UMVC3/Doctor Strange: Difference between revisions

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{{UMvC3Header}}
{{Infobox Character UMVC3
|name=Doctor Strange
|image=Umvc3_doctorstrange_face.jpg
|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==
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.


{{UMvC3CharacterHeader|Doctor Strange|doctorstrange|
'''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.
Dr. Stephen Strange was formerly a renowned, yet arrogant surgeon.  After a car accident damaged beyond repair the nerves in his hands, he desperately searched for a cure, and eventually came across a temple in Tibet.  The Ancient One, the original Sorcerer Supreme, saw the arrogance in his heart and initially rejected him until he eventually decided to teach Strange the use of magic.  Strange eventually reformed, and after thwarting an assassination attempt on the Ancient One by treacherous disciple Baron Mordo that, as it turned out, had been foreseen by the Ancient One himself, succeeded him as Sorcerer Supreme, and he now acts as a consultant for all things supernatural as well as keeping the world safe from a number of eldritch creatures, including Dormammu and Shuma-Gorath.
|
Doctor Strange is a zoning character, but don't let that fool you, he has a good mixup game and a nice option select. With projectiles for almost any scenario imaginable, fireballs that can be set up and delayed throughout the match, and teleports to add mixups to his own tools, his focus should be to annoy the opponent into making a mistake. Once an opening occurs, Strange can take advantage with his Impact Palm's immense hitstun and {{crumple}} properties for extremely long combos. As a whole he is perhaps one of the best supports in the game, boasting a strong full screen assist that offers a huge boon to characters with command grabs and strong horizontal control. With X-Factor, you can {{cancel}} Spell of Vishanti into a touch of death on any character in the game but be careful, without meter or x-factor he has a lot of trouble on his own and must rely on assists to cover his weaknesses.}}


=== Alternate Colors ===
{{ProConTable
| 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.
*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.
| 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.
*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.
}}
 
 
}}
 
== Move List ==
 
=== Assists ===
 
{{MoveData
|image=
|caption=
|name=Daggers of Denak
|input=Assist A
|data=
{{AttackData-UMVC3
|damage=50,000 x3
|guard=Mid
|startup=45+10
|active=-
|recovery=106, 76
|onhit=-
|onblock=-
|properties=Priority: Low, Durability: 3 per projectile
|description=
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.
}}
}}


[[File:Strange colors.jpg]]
{{MoveData
|image=
|caption=
|name=Eye of Agamotto
|input=Assist B
|data=
{{AttackData-UMVC3
|damage=15,000 x10
|guard=Mid
|startup=49
|active=120
|recovery=112, 82
|onhit=-
|onblock=-
|properties=Priority: Low, Beam Durability: 1 per frame for 10 frames
|description=
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.
}}
}}


=== Players to Watch ===
{{MoveData
|image=
|caption=
|name=Bolts of Balthakk
|input=Assist Y
|data=
{{AttackData-UMVC3
|damage=60,000 x2
|guard=High
|startup=43
|active=15(29)15
|recovery=139, 109
|onhit=-
|onblock=-
|properties=Priority: Low, Durability: 8 per shot.
|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.


Nemo, FerniSeraph, Will Richards, Tenboss, Miniboss, El Gato, Irongod
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.
}}
}}


{{ UMvC3CharacterDataBox | 850,000 | Stronger+ | No | No | 0 |
=== Ground Normals ===
20.0 | 45.0 | 70.0 |
 
20.0 | 25.0 | 30.0 |
{{MoveData
11.5 | 16.5 | 21.5 |
|image=
15 | 15 | 15 | 20 | 40 |
|caption=
35 | 35 | 35 | 35 | 40 |
|name=Stand Light
35 | 35 | 35 | 35 | 40 |
|input=5L
35 | 35 | 35 | 35 | 40 |
|data=
{{AttackData-UMVC3
|damage=45,000
|guard=High
|startup=4
|active=3
|recovery=20
|onhit=-10
|onblock=-11
|properties=-
|description=
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.
}}
}}
}}


== Video Walkthrough ==
{{MoveData
|image=
|caption=
|name=Stand Medium
|input=5M
|data=
{{AttackData-UMVC3
|damage=53,000
|guard=Mid
|startup=6
|active=3
|recovery=30
|onhit=-15
|onblock=-16
|properties=-
|description=
-
}}
}}


<youtube>6LY499QfbDo</youtube> <youtube>n_yqBjw4pBI</youtube> <br>
{{MoveData
<youtube>qs23uFumzOo</youtube> <br>
|image=
|caption=
|name=Stand Heavy
|input=5H
|data=
{{AttackData-UMVC3
|damage=70,000
|guard=Mid
|startup=8
|active=4
|recovery=35
|onhit=-16
|onblock=-17
|properties=-
|description=
Causes a large amount of pushback that can make follow=up Impact Palms whiff. Often omitted from confirms for this reason.
}}
}}


=== Combos ===


<youtube>1KqpciVSU1k</youtube>
{{MoveData
<youtube>33VDQp1L1aw</youtube>
|image=
|caption=
|name=Crouching Light
|input=2L
|data=
{{AttackData-UMVC3
|damage=43,000
|guard=Mid
|startup=5
|active=2
|recovery=17
|onhit=-6
|onblock=-7
|properties=-
|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.
}}
}}


=== Technology ===
{{MoveData
|image=
|caption=
|name=Crouching Medium
|input=2M
|data=
{{AttackData-UMVC3
|damage=50,000
|guard=Mid
|startup=8
|active=5
|recovery=25
|onhit=-13
|onblock=-14
|properties=
|description=
-
}}
}}


