Ultimate Marvel vs Capcom 3/Doctor Strange
Dr. Stephen Strange was formerly a renowned, yet arrogant surgeon. After a car accident damaged beyond repair the nerves in his hands, he desperately searched for a cure, and eventually came across a temple in Tibet. The Ancient One, the original Sorcerer Supreme, saw the arrogance in his heart and initially rejected him until he eventually decided to teach Strange the use of magic. Strange eventually reformed, and after thwarting an assassination attempt on the Ancient One by treacherous disciple Baron Mordo that, as it turned out, had been foreseen by the Ancient One himself, succeeded him as Sorcerer Supreme, and he now acts as a consultant for all things supernatural as well as keeping the world safe from a number of eldritch creatures, including Dormammu and Shuma-Gorath.
In a nutshell Doctor Strange is a zoning character, but don't let that fool you, he has a good mixup game and a nice option select. 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 extremely long combos. As a whole he perhaps one of the best supports in the game, boasting a strong full screen assist that offers a huge boon to characters with command grabs and strong horizontal control. With X-Factor, you can cancel Spell of Vishanti into a touch of death on any character in the game but be careful, without meter or x-factor he has a lot of trouble on his own and must rely on assists to cover his weaknesses.
Players to Watch
Nemo, Tenboss, Miniboss, El Gato, Maziodyne, Serpentaurus
Character Specific Information
(3 Yellow ( m ) or Red ( l ) Grace of Hoggoths)
Flames of Faltine loops
Flames of Faltine loops is Strange's most damaging combo in the game and nets huge amounts of meter. For instance, a typical fof loop will build about 2.5 meters and usually about 900k without assists. They were first discovered by a SRK user named MazioDyne and Ryan Hunter back in Feb. 2012. Since then players such as Yipes and Combofiend have adopted the technique but most people believe the strongest player is Nemo.
Strange can set these loops up himself, but because of Strange's utility as a support character, most teams use him second or last. So now the question is how do you get the best out of Strange on your team? The most famous and consistent way to go into loops is Nemos team, use Nova to push them to the corner and land a crumple attack to hard tag in strange. The only way to crumple an opponent is if they are grounded which is why Nemo's team utilizes Spencer's slant shot assist to reset an opponent into a grounded state. However this isn't the only way to begin a Flame loop outside of point position for strange, there are plenty of other characters who can set it up using different methods such as DHC, TAC's and Raw Tags.
Have new tech to set up fof loops? Want to contribute? Please email me at firstname.lastname@example.org with the subject: fof tech
Crumple Hard Tags (Nemo style)
These teams utilize Spencer's assist to set up crumples after getting the opponent to the corner and hard tagging to strange. Team compositions are usually the nemo order which is strange/spencer. However it depends on the team and how you plan to use your DHC. Nemos team order works because you can DHC back to nova for high damage or THC as strange to get great damage and extend more combos. The obvious weakness is anchor Spencer, who isn't the worst anchor, but it's a difficult fight against stronger anchors or teams that are overall very strong. Spencer's assist doesn't help strange in neutral, but it does add more damage to combos and helps with tougher confirms. What's nice is you can always DHC to bionic maneuvers which is a very safe way to bring in Spencer. Alternatively you can run spencer/strange and hard tag from anchor. This team composition works better with combofiends team because She-Hulk's DHC doesn't offer much damage. Having Spencer 2nd means after fof loops you can dhc to bionic maneuvers and otg grapple. However, if you then tag into your point character from spencer after the kill, your team order reverts back to nemos.
DHC to Rings of Ragador
This method requires 2 meters, one to super into a state that allows you to whiff rings and go into loops. The most ideal supers are those that place your opponent in a slow fall state or at a high altitude that forces a soft or hard knockdown. Even though this works its not always an efficient use of meter and also you can't get nearly as many fof loops as you can with the nemo method.
