Advanced Strider Tactics Vol 1: Corner Game by clockw0rk

jab - light punch
short - light kick
strong - medium punch
forward - medium kick
fierce - fierce punch
roundhouse - fierce kick

I’m feeling pretty productive right now, so imma post some Strider stuff. It’s gonna be long, so bear with me…

As with most of the top tier, Strider can seriously wreck teams if he gets them in the corner. Some good stuff to know…

The best way to start a corner game with Strider is using Ouroboros, landing a hit, and then launch into an air combo that forces your opponent into the corner. As far as air combos go, there are several options you have…

Regular Air Combo - If you launch them in or close to the corner, you should be able to sj jab short strong fwd fierce rh without adjusting any timing for the fierce >> rh to connect (as you would in the corner). Not only does this give you added damage, but it gives you better footing on their wakeup since you’ll be standing right next to them while they’re still getting up, longer than if you just ended with fierce.

otg short - After launching them in the corner, do the regular jab short strong fwd fierce rh chain, then otg with a stand short. Your timing should be adjusted so that you land immediately after the rh so that you can stand short your opponent off the ground. I don’t really use this, so you can mess with it and see if you like it. The one I use the most though is…

OTG RH - It’s the same launch sj jab short strong fwd fierce rh chain in the corner, except this time, your timing is adjusted so that you send them to the ground with fierce, and then otg them with rh. Since the timing depends on how early or late you start the aircombo after the launch, practice it and see what you’re comfortable with. You can also do this within a double jump combo, but it really isn’t necessary, and the timing gets alot more strict. Like any post fly screen corner combos, you can’t sj or do any special attacks or supers, but there’s still a ton of options for Strider including (all the following sequences come AFTER the otg rh):

normal jump short strong fwd fierce rh, rejump airthrow - hella risky (since you can be hit/thrown after the rh) but good if you wanna be a fancy pants

normal jump short strong fwd fierce rh, rejump short fwd + doom - similar to the first, cept this time they’ll block your short fwd + Doom, leading to more Ouroboros. Again, this one is risky cause your opponent can attack the instant your rh hits.

normal jump short strong fwd fierce rh, stand jab strong + doom - much safer than the 2 listed above as long as you time the rejump chain correctly so that the stand jab comes IMMEDIATELY after the j rh. This is good to lead into another Ouroboros as well.

stand jab strong launch, relaunch + Doom - not really a tricky reset, but you’ll prolly catch alot of people with this. If you know your opponent is going to come down from the first launch attacking, your second launch will probably beat whatever button they’re mashing, which leads into another air combo. If they don’t do anything, the +Doom will keep them blocking.

stand jab strong launch, airthrow + Doom - good damage, and keeps them in the corner. However, it IS an airthrow, so at that point you are just as vulnerable as they are. Do NOT attempt this on Magneto- it’s possible for him to throw you in the corner and kill Strider along with the rest of your team.

stand jab strong launch, dash under - dashing under your opponent after launching will cause you to switch sides. It’s unexpected since they’re in the corner and it doesn’t seem like you can dash under them, but you can. After dashing under, you can c short c rh xx cat xx Ragnarok, c short launch, or c short + Doom, c strong c fwd xx cat xx Ouroboros or whatever.

stand jab strong launch, jump jab strong fierce+Doom, rh - they’ll block the airchain, land on Doom, and you can Ouroboros again. If for whatever reason they get hit with your air chain, rejump fierce rh to knock them back into Doom, then superjump for another air combo.

(note: in the stand jab strong launch sequence, you can use jab, launch instead if you’re having problems with the strong connecting)

Another thing you can do after the otg rh (which I don’t really recommend) is stand jab (your opponent recovers), then reset with a throw-into-assist combo (I did this a couple times in the last SHGL tournament videos if you’ve seen them). If you’re using Sentinel, then you can stand jab, pause, then rh throw into drones, relaunch. This one is really risky, so don’t attempt it if you know your opponent is gonna try to kick you out of it during the bounce.

If all the otg rh stuff is too difficult/complicated/risky for you, that’s ok. Just stick with the regular launch sj jab short strong fwd fierce rh combo. The advantage you get from that combo is enough for you to kill the the rest of their team as long as you know how to keep them there safely. Which leads us to…

the thread made by clock was working the corner. The following is just some staple points of making s\d more effective.

ASSIST KILL - this is the one that most s\d players know. You have to get the assist in a specific situation.