[http://www.youtube.com/watch?v=gdw4EsjzQaQ Examples of TAC set ups by TenBoss]<br>
{{MoveData
[http://www.youtube.com/watch?v=OOe6x9ZhxE0&sns=em team nemo ko glitch] <br>
|image=
[http://youtu.be/moNtKOm3-EE?t=6m1s synergy set ups with Dante and Wesker] <br>
|caption=
[http://youtu.be/8ZyLMAfEufc Strange/Doom DHC and synergy tech] <br>
|name=Crouching Heavy
|input=2H
|data=
{{AttackData-UMVC3
|damage=68,000
|guard=Low
|startup=9
|active=4
|recovery=27
|onhit=-
|onblock=-9
|properties={{strk}}, {{softknockdown}}
|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.
}}
}}


=== Team Synergy ===


[http://www.youtube.com/watch?v=bBM88u9Gg7U Spencer/Strange/Vergil tech] <br>
{{MoveData
[http://youtu.be/sidEt3tiyZo Dante/Strange synergy] <br>
|image=
|caption=
|name=Launcher/Special
|input=S
|data=
{{AttackData-UMVC3
|damage=75,000
|guard=Mid
|startup=8
|active=5
|recovery=38
|onhit=Launch
|onblock=-21
|properties={{launch}}, {{nocancel}}
|description=
Disastrously unsafe launcher. Range is much larger than it appears.
}}
}}
 
=== Aerial Normals ===


== Move List ==
{{MoveData
|image=
|caption=
|name=Jumping Light
|input=j.5L
|data=
{{AttackData-UMVC3
|damage=48,000
|guard=OH
|startup=5
|active=8
|recovery=15
|onhit=+11
|onblock=+10
|properties=-
|description=
-
}}
}}


=== Hitbox Guide ===
{{MoveData
|image=
|caption=
|name=Jumping Medium
|input=j.5M
|data=
{{AttackData-UMVC3
|damage=58,000
|guard=OH
|startup=7
|active=3
|recovery=25
|onhit=+16
|onblock=+15
|properties=
|description=
-
}}
}}


<youtube>8dAbFuhhQRA</youtube> <br>
{{MoveData
|image=
|caption=
|name=Jumping Heavy
|input=j.5H
|data=
{{AttackData-UMVC3
|damage=68,000
|guard=OH
|startup=8
|active=3
|recovery=34
|onhit=+18
|onblock=+17
|properties=
|description=
This is what you get when you mess up Impact Palm input.
}}
}}


'''[http://imgur.com/a/4zIHy#0 DR. STRANGE THROW BOXES]'''
{{MoveData
|image=
|caption=
|name=Jumping Special
|input=j.5S
|data=
{{AttackData-UMVC3
|damage=73,000
|guard=OH
|startup=9
|active=4
|recovery=28
|onhit=+18
|onblock=+17
|properties={{aircombofinisher}}
|description=
-
}}
}}


=== Assist Types ===
=== Command Normals ===


{{UMvC3CharacterAssists
{{MoveData
  | Daggers of Denak | {{shot}} {{front}} | 50,000 x 3 | {{proj}} | Spell of Vishanti
|image=
  | Bolts of Balthakk | {{shot}} {{front}} | 60,000 + 60,000 | {{proj}} | Spell of Vishanti
|caption=
  | Eye of Agamotto | {{shot}} {{front}} | 15,000 x 10 | {{proj}} | Spell of Vishanti
|name=Illusion
|input=4H
|data=
{{AttackData-UMVC3
|damage=0
|guard=Counter
|startup=4
|active=21
|recovery=1
|onhit=-
|onblock=-
|properties=-
|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)
}}
}}
}}


=== Normal Moves ===
{{MoveData
|image=
|caption=
|name=Illusion Teleport
|input=N/A
|data=
{{AttackData-UMVC3
|damage=-
|guard=-
|startup=1
|active=10
|recovery=15
|onhit=-
|onblock=-
|properties=Invuln frames 1-20
|description=
If Doctor Strange's counter activates, he teleports directly behind the opponent.
}}
}}


{{UMvC3MoveListHeader}}
{{MoveListRow | Standing Light | {{l}} | 45,000 |  }}
{{MoveListRow | Crouching Light | {{d}} + {{l}} | 43,000 |  }}
{{MoveListRow | Standing Medium | {{m}} | 53,000 |  }}
{{MoveListRow | Crouching Medium | {{d}} + {{m}} | 50,000 |  }}
{{MoveListRow | Standing Heavy | {{h}} | 70,000 |  }}
{{MoveListRow | Crouching Heavy | {{d}} + {{h}} | 68,000 | {{low}} {{softknockdown}} }}
{{MoveListRow | Special | {{s}} | 75,000 | {{launch}} {{nocancel}} }}
{{MoveListRow | Illusion | {{b}} + {{h}} | 0 | {{counter}} ; <br> Counters physical attacks and causes<br>Strange to teleport behind opponent. }}
{{MoveListRow | Impact Palm | {{f}} + {{h}} | 75,000 | {{airok}} {{crumple}} (ground only); <br> {{softknockdown}} (airborne opponents only) }}
{{MoveListRow | Jumping Light | air {{l}} | 48,000 | {{high}} }}
{{MoveListRow | Jumping Medium | air {{m}} | 58,000 | {{high}} }}
{{MoveListRow | Jumping Heavy | air {{h}} | 68,000 | {{high}} }}
{{MoveListRow | Jumping Special | air {{s}} | 73,000 | {{high}} {{aircombofinisher}} <br> {{nocancel}} }}
{{MoveListFooter}}


=== Throws ===
{{MoveData
|image=
|caption=
|name=Impact Palm
|input=6H
|data=
{{AttackData-UMVC3
|damage=75,000
|guard=Mid
|startup=6
|active=5
|recovery=35
|onhit=-
|onblock=-
|properties={{airok}}, {{crumple}}, {{softknockdown}} versus airborne.
|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.


