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    Doctor Strange by Lord_CooIer

    Version: 0.9 | Updated: 12/14/11 | Search Guide | Bookmark Guide

    Doctor Strange Character FAQ v1.0 for Ultimate Marvel vs Capcom 3
    By Lord_Cooler
    Created on: 11/24/11
    Legal Stuff
    All characters are owned by Capcom Co. and Marvel studios.
    I do however own this guide, this guide is not for sale and may not be 
    copied without my express permission. The only site with permission
    to host this guide is gamefaqs.com. If you see this guide hosted
    somewhere else or someone taking credit for my guide please email
    me at arenstimage@gmail.com. Thank you.
    Table of contents:
    1a: Introduction
    1b: Character History
    1c: Button Layout
    1d: The basics
    2a: Normals
    2b: Specials
    2c: Hypers
    2d: Assists
    2e: Combos
    3a. Team Building
    4a: Q&A
    4b: Special Thanks
    1a: Introduction
    Hello and welcome to the character FAQ of Doctor Stephen Strange
    AKA. Doctor Strange. This guide intends to cover the most mundane 
    to the most interesting parts of the (former) Sorcerer Supereme,
    and aims to help you get a good understanding of the character. 
    Whether you want to just start learning him or want to improve 
    with him, this is the guide for you. Be warned, Strange is not
    for the faint of heart, it takes dedication to use him well.
    Though he does have his drawbacks (low speed, no way to get pressure
    off him, big hitbox, low health), he has plenty of tools that 
    make him viable.
    1b: Character History
    Real Name: Stephen Vincent Strange
    Height: 6'2
    Weight: 180lbs
    Gender: Male
    Occupation(s): Former Sorcerer Supreme, former Neurosergeon
    Birthplace: Philadelphia, Pennsylvania
    Alignment: Good
    Short Bio: Stephen Strange was born in Philadelphia, Pennsylvania
    to his parents, Eugene and Beverly Strange. As a child he was already
    destined to become the next Sorcerer Supreme. However, a resentful
    sorcerer who knew about Strange's destiny, Karl Mordo, cursed the 
    young Strange's life starting from the age of 8. During some point
    in his childhood, Strange began an interest in medicine that he
    did not fully go into until the death of his parents.
    Strange finished medical school in record time, and his success made
    him very arrogant. However, one tragedy after another befell Strange
    culminating in a tragic car accident that ruined his hand. 
    Although different surgeons tried, they were unable to fix his hands.
    Strange, being the arrogant man he was, would not take a desk job and
    instead spent all of his money looking for something that would cure
    Strange went to Tibet in search of the Ancient One, who wanted to teach
    Strange in mysticism. At first Strange refused, but after seeing a battle
    between the Ancient One and Baron Mordo, Strange changed his mind and studied
    under the Ancient One, eventually becoming the next Sorcerer Supreme.
    1c: Button Layout
    The layout in Ultimate Marvel vs Capcom 3 (which I will be shortening
    to UMvC3 now) is very simple. There are four types of basic attacks,
    light, medium, heavy, and launcher. Light attacks have the least amount 
    of startup but deal the worst damage. Heavy attacks are the opposite, and
    Medium falls somewhere in between. Launchers are special moves that lift
    your opponent high in the air, allowing you to air combo them. All normal
    moves change properties depending on whether you are jumping or crouching.
    UMvC3 is a team game, and as such you can pick three characters, and call
    on their assists anytime you are not superjumping, using a special or hyper,
    or in hit/blockstun. To call out an assist, press the A1/A2 button. Your 
    partner will appear and do an attack, then retreat. You may only use one 
    assistp er character in a combo, and you can call your assist again once 
    your combo ends. Assists take 50% more damage so learn when and when not 
    to call them. You can tag out by holding the assist button of the 
    character you want to switch in.
    1d: The basics
    In this section I will cover things like basic movements and button 
    presses that are uniform to most every character.
