|notes=Only the grounded version of Impact Palm will cause a crumple. You can get up to a maximum of two crumples in a combo by linking ground Impact Palm into a flight combo that ends with another ground Impact Palm. +122 hit advantage to crumple only.
|notes=Chains from [[File:Mvci_hk.png]], chains into [[File:Mvci_down.png]][[File:Mvci_hp.png]]. Only the grounded version of Impact Palm will cause a crumple. You can get up to a maximum of two crumples in a combo by linking ground Impact Palm into a flight combo that ends with another ground Impact Palm. +122 hit advantage to crumple only.
}}
}}
{{UMvC3MoveListRow2.0
{{UMvC3MoveListRow2.0
Revision as of 23:42, 9 October 2017
Dr. Strange
The Doctor is in!
In a nutshell
Dr. Strange is a strong zoner with high mix up potential. With a large variety of tracking projectiles, he can keep the opponent guessing with his teleports. Bolts of Balthakk is possibly the best beam projectile in the game as it hit confirms, locks down and can't be reflected. Spell of Vishanti is a tracking hyper that can hit an opponent at any height and Strange also has access to Seven Rings of Raggadorr which is a projectile counter. Pick Dr. Strange if you want a character that can lock you down with tracking projectiles and create mix up opportunities from them.
Spacial Magic: Dr. Strange has the ability chain Grace of Hoggoths together and place them in locations around the screen at a distance. He can mix and match the different graces together as well as space them out in unique ways. Using a Flame of the Faltine, he can create a projectile that tracks the Graces around the screen before eventually tracking down the opponent.
Normals
Standing Light Punch
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
300
6
3
14
-6
-4
Standing Heavy Punch
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
700
11
4
34
-14
-18
Standing Light Kick
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
500
8
3
25
-9
-11
Standing Heavy Kick
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
700
12
3
36
-15
-19
Crouching Light Punch
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
300
6
3
14
-5
-3
Crouching Heavy Punch
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
700
11
3
37
+11
-19
Launch
Crouching Light Kick
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
500
8
10
18
-9
-12
Crouching Heavy Kick
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
700
10
3
38
+38
-21
Knockdown
Jumping Light Punch
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
300
High
6
3
14
Jumping Heavy Punch
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
700
High
11
5
27
Jumping Light Kick
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
500
High
9
3
24
Jumping Heavy Kick
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
700
High
9
3
36
Groundbounce Hardknockdown
Air combo ender
Mysterious Slice
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
500
8
3
20
-4
-6
can be chained from , chains into Spirit Circle or
Mysterious Slice Air
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
500
High
9
3
26
can be chained from , chains into
Spirit Circle
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
500
10
4
19
-3
-5
can be chained from or Mysterious Slice, chains into
Impact Palm (air OK)
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
700
7
4
40
+122
-24
Crumple
Chains from , chains into . Only the grounded version of Impact Palm will cause a crumple. You can get up to a maximum of two crumples in a combo by linking ground Impact Palm into a flight combo that ends with another ground Impact Palm. +122 hit advantage to crumple only.
Illusion
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
4
18
9
Counter
Counters all physical hits, Strange will teleport behind his opponent automatically on activation.
Misc
Throw or
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
1000
3
1
+61(forward throw) / +69 (back throw)
Wallbounce Hardknockdown
Additional damage scales by 50%. Follow up combo won't allow another wall bounce.
Air Throw or
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
1000
3
1
Wallbounce Hardknockdown
Additional damage scales by 50%. Follow up combo won't allow another wall bounce.
Tag
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
500
6
8
44
+33
+28
Hit/Block adv is dependent on when you cancel your tag-in
Spawns a forward attacking projectile that will track the nearest Grace of Hoggoth if one is placed. Flames of the Faltine grows in strength based on how many Graces are on the field. Level 1 FotF is a tracking multi-hit projectile and can be reflected. Level 2 FotF is a heavy hitting tracking projectile with good hitstun, cannot be reflected. Level 3 FotF will shoot a beam instantly in the opponents direction and causes a Crumple on grounded opponents, cannot be reflected.
Bolts of Balthakk
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
200x8 (1480)
21
18(29)24
34
+50
-22
Stagger
A very powerful beam attack that attacks twice in a row at split intervals, causes a stagger on opponents that temporarily "freezes" their character. Dr. Strange can confirm this with Teleport into for the OTG. Excellent projectile to tag in a partner that is easily confirmable from full screen. This projectile cannot be reflected or push blocked.
Daggers of Denak (Air OK) or
Version
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]][[File:]]
800
35
16
+25
+21
{{{lproperties}}}
400x3 (1160)
70
+69
+65
{{{hproperties}}}
spawns one tracking projectile, can be reflected. spawns three tracking projectiles and takes a long time to attack, great for creating mix ups after hard knockdowns, can be reflected.
Tears/Eye of Agamotto (Air OK) or
Version
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]][[File:]]
1300
45
+71 / -7
+12 / -24
{{{lproperties}}}
100x5 (500)
32
14
+48 / +5
+44 / +1
{{{hproperties}}}
After setting down one of these projectiles, you can input Impact Palm next to it in order to push it forward and track your enemies location. version (Tears) spawns a red eye that is a one hit explosion which is primarily used for combos. version (Eye) spawns a yellow eye that is multi-hit and best used in neutral and in mix-ups.
Mystic Sword - Duel Slash or
Version
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]][[File:]]
{{{lproperties}}}
{{{hproperties}}}
version version
Mystic Sword - Shockwave or
Version
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]][[File:]]
{{{lproperties}}}
{{{hproperties}}}
version version
Grace of Hoggoth (Air OK) or
Version
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]][[File:]]
{{{lproperties}}}
{{{hproperties}}}
Can be chained into Spacial Magic Cast A with or . grace is a red orb that causes an explosion when you use Flames of the Faltine. grace is a yellow orb that powers up Flames of the Faltine into a more powerful version.
Spacial Magic Cast A (Air OK) or
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
Spawns an additional Grace of Hoggoth of your choosing, can be chained into Spacial Magic Cast B with or . Holding can spawn the graces further out from Strange's location than normally possible.
Spacial Magic Cast B (Air OK) or
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
Spawns the final Grace of Hoggoth of your choosing, can be chained into Spacial Magic Scatter with or or Spacial Magic Gather with or . Holding can spawn the graces further out from Strange's location than normally possible.
Spacial Magic Scatter (Air OK) or
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
Sends the three graces you placed in a triangle around the opponents last known location
Spacial Magic Gather (Air OK) or
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]]
Sends the three graces you placed in a triangle around the screen
Teleport (Air OK) or
Version
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]][[File:]]
{{{lproperties}}}
{{{hproperties}}}
version will teleport Strange in front of his opponent. version will teleport Strange behind his opponent, it will even cross up in the corner.
Teleport (Air OK) or
Version
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
[[File:]][[File:]]
{{{lproperties}}}
{{{hproperties}}}
version will teleport Strange above and in front of his opponent, can be a way to set up tricky mix ups. version will teleport Strange on the ground behind him a set distance, ideal for evading an opponent.