{{UMvC3MoveListHeader}}
Has a very large amount of minimum hitstun, enabling highly damaging Palm/FoF loops even deep into a combo.
{{MoveListRow | Forward Throw | {{f}} + {{h}} | 80,000 | {{throw}} {{hardknockdown}} }}
}}
{{MoveListRow | Back Throw | {{b}} + {{h}} | 80,000 | {{throw}} {{hardknockdown}} }}
}}
{{MoveListRow | Forward Air Throw | air {{f}} + {{h}} | 80,000 | {{airthrow}} {{hardknockdown}} }}
{{MoveListRow | Back Air Throw | air {{b}} + {{h}} | 80,000 | {{airthrow}} {{hardknockdown}} }}
{{MoveListFooter}}


=== Special Moves ===
=== Special Moves ===


{{UMvC3MoveListHeader}}
{{MoveData
{{MoveListRow | Daggers of Denak (L) | {{qcf}} + {{l}} | 50,000 | {{airok}} {{proj}} ; <br> Can only perform one in the air. }}
|image=
{{MoveListRow | Daggers of Denak (M) | {{qcf}} + {{m}} | 50,000 per Ring | {{airok}} {{proj}} ; <br> Can only perform one in the air. }}
|caption=
{{MoveListRow | Eye of Agamotto | {{qcf}} + {{h}} | 15,000 x 10 | {{airok}} {{proj}} ; <br> Can only perform one in the air. }}
|name=Daggers of Denak
{{MoveListRow | Mystic Sword (L) | {{dp}} + {{l}} | 50,000 per Hit | {{strk}} }}
|input=236X
{{MoveListRow | Mystic Sword (M/H) | {{dp}} + {{m}} / {{h}} | 50,000 + 80,000 | {{proj}} }}
|data=
{{MoveListRow | Grace of Hoggoth (L) | {{qcb}} + {{l}} | 0 | {{airok}} {{otg}} {{proj}} ; <br> Powers up Flames of the Faltine. }}
{{AttackData-UMVC3
{{MoveListRow | Grace of Hoggoth (M) | {{qcb}} + {{m}} | 90,000 for Explosion | {{airok}} {{otg}} {{proj}} ; <br> Explosion only occurs when hit by <br> Flames of the Faltine. }}
|version=L
{{MoveListRow | Flames of the Faltine | {{qcb}} + {{h}} | 50,000 | {{airok}} {{proj}} }}
|subtitle={{qcf}} + {{l}}
{{MoveListRow | Flames of the Faltine<br>(1 Yellow ( {{m}} ) and/or Red ( {{l}} ) Grace of Hoggoth) | {{qcb}} + {{h}} | 80,000 | {{airok}} {{otg}} <br> {{proj}} }}
|damage=50,000
{{MoveListRow | Flames of the Faltine<br>(2 Yellow ( {{m}} ) and/or Red ( {{l}} ) Grace of Hoggoths) | {{qcb}} + {{h}} | 100,000 | {{airok}} {{otg}} <br> {{proj}} <br> {{softknockdown}} }}
|guard=Mid
{{MoveListRow | Flames of the Faltine<br>(3 Yellow ( {{m}} ) or Red ( {{l}} ) Grace of Hoggoths) | {{qcb}} + {{h}} | 130,000 | {{airok}} {{otg}} <br> {{softknockdown}} (air only) <br> {{crumple}} (ground only) }}
|startup=11
{{MoveListRow | Flight | {{qcb}} + {{s}} | 0 | {{airok}} ; <br> Leaves Doctor Strange in Flight }}
|active=-
{{MoveListRow | Teleportation | {{rdp}} + {{atk}} | 0 | {{airok}} ; <br> {{l}} puts Doctor Strange in-front of opponent. <br> {{m}} puts Doctor Strange behind opponent. <br> {{h}} puts Doctor Strange above opponent. }}
|recovery=34*
{{MoveListRow | Bolts of Balthakk | {{atk}} + {{s}} | 60,000 + 60,000 | {{proj}} }}
|onhit=-
{{MoveListFooter}}
|onblock=-
|properties={{airok}}, Priority: Low, Durability: 3
}}
{{AttackData-UMVC3
|version=M
|subtitle={{qcf}} + {{m}}
|damage=50,000 x3
|guard=Mid
|startup=31
|active=-
|recovery=29*
|onhit=-
|onblock=-
|properties={{airok}}, Priority: Low, Durability: 5 per projectile
|description=
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.
}}
}}
 
 
 
{{MoveData
|image=
|caption=
|name=Eye of Agamotto
|input=236H
|data=
{{AttackData-UMVC3
|damage=15,000 x10
|guard=Mid
|startup=31
|active=-
|recovery=14*
|onhit=+53
|onblock=+52
|properties={{airok}} Priority: Low, Beam Durability: 1 per frame for 10 frames.
|description=
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.
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=Mystic Sword L
|input=623L
|data=
{{AttackData-UMVC3
|damage=50,000 x3
|guard=Mid
|startup=8
|active=3(1)4(8)4
|recovery=18
|onhit=-
|onblock=0
|properties={{strk}}
|description=
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.
}}
}}
 
{{MoveData
|image=
|caption=
|name=Mystic Sword
|input=623X
|data=
{{AttackData-UMVC3
|version=M
|subtitle={{dp}} + {{m}}
|damage=50,000 + 80,000
|guard=Mid
|startup=11
|active=4
|recovery=36
|onhit=-15
|onblock=-16
|properties=Priority: Low, Durability: 8
}}
{{AttackData-UMVC3
|version=H
|subtitle={{dp}} + {{h}}
|damage=50,000 + 80,000
|guard=Mid
|startup=11
|active=4
|recovery=36
|onhit=-15
|onblock=-16
|properties=Priority: Low, Durability: 8
|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.
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=Grace of Hoggoth
|input=214L/M
|data=
{{AttackData-UMVC3
|damage=-
|guard=-
|startup=26
|active=-
|recovery=14
|onhit=-
|onblock=-
|properties={{airok}}
|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.
 
