I’ve been running Wesker, Vergil, and Strider (in no particular order) since day one and to this day, I really can’t decide on the best order for this team. My main 2 orders have been Vergil/Wesker/Strider and Wesker/Vergil/Strider. Just from my observation alone, however, I don’t feel that this team gets as much mileage with Wesker as anchor, but that’s just me. What are your opinions on the best order for this team? Detailed explanations would greatly benefit.
all of them are great on point or assist but weskers OTG assist will maximize Vergil and Striders dmg potential
Strider is fully capable of doing that. The problem with that plan though is without being able to throw the satellite, strider no longer has any +frame scenario and @ best, you will be -2 with c.lk spams.
To create any kind of advantageous pressure, he needs to be able to throw the satellite or call assists specifically and this strategy stagnates his game. I usually go for sat activated, poke+assist string to get something started, dash back in poke, throw sat, run back in with another assist. If you do this properly, it all layers together and strider can cycle in and out of his satellite layers pretty effectively
when you purposely hold onto your satellite, you lose that whole rotation process and there is no other way for strider to do it from what I’ve found. So you get like broken up pieces of it that allows the opponent to re-position. You can prevent XFGC but you get a weaker strider game
I guess the ulitmate question is, does the satellite negating the XFGC counter worth the trade off? I guess you could kill them right back if they went for XFGC, immediate poke which most people go for because they try to make the most of their XFGC attempt but you CAN XFGC then block and bait it out then what? Its hard for strider to fight XF characters w\o orbs, espeically xf2\3 characters.
I’ve been on this path for a while. With the satellite pressure, strider is pretty good. Without it, he’s ok. However preventing the XFGC counter is also very good…I really don’t know how to approach it. In my play I do both but I know I can die by using the satellite, they can XFGC the sat and mess him up pretty bad but there is such a big mixup you can put on that with 299\99 setups, stagger pokes and throws… arg lol see what I mean
So if the sat is vulnerable to xfgc can strider cover the hole with a summon dog? Maybe there exists an alternate poke string that has less mixups but is safe pressure?
Like sat activated, ground poke +assist + summon dog, dash back in high/low +dog armor, run back in with multihit lockdown assist, throw sat, summon sat.
It looks like the weak spot is the summon dog since you can’t cancel into throw sat. Can we trust the assist to, you know, assist us in that spot?
Instead of using assists to cover mixups and prevent pushblock strider might use them solely to cover summons. Then he could use the summons to break xfgc while still running pressure.
With Zero ryuenjin assist in the back you can counter xfgc, block, crossover counter +sogenmu one touch kill.
Not always available but nice when it is.
i run a team of what i like to call Team Blond Guys. Cap’n America/Chris Redfield/Strider all with their blond hair alternate colors. i basically have the order set cause i don’t think there is a much better order to be honest since captain is my best character and puts in work, then Cchris is second to help zone if captain america bites the bullet and then strider is anchor to help chris cover the screen better with Vajra assist as well as having level 3 XF with strider has immense matching changing potential if im losing. im interested in finding out more about the properties/timing of Vajra as sometimes Strider gets hit out of it or misses the opponent at times (thought it always auto tracked). outside of the aforementioned which assist do you think would benefit Strider more if he is tagged in by the opponent or in off a DHC out of Chris’s machinegun or Captain America’s Shield Slash? please and thanks for any comments/criticism…
Vajra tracks well on backward moving opponents but any other movement, even fast upward, tends to make vajra whiff. You want to use it when you need your opponent to move. It is not a solution to mobile characters like mags and zero doing whatever they want in the air. You time it to catch people when they commit to a stopped motion though. Zero busters halt his movement for example and mags disruptors do the same.
Don’t think of the tracking as homing so much as a reverse motion detector. If someone is trying to play lame in one spot Strider ruins their day. When they commit to rushing in on you another answer must be found.
