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[[ | <div class="sc-rounded" style="padding: 0.2rem; margin-bottom: 0.6rem;"><!-- | ||
-->{{btn|Marvel_VS_Capcom:_Infinite/Doctor_Strange|Overview}}<!-- | |||
-->{{btn|Marvel_VS_Capcom:_Infinite/Doctor_Strange/Combos|Combos}}<!-- | |||
-->{{btn|Marvel_VS_Capcom:_Infinite/Doctor_Strange/Strategy|Strategy}}<!-- | |||
-->{{btn|Marvel_VS_Capcom:_Infinite/Doctor_Strange/Resources|Matchups}}<!-- | |||
-->{{btn|Marvel_VS_Capcom:_Infinite/Doctor_Strange/Resources|Resources}}<!-- | |||
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{| align="right" | {| align="right" | ||
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The Doctor is in! | The Doctor is in! | ||
{{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.}} | {{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 === | === Introduction === | ||
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=== Players to Watch === | === Players to Watch === | ||
Flash, Snaketits | Raynex, Flash, Snaketits, emc, click savage | ||
{{ MvCICharacterDataBox | 10,000 | No | No | 0 | Flight }} | {{ MvCICharacterDataBox | 10,000 | No | No | 0 | Flight & Teleport }} | ||
== Move List == | == Move List == | ||
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|hit=-9 | |hit=-9 | ||
|block=-12 | |block=-12 | ||
|notes=Very underrated attack, hits low with nice range, use this in your high/low mix ups from a tag-in | |notes=Very underrated attack, hits {{low}} with nice range, use this in your high/low mix ups from a tag-in | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|hit=+38 | |hit=+38 | ||
|block=-21 | |block=-21 | ||
|notes=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 | |notes=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 | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|hit= | |hit= | ||
|block= | |block= | ||
|notes=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. | |notes=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. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|hit= | |hit= | ||
|block= | |block= | ||
|notes=Nice downward hitbox that can stuff anti-airs | |notes=Nice {{downward}} hitbox that can stuff anti-airs | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|damage=700 | |damage=700 | ||
|guard=High | |guard=High | ||
|properties=Groundbounce Hardknockdown | |properties=During Air Combo: Groundbounce Hardknockdown Aircombofinisher | ||
|startup=9 | |startup=9 | ||
|active=3 | |active=3 | ||
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|hit=+122 | |hit=+122 | ||
|block=-24 | |block=-24 | ||
|notes=His primary combo tool that will be used in pretty much every combo ever and it will OS with throw. Chains from [[File:Mvci_hk.png]], chains into [[File:Mvci_down.png]][[File:Mvci_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 only. | |notes=His primary combo tool that will be used in pretty much every combo ever and it will OS with throw. Chains from [[File:Mvci_hk.png]], chains into [[File:Mvci_down.png]][[File:Mvci_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}} only. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|hit=+33 | |hit=+33 | ||
|block=+28 | |block=+28 | ||
|notes=Hit/Block adv is dependent on when you cancel your tag-in | |notes=Hit/Block adv is dependent on when you {{cancel}} your tag-in | ||
}} | }} | ||
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|hit=+110 | |hit=+110 | ||
|block=+90 | |block=+90 | ||
|notes= After hitting a second [[File: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 properties. Projectile disappears when Strange is hit. | |notes= After hitting a second [[File: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}} properties. Projectile disappears when Strange is hit. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|hit=+50 | |hit=+50 | ||
|block=-22 | |block=-22 | ||
|notes=A very powerful beam attack that attacks twice in a row at split intervals, causes a stagger on opponents that temporarily "freezes" their character. Dr. Strange can confirm this with Teleport into [[File:Mvci_down.png]][[File:Mvci_lk.png]] for the | |notes=A very powerful beam attack that attacks twice in a row at split intervals, causes a {{stagger}} on opponents that temporarily "freezes" their character. Dr. Strange can confirm this with Teleport into [[File:Mvci_down.png]][[File:Mvci_lk.png]] for the {{otg}}. Excellent projectile to tag in a partner that is easily confirmable from full screen. This projectile cannot be reflected or push blocked. | ||
}} | }} | ||
{{MvCIMoveListRow2.2 | {{MvCIMoveListRow2.2 | ||
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|hblock=-12 | |hblock=-12 | ||
|hproperties=Wallbounce Hardknockdown | |hproperties=Wallbounce Hardknockdown | ||
|notes=[[File: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.<br> [[File: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.<br> Both versions share the same initial 3 hitboxes but the [[File:Mvci_hp.png]] version has an extra hitbox at the end that causes wall bounce (second image shown) | |notes=[[File: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.<br> [[File: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.<br> Both versions share the same initial 3 hitboxes but the [[File:Mvci_hp.png]] version has an {{extra}} hitbox at the end that causes wall bounce (second image shown) | ||
}} | }} | ||
{{MvCIMoveListRow2.2 | {{MvCIMoveListRow2.2 | ||
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|hit= | |hit= | ||
|block= | |block= | ||
|notes=[[File:Mvci_lp.png]] sends the three graces you placed in a triangle around the screen.<br> [[File: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. | |notes=[[File:Mvci_lp.png]] sends the three graces you placed in a triangle around the screen.<br> [[File:Mvci_hp.png]] sends the three graces you placed in a triangle around the opponents last known location.<br> Counts as three air actions, use flight in order to gain a new action to use Flames of the Faltine before landing. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|hit= | |hit= | ||
|block= | |block= | ||
