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UMVC3/Doctor Strange

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Previously an intelligent but otherwise ordinary surgeon, Doctor Strange began to study magic in an attempt to repair severe damage done to his hands in a freak accident. Eventually, he earned the title of Sorcerer Supreme, marking him as the greatest authority on magic on the entire planet.

In UMvC3, Strange is a keepaway style character with a variety of useful projectiles but rather slow and awkward normal attacks. His biggest contribution to a team is his extremely high damage, as optimized Strange combos can kill just about anyone off any starter.

Strengths Weaknesses
  • Extremely high damage potential through Impact Palm/FoF loops, which can be tacked on to the end of almost any confirm, even from other characters using DHCs or Hard Tags.
  • Access to Spell of Vishanti, an extremely fast fullscreen projectile hyper that can punish whiffed attacks or assist calls. When paired with X-Factor activation, Strange can quickly kill any character and score a huge momentum swing off any small mistake.
  • Two excellent assists with long total duration - Eye of Agamotto and Bolts of Balthakk.
  • Very limited and awkward movement due to poor walkspeed, dashspeed, and flight speed. Relies on teleports to maneuver around the stage and smart projectile usage to prevent the opponent from rushing them down.
  • Very tall while standing, giving him a larger than average hurtbox that makes it difficult for him to maneuver around enemy attacks and easier to combo. (Note that Strange still has a standard-sized hurtbox when crouching, and is not more vulnerable to instant overheads than normal characters.)
  • Normals have below average range and terrible recovery. Even Doctor Strange's light attacks are punishable on block.
Doctor Strange
Umvc3 doctorstrange face.jpg
Character Data
Health 850,000
Ground Magic Series Stronger+
Air Chain Combo Limit Three
Forward Dash Duration 35 frames
Backdash Duration 35 frames
Jump Duration 43 frames
Superjump Duration 81 frames
Walljump? No
Doublejump? No
Airdash? No
X-Factor Damage Boost (1/2/3) 20% / 45% / 70%
X-Factor Speed Boost (1/2/3) 20% / 25% / 30%
Minimum Damage Scaling (Normals, Specials) 15%, 20%
Minimum Damage Scaling (Hypers) 40%
Minimum Damage Scaling (X-Factor) 35%

Move List


Daggers of Denak
Assist A
UMVC3 DrStrange AssistA.png
Damage Startup Active Recovery
50,000 x3 45+10 - 106, 76
On Hit On Block Guard Properties
- - Mid Priority: Low, Durability: 3 per projectile

THC Hyper: Spell of Vishanti. Strange summons three projectiles that hover above him for a moment and then fire toward the opponent, tracking their position on screen. Projectiles first gain a hitbox on frame 45. Because the daggers are aimed towards the opponent, this is one of the few assists that can hit an opponent at superjump height. However, it offer significantly less coverage and lockdown potential than Strange's other assists, and is an unpopular choice.

Eye of Agamotto
Assist B
UMVC3 DrStrange AssistB.png
Damage Startup Active Recovery
15,000 x10 49 120 112, 82
On Hit On Block Guard Properties
- - Mid Priority: Low, Beam Durability: 1 per frame for 10 frames

THC Hyper: Spell of Vishanti. Summons a large stationary projectile immediately in front of Strange. The projectile remains on screen for 120 frames (2 seconds) and can hit up to 10 times. Provides a massive amount of lockdown and can act as a shield to protect characters during hard tags or other lengthy actions.

Bolts of Balthakk
Assist Y
UMVC3 DrStrange AssistY 1st.png
UMVC3 DrStrange AssistY 2nd.png
Strange steps quite far forward during this assist, making him vulnerable if called recklessly.
Damage Startup Active Recovery
60,000 x2 43 15(29)15 139, 109
On Hit On Block Guard Properties
- - High Priority: Low, Durability: 8 per shot.

THC Hyper: Spell of Vishanti. Strange fires two shots across the screen. They look like beams, and have infinite horizontal range, but technically are each single projectiles. There is a sizeable delay between the first and second shots, but the first shot causes a long enough Stagger animation that they will combo naturally on standing opponents.

Has faster startup than common beam assists such as Doctor Doom's or Iron Man's. Also, each bolt has as much durability as a call of either of those assists by itself. As a tradeoff, the bolts are shot from very high up compared to most standard assist calls - high enough that most characters can avoid it by crouching, and it will whiff on some characters even if they are standing.

