"By the hoary hosts of Hoggoth!" The Doctor Strange Thread!

Good blocking makes anyone a kickass anchor. I plan on running him anchor on mah Zero/Spencer/Strange team. Plus illusion and 7 rings = trololol.

One of the neat things about Dr. Strange on anchor is that players like to put beam characters on anchor, and Dr. Strange shuts their comeback threat down a lot.

You sonofa- lol. That’s the exact team I’m going for :open_mouth:

Looks hella sweet tho, I just can’t whether to run Strange or Vergil on point. Vergil is meter hungry but I’ve yet to be convinced he can’t combo his way around that, and the idea of Strange with extra meter is tempting, makes punishing with 7RoR and SoV a more constant threat for the opponent.

Nor that it largely matters in the long run, b/c even if Verg is on point I love doing things like DT>SoV and abuse powered up assists…

lol Dr strange is his own assist

How do you guys think he will do against someone like zero? I think he would be fine because of his defenses. Zeros jH won’t be so formidable if we can get an illusion in.

I think we shouldn’t be counting TOO much on illusion, even with the extremly favorable input (as compared to other counters), counters are still tricky to pull off in the middle of a match.

That being said, daggers will also be really good against somebody like zero I think. Cover those air approaches!

LOL. If I see all that green jedi shit coming out from Zero when he’s jumping in or command dashing in I’m going for the counter all day. Fuck dealing with that Plinko mix up shit. It’s MVC3 you’re probably going to get hit by it if you try blocking it more than once so might as well do something that actually guarantees you can hit him for trying it. In a game where everything is so damn hard to block on reaction, counters are a life saver really.

Unless I can’t tell which direction he will land I’m going for counter easy. Counter = don’t even try any obvious dive kicks. It will take some getting used to because of Strange’s play style but I see counters being a big deal since when used correctly they will limit the opponent’s aerial/overhead based offensive.

I guess the point I’m making is, you could say the same thing for ammy and wesker and magneto’s counters, but you don’t see them that much.

Granted Stranges’ is faster to do…

Strange’s counters will be strong because they trap the opponent into an animation immediately where they must take damage.

The problem with Wesker’s tiger uppercut (special counter) is that it’s not a traditional counter. All it does when you counter is it activates an attack. Almost like a DP that only activates if you hit the character first. It has a funny hit box and sometimes will whiff if the character is doing a move that moves forward fast. That’s why the hit boxes on his tiger uppercut got buffed cuz they suck right now.

Rhino charge (counter super) is the best counter in the game since it COUNTERS EVERYTHING that isn’t a projectile or throw and is invincible for the first 5 frames before it activates. You don’t have to know which direction the opponent is going to coming from or any of that shit. You just have to know they’re going to attack you with something physical and time it early enough and you get free 600 k damage or more.

Ammy’s counter is a real counter and you don’t even need to time the projectile based one since it’s just a green shield that auto deflects anything with projectile properties. Ammy’s counters are probably the best speical move counters in the game and people do get fucked up by them and put in combos afterwards.

AFAIK Magneto’s counters can’t even go into any real damage so they’re kinda meh yeah.

rhino charge is a good point, at that >

I guess I understand with forcefield! and solar flare too, they only really work against telegraphed moves, which is what I’m worried about. Of course Illusion is waay faster and safer and has a good OS, so it’s probably better.

The fact that you can fucking OS Illusion into a throw feels so dirty.

Anyway, as a MODOK player, I actually am liking Strange’s Bolts assist a lot because the problem of Bolts whiffing on crouching characters doesn’t matter too much with MODOK. Since he has super-fast overheads and his only low attacks are slow (cr.H) and conditional (cr.M slime puddle), most opponents are standing against MODOK or chicken blocking so that problem doesn’t factor in too much. Bolts remind me a lot of Sent’s drone assist except in beam form this time.

Spell of Vishanti is also a great DHC after Hyper Battering Ram. Not too many supers can DHC after that except for the full screen ones.