Chris gunshot is amazing. it is a nice blend of beam and lockdown assist, which strider loves individually. Can’t really go into detail as I don’t use either of those assist characters.
oh ok then. hmmm tht explains alot. so i should only use it on backward dashing and neutral positions. yea on the rare occasion chris doesnt die leaving strider alone its nice to throw it out and M teleport to try for a mixup. trying to figure out if i should burn Xfactor when i see chris close to dieing or should i just save it all for strider? its a tough decision to me cause chris is gud at chipping in xfacto reven if its only lvl 2 but then sometimes when strider is coming in after chris dies he gets blown up on incoming and i dont even get to activate XF or Ouroborus. what do you think is the best option for coming in as strider with or without xfactor if your opponent is trying for a mixup, attack chip, or grab?
is ryu/vergil/stider a viable team?
I’ma be honest here. If your running x/x/strider your point character needs to make good use of strider. Second is preferable too. Here’s a list of chars that can ruin your day with strider. In no order: dante, wesker, skull, modok, capn, doom, racoon, frank, zero, taskmaster (very difficult confirms), akuma, iron man, storm (same as task) Felicia, dr strange(must have glyph up), firebrand, chun ri, viper, spider man, deadpool, Hawkeye, nova.
Dante, Wesker, viper, doom, capn, modok, are the only amazing choices. Zero maybe, there’s better assist for him though.
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Virgil works too but only because he has tp. Any tp char “can” work
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Fun teams will notes:
If you’re good with strider:
Strider, frank, racoon
Free lvl 4 frank off tac and hard tag. Can also get lvl 4 from combing dhc strider > frank. Shopping cart ends strings well for a free mixip. Log trap makes getting in quite easy.
Strider/sentinel/doom missiles
Happy birthday. Makes zoo scary.
Strider anchor teams
Wesker/racoon/strider
Harder to get in certain matches but once you get in the ambiguous mixups never end.
Combo off log trap j. H, j 3.h x 3,s. My, s. S, jm, jm, jh, super or js, 3h + assist 2,follow up h tp, j. S for reset
Dante/doom missiles /strider
Qcb l after call strider is good. If it connects you get a full combo. Same goes for lots of other shit. This team builds 2 bars per combo of you gave doom available for a assist in combo.
Capn/doom missiles /strider
See above bt with easy mode combos that do close to a million.
Chun li/frank/strider
Too many frank leveling options. Crossups with chun become even more confusing. Chun can get ok dmg off strider hd but it’s likely best to go for tac. Combing into special input fireball allows you to hard tag frank into lvl 4 and get 850k dmg.
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been busy with shit so I didn’t have a good chance to think about your post until now. These types of posts I actually care about rather than an opinion I have on something else on srk.
yes, strider can cover the XFGC hole with a dog but this is such a HUGE fucking variable =*(. The dog always comes from the backside of the screen. So say you were on your side of the screen with you back to the wall and c.l, dog and they slightly delay an XFGC. This will more than likely cover the XFGC hole however if you try this pattern from say midscreen with your opponents back to the wall, the dog has to traverse the screen and c.l, dog is now unsafe. Not to mention all the variables on push block timing. It really makes it a mess but it can work under specific circumstances.
I can’t think of another alternate poke string that leaves him safe. You HAVE to hold onto the sat to beat XFGCs from what I’ve tested. It restricts that variables on counters so much to basically if you have it, you can beat their XFGC when timed properly.
poke+assist layer, dog, assist hits, dog hits after assist is done, opponent pushes and you anti-guard cancel with a dash, poke opponent pushes, throw sat, run back in, opponent pushes sat and you negate with dash.
you know typically when I tried to relayer, I always did it with a sat but if you time the dog like that, you can always get a FREE assist. However, it means dedicating your first assist to a pin, then you extend with that setup to your 2nd helper then go for a mixup. Its a lot of blocking. Just a random little idea I had on your setup.
yea, as long as you accounted for all the variables in can work just fine. Different assist speeds, screen positioning the timing on the push block and your cancel point on the dog will all have to be factored. Its a lot variables
thats how I try to play it out but the only way strider can maintain steady pressure is through releasing the satellite to cancel out a normal that was pushed, dash back in to negate push. W\O that strategy, the best he can hope for is mixups with assists and he fucking LOVES the satellite crap.