Ground Normals

Stand Light
UMVC3 DrStrange 5L.png
Damage Startup Active Recovery
45,000 4 3 20
On Hit On Block Guard Properties
-10 -11 High -

Whiffs against crouching characters, except for very big bodies like Sentinel. Also whiffs against many smaller character while they are standing, such as Wolverine, Spider-Man, Ammy, etc.

Stand Medium
UMVC3 DrStrange 5M.png
Damage Startup Active Recovery
53,000 6 3 30
On Hit On Block Guard Properties
-15 -16 Mid -

The ideal grounded normal to press when you go to start your pressure. Hits behind him and fairly high up. Situational anti air

Stand Heavy
UMVC3 DrStrange 5H.png
Damage Startup Active Recovery
70,000 8 4 35
On Hit On Block Guard Properties
-16 -17 Mid -

Causes a large amount of pushback that can make follow-up Impact Palms whiff. Often omitted from confirms for this reason.

Crouching Light
UMVC3 DrStrange 2L.png
Damage Startup Active Recovery
43,000 5 2 17
On Hit On Block Guard Properties
-6 -7 Mid -

Does not hit low. Only marginally faster than 5M and much worse range, although it does lower Strange's hurtbox quite a bit compared to standing.

Crouching Medium
UMVC3 DrStrange 2M.png
Damage Startup Active Recovery
50,000 8 5 25
On Hit On Block Guard Properties
-13 -14 Mid -

Niche button used to attempt to avoid some higher hitting moves while still applying pressure

Crouching Heavy
UMVC3 DrStrange 2H.png
Damage Startup Active Recovery
68,000 9 4 27
On Hit On Block Guard Properties
- -9 Low Strk.png, Softknockdown.png

Strange's only Low attack. Like with 5H, this move is sometimes omitted from confirms; the Strike property will cause any follow-up Impact Palms to not apply a crumple.

UMVC3 DrStrange 5S.png
Damage Startup Active Recovery
75,000 8 5 38
On Hit On Block Guard Properties
Launch -21 Mid Launch.png, Nocancel.png

Disastrously unsafe launcher. Range is much larger than it appears.

Aerial Normals

Jumping Light
UMVC3 DrStrange jL.png
Damage Startup Active Recovery
48,000 5 8 15
On Hit On Block Guard Properties
+11 +10 OH -


Jumping Medium
UMVC3 DrStrange jM.png
Damage Startup Active Recovery
58,000 7 3 25
On Hit On Block Guard Properties
+16 +15 OH -


Jumping Heavy
UMVC3 DrStrange jH.png
Damage Startup Active Recovery
68,000 8 3 34
On Hit On Block Guard Properties
+18 +17 OH -

This is what you get when you mess up Impact Palm input.

Jumping Special
UMVC3 DrStrange jS.png
Damage Startup Active Recovery
73,000 9 4 28
On Hit On Block Guard Properties
+18 +17 OH Aircombofinisher.png


Command Normals

UMVC3 DrStrange 4H.png
Counter Stance
Damage Startup Active Recovery
0 4 21 1
On Hit On Block Guard Properties
- - Counter -

If Doctor Strange is hit by a physical (not a projectile), non-low, non-hyper attack while this is active, he will activate Illusion Teleport. (see below)

Illusion Teleport
UMVC3 DrStrange 4H Counter.png
If Strange is struck while using illusion, he negates the attack,
UMVC3 DrStrange 4H Reappear.png
And teleports behind the opponent.
Damage Startup Active Recovery
- 1 10 15
On Hit On Block Guard Properties
- - - Invuln frames 1-20

If Doctor Strange's counter activates, he teleports directly behind the opponent. You can dash cancel the 1st frame of the teleport startup which can allow you to challenge or punish things that you normally would not be able to.

Impact Palm
UMVC3 DrStrange 6H.png
Damage Startup Active Recovery
75,000 6 5 35
On Hit On Block Guard Properties
- - Mid Airok.png, Crumple.png, Softknockdown.png versus airborne.

Key combo and confirm tool for Strange. Crumple state on hit versus grounded opponents gives you time to set up Grace of Hoggoth, reposition, or even hard tag to another character. When hitting an airborne opponent, does not force a Soft Knockdown, but causes such a massive amount of hitstun that opponents will typically fall all the way down even from great height.

Has a very large amount of minimum hitstun, enabling highly damaging Palm/FoF loops even deep into a combo.