    Dashing: Dashing is performed by either double tapping the direction 
    you want to go in, or you can press two buttons simultaneously to
    dash forward. Dashing is useful to cover ground more quickly than 
    walking, and you can cancel your dash by pressing down. A popular
    strategy regarding is to cancel the ending frames of your dash
    into another dash, covering ground even faster. 
    Jumping/Superjumping: This is done by pressing up on your joystick.
    Jumping allows you to evade some ground attacks, changes your normals,
    and some specials and hypers can only be performed in the air. Superjumping
    is performed by pressing down and then up quickly. It is higher than 
    a regular jump and can give you some much needed breathing room. If you
    land a launcher, you can superjump by just pressing up after the hit 
    connects, and this allows you to combo your enemy further. 
    Command Normal: A command normal is a "special move" that doesn't count
    as a special move. Other normals may be canceled into command normals,
    and most command normals may be canceled into specials and hypers.
    Special Move: Moves that are unique to each character that require a 
    combination of button presses and joystick movements. Most normal
    moves except for launchers can be canceled into special moves, and
    special moves can further be canceled into hypers.
    Hyper Move: A powerful move that consumes at least 1 bar of your
    Hyper gauge, these moves are the strongest in a characters arsenal, 
    however they cannot be canceled unless you use your X-Factor. Hypers
    have many different effects from dealing straight up plain damage, 
    to increasing your characters strength and speed, among other things.
    X-Factor: X-Factor is activated by pressing Light, Medium, Heavy, and
    Launcher at the same time. Your character will glow red, will cancel
    any animation they were in, and they will have increased strength and speed. 
    They will also recover red life. X-Factor is also the only way to cancel 
    your hyper moves. You may only use X-Factor once per battle, and you can 
    use it at any time except for when you're in hitstun.
    DHC: Stands for Delayed Hyper Combo. A DHC is when you use your hyper combo,
    and then input your teammates hyper combo, allowing your first character to
    switch out safely. For example, if I used Strange's Spell of Vishanti hyper,
    then inputted the motion for Ryu's Shinkuu Hadouken, Strange would leave the
    battlefield, and Ryu would come out, performing his hyper. This costs multiple 
    hyper bars so use it wisely. 
    THC: Stands for Team Hyper Combo. A THC is performed by holding down both 
    assist buttons. A THC costs as many bars as you have characters on your team.
    Unlike DHCs a THC will have all of your characters come out and perform a hyper
    combo for massive damage. The hyper performed depends on what assist you've 
    chosen for them; however some characters have only one THC hyper. For example,
    every time Spencer is called in to do a THC, he will always do Bionic Lancer,
    since Bionic Maneuvers is a cutscene hyper. 
    TAC: Stands for Team Aerial Combo. A TAC is performed by pressing either 
    left/right, down, or up + launcher. A left/right TAC will drain your opponent
    of one hyper bar, a down TAC will give you one hyper bar, and an 
    up TAC gives you a damage bonus. TACs can be countered if you 
    accurately predict the directionyour opponent is going to TAC in and press 
    the same buttons/direction as them. This will break their combo and they 
    will take extra damage.
    Advancing Guard: While in blockstun, if you press two buttons simultaneously,
    you will perform an advancing guard, which pushes the enemy back slightly. This
    technique is vital in getting out of blockstrings and chip damage. However, 
    Advancing Guard will not push back enemies doing a hyper.
    Knockdown: There's 2 kinds of knockdown, soft and hard. Hard knockdown
    means that the opponent will lay on the ground for a little while,
    allowing you to hit them with certain moves. Those moves are called
    "OTGs". Soft Knockdown means the opponent will get up as soon as they
    touch the ground.
    2a: Normals
    Ah, finally the meat and potatoes of this FAQ, we finally get to see
    exactly what each of Strange's normals do! In this guide I will analyze
    each normal with this format:
    Attack Data:
    Frame Data:
    -Startup Frames: 
    -Active Frames: 
    -Recovery Frames: 
    -Frame Advantage on Hit: 
    -Frame Advantage on Block: 
    All of Strange's normals can be canceled into normals of a higher strength.
    Example: A chain Strange can do is L, M, H, S. With that all said and done, 
    lets get to it!
