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Once conjured, Strange can strike the orb with Impact Palm ({{clr|3|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. | Once conjured, Strange can strike the orb with Impact Palm ({{clr|3|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. | As with Daggers of Denak, if Strange uses Agamotto in the air, he will not recover until he reaches the ground. If performed while in flight, Eye of Agamotto will end the flight activation. | ||
Use with caution in neutral against characters with quick teleports and fast movement | Use with caution in neutral against characters with quick teleports and fast movement |
Latest revision as of 06:11, 22 October 2024
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 |
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Move List
Assists
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. |
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. |
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 animation 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
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. |
Damage | Startup | Active | Recovery |
---|---|---|---|
53,000 | 6 | 3 | 30 |
On Hit | On Block | Guard | Properties |
-15 | -16 | Mid | - |
The ideal grounded normal to press when you go to start your pressure. Hits behind him and fairly high up. Situational anti air |
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. |
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. |
Damage | Startup | Active | Recovery |
---|---|---|---|
50,000 | 8 | 5 | 25 |
On Hit | On Block | Guard | Properties |
-13 | -14 | Mid | - |
Niche button used to attempt to avoid some higher hitting moves while still applying pressure |
Damage | Startup | Active | Recovery |
---|---|---|---|
68,000 | 9 | 4 | 27 |
On Hit | On Block | Guard | Properties |
- | -9 | Low | ![]() ![]() |
Strange's only Low attack. Like with 5H, this move is sometimes omitted from confirms; the Strike property will cause any follow-up Impact Palms to not apply a crumple. |
Damage | Startup | Active | Recovery |
---|---|---|---|
75,000 | 8 | 5 | 38 |
On Hit | On Block | Guard | Properties |
Launch | -21 | Mid | ![]() ![]() |
Disastrously unsafe launcher. Range is much larger than it appears. |
Aerial Normals
Damage | Startup | Active | Recovery |
---|---|---|---|
48,000 | 5 | 8 | 15 |
On Hit | On Block | Guard | Properties |
+11 | +10 | OH | - |
- |
Damage | Startup | Active | Recovery |
---|---|---|---|
58,000 | 7 | 3 | 25 |
On Hit | On Block | Guard | Properties |
+16 | +15 | OH | - |
- |
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. |
Damage | Startup | Active | Recovery |
---|---|---|---|
73,000 | 9 | 4 | 28 |
On Hit | On Block | Guard | Properties |
+18 | +17 | OH | ![]() |
- |
Command Normals
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 does have a dash cancellable property. |
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. You can dash cancel the 1st frame of the teleport startup which can allow you to challenge or punish things that you normally would not be able to. |
Damage | Startup | Active | Recovery |
---|---|---|---|
75,000 | 6 | 5 | 35 |
On Hit | On Block | Guard | Properties |
- | - | Mid | ![]() ![]() ![]() |
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 Soft Knockdown, but causes such a massive amount of hitstun that opponents will typically fall all the way down even from great height. Impact Palm is not subject to hitstun deterioration. |
Special Moves
L![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
50,000 | 11 | - | 34* | |
On Hit | On Block | Guard | Properties | |
- | - | Mid | ![]() | |
M![]() ![]() |
Damage | Startup | Active | Recovery |
50,000 x3 | 31 | - | 29* | |
On Hit | On Block | Guard | Properties | |
- | - | Mid | ![]() | |
Strange deploys projectiles which hover in front of him, then shoot towards the opponent, tracking them.
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. |
Damage | Startup | Active | Recovery |
---|---|---|---|
15,000 x10 | 31 | - | 14* |
On Hit | On Block | Guard | Properties |
+53 | +52 | Mid | ![]() |
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. If performed while in flight, Eye of Agamotto will end the flight activation. Use with caution in neutral against characters with quick teleports and fast movement |
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50,000 x3 | 8 | 3(1)4(8)4 | 18 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
On Hit | On Block | Guard | Properties | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
- | 0 | Mid | ![]() | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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.