[media=youtube]2jHTrjkP6Mk[/media] @ 58 seconds in this video youll see that strider has the assist to his back. Once you have the assist to your back, theres 1 more thing you have to do. You have to get the assist smushed up against the wall. YOU HAVE TO HAVE THIS in order for it work properly. Since the assist is to his back, strider can still throw orbs from the front. Even though the assist obsorbs some of the rings, enough of them get put on the screen where the opponent cant do anything. Once you have that specific situation, keep tapping lp to throw rings and charage back. Once the meter gets down to the word " time " call doom and when the doom rocks hit , do a lk bomb. The bomb will reset and do an insane amout of damage.

After the bomb hits you can be stopped. However its pretty tough to do but just be aware that its not a complete kill. Its only a full kill if the opponent doesn’t know how to stop you.

Once the bomb hits, c.fp to launch them then orb again. Once you orb, walk forward just a little bit and the assist should fall perfectly behind you again. Do another reset bomb and they should be hurting. Usually another c.fp then bird will kill that character. If you want to do a 3rd orb, go ahead. the decision is up to you.

cable can shoot strider back once strider goes for the c.fp to launch and re-orb. I dont recommend it against cable but the rest of the top tiers have a hard time stoping him if done properly.

** a very good trick to land this combo is to dhc as the AA is coming in. Say I have ssd and my sent is getting low on life. If I fly and the opponent calls their AA, I can air super, wait for the assist to get on the screen then immediately dhc into strider. If you timed it right, you will side step the AA and the assist will immediately be at your back. Do the combo and you will immediately swing the tempo of the match your way.

even if you do 60% to the AA, they will be less likely to call that AA which means strider gets to come in. Your goal here is to land a hit and snap that AA in. Make sure the AA doesnt get that life back and the match will totally change.

this is great strategy for when sentinel gets beasted on. Sent\doom is ok @ best but with this trick up sents sleeve, sent can take a beasting and strider can put you right back in the game. This trick is easier on some AA than others but all AA’s can be countered like this even capcom.

you catch anyone but sentinel while orbed in the corner, i can’t see a better option than tagging in your sent and going for the unblockable. especially on magneto or psylocke its damn near free. even if you fuck it up you have your sent/doom against a cornered opponent which is even more scary imo than having someone cornered with strider/doom. if you catch another sent while orbed and hes standing, obviously go for striders infinite. if hes ducking, tag in doom and do dooms infinite, which is easy as fuck on sentinel and the dhc to strider or your sent is going to pretty much put him on life support. if you dont have sent you can tag to doom and go for dooms infinite on anyone. its hard but if you mastered that it and dhced it would be death to whoever. definately worth mastering imo.

thx guys for keeping strider alive!

stuff like this is equally as important as an assist kill. Doing any of this can potentially win you the game. you need it. Mastering sents unblockable and dooms corner infinite are 2 things that s\d needs amongst other things. Strider is only really deadly when your other characters can step up and win you the game.

Damn nice post! I gotta try some of these at the arcade.

I recommend learning the assist kill. Its so beastly and you CAN win the game off of it. One of the best tricks in striders arsenal. Besides its not that hard to do.

thanks but I can’t take credit for it. Its mainly clocks thread. I kind of just threw in what I know as part of his thread. From what I’ve heard clockw0rk had alot of informative threads back in the day and srk crashed one day and lost alot of their original archives. This was probably the one of the few that survived. If its true.

im going to add some more later. Probably a few more strider tricks and some ssd team dynamics.

devil should start posting up more stuff too. He knows his s\d.

strider vs cable first off, theres one thing you have to understand. When I say vs cable its just cable. Cable with drones or cable with AA are 2 different fights. I cant really do anything but give out a few strats the work against cable in general. Your going to have to apply these to those specific fights but generally these always work regardless of the matchups.

drones + long bomb - there isn’t much cable can do about this. Yes, there are a few counters for it but cable cannot ahvb back. @ the risk of making s\d weaker I wont say anything about the counters. Just stay on your toes when someone figures it out. Whenever cable goes for TK(tigerknee) vipers you can pull this out.

you need drones for this to work properly. If strider does a long bomb w\o drones, cable can normal jump upfwd then ahvb. The bomb will miss him then. The drones stop cable from jumping fwd and the bomb stops cable from TK AHVB.