Special Moves

Daggers of Denak
UMVC3 DrStrange 236L.png
L Version
UMVC3 DrStrange 236M.png
M Version
UMVC3 DrStrange 236M Shot.png
Daggers track opponent.
Qcf.png + L.png
Damage Startup Active Recovery
50,000 11 - 34*
On Hit On Block Guard Properties
- - Mid Airok.png, Priority: Low, Durability: 3
Qcf.png + M.png
Damage Startup Active Recovery
50,000 x3 31 - 29*
On Hit On Block Guard Properties
- - Mid Airok.png, Priority: Low, Durability: 5 per projectile

Strange deploys projectiles which hover in front of him, then shoot towards the opponent, tracking them.

  • L version fires one projectile which starts to move on frame 15.
  • M version fires three projectiles which start to move on frame 45. These projectiles disappear if Strange is hit.

If used in the air, Strange cannot recover until he reaches the ground, and is vulnerable unless he uses X-Factor or a Hyper to cancel the recovery.

Can be canceled into an OTG Spell of Vishanti to effectively add free damage to that hyper in most cases.

If the M version is used up-close against a cornered opponent, it will strike them from behind and push them slightly out of the corner. This can allow Strange's teleports to cross-up, which they can not do if the opponent is fully in the corner.

Eye of Agamotto
UMVC3 DrStrange 236H.png
Damage Startup Active Recovery
15,000 x10 31 - 14*
On Hit On Block Guard Properties
+53 +52 Mid Airok.png Priority: Low, Beam Durability: 1 per frame for 10 frames.

Strange conjures a large orb in front of him, which hovers in place for 120 frames, can hit up to 10 times, and is fairly durable.

Once conjured, Strange can strike the orb with Impact Palm (6H), causing the orb to float towards the opponent. Once in motion, the orb slowly tracks the opponent across the stage. Striking the orb with Impact Palm refreshes both its duration and durability, allowing it to last an additional 120 frames and hit an additional 10 times. However, an Eye of Agamotto in motion loses hits as it travels, reducing its ability to lock the opponent down.

As with Daggers of Denak, if Strange uses Agamotto in the air, he will not recover until he reaches the ground.

Use with caution in neutral against characters with quick teleports and fast movement

Mystic Sword L
UMVC3 DrStrange 623L.png
Damage Startup Active Recovery
50,000 x3 8 3(1)4(8)4 18
On Hit On Block Guard Properties
- 0 Mid Strk.png

Note: not a projectile.

Strange produces three quick slashes immediately in front of him, with very good recovery. Strange can combo after this with many normals if he is still in range, notably 5S. This attack is also much better on block than any of Strange's grounded normals, and he can cancel into this attack in order to protect himself.

Characters with small enough hurtboxes can duck underneath the second and third hits of this attack, making it significantly worse on block.

Mystic Sword
UMVC3 DrStrange 623M.png
M Version
UMVC3 DrStrange 623H.png
H Version
Dp.png + M.png
Damage Startup Active Recovery
50,000 + 80,000 11 4 36
On Hit On Block Guard Properties
-15 -16 Mid Priority: Low, Durability: 8
Dp.png + H.png
Damage Startup Active Recovery
50,000 + 80,000 11 4 36
On Hit On Block Guard Properties
-15 -16 Mid Priority: Low, Durability: 8

Strange slashes with magic in front of him. Unlike the version, the M and H versions attack once, then fire a single-hit projectile. The M version fires directly forward, while the H version fires at an up-forward angle. Very good durability for how quickly it fires.

Grace of Hoggoth
UMVC3 DrStrange 214L.png
L Grace
UMVC3 DrStrange 214M.png
M Grace
Damage Startup Active Recovery
- 26 - 14
On Hit On Block Guard Properties
- - - Airok.png

Strange summons a crystal directly in front of him. These crystals remain where they are summoned indefinitely, and Strange can have up to three Graces active at a time between the L and M versions. If a fourth Grace is summoned, the oldest one disappears.