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 gains the {{crumple}} property 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.
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=Flames of the Faltine
|input=214H
|data=
{{AttackData-UMVC3
|damage=50,000
|guard=Mid
|startup=12
|active=-
|recovery=18
|onhit=+4
|onblock=+3
|properties={{airok}}, Priority: Low, Durability: 3
|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.
}}
}}
 
{{MoveData
|image=
|caption=
|name=Flames of the Faltine (Enhanced)
|input=214H (with one or more Grace of Hoggoth active)
|data=
{{AttackData-UMVC3
|version=Level 1
|subtitle=Pass through 1 {{l}} Grace
|damage=80,000
|guard=Mid
|startup=-
|active=-
|recovery=-
|onhit=-
|onblock=-
|properties={{otg}}, Priority: Low, Durability: 5
}}
{{AttackData-UMVC3
|version=Level 2
|subtitle=Pass through 2 {{l}} Graces
|damage=100,000
|guard=Mid
|startup=-
|active=-
|recovery=-
|onhit=-
|onblock=-
|properties={{otg}}, Priority: Low, Durability: 8
}}
{{AttackData-UMVC3
|version=Level 3
|subtitle=Pass through three {{l}} Graces
|damage=130,000
|guard=Mid
|startup=-
|active=-
|recovery=-
|onhit=-
|onblock=-
|properties={{otg}}, {{crumple}} (versus standing), Priority: Low, Durability: 10
}}
{{AttackData-UMVC3
|version=Explosion
|subtitle=Pass through any {{m}} Grace
|damage=90,000
|guard=Mid
|startup=-
|active=20
|recovery=-
|onhit=-
|onblock=-
|properties={{otg}}, Priority: Low, Durability: 3
|description=
-
}}
}}
 
 
 
{{MoveData
|image=
|caption=
|name=Flight
|input=214S
|data=
{{AttackData-UMVC3
|damage=-
|guard=-
|startup=22
|active=-
|recovery=-
|onhit=-
|onblock=-
|properties={{airok}}, 99 frame flight mode.
|description=
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.
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=Teleport
|input=421X
|data=
{{AttackData-UMVC3
|damage=-
|guard=-
|startup=11
|active=-
|recovery=19
|onhit=-
|onblock=-
|properties={{airok}}
|description=
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.
}}
}}
 
 
 
{{MoveData
|image=
|caption=
|name=Bolts of Balthakk
|input=X+S
|data=
{{AttackData-UMVC3
|damage=60,000 x2
|guard=High
|startup=19
|active=15(29)15
|recovery=14
|onhit=-6
|onblock=-7
|properties=Priority: Low, Durability: 8 per shot.
|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.
 
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 ===
 
{{MoveData
|image=
|caption=
|name=Spell of Vishanti
|subtitle=Spell of Viscant
|input=236XX (1 bar)
|data=
{{AttackData-UMVC3
|damage=33,000 x10 - x20
|guard=Mid
|startup=10+1
|active=30
|recovery=45*
|onhit=-17
|onblock=-26
|properties={{airok}}, {{otg}}, mashable, Priority: High, Beam Durability: 3 per frame for 5 frames
|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.
 
On a successful hit. X-Factor -> {{h}} Teleport -> 6H Impact Palm to confirm into a kill combo from any screen position.
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=Seven Rings of Raggador
|input=214XX (1 bar)
|data=
{{AttackData-UMVC3
|damage=-
|guard=Counter
|startup=15+1
|active=25
|recovery=19
|onhit=-
|onblock=-
|properties=Invuln frames 1-15, Counters any projectile
|description=
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.
}}
}}
 
{{MoveData
|image=
|caption=
|name=Seven Rings of Raggador (Beam)
|input=Seven Rings Counter is activated
|data=
{{AttackData-UMVC3
|damage=20,000 x15 - x30
|guard=Mid
|startup=11
|active=65
|recovery=39
|onhit=-
|onblock=-24
|properties=Invuln frames 1-114 (!!), {{strk}}, mashable, Priority: High, Beam Durability: 1 per frame for 15 frames
|description=
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.
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=Astral Magic
|input=623XX (3 bars)
|data=
{{AttackData-UMVC3
|damage=450,000
|guard=Mid
|startup=10+1
|active=30
|recovery=49
|onhit=-
|onblock=-57
|properties=Invuln until frame 33, {{hardknockdown}}, Priority: High, Durability: 3, ignores damage scaling
|description=
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.
}}
}}
 
=== Universal Mechanics ===
 
{{MoveData
|image=
|caption=
|name=Ground Throw
|input=6H, 4H
|data=
{{AttackData-UMVC3
|damage=80,000
|guard=Throw
|startup=1
|active=1
|recovery=-
|onhit=-
|onblock=-
|properties={{hardknockdown}}
|description=
Standard ground throw that sends the opponent a good distance away. Follow-ups are usually limited only to Spell of Vishanti.
}}
}}
 