When your in a defensive position, charge dwn back. This blocks low and provides charage at the same time.

drones, long bomb+activate - same thing just with oroborus. If cable tries to ahvb you when you try this, you will get hit but only for a few seconds. Then the bomb will knock them right out of the ahvb and you can get in. Same thing applies for the non activation The bomb is the most damaging special in the game. Flat out, it hurts.

you need drones for this to work properly. If strider does a long bomb w\o drones, cable can normal jump upfwd then ahvb. The bomb will miss him then. The drones stop cable from jumping fwd and the bomb stops cable from TK AHVB.

whenver you get an air throw with strider. drones + long bomb activate. If they roll, they’ll roll right into orbs and you can trap them. If they stay still, you get to trap them either way but the bomb is there which is potential damage.

When your in a defensive position, charge dwn back. This blocks low and provides charage at the same time.

crouch teleport - some cable players like to do gun x4. If you run into one of these type of cable players, striders crouch teleport will side step the bullets and allow you to get in on cable. You literally have to crouch then teleport. Its a fast buffer and if you fuck it up, the bullets hit you. With a little practice though it becomes pretty easy. Great trick against cable trap players.

bait cable AA - for the most part your going to be fighting xx\xx\cable in any order. If the opponent is using cable as their primary AA, your in a good spot. Use the assist kill. Bait out the assist some way and do some damage. Dont forget about the dhc side step to get AA’s in the assist kill position for strider.

If they start cable, their not going to have much meter. You should try to use this to your advantage. Play patiently but dont be afraid to come in. You kind of want to attack safely before cable can build some meter.

these little strats will usually work against cable. Always block low in a ground fight vs cable. Dont get hit by c.lk, s.rh ahvb. That just means your not paying attention. BLOCK LOW. Learn to sandwhich cable. Sandwhich means have doom on the opposite side of cable so strider can attack from the other side. Work the double jump to apply some pressure and always pick them off for gun series. Bombing properly also helps quite a bit because you dont need meter to do it. If you do it at the right times cable, cant touch you. Pick your spots for teleport but dont over use it. Teleport is great but sometimes there are better options. Its also easy to run into something after a teleport because you want to attack. Take your time and pick your spots.

if your getting picked off after a teleport onto cable. Teleport to the same side just to fake them out. Do it often enough to where they’re trying to counter you. Then you mixup with the other one.

heres a video of kaising beating scrubclops (sent, cable, cyke.) Kai knows what hes doing so take notes.

[media=youtube]QNJrTddCuug[/media] (2nd s\d fight is ssd vs sent\cable\cyke.)

im going to add a few tips and maybe another matchup strat in the near future. Learning a new team as of the moment and i’ll post what I know up before I forget what I learned with s\d.

DOOM INFINITE corner only: d+fp, lk, lp, rh, fly, lk, lp, rh, fly, lk, lp, rh, fly, lk, rh, fly, lk, rh, fly (repeat lk, rh, fly for the rest of the infinite.)

  • the first part of this combo (the lk, lp, rh, fly repeat) has to be done 3 times in order to put them the proper screen height for the lk, rh, fly to combo and infinite.

  • the reason you dont have to refly is because the rh cancels flight mode. I had the hardest time learning the infinite because I though you had too unfly and refly it.

  • you can use rh launch to setup the infinite.

  • this combo is very easy to do on sentinel. I recommend practicing the infinite on him so you can get the muscle memory down then you can move onto smaller characters like magnus or storm.

  • video of it being done [media=youtube]47mfKeIzrbw[/media] something visual always helps when learning.

  • doom infinite, photon super, dhc does good life. You can super after any lk in the infinite then dhc sent or strider. Depends whos alive and or what order you have them in. If you dhc sent, time it so HSF hits and launch then corner unblockable. If its strider coming in, you can orb dhc in and grab them with rejump orbs in the corner.

  • infinite is a must with doom. It builds meter for strider and its killing a character @ the same time.

EXTRA DOOM STUFF:

  • doom unblockable is d.rh @ the right distance. Just go to training mode and set it to human and have the human controller hold dwnback. Then experiment with the different lengths of d.rh till it hits and practice it.

  • dooms unblockable stops the momentum for a second. It can let you reposition for an attack string or maybe an assist punish oppurtunity. Either way, it benefits doom.

  • I dont think you can doom unblockable if your assist is on the screen. My dc sorta died but you can test it for yourself. Also try testing if you can unblockable while your opponents assist is out too. Just to be sure.

  • dooms air photon super (hcb+2p) is almost 0 frames. Kinda like ahvb. You can punish the fuck out of shit with this and the follow up dhc’s are beastly. Since its 0 frames, you can dive kick over the opponents head with sj.rh, wait for the rh to fly over the opponent, air dash back, and wait for the dash back to fly back over then super. If the opponent isnt in block animation before the super comes out and your’e at the right height, they’re going to get hit.