    (Unless otherwise specified, all moves hit mid and thus can be blocked high
    or low)
    Standing L:
    Attack Data:
    -Hits: 1
    -Damage: 45,000
    Frame Data:
    -Startup Frames: 4
    -Active Frames: 3
    -Recovery Frames: 20
    -Frame Advantage on Hit: -10
    -Frame Advantage on Block: -11
    Summary: This move is absolutely terrible. Strange pokes his oponnent 
    with a little piece of light. It's reasonable fast, but it hits so high
    that it'll miss on average size and small size characters, opening him
    up for punishment. Crouching L is infinitely superior to this piece
    of crap.
    Standing M:
    Attack Data:
    -Hits: 1
    -Damage: 53,000
    Frame Data:
    -Startup Frames: 6
    -Active Frames: 3
    -Recovery Frames: 30
    -Frame Advantage on Hit: -15
    -Frame Advantage on Block: -16
    Summary: Strange arcs his hand downward and a trail of light appears, 
    hitting the enemy. This move is pretty standard, nothing special about
    it really.
    Standing H
    Attack Data:
    -Hits: 1
    -Damage: 70,000
    Frame Data:
    -Startup Frames: 8
    -Active Frames: 4
    -Recovery Frames: 35
    -Frame Advantage on Hit: -16
    -Frame Advantage on Block: -17
    Summary: Strange shoots out a thin beam of light that reaches pretty far,
    but has a lot, and I mean a LOT of recovery if it whiffs. Use it only if
    you know for sure it's going to hit.
    Standing S (Launcher)
    Attack Data:
    -Hits: 1
    -Damage: 75,000
    Frame Data:
    -Startup Frames: 8
    -Active Frames: 5
    -Recovery Frames: 38
    -Frame Advantage on Hit: N/A
    -Frame Advantage on Block: -21
    Summary: Strange does a high kick that launches his enemy up, who can then 
    be air comboed. Like with his H, it has stupid amounts of recovery time.
    Also like his Standing H, it has lots of range. Pretty decent launcher, 
    just don't have it blocked and don't let it whiff. Also doubles as an
    Crouching L
    Attack Data:
    -Hits: 1
    -Damage: 43,000
    Frame Data:
    -Startup Frames: 5
    -Active Frames: 2
    -Recovery Frames: 17
    -Frame Advantage on Hit: -6
    -Frame Advantage on Block: -7
    Summary: Strange slashes at his opponents feet with light. It can be canceled
    into itself, making it a good hitconfirm. Definitely start off with this move
    in your combos if you haven't crumpled your opponent with his Flames of the
    Faltine or Impact Palm. More on those moves later.
    Crouching M
    Attack Data:
    -Hits: 1
    -Damage: 50,000
    Frame Data:
    -Startup Frames: 8
    -Active Frames: 5
    -Recovery Frames: 25
    -Frame Advantage on Hit: -13
    -Frame Advantage on Block: -14
    Summary: Strange circles his hands above his head. Serves as
    an anti air and you can combo off of it.
    Crouching H (block low)
    Attack Data:
    -Hits: 1
    -Damage: 68,000
    Frame Data:
    -Startup Frames: 9
    -Active Frames: 4
    -Recovery Frames: 27
    -Frame Advantage on Hit: N/A
    -Frame Advantage on Block: -9
    Summary: Strange sweeps your enemy off their feet with light. It's fast, not
    extremely punishable on block like many of his normals, and can be canceled 
    into his launcher. Decent move I guess.
    Air L (All air attacks must be blocked high)
    Attack Data:
    -Hits: 1
    -Damage: 48,000
    Frame Data:
    -Startup Frames: 5
    -Active Frames: 8
    -Recovery Frames: 15
    -Frame Advantage on Hit: +11
    -Frame Advantage on Block: +10
    Summary: I've never used this move because air Ls are terrible and only increase
    damage scaling in your combos while not doing a lot of damage.
