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== Move List == | == Move List == |
Revision as of 12:56, 14 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
Air Throw![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
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 |
![]() |
500 | 6 | 8 | 44 | +33 | +28 | ||
Hit/Block adv is dependent on when you cancel your tag-in |
Specials
Tears/Eye of Agamotto (Air OK)![]() ![]() ![]() |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() ![]() ![]() |
![]() |
1300 | 45 | Tears will explode on its own on frame 109 after Strange recovers, explosion hitbox has 2 active frames | 0 | +71 / -7 | +12 / -24 | Knockdown Proj passes through projectiles | |
![]() |
100x5 (500) | 32 | 14, Eye will disappear on frame 107 after Strange recovers | 0 | +48 / +5 | +44 / +1 | Proj | ||
After setting down one of these projectiles, you can input Impact Palm next to it in order to push it forward and track your enemies location.![]() ![]() 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. |
Hypers
Hitboxes
Videos
Technology
Combos
Strategy
Partner Selection
Stone Selection
Power
Time
Reality
Soul
Space
Mind