I believe Strider’s AA’s are so good on point that he doesn’t need an AA assist and he needs far more help with horizontal control. s.m, s.h, fwd+h, and S are soooo good @ checking people out the air.
Now the alpha counter part is fucking god like. I absolutely love it but probably with a different team. I should probably build a zero team like that soon with other characters. Reminds me a bit of cyclops\psylock alpha counter tricks from mvc2 but this one leads to a loop if you have bar
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in an earlier post, I mentioned that strider not using the sat is kind of shitty for strider so I didn’t know if the trade off was worth it since it beats XFGC but yea, I think it is now. Being able to shut that shit down is a welcomed trade IMO but it does kind of suck removing one of his best techniques with poke, act sat and poke throw, sat
my main team is strider/sent/akuma, vajra/drones/tatsu
drones is good for locking down and mixups from a distance and tatsu for blockstrings up close, but also in the corner you can call tatsu and do strider’s slide for a relaunch, usually i go something like: land (after air series), call assist, slide, qcf+M, S. before tatsu ends, the qcf+M will catch them and cause a ground bounce.
whenever my strider is half health or close to dying i try to tag him out, DHC, or TAC and then sent can take advantage of his vajra assist.
also with this team i’ve been using vajra, but i think it could also benefit from his gram assist as a combo starter/extender, since sent or akuma dont have moves with wallbounce properties.
no time now to assimilate what shoultz wrote but here is a dump of my own training mode gaming.
on a jumping opponent dash j.m, j.h loops into itself about 3 -5 times when they pushblock. They can’t keep strider out. If they push block they get set up for a tick throw (untechable if you get the first frame coming out of pushblock). dash 99 h is better for the pushblock setup, and doubles as the instant overhead.
corner only dash 99 h, s is unpushblockable, loops into itself and leads to perpetual blockstun without pushblock. xfgc / alpha counter / gravitation / fail endurance check are the only real escapes.
vergil assist (rapid slash) in corner you can dash s.M+vergil, s.H summon WW2 bomb. then choose to dash go low or s.H or 99h, s. Once vergil covers bomb summon, then as long as you poke them high/low they will be forced to block the bomb. any funny stuff is covered by the bomb keeping you safe. If you just dash s.H you can summon the dog/satellite with the WW2 bomb for cover. If you time it all right they never leave blockstun even with pushblock. Not useful midscreen. need to play with jam session and cold star to see what they offer midscreen. I’m sure it is nuts.
s.H + dp L is a block string, and s.H + dp M is a frame trap and unpushblockable (corner only with dash? I forget ). Played with it to buy time for assist cool down before shooting satellite. Might be useful later.
In general firing the satellite at the end of a string is fine so long as it leaves you safe to xfgc. Any pushblock should be ok and we can probably arrange to make space if we want it.
Still working on finding more arrangements. Still need to put it all together into something beautiful yet I’m seeing some pieces of this puzzle fall in place.
Try Chris combination punch if you want to see dmg. Shield slash is good for dmg but weird to use, also dark hole <doh>
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you guys are so GDLK, I’ve been running Strider/She-Hulk/Arthur. Surprisingly good team. Stride and She-Hulk can create some sick unblockables with his instant double jump and Arthur helps Strider combo off of a raw slide. I’ve been messing with L or M Vajra, j.L, double jump crossover j.H while She-Hulk assist hits low. Timing is really hard but I think I can create an unblockable off of teleport. What do you guys think?
Don’t use slide in combos. It prorates a lot. Use a beam or drones instead of Arthur. She hulk needs some good assist action.
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slide for combos isn’t all bad, it all depends on the situation. Using them early to start off combos, yea that shit is bad but using them to do OTG, into helper, level 3 at the end of a combo is still pretty good. Its an alternate setup if you can’t do the satellite OTG into level 3 because of the speed.
slide during orbs to extend combos is god like though especially on helpers since it can juggle them back into a reset. Definitely really good there.
Yeah it’s pretty lols.
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I like to use his slide for almost a full-screen low, and for escapes from corners. You can use in conjunction with beams into a full combo or you can XFC it.