UMVC3/Doctor Strange: Difference between revisions

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=== Advanced Strategy ===
=== Advanced Strategy ===


=== Strategy vs. Doctor Strange ===
== Strategy vs. Doctor Strange ==


[[Category: Ultimate Marvel vs Capcom 3]]
[[Category: Ultimate Marvel vs Capcom 3]]

Revision as of 13:07, 29 November 2011

Ultimate Marvel vs Capcom 3UMvC3Logo.png
UMVC3/Getting StartedUMVC3#CharactersUMVC3/GlossaryUMVC3/Game MechanicsUMVC3/Game ModesUMVC3/StrategyUMvC3HeaderButtons.png

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.


Character Vitals

CHARACTER DATA
Health:
850,000
Double Jump:
No
Air Dash:
No
Air Dash/Jump count:
0
X-FACTOR
Level 1
Level 2
Level 3
X-Factor Damage Boost:
20.0 %
45.0 %
70.0 %
X-Factor Speed Boost:
? %
 ? %
 ? %
X-Factor Duration:
11.5 s
16.5 s
21.5 s
MINIMUM DAMAGE SCALING
 
L Attacks
M Attacks
H Attacks
Special Moves
Hyper Combos
Normal:
? %
 ? %
 ? %
 ? %
 ? %
X-Factor Lvl 1:
? %
 ? %
 ? %
 ? %
 ? %
X-Factor Lvl 2:
? %
 ? %
 ? %
 ? %
 ? %
X-Factor Lvl 3:
? %
 ? %
 ? %
 ? %
 ? %


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
proj
Spell of Vishanti
Beta2.png Bolts of Balthakk
shot front
60,000 + 60,000
proj
Spell of Vishanti
Gamma2.png Eye of Agamotto
shot front
15,000 x 10
proj
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 proj ;
Can only perform one in the air.
Daggers of Denak (M)
qcf + m
50,000 per Ring
airok proj ;
Can only perform one in the air.
Eye of Agamotto
qcf + h
15,000 x 10
airok proj ;
Can only perform one in the air.
Mystic Sword (L)
dp + l
50,000 per Hit
strk
Mystic Sword (M/H)
dp + m / h
50,000 + 80,000
proj
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 proj ;
Explosion only occurs when hit by
Flames of the Faltine.
Flames of the Faltine
qcb + h
50,000
airok proj
Flames of the Faltine
(1 Yellow Grace of Hoggoth)
qcb + h
80,000
airok otg
proj
Flames of the Faltine
(2 Yellow Grace of Hoggoths)
qcb + h
100,000
airok otg
proj
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
proj

Hyper Moves

Name
Command
Damage
Special Properties (glossary)
Spell of Vishanti
qcf + atk + atk
33,000 x 10
airok otg
proj ; Mashable.
Seven Rings of Raggador
qcb + atk + atk
20,000 x 15
proj projcounter ;
Activates on when struck by a Projectile;
Damage is never scaled for this Hyper.
Astral Magic
dp + atk + atk
450,000
hardknockdown
projnull ;
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.
  • If the opponent is blocking in the corner, you can use Daggers of Denak {{#motion: m}} from point blank range to have the Daggers hit from BEHIND the opponent, forcing them out of the corner, which can allow you to teleport behind them. Note that these Daggers have a lot of startup, so you'll often need to incorporate this into a blocked combo (block string), and use an assist to keep Strange safe.
  • Eye of Agamotto hits up to 10 times while stationary, and up to another 10 times when in motion (when struck by Impact Palm). If the opponent blocks the initial cast of the Eye, you can Impact Palm it for 20 hits of chip, and use this time to start a new teleport mix-up!

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

Strategy vs. Doctor Strange

  • One of Strange's biggest weaknesses is the area directly above him. Outside of his Spell of Vishanti Hyper, he has no way to quickly stop or attack an enemy from above. Even his Illusion counter has enough recovery time that you can often punish him for trying it after a jump-in. With this in mind, teleports are often very useful against him, especially Strider's Vajra.
  • Be very careful when Strange has meter. His Spell of Vishanti hyper comes out in one frame (almost instantaneously), allowing him to punish almost any move, from anywhere on the screen. He can also X-Factor Cancel this move, and lead to a full-damage combo. As long as he has meter, do not throw out random moves, especially from a range.
  • Strange's {{#motion: s}} attack has immense recovery time. On block, this is one of the most easily punished moves in the game.
  • Strange lacks a strong mix-up game and mobility without the use of his teleports. When push comes to shove, you can block most of his assaults rather easily with enough patience. Note, however, that he can teleport to make many of his normal attacks safer, so don't get too anxious to punish.
  • Strange, like Phoenix before him, is one of the only characters that cannot teleport behind his opponent when they are cornered. Use this to your advantage. Note above (in the Tips and Tricks section), that he DOES have tricks to pull you out of the corner, as well as the decent option select of Impact Palm / forward throw.