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
300
6
3
14
-6
-4
Can't be rapid fired, its wide hurtbox can leave Strange vulnerable
Standing Heavy Punch
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
700
11
4
34
-14
-18
A solid hitbox that is used to confirm your combos.
Standing Light Kick
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
500
8
3
25
-9
-11
Decent button that doesn't leave Strange too vulnerable in footsies
Standing Heavy Kick
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
700
12
3
36
-15
-19
Strong footsies button, mainly used to confirm ground strings from
Crouching Light Punch
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
300
6
3
14
-5
-3
Can't be rapid fired
Crouching Heavy Punch
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
700
11
3
37
+11
-19
Launch
Standard launcher hitbox
Crouching Light Kick
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
500
8
10
18
-9
-12
Very underrated attack, hits low with nice range, use this in your high/low mix ups from a tag-in
Crouching Heavy Kick
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
700
10
3
38
+38
-21
Knockdown
Solid range low attack that doesn't leave Strange too vulnerable to counter pokes but the knockdown can make it difficult to utilize properly in confirms
Jumping Light Punch
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
300
High
6
3
14
Jumping Heavy Punch
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
700
High
11
5
27
Nice downward hitbox that can stuff anti-airs, can start your air combo with this button to reduce the harshness of damage scaling later on.
Jumping Light Kick
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
500
High
9
3
24
Nice downward hitbox that can stuff anti-airs
Jumping Heavy Kick
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
700
High
9
3
36
Groundbounce Hardknockdown
Air combo ender, by far his best overhead after entering flight mode during mix ups with enough hitstun to easily confirm from after exiting flight.
Mysterious Slice
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
500
8
3
20
-4
-6
A nice anti-air hitbox, can be chained from , chains into Spirit Circle or
Mysterious Slice Air
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
500
High
9
3
26
A rather big hitbox that can help with air-to-airs, can be chained from , chains into
Spirit Circle
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
500
10
4
19
-3
-5
Solid anti-air hitbox, confirm this into launcher, can be chained from or Mysterious Slice, chains into
Impact Palm (air OK)
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
700
7
4
40
+122
-24
Crumple
His primary combo tool that will be used in pretty much every combo ever and it will OS with throw. Chains from , chains into . 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
4
18
9
Counter
Long active frames makes this a pretty strong way to screw up your opponents offense, 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
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
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. Projectile disappears when Strange is hit.
Flames of the Faltine Level 1 (Air OK)
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
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. Projectile disappears when Strange is hit.
Flames of the Faltine Level 2 (Air OK)
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
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. Projectile disappears when Strange is hit.
Flames of the Faltine Level 3 (Air OK)
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
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. Projectile disappears when Strange is hit.
Bolts of Balthakk
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
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
800
35
16
0
+25
+21
Proj
400x3 (1160)
70
1st dagger projectile begins tracking on frame 97, followed by 99 then 101
0
+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. Projectile disappears when Strange is hit.
Tears/Eye of Agamotto (Air OK) or
Version
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
1300
45
Tears will explode on its own on frame 109 after Strange recovers, explosion hitbox has 2 active frames
0
+71 / -7
+12 / -24
Knockdown Proj passes through projectiles
100x5 (500)
32
14, Eye will disappear on frame 107 after Strange recovers
0
+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, however these advantages take into account the entire recovery frames of Impact Palm, further advantage can be applied if flight is performed. Projectile disappears when Strange is hit.
Mystic Sword - Duel Slash or
Version
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
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 and the last hit can sometimes frame trap your enemy. Both versions share the same initial 3 hitboxes but the version has an extra hitbox at the end that causes wall bounce (second image shown)
Mystic Sword - Shockwave or
Version
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
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. First hit is a physical attack (first/third image shown) and is responsible for the initial 200 damage, if opponent is struck by this they will go into a knockdown.
Grace of Hoggoth (Air OK) or
Version
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
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
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
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
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
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
500
3
+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
11
6
24
Invincible frames 11-20
11 / 18 (air)
6 / 1 (air)
24 / 22 (air)
Invincible frames 11-20
version will teleport Strange in front of his opponent, good for creating fake out mix ups. 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
11
6
24
Invincible frames 11-20
11
6
24
Invincible frames 11-20
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
134
Enters flight mode, can move in 8 directions. Ideal for stalling as well as used during 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. Flight is a good way to extend the number of specials you can use in the air, for example if you use 2 specials in the air you can fly then gain access to 2 more before landing. Unfly has 1f of recovery.
Hypers
Spell of Vishanti (Air OK)
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
300x10 (2520)
17
49
48
+15
-30
Proj Invincible on frame 11
Tracks opponent, hits anywhere on the screen, does not OTG after two air combo enders. Few characters can confirm off a raw SoV, but you can make it easier if you tag+super on the same input in order to position yourself better.
Seven Rings of Raggadorr
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
150x23(2190) - 300x27 (4839)
11
24
38
Counter Proj Invincible frames 1-11.5
Projectile will only spawn if Strange gets attacked by an enemies projectile during it's active frames. Damage varies based on range, does not hold full invincibility through entire counter animation, best to tag in your partner to cover Strange's recovery.
Crimson Bands of Cyttorak (Level 3)
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
5250 (17 hits)
16
30
50
+63
-21
Invincible frames 1-20
This is a physical attack that vaults Strange forward toward his enemies.