Hey guys, I’ve been lurking on here since the forum was created just soaking up stuff on the doc and never really contributing because I didn’t want to commit myself to searching and providing info if I wouldn’t be able to be consistent with it, with school and all. What made me sign in and give my two cents was that I saw some of you thinking the same way I do when it came to team construction. I too plan on having Vergil/Strange/Doom as my Ultimate team. I’ll give my reasons for that decision in a bit, but first I want to address some things about Strange.

First, the thing about Zero, because its the latest topic, is that taking the risk on a zero (using the counter) might put you in more problems then if you were to deal with it in another fashion. Lets say Zero is rushing you down and he uses H teleport on you and comes down with H, two things can happen. He’ll either come down in front or behind you depending on their initial spacing so that can cross up your input and you’ll get impact instead. Second thing, smart zero players don’t do teleports unless an assist is coming out to pressure you, in which case if you counter you’ll get beat by it. But Strange isn’t out of options in this situation, Strange can H teleport zeros teleport and be above him avoiding the mix-up and turn on fly and get away or he can SoV that bitch out the air! Best situation against zero is just not letting him get in, little bastard is annoying as shit and i know what he can do since I’ve mained him for the most part of MvC3 and used him in most of my local tourneys.

Next is the subject of how good Strange will be tier wise. Now maybe i’m just being pessimistic and just hoping i’m wrong, but I have the feeling Strange isn’t going to be top tier at all. I think he’ll serve you well in match-ups against zoning and wreck runaway, but against traditional rushdown he might have some problems which is why his hyper and counter will be needed to avoid certain characters. What will determine Strange’s position between being either the rushdown character LI Joe said he would be or the lame zoning character he looks like he would be according to his moveset, will probably be determine by how easy and damaging his mid-screen combos are or how much damage he can get from chip alone. I think he’ll be Mid to Top at best, but I reeeeeeeeeeeeeeeeeeeeeally hope I’m wrong.

Now for why i think My team would have good synergy. Main reason I’m playing Strange is cause my tournament handle is Dr. StrangeGuy (if you want to see any of my matches they would be under the Salty Runback series at FADC, but i’m not that good, especially when marilinpie wipes the floor with me -_-) and I made a promise to play that character and be the best with him in my local community. Now I have Strange, so i need two cheap characters to back him up, this is my logic because you’ll get ripped apart in tournament otherwise, so i pick my main in vanilla Dr. Doom. I pick Doom because all his assists are awesome and on point he is not that bad, plus he’s getting buffs. I can’t tell you how much J.S causing ground bounce made me laugh maniacally “FOOTDIVE”. Vergil, reason i pick Virgil is that he looks like he has similar tools to wesker and dante, both characters who had the tools to be at the top of Vanilla. His mix-ups and rushdown ability looks hella awesome. Plus he looks like he might be the first character to be able to lockdown an opponent effectively with the right assists. Enter Strange Eye of Avacdo and Doom Rocks, these assists might just be what he needs along with his super (Swords) to actually lockdown an opponent and keep on the pressure. Plus the ability to DHC from Vergil Bubbles, which cause a hard knockdown at the end, into Strange SoV to OTG then Doom Sphere Flame. This is all speculation and I’m so excited to get into the lab with these guys on the 15th.

Wow that was a lot, guess i had to make it count if i was going to post, respect to anyone who reads this, its all just my opinion anyway.

I had that team in mind as soon as I saw Vergil, hahaha.

I like Strange up front pretty much cuz I think he’ll get more mileage out of his Graces and mixup games. Vergil starts that left-right while Doom with HM assist protects the skies and/or combo breaks the opponent if they try to SJ and hit Strange out of his Grace setups. Vergil will be second for me to take advantage of how easy it is to safe super DHC with Strange if he’s in trouble. with Vergil you have the option to go right into DT and get that extra mobility or try out tricky stuff with the Spiral Swords.

Doom is in the back of course as one of the best anchors in Vanilla stole Wolverine’s divekick and got way faster overall. just ask DevilJin lol.

I kinda wish he wasn’t lol. I would love an excuse to run Doom on point but I can never bring myself to do so BECAUSE he’s such a disgusting anchor… Hidden Missiles isn’t a bad idea (I usually use Plasma Beam 90% of the time, and with two teleporters I didn’t even give it thought lol).