{{MoveData
|image=
|caption=
|name=Air Throw
|input=j.6H, j.4H
|data=
{{AttackData-UMVC3
|damage=80,000
|guard=Airthrow
|startup=1
|active=1
|recovery=-
|onhit=-
|onblock=-
|properties={{hardknockdown}}
|description=
Standard ground throw that sends the opponent a good distance away. Follow-ups are usually limited only to Spell of Vishanti.
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=Snap Back
|input={{qcf}}+[[File:A1.png]]/[[File:A2.png]]
|data=
{{AttackData-UMVC3
|damage=50,000
|guard=Mid
|startup=2
|active=3
|recovery=37
|onhit=-
|onblock=-18
|properties=Snapback
|description=
Animation and hitbox based on 5H.
}}
}}
 
 
{{MoveData
|image=
|caption=
|name=Hard Tag
|input=Hold 14f [[File:A1.png]]/[[File:A2.png]]
|data=
{{AttackData-UMVC3
|damage=27,000
|guard=OH
|startup=-
|active=20
|recovery=35
|onhit=-
|onblock=-15
|properties={{softknockdown}}
|description=
-
}}
}}
 
 
== 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), Marvelo (Nova/Strange/Strider), LeonUltimate (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)


===Hyper Moves===
'''Other Players to Watch:''' IHeartJustice (Phoenix Wright/Captain America/Strange), Miniboss (Vergil/Strange/Doom)


{{MvC3MoveListHeader}}
== Combos ==
{{MoveListRow | Spell of Vishanti | {{qcf}} + {{atk}} + {{atk}} | 33,000 x 10 | {{airok}} {{otg}} <br> {{proj}} ; Mashable. }}
{{MoveListRow | Seven Rings of Raggador | {{qcb}} + {{atk}} + {{atk}} | 20,000 x 15 | {{proj}} {{projcounter}} ; <br> Activates on when struck by a Projectile;<br>Damage is never scaled for this Hyper. }}
{{MoveListRow | Astral Magic | {{dp}} + {{atk}} + {{atk}} | 450,000 | {{hardknockdown}} <br> {{proj}} ; <br> Level 3 Hyper. | level3 }}
{{MoveListFooter}}


== Flames of Faltine loops ==
<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>


<youtube>L6d6PZXxPYI</youtube> <youtube>IcdDEc6E9MU</youtube> <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>


=== Introduction ===
[https://youtu.be/GKNyV3I8csg Video guide]


Flames of Faltine loops is Strange's most damaging combo in the game and nets huge amounts of meter. For instance, a typical fof loop will build about 2 meters and usually about 900k without assists. They were first discovered by a SRK user named MazioDyne and Ryan Hunter back in Feb. 2012. Since then, players such as Yipes and Combofiend have adopted the technique but most people have come to know the Faltine loops through the Japanese player, Nemo. <br>


Strange can set these loops up himself, but because of Strange's utility as a support character, most teams use him second or last. So now the question is how do you get the best out of Strange on your team? The most famous and consistent way to go into loops is Nemos team, use Nova to push them to the corner and land a crumple attack to hard tag in strange. The only way to crumple an opponent is if they are grounded which is why Nemo's team utilizes Spencer's slant shot assist to reset an opponent into a grounded state. However this isn't the only way to begin a Flame loop outside of point position for strange, there are plenty of other characters who can set it up using different methods such as DHC, TAC's and Raw Tags.
===Flames of Faltine Loops===
<br>


Have new tech to set up fof loops? Want to contribute? PM user 'emc' on SRK with subject: fof tech
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.


=== Crumple Hard Tags (Nemo style) ===
The most basic form of a FoF Loop would look something like this:
 
<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>
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>
Line 141: Line 964:
[http://youtu.be/zGR4U4MwlTY '''Team Nemo tutorial'''] <br>
[http://youtu.be/zGR4U4MwlTY '''Team Nemo tutorial'''] <br>


=== DHC to Rings of Ragador ===
<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>
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>
Line 171: Line 994:
'''Viper:''' [http://www.youtube.com/watch?v=I-I6U2vAc-8 BnB DHC] <br>
'''Viper:''' [http://www.youtube.com/watch?v=I-I6U2vAc-8 BnB DHC] <br>


=== Wall Bounce Hard Tags ===
<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
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
Line 190: Line 1,013:
'''Wesker:''' [http://www.youtube.com/watch?v=Txq191AEwk4 from various wall bounces mid screen] <br>
'''Wesker:''' [http://www.youtube.com/watch?v=Txq191AEwk4 from various wall bounces mid screen] <br>


=== Misc. Hard Tag Confirms ===
<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>
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>
Line 211: Line 1,034:
'''Zero:''' [http://youtu.be/OuUdvJLp7o8 out of corner air combo with early buster into teleport] <br>
'''Zero:''' [http://youtu.be/OuUdvJLp7o8 out of corner air combo with early buster into teleport] <br>


=== Spell of Vishanti DHC and THC ===
<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>
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>
Line 234: Line 1,057:
'''Wolverine:''' [http://youtu.be/OTOrXpVTDVo?t=46s THC confirm off throw] <br>
'''Wolverine:''' [http://youtu.be/OTOrXpVTDVo?t=46s THC confirm off throw] <br>


=== DHC hard tags ===
<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.
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.
Line 245: Line 1,068:
'''Zero/Dante/Strange:''' [http://youtu.be/OTOrXpVTDVo Rainbow super into devil trigger] <br>
'''Zero/Dante/Strange:''' [http://youtu.be/OTOrXpVTDVo Rainbow super into devil trigger] <br>