    Air M
    Attack Data:
    -Hits: 1
    -Damage: 58,000
    Frame Data:
    -Startup Frames: 7
    -Active Frames: 3
    -Recovery Frames: 25
    -Frame Advantage on Hit: +16
    -Advantage on Block: +15
    Summary: Strange slashes at his enemy with light in midair. Standard 
    air combo filler.
    Air H
    Attack Data:
    -Hits: 1
    -Damage: 68,000
    Frame Data:
    -Startup Frames: 8
    -Active Frames: 3
    -Recovery Frames: 34
    -Frame Advantage on Hit: +18
    -Frame Advantage on Block: +17
    Summary: Strange kicks his enemy in midair. Again, standard air combo filler.
    Air S
    Attack Data:
    -Hits: 1
    -Damage: 73,000
    Frame Data:
    -Startup Frames: 9
    -Active Frames: 4
    -Recovery Frames: 28
    -Frame Advantage on Hit: +18
    -Frame Advantage on Block: +17
    Summary: Strange shoots a short but concentrated 
    beam of light from his hands. 
    This move slams the enemy to the ground if you've 
    launched them. It can also act as a good overhead if 
    you cancel a move into flight and then use 
    this move, opening them up for combos.
    Impact Palm (air ok) f+H
    Attack Data:
    -Hits: 1
    -Damage: 75,000
    Frame Data:
    -Startup Frames: 6
    -Active Frames: 5
    -Recovery Frames: 35
    -Advantage on Hit: N/A
    -Advantage on Block: 18
    Summary: Strange hits his enemy with his palm, causing them to 
    enter a crumple state.This move will be in EVERY single one of 
    your combos, whether ground or air. If youhit them with IP while 
    they're in the air, they will fall very fast. If you do it 
    at the right time, you will fall and hit the ground faster 
    than they do, allowing you to jump and to the "Impact Loop". 
    More on that later.
    Illusion: b+h
    Summary: Strange puts his hand up preparing 
    to counter his enemies physical move. If they hit you, 
    you'll take no damage and instantly appear behind them. This is
    Strange's only real option of getting someone off him 
    without assists, so it's useful for that. It
    also option selects into his back throw.
    Don't throw out random Illusion's though, as 
    you will eat big damage if you keep abusing it.
    Throw: near opponent, press H
    Summary: Strange envelops his enemy in light, then throws 
    them to the ground. This move causes hard knockdown. If you're 
    fast enough, you can tack on a 
    Spell of Vishanti hyper for extra damage.
    That about does it for Strange's normals. 
    As you can see, they have a large startupand are horribly 
    unsafe on block. Luckily his specials and hypers are amazing, 
    and there's even one special that allows you to 
    circumvent the terribleness of his normals on block.
    2b: Specials
    This is where Strange truly shines, using his multitude of projectiles
    to keep enemies at bay, then striking up close when they make a mistake.
    Before we look at Strange's specials, here are some notations you'll
    need to know.
    Atk= any attack button except S.
    QCF = quarter circle forward. Performed by pressing down, down-forward,
    DP = Dragon punch. Performed by pressing forward, down, down-forward.
    QCB = Quarter Circle Back. Performed by pressing down, down-back, back.
    RDP = Reverse Dragon punch. Performed by pressing back, down, down-back.
    Now without further ado, lets get on to the good Doctor's specials!
    Daggers of Dennak: QCF + L or M (air ok)
    Attack Data:
    •Hits:  L- 1,  M- 3
    •Damage:  L- 50,000,  M- 50,000x3
    Frame Data:
    •Startup Frames:  L- 11,  M- 31
    •Active Frames: N/A
    •Recovery Frames:  L- 34,  M- 29
    Summary: Strange snaps his fingers, and either 1 or 3 discs appear. These 
    disks will home in on your opponent. As you can see, the startup varies 
    greatly between the L and M versions. You can use these in conjunction
    with your teleport to cross the enemy up and score a combo. If used in
    the air, Strange will immediately fall down, unable to move or even 
    block. Be careful using these in the air.