Amaterasu: DHC BnB, slow down from throw
Dante: short bnb DHC, mid screen version
Ghost Rider: need a grace in the corner
Haggar: uses a capture state glitch to allow strange to combo, can be used with any super after the command launch
Hawkeye: BnB to corner DHC
Hsien-Ko: spacing dependent, you need 3 knives to hit to allow strange to combo
Jill: BnB to corner
MODOK: BnB to corner DHC
Nemesis: DHC from a BnB and Throw
Nova: simple DHC from a throw 950k
Rocket Raccoon: BnB DHC
Sentinel: BnB with Hard Drive and from a corner throw with Sentinel Force
She-Hulk: 2 hits of Emerald Cannon
Spencer: from bionic arm #1, #2, overhead set up
Spider-Man: Basic BnB into air maximum spider
Storm: BnB DHC, DHC BnB variant, corner throw DHC
Strider Hiryu: BnB with Bolts assist
Task Master: DHC from Counter Super (VERY tight timing)
Thor: Dhc before super finishes (air only)
Trish: Air Super BnB DHC
Viewtiful Joe: From a basic BnB, requires Joe to be really high in the air before super
Viper: BnB DHC
Wall Bounce Hard Tags
This method involves a wall bounce and careful screen positioning. Being able to confirm is relative to where your point character is before the hard tag allowing your hard tag to physically hit them, then continue into fof loops
Deadpool: corner set ups
Dormammu: short bnb in the corner full screen conversion
Ghost Rider: corner bnb hard tag with the help of vergil
Firebrand: using bonvoyage mid screen
Hulk: two mid screen methods
MODOK: From a BnB
Nemesis: mid screen conversion
Nova: corner set up, crazy set ups using shield to wall bounce
Ryu: 2 methods, requires specific screen positioning.
She-Hulk anti-air super in the corner
Spencer: corner throw
Vergil: bnb, mid screen throw, helm breaker, using bolts to confirm into hard tag
Wesker: from various wall bounces mid screen
Misc. Hard Tag Confirms
These are confirms using screen positioning to allow strange to combo after a hard tag. Most of these are difficult and aren't always the most practical but they do have their uses.
Arthur: mid screen and air combo set up
Captain America: A very solid corner set up
Dante: BnB into acid rain, another set up, easier version with devil trigger
Doctor Doom: Hard tag using side switch
Magneto: side switch confirm, from throws and more, using hidden missiles to set up loops
Morrigan: assist-less hard tag by Tenboss, using Nova assist
Nova: set ups with a variety of assists using red life shield
Rocket Raccoon: Corner BnB hard tag
Shuma-Gorath: BnB to hard tag
Thor: Confirm from Mighty Hurricane H in the corner, confirms from throws and more
Trish: hard tag after round harvest
Tron: BnB in corner, Infrit's version
Vergil: the best way to tag in with doom's hidden missiles and round trip
Wesker: corner L command grab
Spell of Vishanti DHC and THC
Some DHC and THC from Strange allow you to combo afterwards. The THC requires strange to be on point which can be useful after killing a character with SoV and not having enough time to safely tag back to your point.
Amaterasu: Strange using THC, can be done from throws as well, full screen mix-up
Chris: confirming off grenade launcher DHC into spell of vishanti
Dormammu: After a full FoF loop, DHC to Stalking Flare
Hulk: Corner Throw THC
Iron Man: THC and full screen assist confirms
Nova: Team Nemo, Strange full screen throw THC
Rocket Raccoon: Corner BnB to Hopper mine DHC
Storm: BnB DHC, THC set up
Trish: After a full FoF loop, DHC to Round Harvest
Vergil: Strange THC from corner throw
Wesker: Strange THC from throw in corner
OTG Set Ups
A set up that involves hard tagging and using an OTG assist or a Grace of Hoggorth from a hard knockdown or ground bounce.
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.
- Eye of Agamotto, when struck by an Impact Palm, is one of the best projectiles for starting a mix-up, due to its slow movement and homing capabilities.
- 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 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 block string, and / or 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!
- Mystic Sword projectiles have immense durability; they will destroy almost any other regular projectile in their way. If your opponent likes throwing fireballs at you, use Mystic Sword to pierce right through and hit them.
- While the Rings of Raggador hyper counters projectiles, some projectiles (mostly beams) will actually cease to exist if the opponent X-Factor cancels them. Bear this in mind, as some players may fire a beam, wait for you to attempt the counter, XFC their beam (or even Hyper Cancel), and punish (or mount a new offense), as they have X-Factor, and you have wasted a meter. This goes double for beam Hypers. Spend the time in training, and learn which projectiles stop when canceled. One example of this is Doom's Plasma Beam: if he shoots the beam, and you attempt to counter with Rings of Raggador, he can actually Hyper Cancel on reaction into Photon Array, causing you to both waste the meter, and likely get punished, or at least take chip, from the Array.
- Spend a lot of time understanding Strange's Teleport - it should be used to make any block strong safe, and mount a lot of offense and pressure. Strong Strange play will often have him Teleporting more often than walking or dashing!
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 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.
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 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.
Useful Strategy and Tech Videos
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