=== Team Assisted hard tags ===
<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.
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.
Line 275: Line 1,098:
'''Vergil/Strange/Spencer:''' [http://youtu.be/8wN6fPZycNQ using spencer's slant shot assist to set up round trip hard tags] <br>
'''Vergil/Strange/Spencer:''' [http://youtu.be/8wN6fPZycNQ using spencer's slant shot assist to set up round trip hard tags] <br>


=== OTG Set Ups ===
<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.
A set up that involves hard tagging and using an OTG assist or a Grace of Hoggoth from a hard knockdown or ground bounce.
Line 283: Line 1,106:
'''Thor:''' [http://www.youtube.com/watch?v=IkTtNjN_Mek After a ground bounce using a Grace to OTG] <br>
'''Thor:''' [http://www.youtube.com/watch?v=IkTtNjN_Mek After a ground bounce using a Grace to OTG] <br>


== Mission Mode ==
</div> <br>
<youtube>-IenyfdvVow</youtube>


== Strategy ==
== Alternate Colors ==


=== Tips and Tricks ===
[[File:Strange_colors.jpg]]


* Many of Strange's projectiles are slow enough that he can teleport behind the opponent before they reach them. Use this for ambiguous mixups, or to make tricky approaches completely safe.
== Videos and External Resources ==
* Eye of Agamotto, when struck by an Impact Palm, is one of the best projectiles for starting a mix-up, due to its slow movement and homing capabilities.
* Spell of Vishanti is an extremely fast Hyper that can hit the opponent anywhere on the screen. Use this to punish almost anything on reaction.
* Due to Spell of Vishanti's sheer speed, you can actually combo into it from Astral Magic (Strange's Level 3 Hyper), but the timing is somewhat strict.
* If the opponent is blocking in the corner, you can use Daggers of Denak {{ m}} from point blank range to have the Daggers hit from BEHIND the opponent, forcing them out of the corner, which can allow you to teleport behind them. Note that these Daggers have a lot of startup, so you'll often need to incorporate this into a block string, and / or use an assist to keep Strange safe.
* Eye of Agamotto hits up to 10 times while stationary, and up to another 10 times when in motion (when struck by Impact Palm). If the opponent blocks the initial cast of the Eye, you can Impact Palm it for 20 hits of chip, and use this time to start a new teleport mix-up!
* Mystic Sword projectiles have immense durability; they will destroy almost any other regular projectile in their way. If your opponent likes throwing fireballs at you, use Mystic Sword {{ m}} to pierce right through and hit them.
* While the Rings of Raggador hyper counters projectiles, some projectiles (mostly beams) will actually cease to exist if the opponent X-Factor cancels them. Bear this in mind, as some players may fire a beam, wait for you to attempt the counter, XFC their beam (or even Hyper Cancel), and punish (or mount a new offense), as they have X-Factor, and you have wasted a meter. This goes double for beam Hypers. Spend the time in training, and learn which projectiles stop when canceled. One example of this is Doom's Plasma Beam: if he shoots the beam, and you attempt to counter with Rings of Raggador, he can actually Hyper Cancel on reaction into Photon Array, causing you to both waste the meter, and likely get punished, or at least take chip, from the Array.
* Spend a lot of time understanding Strange's Teleport - it should be used to make any block strong safe, and mount a lot of offense and pressure. Strong Strange play will often have him Teleporting more often than walking or dashing!


=== Combos ===
<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>
=== Assists ===
[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>
=== Basic Strategy ===
[http://www.youtube.com/watch?v=bBM88u9Gg7U Spencer/Strange/Vergil tech] <br>
 
[http://youtu.be/sidEt3tiyZo Dante/Strange synergy] <br>
When playing as Strange, the basic idea is to get away from the opponent and set up a projectile zoning game. From here, you can use teleport mixups in conjunction with projectiles to annoy the opponent and eventually land a hit, preferably with an Impact Palm, causing a crumple state. From here, you can land any of Strange's extremely long, damaging combos, and then apply wakeup pressure. In many ways, Strange is something of a momentum-based character. Once he gets the first hit into a combo, he can use many of his tools, such as Eye of Agamotto and Daggers of Denak {{ m}} to keep the opponent blocking on wakeup, and add new pressure. You just have to know when momentum has run out, or when you're unsafe, then run away, and zone again. Just don't forget to abuse Spell of Vishanti.
 
=== Advanced Strategy ===
 
== Strategy vs. Doctor Strange ==
* One of Strange's biggest weaknesses is the area directly above him. Outside of his Spell of Vishanti Hyper, he has no way to quickly stop or attack an enemy from above. Even his Illusion counter has enough recovery time that you can often punish him for trying it after a jump-in. With this in mind, teleports are often very useful against him, especially Strider's Vajra.
* Be very careful when Strange has meter. His Spell of Vishanti hyper comes out in one frame (almost instantaneously), allowing him to punish almost any move, from anywhere on the screen. He can also X-Factor Cancel this move, and lead to a full-damage combo. As long as he has meter, do not throw out random moves, especially from a range.
* Strange's {{ s}} attack has immense recovery time. On block, this is one of the most easily punished moves in the game.
* Strange lacks a strong mix-up game and mobility without the use of his teleports. When push comes to shove, you can block most of his assaults rather easily with enough patience. Note, however, that he can teleport to make many of his normal attacks safer, so don't get too anxious to punish.
* Strange, like Phoenix before him, is one of the only characters that cannot teleport behind his opponent when they are cornered. Use this to your advantage. Note above (in the Tips and Tricks section), that he DOES have tricks to pull you out of the corner, as well as the decent option select of Impact Palm / forward throw.
 