Grace of Hoggoth has no hitbox and has no function on its own. This move's only purpose is to enhance and alter the properties of Flames of the Faltine (214H, below). If a Grace of Hoggoth is active when Strange uses Flames of the Faltine, the fireball will travel towards the nearest Grace instead of traveling directly forward as usual. L and M Grace have special effects that occur when a Flame projectile passes through them:

  • L Grace powers up the Flames of Faltine projectile. Powered-up flames deal higher damage, have higher durability, and gain the OTG property. A single flame can be powered up three times, and a Lvl3 Flame also causes a Crumple state on hitting a grounded opponent.
  • M Grace explodes when a Flames of Faltine projectile reaches it. The explosion deals solid damage and hits OTG. However, it does not enhance the Flame projectile itself.

When a Flame projectile reaches the Grace it was tracking, it will turn to move towards the next closest Grace. If there are no graces remaining, it will fire in the current direction of the opponent.

Flames of the Faltine
UMVC3 DrStrange 214H.png
Flames home in on any graces that Strange has already placed.
Damage Startup Active Recovery
50,000 12 - 18
On Hit On Block Guard Properties
+4 +3 Mid Airok.png, Priority: Low, Durability: 3

Relatively standard projectile that travels straight forward. Has special properties if used when a Grace of Hoggoth is active (see above). Strange can only have one Flames of the Faltine active at any given time, and attempts to use this move while a fireball is already active will fail.

Normal Faltine is still a quick projectile that can be thrown out to poke, control space, and contest an opponent's assists. The risk of whiffing the fireball can be mitigated by canceling into either of Strange's level 1 hypers.

Flames of the Faltine (Enhanced)
214H (with one or more Grace of Hoggoth active)
UMVC3 DrStrange 214H Explosion.png
M (Red) Graces explode when Flames of the Faltine touches them.
UMVC3 DrStrange 214H Beam.png
The beam created when Flames are enhanced by L (yellow) graces.
Level 1
Pass through 1 L Grace
Damage Startup Active Recovery
80,000 - - -
On Hit On Block Guard Properties
- - Mid Otg.png, Priority: Low, Durability: 5
Level 2
Pass through 2 L Graces
Damage Startup Active Recovery
100,000 - - -
On Hit On Block Guard Properties
- - Mid Otg.png, Priority: Low, Durability: 8
Level 3
Pass through three L Graces
Damage Startup Active Recovery
130,000 - - -
On Hit On Block Guard Properties
- - Mid Otg.png, Crumple.png (versus standing), Priority: Low, Durability: 10
Pass through any M Grace
Damage Startup Active Recovery
90,000 - 20 -
On Hit On Block Guard Properties
- - Mid Otg.png, Priority: Low, Durability: 3


UMVC3 DrStrange 214S.png
Damage Startup Active Recovery
- 22 - -
On Hit On Block Guard Properties
- - - Airok.png, 99 frame flight mode.

Strange enters a standard flight mode. Because Strange has no airdash, his flight is not as useful for mobility as it is for other characters. Additionally, using Daggers of Denak or Eye of Agamotto while in flight will prematurely end flight mode.

UMVC3 DrStrange 421L.png
L Teleport
UMVC3 DrStrange 421M.png
M Teleport
UMVC3 DrStrange 421H.png
H Teleport
Damage Startup Active Recovery
- 11 - 19
On Hit On Block Guard Properties
- - - Airok.png

Doctor Strange teleports to a specific location relative to the opponent's current position.

  • L Teleport places Strange on the ground immediately in front of the opponent.
  • M Teleport places Strange on the ground immediately behind the opponent.
  • H Teleport places Strange in the air immediately above the opponent.

M and H versions are useful for cross-up setups, and H version can be used when X-Factor cancelling Spell of Vishanti to convert into a full combo from anywhere on the screen.

Note that Doctor Strange can not teleport behind an opponent in the corner. In this case, all versions of the teleport will place Strange immediately in front of the opponent instead.

Bolts of Balthakk
UMVC3 DrStrange XS.png
Damage Startup Active Recovery
60,000 x2 19 15(29)15 14
On Hit On Block Guard Properties
-6 -7 High Priority: Low, Durability: 8 per shot.

Strange fires two bolts. Despite their appearance, each shot is a single projectile with infinite horizontal range, not a beam. The first shot causes a lengthy Stagger animation on grounded opponents that ensures the second shot will combo. Against an airborne target, the opponent will usually land and recover before the second shot can connect.

Holds Strange in one place for a very long time, and many characters can avoid the beam by crouching or even standing. This is a risky move to use in neutral for very little reward.

