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This method involves pure screen positioning, depending on where you wall bounce them will allow your hard tag to physically hit them, then continue the combo with Cr.l, impact palm. | This method involves pure screen positioning, depending on where you wall bounce them will allow your hard tag to physically hit them, then continue the combo with Cr.l, impact palm. | ||
<br> | |||
Deadpool: use a wall bounce and teleport into hard tag | Deadpool: use a wall bounce and teleport into hard tag <br> | ||
Vergil: in the corner only, after a wall bounce release sword charge and tag to strange. | Vergil: in the corner only, after a wall bounce release sword charge and tag to strange. <br> | ||
She-Hulk: After dp anti-air super, corner only <br> | |||
=== Random Confirm Hard Tags === | === Random Confirm Hard Tags === |
Revision as of 13:57, 6 October 2013


Doctor Strange
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.
In a nutshell
Doctor Strange is a zoning character through and through. 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 exremely long combos. Without using Hypers, Strange lacks options against opponents directly above him, and opponents on the ground; therefore, Strange should use assists that can cover his weaknesses, making him a devastating force.
Players to Watch
Nemo, Tenboss, Miniboss, El Gato, Maziodyne, Serpentaurus
Character Vitals
Video Walkthrough
Technology
Thor setting up fof loops
team nemo ko glitch
vergil hard tag to strange
Thor using his TAC glitch to set up loops
Vergil THC to set loops off a throw
Magneto sets up loops with back throw and more
Wesker using command throws and THC to loop
Wesker corner command grab into loops
Thor/Strange using a glyph to set up fof loop
DHC from MODOK
Hard tag from MODOK to Strange
Move List
Assist Types
Normal Moves
Counters physical attacks and causes
Strange to teleport behind opponent.
Hitting opponent out of air causes
longer than normal Air Reel.
nocancel
Throws
Special Moves
Can only perform one in the air.
Can only perform one in the air.
Can only perform one in the air.
Powers up Flames of the Faltine.
Explosion only occurs when hit by
Flames of the Faltine.
(1 Yellow ( m ) and/or Red ( l ) Grace of Hoggoth)
proj
(2 Yellow ( m ) and/or Red ( l ) Grace of Hoggoths)
proj
softknockdown
(3 Yellow ( m ) or Red ( l ) Grace of Hoggoths)
softknockdown (air only)
crumple (ground only)
Leaves Doctor Strange in Flight
l puts Doctor Strange in-front of opponent.
m puts Doctor Strange behind opponent.
h puts Doctor Strange above opponent.
Hyper Moves
proj ; Mashable.
Activates on when struck by a Projectile;
Damage is never scaled for this Hyper.
proj ;
Level 3 Hyper.
Flames of Faltine loops
Introduction
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 2.5 meters and usually about 900k without assists. Strange can set these loops up himself, but most people are familiar seeing loops from Nemo who uses Nova to set everything up. The premise is hard tagging strange from crumple attacks, because nova can crumple grounded opponents, nemo uses Spencer assist to ground the opponent after an air combo. Spencers assist is the only character who can reset an opponent into a grounded state. Lets go over the teams in detail and how they set up loops. This list is subject to change, for the better as we learn more technology.
Crumple Hard Tags (Nemo)
Nova, She-Hulk, Chun-Li and Iron Fist can all set up loops with Spencer assist by using crumples and hard tagging. Team compositions are usually the nemo order which is X/strange/spencer, why? Depends on the team. Nemos team order works because you can DHC back to nova or THC as strange to get great damage and extend more combos. The obvious weakness is anchor Spencer, which isn't bad, but its pretty difficult fighting anchor vergils. Also spencers assist doesn't help strange in neutral, but once you're down to strange/spencer, its very safe to use book and dhc to bionic maneuvers. However if you run X/spencer/strange you're hard tagging strange from 3rd position which means after fof loops your going to be dhc'ing to Spencer for more damage. This team comp works better with combofiends team with She-Hulk because SHulks DHC doesn't offer much damage. Having Spencer 2nd means after a hard knock down you can book, dhc to bionic maneuvers, otg grapple, zip, zip, up grapple, super again. However, if you then tag into your point character, your team order reverts back to nemos.
Nova: After an air combo, use FWD.H otg, call spencer + S, tk rocket punch H.
She-Hulk: After an air combo, call Spencer + runners start, torpedo, clothesline.
Chun-Li: after an air combo, otg + call Spencer, qcf+H H to put them in a crumple (not enough info yet)
Iron Fist: after an extended ground combo, otg + call Spencer, crumple (not enough info yet)
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. Even though this works its not always an efficient use of meter and also you can't get nearly as many fof loops as you can with the nemo method.
Viper: Dhc immediately after last hit of qcb super.
Thor: Dhc before qcf super finishes (air only)
Magneto: Dhc from an air qcb super but don't let the super connect, hyper grav will throw them into the air.
Trish: Same concept, use air trap L then dhc to qcf but immediately cancel to rings
Wall Bounce Hard Tags
This method involves pure screen positioning, depending on where you wall bounce them will allow your hard tag to physically hit them, then continue the combo with Cr.l, impact palm.
Deadpool: use a wall bounce and teleport into hard tag
Vergil: in the corner only, after a wall bounce release sword charge and tag to strange.
She-Hulk: After dp anti-air super, corner only
Random Confirm Hard Tags
Mission Mode
Strategy
Tips and Tricks
- 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.
- 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 {{#motion: 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 {{#motion: 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
Basic Strategy
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 {{#motion: 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 {{#motion: 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.