== Useful Strategy and Tech Videos ==
 
<youtube>nB4_PTcpxIc</youtube>
<youtube>33VDQp1L1aw?t=3m23s</youtube>


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Revision as of 02:05, 14 March 2022


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
  • 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.
  • Two excellent assists with long total duration - Eye of Agamotto and Bolts of Balthakk.
  • 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.)
  • Normals have below average range and terrible recovery. Even Doctor Strange's light attacks are punishable on block.
Doctor Strange
Umvc3 doctorstrange face.jpg
Character Data
Health 850,000
Ground Magic Series Stronger+
Air Chain Combo Limit Three
Forward Dash Duration 35 frames
Backdash Duration 35 frames
Jump Duration 43 frames
Superjump Duration 81 frames
Walljump? No
Doublejump? No
Airdash? No
X-Factor Damage Boost (1/2/3) 20% / 45% / 70%
X-Factor Speed Boost (1/2/3) 20% / 25% / 30%
Minimum Damage Scaling (Normals, Specials) 15%, 20%
Minimum Damage Scaling (Hypers) 40%
Minimum Damage Scaling (X-Factor) 35%

Move List

Assists

Daggers of Denak
Assist A
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
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
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.png 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
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
Damage Startup Active Recovery
53,000 6 3 30
On Hit On Block Guard Properties
-15 -16 Mid -

-

Stand Heavy
5H
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
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
Damage Startup Active Recovery
50,000 8 5 25
On Hit On Block Guard Properties
-13 -14 Mid -

-

Crouching Heavy
2H
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 Strk.png property will cause any follow-up Impact Palms to not apply a crumple.


Launcher/Special
S
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
Damage Startup Active Recovery
48,000 5 8 15
On Hit On Block Guard Properties
+11 +10 OH -

-

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

-

Jumping Heavy
j.5H
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
Damage Startup Active Recovery
73,000 9 4 28
On Hit On Block Guard Properties
+18 +17 OH Aircombofinisher.png

-

Command Normals

Illusion
4H
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 Teleport
N/A
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.


Impact Palm
6H
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.png 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.png, 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.

Special Moves

Daggers of Denak
236X
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.png version fires one projectile which starts to move on frame 15.
  • M.png 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.png 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
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.


Mystic Sword L
623L
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.

Mystic Sword
623X
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 L.png version, the M.png and H.png versions attack once, then fire a single-hit projectile. The M.png version fires directly forward, while the H.png version fires at an up-forward angle. Very good durability for how quickly it fires.


Grace of Hoggoth
214L/M
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.png and M.png Grace have special effects that occur when a Flame projectile passes through them:

  • L.png Grace powers up the Flames of Faltine projectile. Powered-up flames deal higher damage, have higher durability, and gain the Otg.png property. A single flame can be powered up three times, and a Lvl3 Flame also gains the Crumple.png property on hitting a grounded opponent.
  • M.png Grace explodes when a Flames of Faltine projectile reaches it. The explosion deals solid damage and hits Otg.png. 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
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.

Flames of the Faltine (Enhanced)
214H (with one or more Grace of Hoggoth active)
Level 1
Pass through 1 L.png 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.png 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.png 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.png Grace
Damage Startup Active Recovery
90,000 - 20 -
On Hit On Block Guard Properties
- - Mid Otg.png, Priority: Low, Durability: 3

-


Flight
214S
Damage Startup Active Recovery
- 22 - -
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
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.png Teleport places Strange on the ground immediately in front of the opponent.
  • M.png Teleport places Strange on the ground immediately behind the opponent.
  • H.png Teleport places Strange in the air immediately above the opponent.

M.png and H.png versions are useful for cross-up setups, and H.png 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
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.png 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)
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.png property.

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


Seven Rings of Raggador
214XX (1 bar)
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
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)
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 Hardknockdown.png 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
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
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
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
Damage Startup Active Recovery
27,000 - 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), Marvelo (Nova/Strange/Strider), LeonUltimate (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)

Other Players to Watch: IHeartJustice (Phoenix Wright/Captain America/Strange), Miniboss (Vergil/Strange/Doom)

Combos

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.)

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.

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:

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.

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



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


Crumple Hard Tags (Nemo style)

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 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.

Iron Fist: team Heroic/Justin Wong bnb
Chun-Li: bnb set up
Nova: team Nemo bnb, Nemo using the alternate team order
She-Hulk: team Combofiend bnb's
Viper: bnb set up

Team Nemo tutorial

DHC to Rings of Ragador

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.

Amaterasu: DHC BnB, slow down from throw, a more optimized DHC
Dante: short bnb DHC, mid screen version
Ghost Rider: Using his OTG assist
Haggar: uses a capture state glitch to allow strange to combo, can be used with any super after the command launch
Hawkeye: BnB to corner DHC
Hsien-Ko: spacing dependent, you need 3 knives to hit to allow strange to combo
Jill: BnB to corner
Magneto: BnB
MODOK: BnB to corner DHC
Morrigan: Side switch combo to DHC
Nemesis: DHC from a BnB and Throw
Nova: simple DHC from a throw 950k
Phoenix: BnB into Phoenix Inferno
Rocket Raccoon: BnB DHC
Sentinel: BnB with Hard Drive and from a corner throw with Sentinel Force
She-Hulk: 2 hits of Emerald Cannon
Spencer: from bionic arm #1, #2, overhead set up
Spider-Man: Basic BnB into air maximum spider
Storm: BnB DHC, DHC BnB variant, corner throw DHC
Strider Hiryu: BnB with Bolts assist
Task Master: DHC from Counter Super (VERY tight timing)
Thor: Dhc before super finishes (air only), from mighty punish
Trish: Air Super BnB DHC
Viewtiful Joe: Joe/Doom BnB into bomb to trigger Rings of Raggador DHC into a flame loop
Viper: BnB DHC