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M![]() ![]() |
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![]() ![]() |
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 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. |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 26 | - | 14 |
On Hit | On Block | Guard | Properties |
- | - | - | ![]() |
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:
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. |
Damage | Startup | Active | Recovery |
---|---|---|---|
50,000 | 12 | - | 18 |
On Hit | On Block | Guard | Properties |
+4 | +3 | Mid | ![]() |
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. Normal Faltine is still a quick projectile that can be thrown out to poke, control space, and contest an opponent's assists. The risk of whiffing the fireball can be mitigated by canceling into either of Strange's level 1 hypers. |
Level 1 Pass through 1 L Grace |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
80,000 | - | - | - | |
On Hit | On Block | Guard | Properties | |
- | - | Mid | ![]() | |
Level 2 Pass through 2 L Graces |
Damage | Startup | Active | Recovery |
100,000 | - | - | - | |
On Hit | On Block | Guard | Properties | |
- | - | Mid | ![]() | |
Level 3 Pass through three L Graces |
Damage | Startup | Active | Recovery |
130,000 | - | - | - | |
On Hit | On Block | Guard | Properties | |
- | - | Mid | ![]() ![]() | |
Explosion Pass through any M Grace |
Damage | Startup | Active | Recovery |
90,000 | - | 20 | - | |
On Hit | On Block | Guard | Properties | |
- | - | Mid | ![]() | |
- |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 22 | 99 | 0 |
On Hit | On Block | Guard | Properties |
- | - | - | ![]() |
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. |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 11 | - | 19 |
On Hit | On Block | Guard | Properties |
- | - | - | ![]() |
Doctor Strange teleports to a specific location relative to the opponent's current position.
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. |
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 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
Damage | Startup | Active | Recovery |
---|---|---|---|
33,000 x10 - x20 | 10+1 | 30 | 45* |
On Hit | On Block | Guard | Properties |
-17 | -26 | Mid | ![]() ![]() |
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 -> 421H Teleport -> 6H Impact Palm to confirm into a kill combo from any screen position. |
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. |
Damage | Startup | Active | Recovery |
---|---|---|---|
20,000 x15 - x30 | 11 | 65 | 39 |
On Hit | On Block | Guard | Properties |
- | -24 | Mid | Invuln frames 1-114 (!!), ![]() |
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. |
Damage | Startup | Active | Recovery |
---|---|---|---|
450,000 | 10+1 | 30 | 49 |
On Hit | On Block | Guard | Properties |
- | -57 | Mid | Invuln until frame 33, ![]() |
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 Hard Knockdown caused by this move gives Strange exactly enough time to link a follow-up Spell of Vishanti if needed. |
Universal Mechanics
Damage | Startup | Active | Recovery |
---|---|---|---|
80,000 | 1 | 1 | - |
On Hit | On Block | Guard | Properties |
- | - | Throw | ![]() |
Standard ground throw that sends the opponent a good distance away. Follow-ups are usually limited only to Spell of Vishanti. |
Damage | Startup | Active | Recovery |
---|---|---|---|
80,000 | 1 | 1 | - |
On Hit | On Block | Guard | Properties |
- | - | Airthrow | ![]() |
Standard ground throw that sends the opponent a good distance away. Follow-ups are usually limited only to Spell of Vishanti. |
Damage | Startup | Active | Recovery |
---|---|---|---|
50,000 | 2 | 3 | 37 |
On Hit | On Block | Guard | Properties |
- | -18 | Mid | Snapback |
Animation and hitbox based on 5H. |
Damage | Startup | Active | Recovery |
---|---|---|---|
30,000 | - | 20 | 35 |
On Hit | On Block | Guard | Properties |
- | -15 | OH | ![]() |
- |
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)inactive , Marvelo (Nova/Strange/Strider), LeonUltimate (Nova/Strange/Strider), Amongst Shadows active (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) Coach Arithmatic (Chun/Raccoon/Strange) 215jesse (Captain America, Strange, Rocket)
Other Players to Watch: IHeartJustice (Phoenix Wright/Captain America/Strange), Miniboss (Vergil/Strange/Doom), Will "Power" Richards (Vergil, Hawkeye/Strange/Dante)
Alternate Colors
Color 1 | Color 2 | Color 3 | Color 4 | Color 5 | Color 6 | Alt Color |
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