Mike spragg (talk | contribs) |
Mike spragg (talk | contribs) |
||
Line 90: | Line 90: | ||
=== 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 | 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 20:17, 27 November 2011


Doctor Strange
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
Normal Moves
Counters physical attacks and causes
Strange to teleport behind opponent.
Hitting opponent out of air causes
longer than normal Air Reel.
nocancel
Hitting opponent out of air causes
longer than normal Air Reel.
Throws
Special Moves
Can only perform one in the air.
Can only perform one in the air.
Can only perform one in the air.
Powers up Flames of the Faltine.
Explosion only occurs when hit by
Flames of the Faltine.
(1 Yellow Grace of Hoggoth)
(2 Yellow Grace of Hoggoths)
(3 Yellow Grace of Hoggoths)
softknockdown (air only)
crumple (ground only)
Leaves Doctor Strange in Flight
l puts Doctor Strange in-front of opponent.
m puts Doctor Strange behind opponent.
h puts Doctor Strange above opponent.
Hyper Moves
projectile mashable
Activates on when struck by a Projectile;
Damage is never scaled for this Hyper.
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.