    Eye of Agamotto: QCF + H (air ok)
    Attack Data:
    •Hits: 10
    •Damage: 97,300
    Frame Data:
    •Startup Frames: 31
    •Active Frames: 120
    •Recovery Frames: 14
    •Frame Advantage on Hit: +53
    •Frame Advantage on Block: +52
    Summary: Strange takes a LOOOOOOOONG time summoning a stationary yellow
    orb. This orb can be moved using the Impact Palm. If hit by IP, it will
    home in on the enemy. This move can be good for lockdown, allowing you 
    to keep up your corner pressure. If Strange is hit, it will disappear 
    completely. As with the Daggers, if he uses this in the air, he will
    fall down without being able to perform another action.
    Bolts of Balthakk: Atk+S
    Attack Data:
    •Hits: 2
    •Damage: 60,000x2
    Frame Data:
    •Startup Frames: 19
    •Active Frames: 15(29)15
    •Recovery Frames: 14
    •Frame Advantage on Hit: -6
    •Frame Advantage on Block: -7
    Summary: Strange casts 2 high Lightning bolts from his fingers. This
    move can be ducked under and it's pretty useless. However if it hits
    in the corner, Strange can instantly throw them. It's pretty useless
    overall though.
    Mystic Sword: DP + Atk
    Attack Data:
    •Hits:  L- 3, M/H - 2
    •Damage:  L- 50,000x3, M/H - 50,000+80,000
    Frame Data:
    •Startup Frames:  L- 8, M/H - 11 (projectile: 13)
    •Active Frames:  L- 3(1)4(8)4, M/H - 4
    •Recovery Frames:  L- 18, M/H - 36
    •Frame Advantage on Hit: M/H - -15
    •Frame Advantage on Block:  L- 0, M/H - -16
    Summary: This is all around an amazing move. The L version is a melee
    attack, and the end frames can be jump canceled into the Impact Loop
    if you're opponent is even just a little bit off the ground. It also
    makes Strange's blockstrings safe, so if your series of attacks are
    blocked, you can end them with Mystic Sword L and most enemies can't
    retaliate. The M version is a moving projectile that
    can't be stopped most by other non hyper projectiles. The H version
    is similar to the M version but moves at a 45 degree angle. Between 
    this, Daggers of Dennak, and a certain hyper I'll cover later you'll
    win pretty much every projectile war.
    Teleport: RDP + Atk (air ok)
    Summary: Strange has one of the fastest teleports in the game. These
    are vital to moving around the screen as he has no airdash and his
    ground dash is slow. L teleports you right in front of them, M behind
    them, andH gets you right above them. 
    Grace of Hoggoth: QCB + L or M (air ok)
    Summary: Strange places a glyph on the screen. L creates a yellow one,
    and M creates a red one. Yellow ones increase FotF power, and red ones
    do not, but they do more OTG damage than yellow Grace. These don't do 
    anything on their own. There can be up to 3 glyphs on the screen at a time.
    Flames of the Faltine: QCB + H (air ok) (may OTG)
    Attack Data:
    •Hits: 1
    •Damage: 40,000/80,000/100,000/130,000
    Frame Data:
    •Startup Frames: 12
    •Active Frames: Varies
    •Recovery Frames: 18
    •Frame Advantage on Hit: +4; N/A
    •Frame Advantage on Block: +3
    Summary: Strange shoots out a weak little green fireball. This move
    is exceedingly weak without powering it up with Grace of Hoggoth.
    After 1 Yellow grace, FotF gets faster and stronger. After 2, it
    gets even stronger and faster, and will cause soft knockdown if 
    your opponent is in the air. After 3, it becomes a fast beam, that
    crumples on hit and still causes soft knockdown if your opponent
    is in the air. The crumple beam is a huge threat, and if you land
    it, you can set up 2 more Graces of your choice and still have enough
    time to combo. A good strategy is to teleport behind your opponent
    right as the beam would hit to force them to block the wrong way,  
    and get a free combo.
    2c: Hypers
    Strange's hypers are so good. They are just so useful in every situation
    and can be used to keep your opponent in check. Strange has 2 level 1s
    and a Level 3 hyper.
