
3
25
-9
-11
Standing Heavy Kick
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
700
12
3
36
-15
-19
Crouching Light Punch
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
300
6
3
14
-5
-3
Crouching Heavy Punch
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
700
11
3
37
+11
-19
Launch
Crouching Light Kick
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
500
8
10
18
-9
-12
Crouching Heavy Kick
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
700
10
3
38
+38
-21
Knockdown
Jumping Light Punch
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
300
High
6
3
14
Jumping Heavy Punch
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
700
High
11
5
27
Jumping Light Kick
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
500
High
9
3
24
Jumping Heavy Kick
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
700
High
9
3
36
Groundbounce Hardknockdown
Air combo ender
Mysterious Slice
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
500
8
3
20
-4
-6
can be chained from , chains into Spirit Circle or
Mysterious Slice Air
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
500
High
9
3
26
can be chained from , chains into
Spirit Circle
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
500
10
4
19
-3
-5
can be chained from or Mysterious Slice, chains into
Impact Palm (air OK)
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
700
7
4
40
+122
-24
Crumple
Chains from , chains into . OS with throw. Inputting this normal next to a Tear or Eye of Agamotto will cause it to track your opponent. Only the grounded version of Impact Palm will cause a crumple. You can get up to a maximum of two crumples in a combo by linking ground Impact Palm into a flight combo that ends with another ground Impact Palm. +122 hit advantage to crumple only.
Illusion
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
4
18
9
Counter
Counters all physical hits, Strange will teleport behind his opponent automatically on activation.
Misc
Throw or
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
1000
3
1
+61(forward throw) / +69 (back throw)
Wallbounce Hardknockdown
Additional damage scales by 50%. Follow up combo won't allow another wall bounce.
Air Throw or
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
1000
3
1
Wallbounce Hardknockdown
Additional damage scales by 50%. Follow up combo won't allow another wall bounce.
Tag
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
500
6
8
44
+33
+28
Hit/Block adv is dependent on when you cancel your tag-in
Specials
Flames of the Faltine (Air OK)
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
500
11
40
-10
+12
Proj
Spawns a forward attacking projectile that will track the nearest Grace of Hoggoth if one is placed and can be reflected. Flames of the Faltine grows in strength based on how many Graces are on the field. Interesting to know that a Flames of the Faltine will track additional Grace of Hoggoths placed on the field after activating one as long as there is another Grace to travel towards before coming back to a new one, otherwise it will track the opponent.
Flames of the Faltine Level 1 (Air OK)
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
250x3 (750)
11
6(3)31
+40
+15
Proj Knockdown
After hitting a Grace of Hoggoth, Flames of the Faltine levels up into a multi-hit tracking projectile and can be reflected.
Flames of the Faltine Level 2 (Air OK)
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
200x5 (960)
11
6(3)8(3)20
+110
+90
Proj Hardknockdown
After hitting a second Grace of Hoggoth, Flames of the Faltine levels up even further into a multi-hit tracking projectile that cannot be reflected and gains increased hitstun and knockdown properties.
Flames of the Faltine Level 3 (Air OK)
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
1300
11
7(3)6(3)5(2)14
+43
+124
Proj Crumple
After hitting a third Grace of Hoggoth, Flames of the Faltine levels up even further into a super fast one hit beam that tracks the opponents last known location and cannot be reflected, crumples on ground opponents only.
Bolts of Balthakk
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
200x8 (1480)
21
18(29)24
34
+50
-22
Proj Stagger
A very powerful beam attack that attacks twice in a row at split intervals, causes a stagger on opponents that temporarily "freezes" their character. Dr. Strange can confirm this with Teleport into for the OTG. Excellent projectile to tag in a partner that is easily confirmable from full screen. This projectile cannot be reflected or push blocked.
Daggers of Denak (Air OK) or
Version
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]][[File:]]
800
35
16
+25
+21
Proj
400x3 (1160)
70
+69
+65
Proj
spawns one tracking projectile, can be reflected. spawns three tracking projectiles and takes a long time to attack, great for creating mix ups after hard knockdowns, can be reflected.