  • guard cancel, TK photon super is just god like. If they want to attack, photon will eat them up, and if they try to come at you from the air you can dhc out. One of dooms best weapons.

  • doom vs sent glitch hit super: a very good trick when doom is figthing sent and you want to get doom out or just a cheap dhc on sentinel. Let me explain how flight mode works real quick so its easier to grasp why this works. Flight mode doesnt allow you to go flying wherever you want. The max height you can get during flight mode is based on the opponents position. Thats why it changes when you sj or your on the ground. with that being said, I can jump into the cheapness. The other sent must be in flight mode doesnt matter where (I think). If you jump up with doom and photon super then dhc, your changing the max flight mode from sj height to ground height. Smashing the screen like this causes the opponents sentinel to be mashed directly into the photon super. Its a great cheap trick and you usually hear “what?” from the crowd or the other guy. If it doesnt look like your going to be hit out photon super immediately, put a few extra ones on the screen then dhc or if your opponent knows this trick try to quick dhc after the first set. I highly recommend using this because its practically a free hit.

maybe some strider play tomorrow.

end the infinite with lk, rhxxfly, opponent falls into range, super photon array.

d+rh unblockable is random, doesnt depend on range. like the sent unblockable, some characters are just more vulnerable to it than others. magneto/psylocke get hit by it all day. leads me to believe that sent unblockable isnt really something thats 100 percent, its just some characters are unfortunate that their hit boxes are owned by it.

doom dhc on a flying sent just owns :rofl:

DEVIL TO THE RESCUE. take this guys advice simply because hes right!!

I’m not big on doom unblockable. I rarely use it but I’ve seen it use right and its very effective with the right teams. Didnt know that doom unblockable is random. Thats pretty weird.

I like that double orb setup on youtube devil. I tried something like that a while back and I never got it to work. That teleport right at the end is probably what I needed. How practical is that combo though?

hmm cali and fl need to colab on strider. Maybe we can beef him up to the next level.

I have some other stuff about the infinite, i’ll just pm you and tell you , its just a good tip to get it to work, i can even pull off the infinite on megaman.

i dont really use doom unblockable that much either, even though i have seen people use it well i just dont have it programmed into my head to use it. its kinda hard to set up cause you cant use it when assist is pinning someone. you have to catch someone flat footed and not blocking an assist, which isnt common for mvc2. im thinking maybe on an incoming character after someone dies i could probably land it. or when doom is fighiting someone 1 on 1. but yah, its definately random, just depends on who youre trying it against. if you get your practice mode working, just try it on magneto. shit works like at least 7/10 times, but if its against storm it comes out like 2-3/10.

that combo is a headache but it is consistant :lol: if you watch i almost always throw rings that come out one in front of strider and one behind, and i count them in my head (i do this for trap purposes really but it helped alot with this combo). after you get someone with orbs,they have to be standing, and they have to have their back to the edge. you have to warp exactly the spot that i do, and when you warp you have to throw rings (warping automatically does that, but if you throw rings then immediately warp after, warping won’t throw anything) that are one in front of strider and one behind. when you come down from the warp, an orb circling strider has to hit them on their head (and then they go away), then you can come down with lk,lk or fp,fk, land dash+jab+sent drones, lk,strong, d+forward <that is also key, d+forward has a longer hit stun than standing forward. after you hit d+forward, activate super (freezes screen and allows drones to combo), and throw rings that are above/below strider, they have to hit at the same time. then you can run up or warp over there and continue comboing. it sounds more difficult than it is, i just wanted to break it down so you know exactly whats going on.

Can u link me to devil X strider combo?I would really like to see it.

[media=youtube]twWil2XVJpg[/media]

nice shit Devil X

Thx for the link Augmint.

Good work devil.

~!~!~!~!~!

man… that green Strider needs to go :wasted:

Clockw***0***rk

lol, I thought I was the only person who would pick green strider but I guess not. I’m gonna start rocking doo doo brown strider with brown doom. I gotta have my color scheme right to win :lovin:

clockwork has the best avatar on this site hands down.

**strider:

THE TRAP:**

hmm where to begin. If your new to strider, I suggest mastering all his orb cancel setups. The dog\bird which is pretty easy, the bomb cancel has a wierd timing @ first but after a little practice it becomes second nature, the sonic boom is pretty easy as well as the shoryuken slash. You need these mastered because depending on the situation your in, may call for a different setup. Sure, anyone can always do bird\dog activate but sometimes short bomb activate is the better option since most assist AA’s will probably land on it. Even long bomb can be used as full screen counter on assist. Each orb cancel has a purpose. some MORE than others but its good to be prepared for everything.

before I go into the trap itself, I want to explain how it works. When I used to dig through the archives the same, questions kept popping up. " how do I keep them in trap or how do I start the trap."

to start the trap, all you need is to put them in block stun somehow and be close enough for orbs to pin the opponent. Plain and simple. Theres numerous ways to achive this but some easy ways are to pin with a block chain, call doom, activate. Keep in mind that striders trap isn’t 100%. It can be guard cancelled in many spots or alpha countered.