I was planning on using Strange’s EoA assist so Vergil could EZ mode combo off of High Time, but Max’s Marvel Madness videos showed that it’s not a dealbreaker for his comboability if he doesn’t have an assist for that, so DoD might be better to help him teleport 50/50. Which also gives me more reason to run Missiles over Plasma Beam, guess it’s hard to say without actually getting to try this shizz out

Shame that assists affecting hitstun will probably ruin any efforts to try and OTG with Hidden Missles… Though Doom’s backthrow glitch with Hidden Missles is a nice surprise tool (especially considering Doom’s bonkers damage output, especially if he backthrows you into a corner shudders)

edit: ^^ by “Hidden Missles Glitch” I of course mean regarding his Crossover Counter with Missles causing a back throw

this is something I actually wanna discuss in depth more if other people wanna share their thoughts.

EoA assist is my preferred assist because of its lockdown properties, and Vergil, so long as he incorporates Stinger xx teleport into his BnB, will more often than not bring the opponent to the corner. EoA by itself and with the proper spacing (I’m assuming here) has a hitbox large enough to completely control the corner, and downright oppress the opponent with Vergil’s strong mixup game-- moreso with Spiral Swords, which means your opponent can’t roll forward to escape. your opponent can’t pushblock either so you’re free to move for a while and start your mixup.

DoD on the other hand seems to have more utility by helping Vergil with his 50/50 setups. if you’re running HM with Doom, then Vergil’s damage output won’t be as good pretty much because of how slow DoD starts up. in the corner, you have access to offscreen DoD shenanigans which again makes Vergil even harder to block. I also wonder if you can dash back and Judgement Cut/Roundtrip xx DT for a setup similar to your typical EoA corner mixup.

both assists are strong in the corner imo, especially after a kill or a snapback. EoA’s strong point is in its lockdown properties-- opponents coming in cannot press buttons otherwise they get opened up. a well-timed DoD can also open opponents up for the corner 50/50. EoA is pretty much the closest thing you’re gonna get in this game to MvC2 Doom Rocks because of its hitbox and durability. it isn’t like other lockdown assists-- it’s not angled down like Ammy’s Cold Star, but it hardly controls vertical space like Jam Session either. it’s a compromise of both.

Agamotto assist is only going to be good for two things IMO: corner pinning, and combos. I say corner only because I don’t it will be useful for lockdown midscreen due to short range and push blocking probably being enough to get away. And it would be terrible for mixups with teleporters like Vergil because it’s 10 hits, would really hurt the total damage. I doubt any pinning assist would be good for Vergil anyway because his mixups are not really based on high/low or air dashes or whatever. He has teleports, and either uses assists or summoned swords to make the mixup work.

Daggers assist is also a little too slow for my tastes so I wouldn’t bet on it being good. If you time it right with blockstrings you could get good teleport mixups off of it, but we’ll see. But it’s not anything other assists can’t do like Arthur’s. And in combos, I think it won’t have the hitstun I would require, but I haven’t really seen the daggers in any combo so I don’t know how much hitstun is has.

I’m thinking midscreen Avocado is like a weaker version of Dorm’s flame carpet. it’s a stationary fireball that fucks up teleporters and tridashers (coughWeskercough) who don’t know their spacing. I don’t think it’ll be completely useless.

can’t say I’ll really be fussing over this as I’m gonna be running Doom in the back anyway. if HM assist doesn’t work well for me I can always opt for Plasma Beam. lol.

push blocking assist dose nothing , EoA reminds me of chun li legs , with slower startup but far safer

how do you lot feel about strange with , iron fists flying kick ,

it not only starts behind , for teleports it has invincible frames AND a wall bounce

outside of a beam it looks like the best assist for strange

Well of course, it just gives me something to distract myself until the game drops lol

This is true, iirc Strange doesn’t have a wallbounce of his own so it certainly can help combowise, and we’ve already seen the practical applications of this assist in action. I think the flying kick will be one of those assists that generally almost any character can use, but certain characters can REALLY abuse it.