Hyper Combos

Spell of Vishanti
Spell of Viscant
236XX (1 bar)
UMVC3 DrStrange 236XX.png
Damage Startup Active Recovery
33,000 x10 - x20 10+1 30 45*
On Hit On Block Guard Properties
-17 -26 Mid Airok.png, Otg.png, mashable, Priority: High, Beam Durability: 3 per frame for 5 frames

Very fast "sniping" hyper that appears underneath the opponent wherever they are on screen and shoots up indefinitely into the air. Can punish an opponent's offense from anywhere on the screen. Can also be used on reaction to assist calls, as most assists appear within a close horizontal range of the point character. Standard combo ender when using its OTG property.

On a successful hit. X-Factor -> 421H Teleport -> 6H Impact Palm to confirm into a kill combo from any screen position.

Seven Rings of Raggador
214XX (1 bar)
UMVC3 DrStrange 214XX.png
Damage Startup Active Recovery
- 15+1 25 19
On Hit On Block Guard Properties
- - Counter Invuln frames 1-15, Counters any projectile

Strange surrounds himself in a barrier. He is invulnerable until the counter state is active. Once active, he will counter any projectile that comes into contact with him, including hypers, but is vulnerable to physical hits.

If Strange successfully counters a projectile, Seven Rings of Raggador (Beam) activates. See below.

Seven Rings of Raggador (Beam)
Seven Rings Counter is activated
UMVC3 DrStrange 214XX Counter.png
Damage Startup Active Recovery
20,000 x15 - x30 11 65 39
On Hit On Block Guard Properties
- -24 Mid Invuln frames 1-114 (!!), Strk.png, mashable, Priority: High, Beam Durability: 1 per frame for 15 frames

Strange fires a large beam directly forward. The beam is not active instantly when the counter is activated, and so sufficiently quick projectiles can recover in time to block or escape and punish Strange. Consider using as a DHC tool to evacuate Strange if he is snapped in early, or to quickly bring in to counter an opponent's hyper.

Astral Magic
623XX (3 bars)
UMVC3 DrStrange 623XX.png
"By the Hoary Hoasts of Hoggoth!"
UMVC3 DrStrange 623XX Cinematic.png
Damage Startup Active Recovery
450,000 10+1 30 49
On Hit On Block Guard Properties
- -57 Mid Invuln until frame 33, Hardknockdown.png, Priority: High, Durability: 3, ignores damage scaling

Strange launches a ghostly projection of himself forward. If the opponent is hit by it, they are pulled into a cinematic and dealt heavy unscaled damage. Typically used as a combo ender, as FoF loops build a good amount of meter.

The Hard Knockdown caused by this move gives Strange exactly enough time to link a follow-up Spell of Vishanti if needed.

Universal Mechanics

Ground Throw
6H, 4H
UMVC3 DrStrange GroundThrow.png
Damage Startup Active Recovery
80,000 1 1 -
On Hit On Block Guard Properties
- - Throw Hardknockdown.png

Standard ground throw that sends the opponent a good distance away. Follow-ups are usually limited only to Spell of Vishanti.

Air Throw
j.6H, j.4H
UMVC3 DrStrange AirThrow.png
Damage Startup Active Recovery
80,000 1 1 -
On Hit On Block Guard Properties
- - Airthrow Hardknockdown.png

Standard ground throw that sends the opponent a good distance away. Follow-ups are usually limited only to Spell of Vishanti.

Snap Back
UMVC3 DrStrange 5H.png
Damage Startup Active Recovery
50,000 2 3 37
On Hit On Block Guard Properties
- -18 Mid Snapback

Animation and hitbox based on 5H.

Hard Tag
Hold 14f A1.png/A2.png
UMVC3 DrStrange HardTag.png
Damage Startup Active Recovery
27,000 - 20 35
On Hit On Block Guard Properties
- -15 OH Softknockdown.png


Team Position

Strange is typically run as either the second or third character on a team. His combos, specifically Flames of Faltine (FoF) loops, are great at efficiently killing characters. However, his awkward neutral makes it difficult for him to set these up himself. Instead, teams utilizing Strange will typically score a hit with another character, and then bring him in mid-combo using a specifically set up Hard Tag or DHC. From there, Strange can finish off the opponent's character, and retreat to safety before the next opponent appears.

He makes for a reasonably effective anchor, as both his mixup tools and chip damage become significantly more effective in X-Factor. Strange can also use X-Factor to fish for "free" snipes on point or assist characters with his anywhere-hitting Spell of Vishanti hyper. On block, he can activate X-Factor to avoid punishment and setup an offense. On hit, he can teleport to pursue the hyper with a follow-up combo.