    Lv.1: Spell of Vishanti: QCF + 2Atk (air ok) (OTGs)
    Attack Data:
    •Hits: 10~20
    •Damage: 264,000~317,400
    Frame Data:
    •Startup Frames: 11
    •Active Frames: 30
    •Recovery Frames: 45
    •Frame Advantage on Hit: -17
    •Frame Advantage on Block: -26
    Summary: One of the best hypers in the game period. Strange causes a huge
    pillar of light to appear under the opponent, hitting them up to 20 times.
    This hyper is so good, because of it's start up. With this hyper, Strange 
    has a near instant full screen punish. If he X factors, he can even TELEPORT
    TO WHERE YOU ARE AND GET A FULL COMBO OFF OF IT. Any time you catch your 
    opponent making a dumb mistake, don't hesitate to throw this out.
    Lv.1: 7 Rings of Raggador: QCB + 2Atk
    Attack Data:
    •Hits: 15~30
    •Damage: 300,000~360,000
    Frame Data:
    •Startup Frames: 15+1 (Beam - 11)
    •Active Frames: 25 (Beam - 65)
    •Recovery Frames: 19 (Beam - 39)
    •Frame Advantage on Hit: N/A
    •Frame Advantage on Block (Beam): -24
    Summary: Strange surrounds himself in protective rings. If a projectile hits
    him, he will counter with a beam. Strange has a couple of invincibility
    frames on startup, and while firing the beam, he is totally invincible while
    the beam is firing. This move makes it so Strange with meter will win pretty 
    much ANY projectile war, meaning you can't play it safe fullscreen vs Strange,
    as you will pretty much always lose and eat a nice piece of damage.
    Lv.3 Astral Magic: DP + 2Atk
    Attack Data:
    •Hits: 1
    •Damage: 450,000
    Frame Data:
    •Startup Frames: 10+1
    •Active Frames:30
    •Recovery Frames:49
    •Advantage on Block: -57
    Summary: Strange sends out his Astral form to 
    wrap his opponent, he then says 
    "By the Hoary Hosts of Hoggoth!", while several 
    Orbs of Agamotto approach the bound target and explode.The astral
    form is decently fast, and can catch some people off
    guard. If it's blocked however, Strange is in for a world of pain 
    since he can't move until his astral form is returned 
    back to him. If you're fast enough, you can use 
    Spell of Vishanti after this to tack on extra damage.
    So now we've come to the end of Strange's movelist. He's a keepaway character
    that is big on punishing mistakes with crossups between his Spell of Vishanti, 
    FotF crumple beams, and his Daggers that allow him to create openings with
    his teleports.
    But UMvC3 is not a 1 on 1 fighter, and Strange has to contribute to the team
    in some way. Let's look at his assists.
    2d: Assists
    Strange, while not having the best assists like Doom Missiles
    or Unibeam, has some pretty decent assists.
    Assist a: Daggers of Dennak M
    Summary: Strange throws out 3 Daggers of Dennak. Like the regular
    move, they home in. Also like the regular move, they go
    away if Strange is hit, and Strange stays out for a long time.
    Still, they can be used for getting in.
    Assist b: Eye of Agamotto
    Summary: Like the regular move, it takes Strange quite a while
    to get this move out. However once it's out, it provides great
    corner lockdown, and can be used by your other teammates to 
    keep the pressure on. This IMO is the best assist for Dr
    Strange and is my preferred assist for him.
    Assist y: Bolts of Balthakk
    Summary: It's essentially an inferior Unibeam/Plasma Beam.
    That said, it can create ghetto unblockables 
    if your opponent decides to crouch under it. It can
    also help certain characters get in.
    Note that all of Strange's assist give him the Spell of Vishanti
    THC super.
