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|hit=-10 | |hit=-10 | ||
|block=+12 | |block=+12 | ||
|notes=Spawns a forward attacking projectile that will track the nearest Grace of Hoggoth if one is placed and can be reflected. Flames of the Faltine grows in strength based on how many [[File:Mvci_hp.png]] Graces are on the field. Interesting to know that a Flames of the Faltine will track additional Grace of Hoggoths placed on the field after activating one as long as there is another Grace to travel towards before coming back to a new one, otherwise it will track the opponent. | |notes=Spawns a forward attacking projectile that will track the nearest Grace of Hoggoth if one is placed and can be reflected. Flames of the Faltine grows in strength based on how many [[File:Mvci_hp.png]] Graces are on the field. Interesting to know that a Flames of the Faltine will track additional Grace of Hoggoths placed on the field after activating one as long as there is another Grace to travel towards before coming back to a new one, otherwise it will track the opponent. Projectile disappears when Strange is hit. | ||
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|hit=+40 | |hit=+40 | ||
|block=+15 | |block=+15 | ||
|notes=After hitting a [[File:Mvci_hp.png]] Grace of Hoggoth, Flames of the Faltine levels up into a multi-hit tracking projectile and can be reflected. | |notes=After hitting a [[File:Mvci_hp.png]] Grace of Hoggoth, Flames of the Faltine levels up into a multi-hit tracking projectile and can be reflected. Projectile disappears when Strange is hit. | ||
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|hit=+110 | |hit=+110 | ||
|block=+90 | |block=+90 | ||
|notes= After hitting a second [[File:Mvci_hp.png]] Grace of Hoggoth, Flames of the Faltine levels up even further into a multi-hit tracking projectile that cannot be reflected and gains increased hitstun and knockdown properties. | |notes= After hitting a second [[File:Mvci_hp.png]] Grace of Hoggoth, Flames of the Faltine levels up even further into a multi-hit tracking projectile that cannot be reflected and gains increased hitstun and knockdown properties. Projectile disappears when Strange is hit. | ||
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|notes= After hitting a third [[File:Mvci_hp.png]] Grace of Hoggoth, Flames of the Faltine levels up even further into a super fast one hit beam that tracks the opponents last known location and cannot be reflected, crumples on ground opponents only. | |notes= After hitting a third [[File:Mvci_hp.png]] Grace of Hoggoth, Flames of the Faltine levels up even further into a super fast one hit beam that tracks the opponents last known location and cannot be reflected, crumples on ground opponents only. Projectile disappears when Strange is hit. | ||
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|hproperties=Proj | |hproperties=Proj | ||
|notes=[[File:Mvci_lk.png]] spawns one tracking projectile, can be reflected. <br> [[File:Mvci_hk.png]] spawns three tracking projectiles and takes a long time to attack, great for creating mix ups after hard knockdowns, can be reflected. | |notes=[[File:Mvci_lk.png]] spawns one tracking projectile, can be reflected. <br> [[File:Mvci_hk.png]] spawns three tracking projectiles and takes a long time to attack, great for creating mix ups after hard knockdowns, can be reflected. Projectile disappears when Strange is hit. | ||
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|hproperties=Proj | |hproperties=Proj | ||
|notes=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.<br>[[File:Mvci_lk.png]] version (Tears) spawns a red eye that will not interact with projectiles, even hypers. Tears is a one hit explosion which is primarily used for combos, if palmed it travels slowly.<br> [[File:Mvci_hk.png]] version (Eye) spawns a yellow eye that is multi-hit and best used in neutral and in mix-ups, it travels fairly fast and almost reaches full screen. Secondary frame data is when the eye is palmed forwards, however these advantages take into account the entire recovery frames of Impact Palm, further advantage can be applied if flight is performed. | |notes=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.<br>[[File:Mvci_lk.png]] version (Tears) spawns a red eye that will not interact with projectiles, even hypers. Tears is a one hit explosion which is primarily used for combos, if palmed it travels slowly.<br> [[File:Mvci_hk.png]] version (Eye) spawns a yellow eye that is multi-hit and best used in neutral and in mix-ups, it travels fairly fast and almost reaches full screen. Secondary frame data is when the eye is palmed forwards, however these advantages take into account the entire recovery frames of Impact Palm, further advantage can be applied if flight is performed. Projectile disappears when Strange is hit. | ||
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Revision as of 22:09, 13 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.
Introduction
Players to Watch
Flash, Snaketits
Character Vitals
Move List
Unique Trait
Spacial Magic: Dr. Strange has the ability chain Grace of Hoggoths together and place them in locations around the screen at a distance. He can mix and match the different graces together as well as space them out in unique ways. Using a Flames of the Faltine, he can create a projectile that tracks the Graces around the screen before eventually tracking down the opponent.
Normals
Standing Light Punch![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
300 | 6 | 3 | 14 | -6 | -4 | ||
Can't be rapid fired, its wide hurtbox can leave Strange vulnerable |
Standing Heavy Punch![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
700 | 11 | 4 | 34 | -14 | -18 | ||
A solid hitbox that is used to confirm your combos. |
Standing Light Kick![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
500 | 8 | 3 | 25 | -9 | -11 | ||
Decent button that doesn't leave Strange too vulnerable in footsies |
Standing Heavy Kick![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
700 | 12 | 3 | 36 | -15 | -19 | ||
Strong footsies button, mainly used to confirm ground strings from ![]() |
Crouching Light Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
300 | 6 | 3 | 14 | -5 | -3 | ||
Can't be rapid fired |
Crouching Heavy Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
700 | 11 | 3 | 37 | +11 | -19 | Launch | |
Standard launcher hitbox |
Jumping Light Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
300 | High | 6 | 3 | 14 | |||
Jumping Light Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
500 | High | 9 | 3 | 24 | |||
Nice downward hitbox that can stuff anti-airs |
Mysterious Slice![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
500 | 8 | 3 | 20 | -4 | -6 | ||
A nice anti-air hitbox, can be chained from ![]() ![]() |
Mysterious Slice Air![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
500 | High | 9 | 3 | 26 | |||
A rather big hitbox that can help with air-to-airs, can be chained from ![]() ![]() ![]() ![]() |
Spirit Circle![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
500 | 10 | 4 | 19 | -3 | -5 | ||
Solid anti-air hitbox, confirm this into launcher, can be chained from ![]() ![]() |
Misc
Tag![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
[[File:]] | 500 | 6 | 8 | 44 | +33 | +28 | ||
Hit/Block adv is dependent on when you cancel your tag-in |
Specials
Hypers
Spell of Vishanti (Air OK)![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
[[File:]] | 300x10 (2520) | 17 | 49 | 48 | +15 | -30 | Proj | |
Invincible on frame 11 |
Crimson Bands of Cyttorak (Level 3)![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
[[File:]] | 5250 (17 hits) | 16 | 30 | 50 | +63 | -21 | ||
Invincible frames 1-20 |
Hitboxes
Videos
Technology
Combos
Strategy
Partner Selection
Stone Selection
Power
Time
Reality
Soul
Space
Mind