Dr. Strange
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
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 |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
300 | Mid | 6 | 3 | 14 | -6 | -4 | ||
Can't be rapid fired, its wide hurtbox can leave Strange vulnerable. |
Standing Heavy Punch |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | Mid | 11 | 4 | 34 | -14 | -18 | ||
A solid hitbox that is used to confirm your combos. |
Standing Light Kick |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | Mid | 8 | 3 | 25 | -9 | -11 | ||
Decent button that doesn't leave Strange too vulnerable in footsies. |
Crouching Light Punch |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
300 | Mid | 6 | 3 | 14 | -5 | -3 | ||
Can't be rapid fired. |
Crouching Heavy Punch |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | Mid | 11 | 3 | 37 | +11 | -19 | Launch | |
Standard launcher hitbox. |
Jumping Light Punch j. |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
300 | High | 6 | 3 | 14 | - | - | ||
- |
Jumping Light Kick j. |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | High | 9 | 3 | 24 | - | - | ||
Nice downward hitbox that can stuff anti-airs. |
Command Normals
Mysterious Slice |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
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. |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | High | 9 | 3 | 26 | ||||
A rather big hitbox that can help with air-to-airs, can be chained from j., chains into j. |
Misc
Throw
Tag |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | Mid | 6 | 8 | 44 | +33 | +28 | ||
Hit/Block adv is dependent on when you your tag-in. |
Specials
Tears/Eye of Agamotto (Air OK) or |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
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 | ||
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. 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. 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. |
Hypers
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.