Notable Synergies

Note: As mentioned above, Doctor Strange teams are typically constructed such that a hit or throw from the point character can be converted into a tag-in for Strange. Many characters are capable of doing this, more than would be appropriate to list here. For a more complete list of ways to enable FoF loops with other characters, please see Strange's combo guide.

Nova: Nova is one of the most well-known and effective characters to set up combos for Doctor Strange. His 214H Nova Strike causes a crumple versus grounded opponents, giving him more than enough time to recover and tag in another character (like Strange) to continue the combo. This is especially effective after a throw (something Nova excels at landing), as the hard tag will reset damage scaling. Additionally, Strange's Bolts of Balthakk assist is a very high duration beam that gives Nova an edge in neutral, comparable to bringing Doom or Sentinel assists.

Players to Watch: Nemo (Nova/Strange/Spencer), Combofiend (Nova/Spencer/Strange), Marvelo (Nova/Strange/Strider), LeonUltimate (Nova/Strange/Strider), Yipes (Nova/Spencer/Strange)

Spencer: Doctor Strange's Impact Palm 6H command normal causes a crumple state versus grounded opponents (similar to Nova's 214H, above). Thus, Spencer's Slant Shot assist, which causes a restand versus airborne opponents, is especially effective as a combo extension tool for Strange. Spencer is also a good character to set up Strange combos himself, as he can bring his teammate in using his 236S wallbounce, or by DHCing Bionic Lancer 214XX into Seven Rings.

Players to Watch: Miniboss (Strange/Spencer/Doom), Nemo (Nova/Strange/Spencer), Combofiend (Nova/Spencer/Strange), Yipes (Nova/Spencer/Strange)

Rocket Raccoon: As with many characters that do not have a native wallbounce, Strange benefits greatly from taking Log Trap assist, which provides huge screen coverage and is an easy combo extension tool. Rocket can tag in Strange with several methods, including using the high total hitstun from igniting his Oil Bomb special, as well as DHC setups using both of his level 1 hypers.

Players to Watch: IronGod (Thor/Strange/Rocket) Coach Arithmatic (Chun/Raccoon/Strange) 215jesse (Captain America, Strange, Rocket)

Other Players to Watch: IHeartJustice (Phoenix Wright/Captain America/Strange), Miniboss (Vergil/Strange/Doom), Will "Power" Richards (Vergil, Hawkeye/Strange/Dante)


2L > 2M > 6H, 214M, 214M, 214H, jump, [j.5M > j.5M > j.5H > j.6H, rejump] x3, j.5M > j.5M > j.5H > j.6H, land, 6H > 5S sjc. j.5M > j.5M > j.5H > j.5S, j.236L xx j.236XX (751,000 for 1 bar, builds ~1.6 bars of meter.)

Standard jump loop against grounded opponents. Neutral jump on the first loop, the jump forward on all subsequent loops. Maximum of 4 loops possible, but you can also omit loops if the execution is difficult.

Video guide

Flames of Faltine Loops

Flames of Faltine Loops (aka FoF Loops, Impact Palm Loops, Palm Loops, etc.) are a type of highly damaging and meter-efficient combo route taking advantage of the high minimum hitstun on Impact Palm (6H) and Flames of the Faltine (214H). Strange can chain these two moves together multiple times in quick succession, racking up large damage. Strange can start an FoF Loop just about any time he can combo into 5S, and many Strange teams are capable of bringing him in mid-combo in order to start such a loop.

The most basic form of a FoF Loop would look something like this:

2H > 6H > 5S sjc. j.6H xx j.214H, j.6H, land, 6H > 5S sjc. j.6H xx j.214H, j.6H, land, 6H etc.

More advanced versions will use multiple Flames of the Faltine reps in each jump to push the total damage much higher.