Wall Bounce Hard Tags

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: corner set ups
Dormammu: short bnb in the corner full screen conversion
Ghost Rider: corner bnb hard tag with the help of vergil
Firebrand: using bonvoyage mid screen, very difficult, wall cling fireball H after bon voyage, also difficult, easier version with XF
Hulk: two mid screen methods
Magneto/Rocket: Log Trap and Hyper Grav H
MODOK: From a BnB
Nemesis: mid screen conversion
Nova: corner set up, crazy set ups using shield to wall bounce
Ryu: 2 methods, requires specific screen positioning.
She-Hulk anti-air super in the corner
Spencer: corner throw, bnb into grapple M
Vergil: bnb, mid screen throw, helm breaker, using bolts to confirm into hard tag
Wesker: from various wall bounces mid screen

Misc. Hard Tag Confirms

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.

Arthur: mid screen and air combo set up
Captain America: A very solid corner set up
Dante: BnB into acid rain, another set up, easier version with devil trigger
Doctor Doom: Hard tag using side switch
Dormammu: Using Meteor spells to set up a hard tag in the corner
Magneto: side switch confirm, from throws and more
Morrigan: Staircase side switch hard tag, assist-less hard tag by Tenboss
Phoenix: meterless screen positional hard tag using a side switch
Rocket Raccoon: Corner BnB hard tag
Shuma-Gorath: BnB to hard tag
Spider-Man: Using Log Trap and Web Ball
Thor: Confirm from Mighty Hurricane H in the corner, Variant #2 of Mighty Hurricane tag on more of the cast, confirms from throws and more
Trish: hard tag after round harvest
Tron: BnB in corner, Infrit's version
Wesker: corner L command grab
Zero: out of corner air combo with early buster into teleport

Spell of Vishanti DHC and THC

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.

Amaterasu: Strange using THC, can be done from throws as well, full screen mix-up
Chris: confirming off grenade launcher DHC into spell of vishanti
Doctor Doom: Off a grounded back throw
Dormammu: After a full FoF loop, DHC to Stalking Flare, Strange/Dorm THC off a hard tag
Hulk: Corner Throw THC
Iron Man: THC and full screen assist confirms
Jill: allows THC FoF combo to work with dante
Magneto: From a BnB into a hard tag THC
Nova: Team Nemo, Strange full screen throw THC, Hard tag from Nova throw into THC
Rocket Raccoon: Corner BnB to Hopper mine DHC
Spencer: Off a BnB 80k that hard tags into a THC
Spider-Man: THC hard tag can be done from an air combo, a ground bounce or a web throw
Storm: BnB DHC, THC set up
Thor: 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
Trish: After a full FoF loop, DHC to Round Harvest, Hard tag into Strange/X THC
Vergil: Strange THC from corner throw, Using Devil Trigger DHC off SoV full screen
Wesker: Strange THC from throw in corner
Wolverine: THC confirm off throw

DHC hard tags

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: Nova Force into Gold Armor and hard tag with scythe
Phoenix Wright/Rocket/Strange: Simple BnB using Order in the Court
Viewtiful Joe/Rocket/Strange: DHC hard tag from a throw, also possible off combos
Wolverine/Rocket/Strange: Must super as high as possible to get the mad hopper to connect
X-23/Rocket/Strange: Uses log trap to combo into weapon X prime, then DHC's to mad hopper
Zero/Dante/Strange: Rainbow super into devil trigger

Team Assisted hard tags

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: Fire Grenade hard tags with Strider, Ammy & Rocket Raccoon assists, Hard tags with Strange, She-Hulk & Haggar, Hard tags with Dante, Wesker & Vergil

Magneto/Strange/Doom: using hidden missiles to set up loops
Magneto/Rocket/Strange: Uses Log Trap to set up the hyper grav tag
Magneto/Ground Bounce/Strange: Using Nova's Ground Bounce, Using Thor's Ground Bounce
Magneto/Sentinel/Strange: Using Sentinel's Drones assist
Magneto/X/Strange: Using Dr. Strange's own Eye of Aggamado assist

Morrigan/Nova/Strange: using Nova assist

Nova/X/Strange: set ups with a variety of assists using level 3 grav pulse L and M

Spider-Man/Rocket/Strange: Using Log Trap and Web Ball

Thor/Doom/Strange: Mid Screen set up with missiles, corner carry missile set up
Thor/Nova/Strange: Level 1 Grav Pulse hard tag, Level 3 Grav Pulse tag after mighty tornado
Thor/Strange/Modok: Using Balloon Bomb assist to hard tag with mighty strike
Thor/Strange/Sentinel: Uses Drones to set up the tag with mighty strike
Thor/Rocket/Strange: Using Log Trap and charged Mighty Strike H

Trish/Rocket/Strange: meterless hard tag with Rocket's log trap and round trip
Trish/Strange/Doom: meterless hard tag with Doom's Hidden Missiles and round trip

Vergil/Strange/Doom: meterless hardtags with doom's hidden missiles and round trip
Vergil/Strange/Spencer: using spencer's slant shot assist to set up round trip hard tags

OTG Set Ups

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: Using his OTG assist after his own DHC
Haggar: BnB to hard tag with Viper assist, same set up with wesker
Thor: After a ground bounce using a Grace to OTG


Alternate Colors

Strange colors.jpg

Videos and External Resources


DR. STRANGE THROW BOXES
Examples of TAC set ups by TenBoss
team nemo ko glitch
synergy set ups with Dante and Wesker
Strange/Doom DHC and synergy tech
Spencer/Strange/Vergil tech
Dante/Strange synergy