|notes=[[File:Mvci_lk.png]] sends the three graces you placed in front of Strange in a line near his feet.<br> [[File: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. | |notes=[[File:Mvci_lk.png]] sends the three graces you placed in {{front}} of Strange in a line near his feet.<br> [[File:Mvci_hk.png]] sends the three graces you placed in a line near the opponents last known location.<br> Counts as three air actions, use flight in order to gain a new action to use Flames of the Faltine before landing. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|hblock= | |hblock= | ||
|hproperties=Invincible frames 11-20 | |hproperties=Invincible frames 11-20 | ||
|notes=[[File:Mvci_lp.png]] version will teleport Strange in front of his opponent, good for creating fake out mix ups.<br> [[File:Mvci_hp.png]] version will teleport Strange behind his opponent, it will even cross up in the corner. | |notes=[[File:Mvci_lp.png]] version will teleport Strange in {{front}} of his opponent, good for creating fake out mix ups.<br> [[File:Mvci_hp.png]] version will teleport Strange behind his opponent, it will even cross up in the corner. | ||
}} | }} | ||
{{MvCIMoveListRow2.2 | {{MvCIMoveListRow2.2 | ||
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|hblock= | |hblock= | ||
|hproperties=Invincible frames 11-20 | |hproperties=Invincible frames 11-20 | ||
|notes=[[File:Mvci_lk.png]] version will teleport Strange above and in front of his opponent, can be a way to set up tricky mix ups.<br> [[File:Mvci_hk.png]] version will teleport Strange on the ground behind him a set distance, ideal for evading an opponent. | |notes=[[File:Mvci_lk.png]] version will teleport Strange above and in {{front}} of his opponent, can be a way to set up tricky mix ups.<br> [[File:Mvci_hk.png]] version will teleport Strange on the ground behind him a set distance, ideal for evading an opponent. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|hit= | |hit= | ||
|block= | |block= | ||
|notes=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 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. | |notes=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}} 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. | ||
}} | }} | ||
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|hit=+15 | |hit=+15 | ||
|block=-30 | |block=-30 | ||
|notes=Tracks opponent, hits anywhere on the screen, does not | |notes=Tracks opponent, hits anywhere on the screen, does not {{otg}} after two [[File:Mvci_up.png]][[File:Mvci_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. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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'''Power'''<br> | '''Power'''<br> | ||
This stone is one of the more honest ones Strange has access to, the storm itself doesn't make him | 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.<br> | ||
[https://www.youtube.com/watch?v=SJt7pUBmlGc Power Stone 8.8k meterless concept]<br> | [https://www.youtube.com/watch?v=SJt7pUBmlGc Power Stone 8.8k meterless concept]<br> | ||
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'''Time'''<br> | '''Time'''<br> | ||
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. Overall a solid choice, pick Time if you want more mobility and ways to open up your opponent through storm.<br> | 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.<br> | ||
'''Reality'''<br> | '''Reality'''<br> | ||
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.<br> | |||
'''Soul'''<br> | '''Soul'''<br> | ||
What makes Soul really strong for Strange is the long distance surge that is -4 on block | 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. <br> | ||
'''Space'''<br> | '''Space'''<br> | ||
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. Pick Space if you want to force your opponent to play your game. <br> | 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. <br> | ||
[https://twitter.com/raynexpress/status/914767327513759744 Space Stone mix up and Storm combo idea]<br> | [https://twitter.com/raynexpress/status/914767327513759744 Space Stone mix up and Storm combo idea]<br> | ||
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[http://wiki.shoryuken.com/MvCI/Doctor_Strange#Top Top of Page] | [http://wiki.shoryuken.com/MvCI/Doctor_Strange#Top Top of Page] | ||
[[Category: Marvel vs. Capcom Infinite]] | {{Navbox-MVCI}} | ||
[[Category:Marvel vs. Capcom Infinite]] |
Latest revision as of 04:46, 3 June 2024
Dr. Strange
The Doctor is in!
In a nutshell
Dr. Strange is a strong zoner with 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
Spacial Magic: Dr. Strange has the ability chain Grace of Hoggoths 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 | 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 | 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 | 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 | 6 | 3 | 14 | -5 | -3 | |||
Can't be rapid fired |
Crouching Heavy Punch |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | 11 | 3 | 37 | +11 | -19 | Launch | ||
Standard launcher hitbox |
Crouching Light Kick |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | 8 | 10 | 18 | -9 | -12 | |||
Very underrated attack, hits with nice range, use this in your high/low mix ups from a tag-in |
Jumping Light Punch |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
300 | High | 6 | 3 | 14 | ||||
Jumping Light Kick |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | High | 9 | 3 | 24 | ||||
Nice hitbox that can stuff anti-airs |
Mysterious Slice |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | 8 | 3 | 20 | -4 | -6 | |||
A nice anti-air hitbox, can be chained from , chains into Spirit Circle or |
Mysterious Slice Air |
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 , chains into |
Spirit Circle |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | 10 | 4 | 19 | -3 | -5 | |||
Solid anti-air hitbox, confirm this into launcher, can be chained from or Mysterious Slice, chains into |
Misc
Air Throw or |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
1000 | 3 | 1 | Wallbounce Hardknockdown | |||||
Additional damage scales by 50%. Follow up combo won't allow another wall bounce. |
Tag |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | 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 | 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) | 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.