Despite the power of these loops, they are notoriously challenging to master, and many Strange players struggle to learn them. The most difficult part is typically linking Impact Palm after each FoF, as the gap between these moves can vary quite a bit. To perform these combos properly, there are a few important tricks to keep in mind:

  • When performing your first aerial Impact Palm, you need to hit the opponent at the lowest point possible. Keep the opponent above you, so that they fall on top of the Flame. To quote Yipes, "Aim for the feet."
    • In order to ensure your opponent is lined up properly vertically for the loop. Do not immediately superjump cancel 5S. Delaying the superjump a slight amount will give the opponent's character time to get airborne, then you can jump up in pursuit of them. Also, perform your j.6H Palm as soon as possible after leaving the ground. If done correctly, it should look like Strange is striking the very bottom of the opponent's feet, or even the empty space below them.
  • Besides getting the correct vertical spacing, FoF loops are much easier if Strange is the correct horizontal distance from the opponent. The farther away Strange is from his target, the later the Flame projectile will connect with the opponent, and the wider the window to link Impact Palm will be afterwards. As long as Strange is still close enough to connect Palm at all, being farther away is better.
    • Strange can manually adjust his horizontal position during the crumple state caused by a grounded 6H if he uses one to set up his FoF Loop. Using this time to take a step backwards can alter the link timing from "impossible" to "relatively easy". Also, be sure to superjump directly up (8) and not up-forward (9). In fact, you can even superjump up-back (7) if you are worried that Strange is too close, as the FoF input will stop his momentum before he moves too far away.
  • As Impact Palm needs to be input exactly as 6H (and not 9H or 3H), it can be challenging to input it accurately as fast as possible from a superjump cancel. Some players have success rolling from the direct upwards superjump input towards 6H in a Magnetic Blast-style motion. In numpad notation, this would look like 896H. From there, roll all the way around to a back input and press H again to complete the FoF input quickly. the full input would look like: 896H xx 3214H.

If you need additional help, several players have made FoF Loop tutorial videos:

FoF Loop Tutorials

Besides learning how to perform the loop on its own, most teams will want a few ways to confirm into the loop from a hit with another character. Allowing a point character with strong neutral but lower damage potential to take advantage of Strange's output greatly enhances their potential, and people have developed a very large number of ways to bring Strange in mid-combo and begin a FoF Loop. Expand the list below for a resource on confirming to FoF Loops with a variety of team compositions.

FoF Loop Examples

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. Having the order of Point/Strange/Spencer is also helpful since you can always SoV and 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 work too well from SoV. Also with a team order of Point/Spencer/Strange, once you finish the combo with Strange and a Spencer DHC, if you then tag into your point character from Spencer after the kill, your team order reverts back to Point/Strange/Spencer.

Iron Fist: team Heroic/Justin Wong bnb
Chun-Li: bnb set up
Nova: team Nemo bnb, Nemo using the alternate team order
She-Hulk: team Combofiend bnb's
Viper: bnb set up

Team Nemo tutorial

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 as well as wall bounces. Even though this is a great tool for many teams, its not always an efficient use of meter and in general you get one less rep of FoF loops compared to team Nemo.

Amaterasu: DHC BnB, slow down from throw, a more optimized DHC
Dante: short bnb DHC, mid screen version
Ghost Rider: Using his OTG assist
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
Magneto: BnB
MODOK: BnB to corner DHC
Morrigan: Side switch combo to DHC
Nemesis: DHC from a BnB and Throw
Nova: simple DHC from a throw 950k
Phoenix: BnB into Phoenix Inferno
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), from mighty punish
Trish: Air Super BnB DHC
Viewtiful Joe: Joe/Doom BnB into bomb to trigger Rings of Raggador DHC into a flame loop
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, very difficult, wall cling fireball H after bon voyage, also difficult, easier version with XF
Hulk: two mid screen methods
Magneto/Rocket: Log Trap and Hyper Grav H
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, bnb into grapple M
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
Dormammu: Using Meteor spells to set up a hard tag in the corner
Magneto: side switch confirm, from throws and more
Morrigan: Staircase side switch hard tag, assist-less hard tag by Tenboss
Phoenix: meterless screen positional hard tag using a side switch
Rocket Raccoon: Corner BnB hard tag
Shuma-Gorath: BnB to hard tag
Spider-Man: Using Log Trap and Web Ball
Thor: Confirm from Mighty Hurricane H in the corner, Variant #2 of Mighty Hurricane tag on more of the cast, confirms from throws and more
Trish: hard tag after round harvest
Tron: BnB in corner, Infrit's version
Wesker: corner L command grab
Zero: out of corner air combo with early buster into teleport

Spell of Vishanti DHC and THC

Some DHC's and THC's from Strange's Spell of Vishanti allow you to combo afterwards. The THC's all require 2 bars and for Strange to be on point. Not only can strange do this on point with the use of throws or other confirms, but you can also do them from hard tags.