WAVE ORBS - VERY IMPORTANT. As you activate, mash both punches together. This makes the first orb shoot out faster than it normally would. You should do this everytime regardless where you at on the screen. Sometimes it pays off from 3\4 screen and catches the opponent before they can SJ. It also stops assists when you orb up close from popping out and hitting you out the way. Once the opponent is in block stun they cannot call their assist. So you need something to get on them ASAP which is usually a wave orb.

to keep the trap going: this is the part where I think most people get lost when playing strider. All of striders trap setups can be guard cancelled however, strider has an extreme amount of control over his trap. He can control where the GC spot is. This plays a vital role in the trap because your trap setup should vary where the opponent push blocks. Doing 1 trap pattern won’t work when your opponent can guard cancel it. You need to have @ least 3 patterns that you can do 100% of the time without fucking it up. Of course the more the better, but they need to be pulled off perfectly.

you can mess those GC spots up with anything. Calling doom late\early. Break the oroborus rings up, throwing a dog before a re chain. Just pay attention to where you think the opponent is going to get out @ then stop it somehow.

Its vital that you understand guard cancel spots, alpha counter spots, and block stun in order to really be effective with him. Because if you cant keep the opponent pinned, you wont be able to chip w\o risking doom. When you risk doom, things start to fall apart and you want to keep doom somewhat healthy.

onto the orb patterns:

if your want to make up your own patterns, calling doom when the striders orb bar reaches the word “time” gives you generic possibilities to do something else then re-trap. Just get creative.

you can only re-orb once the little machines leave the screen once they have fell off of strider. There are ways to manipulate the screen in order for them to leave faster. Damn there should be a strider doom 101 video.

bar reaches " time ", s.lk + doom, s.lk, s.fp, s.rh, dog, re-orb. This one is pretty useful. Most people can GC this with ease but if they waste their pushblock, its almost free.

bar reaches " time " s.lp + doom, s.lk, s.mp, s.mk, s.fp, s.rh dog activate.

as soon as the bar ends. Literally, its on its last little pixel teleport. This causes striders machines to split and walk off in different directions. Once one of the machines leave the screen, strider can re-orb even though there is still 1 on the screen.

Call doom, teleport above and behind the opp, fall down with rh, wait for 1 machine to get off the screen then activate. Probably striders fastest re-orb setup.

these 3 I mentioned all create different GC spots. If the opponent wanted to GC out of it, he\she would have to know which one I was going for. Ideally this is how you keep the trap going.

also these re-orb setups can be modified depending where on the screen you are. Ideally you want to be on the shortest part of the screen when orbs end so the machines can walk off faster than they would from the other side. Putting yourself on the shortest side of the screen gives you the fastest re-orb possible and limits which GC points become available.

damn there needs to be a s\d 101 video. Typing these out is a mission within itself.

The Idea behind the trap is force pressure and go for hits. Constantly re-trapping just for the purpose of block stun wont kill the opponent. You need to find ways to hit them during orbs and take advantage of what that leaves you with. Besides, actual landed hits build more bar than moves that are blocked. So when you go for hits your building more bar. I’ll add more to this next time.

Good shit man.Thx for posting more stuff on strider!

Edit Question what is guard cancel?I never heard of it…yeah i know it’s a dumb question.

Trying to guardcancel out of the trap is supposedly suicide in itself(just remembering somethings clockw0rk said)

I don’t understand really why i’m getting out in the middle of the chains/end of the chains, maybe he would teach us something about the real specifics of some of the issues that orbs make you deal with *hint hint:lovin: :annoy: :lovin:

that part of your post is a little confusing but the rest of it is spot on.

i’m surprised you dropped that funky knowledge on the split orb set-up…

if you haven’t already post up some of the orb helper punish set-ups,

the re-jump lk,lp,fp,fk+drones w/orbs rollin

the cable aaa 80% easy one…

try and remember the c.fk glitch in the corner w/ strider where u double jump with orbs then called doom to get a glitch cross-up… i can’t remember how you did it, but damn i remember it…:looney: :wgrin: