Marvel VS Capcom: Infinite/Doctor Strange

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Dr. Strange

Mvci Strange.png

The Doctor is in! Dr. Stephen Strange was a brilliant M.D. who, after a tragic accident injuring his hands, preventing him from performing the surgeries he was renowned for, meets with a hermit in the Himalayas who can supposedly heal any injury. He seeks help from this man, who refuses him due to his vain nature, but wins him over when he saves him from a former student of his. Thus, Strange unlocks access to a whole world of bizarre mystical powers. He acquires many mystical artifacts in his travels through the strange dimensions between worlds, including the Eye of Agamotto, which he uses to help control the screen and gain an edge over his opponents in Marvel vs. Capcom Infinite.

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

Raynex, Flash, Snaketits, emc, click savage

Character Vitals

CHARACTER DATA
Health:
10,000
Double Jump:
No
Air Dash:
No
Air Dash/Jump count:
0
Misc Movement:
Flight & Teleport

Move List

Unique Trait

Spatial Magic: Dr. Strange has the ability chain Graces of Hoggoth 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
Mvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci strange stlp.png 300 Mid 6 3 14 -6 -4
Can't be rapid fired, its wide hurtbox can leave Strange vulnerable.
Standing Heavy Punch
Mvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci strange sthp.png 700 Mid 11 4 34 -14 -18
A solid hitbox that is used to confirm your combos.
Standing Light Kick
Mvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci strange stlk.png 500 Mid 8 3 25 -9 -11
Decent button that doesn't leave Strange too vulnerable in footsies.
Standing Heavy Kick
Mvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci strange sthk.png 700 Mid 12 3 36 -15 -19
Strong footsies button, mainly used to confirm ground strings from 5HP. Its long reach can be helpful in converting mid-screen ground bounces after you tag in Strange.
Crouching Light Punch
Mvci down.pngMvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci strange crlp.png 300 Mid 6 3 14 -5 -3
Can't be rapid fired.
Crouching Heavy Punch
Mvci down.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci strange crhp.png 700 Mid 11 3 37 +11 -19 Launch
Standard launcher hitbox.
Crouching Light Kick
Mvci down.pngMvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci strange crlk.png 500 Low 8 10 18 -9 -12
Very underrated attack, hits low with nice range, use this in your high/low mix-ups from a tag-in.
Crouching Heavy Kick
Mvci down.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci strange crhk.png 700 Low 10 3 38 +38 -21 Knockdown
Solid range low attack that doesn't leave Strange too vulnerable to counter pokes but the knockdown can make it difficult to utilize properly in confirms.
Jumping Light Punch
j.Mvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci strange jlp.png 300 High 6 3 14 - -
-
Jumping Heavy Punch
j.Mvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci strange jhp.png 700 High 11 5 27 - -
Nice downward hitbox that can stuff anti-airs, can start your air combo with this button to reduce the harshness of damage scaling later on.
Jumping Light Kick
j.Mvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci strange jlk.png 500 High 9 3 24 - -
Nice downward hitbox that can stuff anti-airs.
Jumping Heavy Kick
j.Mvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci strange jhk.png 700 High 9 3 36 - - During Air Combo: Groundbounce Hardknockdown Aircombofinisher
Air combo ender, by far his best overhead after entering flight mode during mix-ups, with enough hitstun to easily confirm from after exiting flight.

Command Normals

Mysterious Slice
Mvci fwd.pngMvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci strange fwdlp.png 500 Mid 8 3 20 -4 -6
A nice anti-air hitbox. Can be chained from 5LP, chains into Spirit Circle or 5LK.
Mysterious Slice (air)
j.Mvci fwd.pngMvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci strange jfwdlp.png 500 High 9 3 26
A rather big hitbox that can help with air-to-airs, can be chained from j.Mvci lp.png, chains into j.Mvci lk.png
Spirit Circle
Mvci df.pngMvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci strange dflp.png 500 Mid 10 4 19 -3 -5
Solid anti-air hitbox; confirm this into 2HP. Can be chained from 5LP or Mysterious Slice, chains into 5LK.
Impact Palm (air OK)
Mvci fwd.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci strange ip.pngMvci strange jip.png 700 Mid 7 4 40 +122 -24 Crumple
His primary combo tool that will be used in pretty much every combo ever and it will OS with throw. Chains from Mvci hk.png, chains into Mvci down.pngMvci hp.png. Inputting this normal next to a Tear or Eye of Agamotto will cause it to track your opponent. Only the grounded version of Impact Palm will cause a crumple. You can get up to a maximum of two crumples in a combo by linking ground Impact Palm into a flight combo that ends with another ground Impact Palm. +122 hit advantage to Crumple.png only.
Illusion
Mvci fwd.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci strange fwdhk.png - - 4 18 9 - - Counter
Long active frames makes this a pretty strong way to screw up your opponents offense. Counters all physical hits; Strange will teleport behind his opponent automatically upon activation.

Misc

Throw
Mvci fwd.png or Mvci back.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci strange throw.png 1000 Throw 3 1 - +61(forward throw) / +69 (back throw) - Wallbounce Hardknockdown
Additional damage scales by 50%. Follow up combo won't allow another wall bounce.

Throw

Air Throw
Mvci fwd.png or Mvci back.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci strange jthrow.png 1000 Throw 3 1 - - Wallbounce Hardknockdown
Additional damage scales by 50%. Follow up combo won't allow another wall bounce.
Tag
Mvci tag.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci strange tag.png 500 Mid 6 8 44 +33 +28
Hit/Block adv is dependent on when you Cancel.png your tag-in.

Specials

Flames of the Faltine (Air OK)
Mvci qcf.pngMvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci strange fof.png 500 Mid 11 40 -10 +12 Projectile
Spawns a forward attacking projectile that will track the nearest Grace of Hoggoth if one is placed and can be reflected. Flames of the Faltine grows in strength based on how many Mvci hp.png Graces are on the field. Interesting to know that a Flames of the Faltine will track additional Grace of Hoggoths placed on the field after activating one as long as there is another Grace to travel towards before coming back to a new one, otherwise it will track the opponent. Projectile disappears when Strange is hit.
Flames of the Faltine Level 1 (Air OK)
Mvci qcf.pngMvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci strange fof1.png 250x3 (750) Mid 11 6(3)31 +40 +15 Projectile
Knockdown
After hitting a Mvci hp.png Grace of Hoggoth, Flames of the Faltine levels up into a multi-hit tracking projectile and can be reflected. Projectile disappears when Strange is hit.
Flames of the Faltine Level 2 (Air OK)
Mvci qcf.pngMvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci strange fof2.png 200x5 (960) Mid 11 6(3)8(3)20 +110 +90 Projectile
Hardknockdown
After hitting a second Mvci hp.png Grace of Hoggoth, Flames of the Faltine levels up even further into a multi-hit tracking projectile that cannot be reflected and gains increased hitstun and Knockdown.png properties. Projectile disappears when Strange is hit.
Flames of the Faltine Level 3 (Air OK)
Mvci qcf.pngMvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci strange fof3.png 1300 Mid 11 7(3)6(3)5(2)14 +43 +124 Projectile
Crumple
After hitting a third Mvci hp.png Grace of Hoggoth, Flames of the Faltine levels up even further into a super fast one hit beam that tracks the opponents last known location and cannot be reflected, crumples on ground opponents only. Projectile disappears when Strange is hit.
Bolts of Balthakk
Mvci qcf.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci strange bolts.png 200x8 (1480) Mid 21 18(29)24 34 +50 -22 Projectile
Stagger
A very powerful beam attack that attacks twice in a row at split intervals, causes a Stagger.png on opponents that temporarily "freezes" their character. Dr. Strange can confirm this with Teleport into Mvci down.pngMvci lk.png for the Otg.png. Excellent projectile to tag in a partner that is easily confirmable from full screen. This projectile cannot be reflected or push blocked.
Daggers of Denak (Air OK)
Mvci qcf.pngMvci lk.png or Mvci hk.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci strange dagger.pngMvci strange daggers.png Mvci lk.png 800 Mid 35 16 0 +25 +21 Proj
Mvci hk.png 400x3 (1160) Mid 70 1st dagger projectile begins tracking on frame 97, followed by 99 then 101 0 +69 +65 Proj
Mvci lk.png spawns one tracking projectile, can be reflected.
Mvci hk.png spawns three tracking projectiles and takes a long time to attack, great for creating mix ups after hard knockdowns, can be reflected.
Projectile disappears when Strange is put into block stun or on hit, however after the projectiles begin their movement towards the opponent, the daggers won't be interrupted.
Tears/Eye of Agamotto (Air OK)
Mvci qcb.pngMvci lk.png or Mvci hk.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci strange lkeye.pngMvci strange lkeyeexplode.pngMvci strange hkeye.png Mvci lk.png 1300 Mid 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
Mvci hk.png 100x5 (500) Mid 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.
Mvci lk.png version (Tears) spawns a red eye that will not interact with projectiles, even hypers. Tears is a one hit explosion which is primarily used for combos though it's neutral applications can be strong defensively, if palmed it travels slowly.
Mvci hk.png version (Eye) spawns a yellow eye that is multi-hit and best used offensively in mix-ups, it travels fairly fast and almost reaches full screen. Eye durability reference
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 or another special such as a teleport is performed. Projectile disappears when Strange is hit.
Mystic Sword - Duel Slash
Mvci dp.pngMvci lp.png or Mvci hp.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci strange lpsword.pngMvci strange hpsword.png Mvci lp.png 200x2+500 (900) Mid 8 3(3)3(7)3 24 +30 -7 Knockdown
Mvci hp.png 200x3+600 (1140) Mid 11 3(42)3(3)3(7)3(19)6 26 +70 -12 Wallbounce Hardknockdown
Mvci lp.png version is a decently fast physical attack, can be used early on in combos if you wish to not waste a wall bounce.
Mvci hp.png version is your primary special to confirm or extend combos later on, great with tagging as it locks down fairly well and the last hit can sometimes frame trap your enemy.
Both versions share the same initial 3 hitboxes but the Mvci hp.png version has an Extra.png hitbox at the end that causes wall bounce (second image shown)
Mystic Sword - Shockwave
Mvci dp.pngMvci lk.png or Mvci hk.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci strange lkswordhit.pngMvci strange lksword.pngMvci strange hkswordhit.pngMvci strange hksword.png Mvci lk.png 200+900 (1100) Mid 12 34 +25 -18 Proj
Mvci hk.png 200+900 (1100) Mid 12 39 +17 -18 Proj
Mvci lk.png version is a straight forward projectile that travels full screen, can be reflected.
Mvci hk.png version is a full screen projectile that travels up forward into the air, can be reflected.
First hit is a physical attack (first/third image shown) and is responsible for the initial 200 damage, if opponent is struck by this they will go into a knockdown.
Grace of Hoggoth (Air OK)
Mvci qcb.pngMvci lp.png or Mvci hp.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci strange grace.png Mvci lp.png - - 35 - - -
Mvci hp.png - - 35 - - -
Can be chained into Spacial Magic Cast A with Mvci lp.png or Mvci hp.png.
Mvci lp.png grace is a red orb that causes an explosion when you use Flames of the Faltine.
Mvci hp.png grace is a yellow orb that powers up Flames of the Faltine into a more powerful version.
Spacial Magic Cast A (Air OK)
Mvci lp.png or Mvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci strange grace2.png - - 61 / 66 (air) - - -
Spawns an additional Grace of Hoggoth of your choosing, can be chained into Spacial Magic Cast B with Mvci lp.png or Mvci hp.png. Holding Mvci fwd.png can spawn the graces further out from Strange's location than normally possible. Counts as two air actions.
Spacial Magic Cast B (Air OK)
Mvci lp.png or Mvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci strange grace3.png - - 87 / 92 (air) - - -
Spawns the final Grace of Hoggoth of your choosing, can be chained into Spacial Magic Scatter with Mvci lp.png or Mvci hp.png or Spacial Magic Gather with Mvci lk.png or Mvci hk.png. Holding Mvci fwd.png can spawn the graces further out from Strange's location than normally possible. Counts as three air actions, use flight in order to gain a new action to use Flames of the Faltine before landing.
Spacial Magic Scatter (Air OK)
Mvci lp.png or Mvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci strange grace4.png - - 123 / 128 (air) - - -
Mvci lp.png sends the three graces you placed in a triangle around the screen.
Mvci hp.png sends the three graces you placed in a triangle around the opponents last known location.
Counts as three air actions, use flight in order to gain a new action to use Flames of the Faltine before landing.
Spacial Magic Gather (Air OK)
Mvci lk.png or Mvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci strange gather.png - 123 / 128 (air) - -
Mvci lk.png sends the three graces you placed in Front.png of Strange in a line near his feet.
Mvci hk.png sends the three graces you placed in a line near the opponents last known location.
Counts as three air actions, use flight in order to gain a new action to use Flames of the Faltine before landing.
Grace of Hoggoth Mvci lp.png Detonation
Mvci qcb.pngMvci lp.pngMvci qcf.pngMvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci strange graceexplode.png 500 Mid 3 +78 +2 Projectile
Hardknockdown
Though red grace doesn't improve the faltine projectile itself, it can cause a nice explosion to keep opponents at bay with minimal damage scaling.
Teleport (Air OK)
Mvci down.pngMvci down.pngMvci lp.png or Mvci hp.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci strange lptele.pngMvci strange hptele.png Mvci lp.png - - 11 6 24 - - Invuln frames 11-20
Mvci hp.png - - 11 / 18 (air) 6 / 1 (air) 24 / 22 (air) - - Invuln frames 11-20
Mvci lp.png version will teleport Strange in Front.png of his opponent, good for creating fake out mix ups.
Mvci hp.png version will teleport Strange behind his opponent, it will even cross up in the corner.
Teleport (Air OK)
Mvci down.pngMvci down.pngMvci lk.png or Mvci hk.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci strange lktele.pngMvci strange hktele.png Mvci lk.png - - 11 6 24 - - Invuln frames 11-20
Mvci hk.png - - 11 6 24 - - Invuln frames 11-20
Mvci lk.png version will teleport Strange above and in Front.png of his opponent, can be a way to set up tricky mix ups.
Mvci hk.png version will teleport Strange on the ground behind him a set distance, ideal for evading an opponent.
Flight (Air OK)
Mvci qcb.pngMvci lk.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci strange flight.png - - - - -
Enters flight mode, can move in 8 directions. Ideal for stalling as well as used during ground strings. Flight is an ideal way to set up Low.png to the ground overheads during lockdown sequences since he has no real overhead outside of short hops. Flight is a good way to extend the number of specials as you can use this as your fourth air action after using up your original three, for example if you use 3 specials in the air you can fly then gain access to 3 more before landing effectively giving you 6 air specials in one jump. Unfly has 1f of recovery.

Hypers

Spell of Vishanti (Air OK)
Mvci qcf.pngMvci lp.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci strange sov.png 300x10 (2520) Mid 11+6 (17 total) 49 48 +15 -30 Proj Invincible on frame 11
Tracks opponent, hits anywhere on the screen, does not Otg.png after two Mvci up.pngMvci hk.png air combo enders. Few characters can confirm off a raw SoV, but you can make it easier if you tag+super on the same input in order to position yourself better.
Seven Rings of Raggadorr
Mvci qcb.pngMvci lp.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci strange rings.png - - 11+0 (11 total) 24 38 - - Counter Proj Invincible frames 1-11.5
Projectile will only spawn if Strange gets attacked by an enemies projectile during it's active frames.
Seven Rings of Raggadorr (Activation)
Mvci qcb.pngMvci lp.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci strange rings2.png 150x23(2190) - 300x27 (4839) Mid 24 84 49 -32 Counter Proj Knockdown Invincible frames 1-98
Damage varies based on range, does not hold full invincibility during recovery, best to tag in your partner to cover Strange's recovery.
Crimson Bands of Cyttorak (Level 3)
Mvci qcf.pngMvci lk.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci strange lvl3.png 5250 (17 hits) Mid 10+6 (16 total) 30 50 +63 -21 Invincible frames 1-20
This is a physical attack that vaults Strange forward toward his enemies.

Hitboxes

Videos


Technology

Bnb mix up from a knockdown
Illusion punish on some common tactics
Showing that Tears doesn't interact and can help your defense
Hard to blockable set up with Hulk, can be applied to almost anyone
Gamora punish concept

Combos

6k corner cr.lk starter
6k mid screen cr.lk starter
6.6k mid screen j.hp starter
6.7k Bnb
8k corner combo + more
Mid screen 2 grace combo variation
Mid screen 3 grace combo variation

Strategy

Partner Selection

Corner reset with Dante
reliable Frank/Strange level 4 combo from bolts
Frank/Strange to level 5
Raw SoV conversion applications
Captain Marvel corner reset concept
Captain Marvel hit grab to set up a meaty mix up from a knockdown
Nova w/ Bolts mid screen pressure options

Stone Selection

Arguably, the best stones going for him are: Space, Reality, Soul. However this is a general statement and more thought should be put in depending on your partner and what they require as well. Strange has very strong set play and powerful zoning, he can probably make use of any of the stones so it will be up to you to figure out which play style you enjoy more.

Power

This stone is one of the more honest ones Strange has access to, the storm itself doesn't make him too much scarier outside of chip damage from Vishanti but it can offer some high damaging combo routes. The surge is a good way for Strange to make his air-to-airs more reliable so that he can save his ground bounce from the j.HK for later since he has no other reliable way to extend combos at super jump height. This surge also gives him access to a pretty reliable anti-air and it can blow up an opponent who likes to flow chart. As mentioned, the Storm can give him additional damage while chipping the opponent making Spell of Vishanti a powerful way to end a match even if your opponent blocks. Pick Power if you want a reliable button Strange can use to create easy trade scenarios and good air-to-air options.

Power Stone 8.8k meterless concept

Time

A pretty strong stone selection as it can give him strong run away and give his partner access to a teleport as well. Time is a good selection for it's storm as Strange is one of the characters that can take real advantage of spamming specials that can lead into a teleport mix up. Though the surge can be good to escape the corner, Strange still has ways to escape the corner with his own teleports so you may want to choose this based on your partners needs, though the Surge is incredibly strong for escaping the corner as the opponent can still tag on reaction to catch most of your teleports in that situation. Overall a solid choice, pick Time if you want more mobility and ways to open up your opponent through storm.

Reality

Reality surge is an ideal projectile to combine with the rest of Strange's arsenal. What makes the surge good is it can be layered with his other projectiles to always have a tracking projectile on the field making it difficult for your opponent to breach. Popping the surge in neutral can give you time to set up his slower projectiles such as Eye of Agamaddo or Daggers. The storm is also very strong, by utilizing the LK Ice or HP Fire with teleports, you can create lots of mix up opportunities and make it difficult for your opponent to run away. Pick Reality if you want a lot of control through out the match and frustrate your opponent with multiple projectiles on the field at once.

Soul

What makes Soul really strong for Strange is the long distance surge that is -4 on block that pierces through other projectiles and armored attacks. The surge can punish reality users and keeps opponents at bay while making them respect the life steal. The storm itself is strong for any character since it revives your partner and extends your ability to succeed. Strange also really enjoys having a partner around to cover him through tags and make the most out of bolts in neutral, having a revive means you will get a second chance at being able to do this and continue your set play. Pick Soul if you want a far reaching mid range attack that Strange sorely needs as well as a great come back factor.

Space

Perhaps his best stone, what makes this particularly good is how you can force opponents into your tracking projectiles from a distance and create free mix up opportunities during the storm. If you are able to set down an Eye, you can use the surge to pull in your opponent and make them block which is ideal for tagging and creating a mix up where they have to guess. The storm is a good way to limit your opponents options and gives Strange the best mix ups out of the storms since he can essentially create unseen blocking situations for the opponent. By going to super jump height and using HK daggers into multiple teleports, the opponent has no choice but to guess which is good news for Strange. Limiting your opponents ability to tag or counter switch is effective for everyone so this stone is always a good choice. The box also limits your opponents movement while being juggled in a combo, you can convert from SoV with a tag for virtually any character since the box will prevent them from moving too far. Pick Space if you want to force your opponent to play your game.

Space Stone mix up and Storm combo idea

Mind

A very fair stone choice for Strange but has potential to be a strong choice if you can create effective tick throw set ups using his projectiles and the surge. Minds greatest asset is it's storm, even activating at 50% power allows you to gain a ton of meter and allows more counter switching and SoV punishes in neutral. The surge can also be a strong tool for Strange as once he catches an opponent, he can set up however he wants during the dizzy and create strong resets out of it. It's fairness comes in situations where Strange is a solo character, having a lot of meter means more SoV's but they are also negative on block so you can keep your opponent honest but you must also be honest yourself. Pick Mind if you want to add a command throw to Strange's arsenal and a lot of meter for your team.

Match ups

How to fight Dr. Strange

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