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
Doctor Doom: Off a grounded back throw
Dormammu: After a full FoF loop, DHC to Stalking Flare, Strange/Dorm THC off a hard tag
Hulk: Corner Throw THC
Iron Man: THC and full screen assist confirms
Jill: allows THC FoF combo to work with dante
Magneto: From a BnB into a hard tag THC
Nova: Team Nemo, Strange full screen throw THC, Hard tag from Nova throw into THC
Rocket Raccoon: Corner BnB to Hopper mine DHC
Spencer: Off a BnB 80k that hard tags into a THC
Spider-Man: THC hard tag can be done from an air combo, a ground bounce or a web throw
Storm: BnB DHC, THC set up
Thor: Air combo that hard tags into a THC, directly after is a combo off his ground bounce and it can also be done from a grounded throw
Trish: After a full FoF loop, DHC to Round Harvest, Hard tag into Strange/X THC
Vergil: Strange THC from corner throw, Using Devil Trigger DHC off SoV full screen
Wesker: Strange THC from throw in corner
Wolverine: THC confirm off throw

DHC hard tags

This section is dedicated to all other supers that can DHC from the point character and then hard tag to strange. Through experimentation, Rocket Raccoon's Mad Hopper, Devil Trigger and other install hypers give you options that aren't previously possible with Rings of Raggador.

Nova/Arthur/Strange: Nova Force into Gold Armor and hard tag with scythe
Phoenix Wright/Rocket/Strange: Simple BnB using Order in the Court
Viewtiful Joe/Rocket/Strange: DHC hard tag from a throw, also possible off combos
Wolverine/Rocket/Strange: Must super as high as possible to get the mad hopper to connect
X-23/Rocket/Strange: Uses log trap to combo into weapon X prime, then DHC's to mad hopper
Zero/Dante/Strange: Rainbow super into devil trigger

Team Assisted hard tags

The videos below are non-nemo style hard tags that revolve around the point character and an assist. The best assists are those that either remove your opponent from the corner, help you achieve a side switch or has an OTG that can set up a specific move.

Chris/Strange/X: Fire Grenade hard tags with Strider, Ammy & Rocket Raccoon assists, Hard tags with Strange, She-Hulk & Haggar, Hard tags with Dante, Wesker & Vergil

Magneto/Strange/Doom: using hidden missiles to set up loops
Magneto/Rocket/Strange: Uses Log Trap to set up the hyper grav tag
Magneto/Ground Bounce/Strange: Using Nova's Ground Bounce, Using Thor's Ground Bounce
Magneto/Sentinel/Strange: Using Sentinel's Drones assist
Magneto/X/Strange: Using Dr. Strange's own Eye of Aggamado assist

Morrigan/Nova/Strange: using Nova assist

Nova/X/Strange: set ups with a variety of assists using level 3 grav pulse L and M

Spider-Man/Rocket/Strange: Using Log Trap and Web Ball

Thor/Doom/Strange: Mid Screen set up with missiles, corner carry missile set up
Thor/Nova/Strange: Level 1 Grav Pulse hard tag, Level 3 Grav Pulse tag after mighty tornado
Thor/Strange/Modok: Using Balloon Bomb assist to hard tag with mighty strike
Thor/Strange/Sentinel: Uses Drones to set up the tag with mighty strike
Thor/Rocket/Strange: Using Log Trap and charged Mighty Strike H

Trish/Rocket/Strange: meterless hard tag with Rocket's log trap and round trip
Trish/Strange/Doom: meterless hard tag with Doom's Hidden Missiles and round trip

Vergil/Strange/Doom: meterless hardtags with doom's hidden missiles and round trip
Vergil/Strange/Spencer: using spencer's slant shot assist to set up round trip hard tags

OTG Set Ups

A set up that involves hard tagging and using an OTG assist or a Grace of Hoggoth from a hard knockdown or ground bounce.

Ghost Rider: Using his OTG assist after his own DHC
Haggar: BnB to hard tag with Viper assist, same set up with wesker
Thor: After a ground bounce using a Grace to OTG

Alternate Colors

Strange colors.jpg

Videos and External Resources

Examples of TAC set ups by TenBoss
team nemo ko glitch
synergy set ups with Dante and Wesker
Strange/Doom DHC and synergy tech
Spencer/Strange/Vergil tech
Dante/Strange synergy