    2e: Combos
    I'm sure plenty of you were waiting for this. I'm not much of
    a combo guy with Strange, but there are some bnb's I've decided
    to share, if you have some, please share them with me! I'll feature
    them in this guide here with your name next to it.
    c.L, M, H, Impact Palm, M, H, S, jump, M, M, H, Impact Palm, S, Spell of 
    c.L, M, H, Impact Palm, Mystic Sword L, S, jump, M, M, H, Impact Palm,
    S, Spell of Vishanti
    c.L, c.L, c.L, Impact Palm, M, H, S, jump, M, M, H, Impact Palm, S, SoV
    (corner only), c.L, M, H, Impact Palm, H, Mystic Sword L, H, Mystic
    Sword L, H, S, jump, M, M, H, Impact Palm, S, Spell of Vishanti
    M, H, Impact Palm, H, S, jump M, H, Impact palm, j.M, j.H, Impact Palm,
    H, S, M, M, H, Impact Palm, S, Daggers of Dennak M, SoV
    M, H, Impact Palm, Yellow Grace, Yellow Grace, Flames of the Faltine,
    Impact Palm, Mystic Sword L, j.M, j.H, Impact Palm, H, S, jump, M,
    M, H, S, SoV
    M, H, Impact Palm, Yellow Grace, Yellow Grace, Flames of the 
    Faltine, Impact Palm, Mystic Sword L, j.M, j.M, j.H, Impact
    Palm, j.M, j.M, j.H, Impact Palm, H, Impact Palm, S, jump,
    M, M, H, Impact Palm, S, Daggers of Dennak M, SoV
    (Corner only) M, H, Impact Palm, Mystic Sword L, Impact Palm, Mystic
    Sword L, Impact Palm, S, jump, M, M, H, Impact Palm, S, Daggers of
    Dennak M, Sov
    (Corner only) M, H, Impact Palm, Yellow Grace, Yellow Grace, Eye
    of Agamotto, Impact Palm, S, Flames of the Faltine, Red Grace, Impact Palm, 
    S, jump, M, M, H, S, Flames of the Faltine, Astral Magic, SoV
    If you've noticed, a lot of Strange's combos after Mystic Sword L
    have a j.M, j.M, j.H, impact palm. This is called the "Impact
    Loop" and is in pretty much all of Strange's combos.
    3: Team Building
    As I've stated multiple times before, this is not a 1v1 game, and
    if you want to win, you'll need teamwork.The most important assist
    for Strange is a "get off me assist as he can't deal
    with rushdown very well. I would put Strange either on point
    or in the middle to take advantage of that assist.
    Notable partners/assists for Strange include:
    Dr. Doom: Hidden Missiles
    Let's face it, Strange can get overwhelmed by pure rushdown, and Doom's
    missiles are excellent at combo breaking due to the delay in which they
    hit. It serves as a get off me assist when Strange is in trouble being
    rushed down by the likes of Wolverine and Zero. Sphere Flame also DHCs
    into/out of Spell of Vishanti beautifully.
    Sentinel: Sentinel Force (charge)
    Strange's hit confirms outside of c.L are horrible. Sentinel force gives you
    some added time to react due to the unique hitstun on the move. Unfortunately
    the 2 have no DHC synergy unless you're DHCing out of Strange's 7 Rings 
    beam into Hyper Sentinel Force.
    Haggar: Double Lariat
    The ultimate (pun intended) get off me assist in Vanilla has returned,
    albeit not without some nerfs. Haggar is vulnerable at the start of the move,
    and no longer causes hard knockdown. However he still has some 
    invincibility,and can save Strange in situations where Strange
     can't save himself. Giant Haggar Press DHCs out of/into SoV 
    pretty well too since Haggar goes straight up.
    If you have a suggestion tell me, you'll get credit for it.
    4a. Q&A
    Coming soon...
    4b: Special thanks
    Thanks to you the reader, for reading my first character guide! =)
    Thanks to the Brady Games guide for providing me with Frame Data
    Thanks to shoryuken.com for giving me some posts I could read
    and give me insight I hadn't noticed before
    Thank you to Marvel for creating the most fun character in the
    game to play
    And Thank you to Capcom for creating Ultimate Marvel vs Capcom 3!
    Now then, go online or in your local scene and show them what the
    Sorcerer Supreme, Dr. Stephen Strange is capable of!

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