Tears/Eye of Agamotto (Air OK) or
Version
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]][[File:]]
1300
45
+71 / -7
+12 / -24
Knockdown Proj passes through projectiles
100x5 (500)
32
14
+48 / +5
+44 / +1
Proj
After setting down one of these projectiles, you can input Impact Palm next to it in order to push it forward and track your enemies location. version (Tears) spawns a red eye that will not interact with projectiles, even hypers. Tears is a one hit explosion which is primarily used for combos, if palmed it travels slowly. version (Eye) spawns a yellow eye that is multi-hit and best used in neutral and in mix-ups, it travels fairly fast and almost reaches full screen. Secondary frame data is when the eye is palmed forwards.
Mystic Sword - Duel Slash or
Version
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]][[File:]]
200x2+500 (900)
8
3(3)3(7)3
24
+30
-7
Knockdown
200x3+600 (1140)
11
3(42)3(3)3(7)3(19)6
26
+70
-12
Wallbounce Hardknockdown
version is a decently fast physical attack, can be used early on in combos if you wish to not waste a wall bounce. version is your primary special to confirm or extend combos later on, great with tagging as it locks down fairly well.
Mystic Sword - Shockwave or
Version
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]][[File:]]
200+900 (1100)
12
34
+25
-18
Proj
200+900 (1100)
12
39
+17
-18
Proj
version is a straight forward projectile that travels full screen, can be reflected. version is a full screen projectile that travels up forward into the air, can be reflected. Only causes 1100 full damage if hit up close, will cause projectile to create a knockdown.
Grace of Hoggoth (Air OK) or
Version
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]][[File:]]
35
35
Can be chained into Spacial Magic Cast A with or . grace is a red orb that causes an explosion when you use Flames of the Faltine. grace is a yellow orb that powers up Flames of the Faltine into a more powerful version.
Spacial Magic Cast A (Air OK) or
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
61 / 66 (air)
Spawns an additional Grace of Hoggoth of your choosing, can be chained into Spacial Magic Cast B with or . Holding can spawn the graces further out from Strange's location than normally possible.
Spacial Magic Cast B (Air OK) or
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
87 / 92 (air)
Spawns the final Grace of Hoggoth of your choosing, can be chained into Spacial Magic Scatter with or or Spacial Magic Gather with or . Holding can spawn the graces further out from Strange's location than normally possible.
Spacial Magic Scatter (Air OK) or
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
123 / 128 (air)
sends the three graces you placed in a triangle around the screen. sends the three graces you placed in a triangle around the opponents last known location.
Spacial Magic Gather (Air OK) or
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
123 / 128 (air)
sends the three graces you placed in front of Strange in a line near his feet. sends the three graces you placed in a line near the opponents last known location.
Grace of Hoggoth Detonation
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
500
11
5(1)34
+78
+2
Proj Hardknockdown
Though red grace doesn't improve the faltine projectile itself, it can cause a nice explosion to keep opponents at bay with minimal damage scaling.
Teleport (Air OK) or
Version
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]][[File:]]
11
6
24
{{{lproperties}}}
11 / 18 (air)
6 / 1 (air)
24 / 22 (air)
{{{hproperties}}}
version will teleport Strange in front of his opponent. version will teleport Strange behind his opponent, it will even cross up in the corner.
Teleport (Air OK) or
Version
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]][[File:]]
11
6
24
{{{lproperties}}}
11
6
24
{{{hproperties}}}
version will teleport Strange above and in front of his opponent, can be a way to set up tricky mix ups. version will teleport Strange on the ground behind him a set distance, ideal for evading an opponent.
Flight (Air OK)
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
134
Enters flight mode, can move in 8 directions. Ideal for stalling as well as ground strings. Flight is an ideal way to set up low to the ground overheads during lockdown sequences since he has no real overhead outside of short hops.
Hypers
Spell of Vishanti (Air OK)
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
300x10 (2520)
17
49
48
+15
-30
Proj
Invincible on frame 11
Seven Rings of Raggadorr
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
150x23(2190) - 300x27 (4839)
11
24
38
Counter Proj
Projectile will only spawn if Strange gets attacked by an enemies projectile during it's active frames. Invincible frames 1-11.5, damage varies based on range.