UMVC3/Doctor Strange: Difference between revisions

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=== Basic Strategy ===
=== 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 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.
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 ===
=== Advanced Strategy ===

Revision as of 20:16, 27 November 2011

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Doctor Strange

Umvc3 doctorstrange face.jpg

Doctor Strange is a master magician, and was the holder of the title of "Sorcerer Supreme" of the cosmos for many years. Eternity, the sentience of the Marvel Universe, has described Strange as "more powerful by far than any of your fellow humanoids", narration has described him as "the mightiest magician in the cosmos", and the Stranger considers him on a level with cosmic entities. (Excerpt taken from Wikipedia)


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.


Video Walkthrough

Move List

Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Daggers of Denak
shot front
50,000 x 3
projectile
Spell of Vishanti
Beta2.png Bolts of Balthakk
shot front
60,000 + 60,000
projectile
Spell of Vishanti
Gamma2.png Eye of Agamotto
shot front
15,000 x 10
projectile
Spell of Vishanti

Normal Moves

Name
Command
Damage
Notes (glossary)
Standing Light
l
45,000
Crouching Light
d + l
43,000
Standing Medium
m
53,000
Crouching Medium
d + m
50,000
Standing Heavy
h
70,000
Crouching Heavy
d + h
68,000
low softknockdown
Special
s
75,000
launch nocancel
Illusion
b + h
0
counter ;
Counters physical attacks and causes
Strange to teleport behind opponent.
Impact Palm
f + h
75,000
crumple (ground only);
Hitting opponent out of air causes
longer than normal Air Reel.
Jumping Light
air l
48,000
high
Jumping Medium
air m
58,000
high
Jumping Heavy
air h
68,000
high
Jumping Special
air s
73,000
high aircombofinisher
nocancel
Air Impact Palm
air f + h
75,000
crumple (ground only);
Hitting opponent out of air causes
longer than normal Air Reel.

Throws

Name
Command
Damage
Notes (glossary)
Forward Throw
f + h
80,000
throw hardknockdown
Back Throw
b + h
80,000
throw hardknockdown
Forward Air Throw
air f + h
80,000
airthrow hardknockdown
Back Air Throw
air b + h
80,000
airthrow hardknockdown

Special Moves

Name
Command
Damage
Notes (glossary)
Daggers of Denak (L)
qcf + l
50,000
airok projectile ;
Can only perform one in the air.
Daggers of Denak (M)
qcf + m
50,000 per Ring
airok projectile ;
Can only perform one in the air.
Eye of Agamotto
qcf + h
15,000 x 10
airok projectile ;
Can only perform one in the air.
Mystic Sword (L)
dp + l
50,000 per Hit
strike
Mystic Sword (M/H)
dp + m / h
50,000 + 80,000
projectile
Grace of Hoggoth (L)
qcb + l
0
airok ;
Powers up Flames of the Faltine.
Grace of Hoggoth (M)
qcb + m
90,000 for Explosion
airok otg projectile ;
Explosion only occurs when hit by
Flames of the Faltine.
Flames of the Faltine
qcb + h
50,000
airok projectile
Flames of the Faltine
(1 Yellow Grace of Hoggoth)
qcb + h
80,000
airok otg projectile
Flames of the Faltine
(2 Yellow Grace of Hoggoths)
qcb + h
100,000
airok otg projectile
Flames of the Faltine
(3 Yellow Grace of Hoggoths)
qcb + h
130,000
airok otg
softknockdown (air only)
crumple (ground only)
Flight
qcb + s
0
airok ;
Leaves Doctor Strange in Flight
Teleportation
rdp + atk
0
airok ;
l puts Doctor Strange in-front of opponent.
m puts Doctor Strange behind opponent.
h puts Doctor Strange above opponent.
Bolts of Balthakk
atk + s
60,000 + 60,000
projectile

Hyper Moves

Name
Command
Damage
Special Properties (glossary)
Spell of Vishanti
qcf + atk + atk
33,000 x 10
airok otg
projectile mashable
Seven Rings of Raggador
qcb + atk + atk
20,000 x 15
projectile projcounter ;
Activates on when struck by a Projectile;
Damage is never scaled for this Hyper.
Astral Magic
dp + atk + atk
450,000
hardknockdown
projnullifier ;
Level 3 Hyper

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.
  • 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.

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