Advanced Strider Tactics Vol 1: Corner Game by clockw0rk

those assist kills stay with me. I might need to use them one day.

Can someone answer my question plz.

guard cancel is cancelling your guard with a push block. It lets you to get out of some situations that you wouldn’t normally be able too.

like jumping out HSF, thats a GC.

Oh i see.I know what your talkin about now.Thx for the info.

I never understood why this happened, good find!

(mp)green strider/(mp)green doom owns :encore:

anyway, about guard cancelling. I would say if someone is mashing push blocking or being predictable with it, it’s suicide. You just warp right back on them anticipating and when they try to get out strider will land and have them being comboed in rings. at least from my experiance.

it seems that I know too much with strider. Too bad that knowledge doesnt pay off in more wins.

split orb setup is great when it works. by far, its his fastest re-orb setup. Its fickle for some reason though. When I used to practice it, I could get it about 3\5 times. Maybe theres another factor thats contributing to the glitch.

theres some other ways to split them up.

you can jump over as orbs end and they will split.
dash under as orbs end
slide as orbs end

each of these can be re-orbed once of them leaves the screen. However, I have not figured out how to do it consistenly. The teleport one seems to be the most consistent as of now. On certain setups after the split, you can dash back and cheat the screen which will make your re-orb time even faster. even fp and rh when done right and when strider is in the right position, will make the machines split. basically your looking for anything that will put strider on the opposite side of the opponent as orb time runs down.

yo devil:

how come no one uses striders sonic boomb for re-orb chains? its his fastest projectile so the instances where dog\bird would miss, the sonic boom hits.

why no full magic series + doom, fp, rh dog activate for re-orb? I know it can be pushed blocked but so can any of striders other re-orb setups. This particular one stops the some annoying GC spots that the other ones create.

did you ever notice that the machines that throw the rings walk off the screen in different speeds? I can get th machines to speed up and walk off faster but it doesnt work everytime.

strider has full screen trap which cannot be pushed blocked out or GC-ed for the moment. I gotta keep testing it but IMO, it may be striders tightest trap. Usually the only way out of the trap is during the part where strider has to attack chain and re-orb. If you take that away what other options does the opponent have to get out? this particular setup builds about half meter in the process from full screen.

try this opener out with strider:

c.lp + drones, c.lp, s.fp, then dfwd + rh. The fp hits them across the screen and the slide will hit them low. If the slide hits and they dont roll, the drones OTG them. If its blocked your ok because the drones got your back. You can follow that up with grab super or launch. It only works when they dont roll but if you kept it in your back pocket for a while, I’m sure someone will fall for it. This also works good as re-orb chain after a hit oroborus. Does great life by the way.

ATOM BOMB:

if you do long bomb, then activate as it hits, you’ll send the opponent SJ height even though strider is on the ground. aka ATOM BOMB glitch. This works on assist too except sometimes the assist doesnt come down or doesnt glitch them properly. But if hits the opponent + assist, it will almost send both SJ height just about every time. You can do this with your assist on the screen so this glitch behind drones is your safest bet. Each time I got this to happen, The opponent was on the ground. I never got it when the opponet was in jump or in flight mode.

works with short bomb too, but long bomb releases you out of animation faster than lk. The bird that drops the bomb has to be off the screen for strider to recover.

ive never liked the “sonic boom” personally for trapping. the guard stun on it sucks. if someone blocks an animal or doom rocks, theyre put in better guard stun, allowing for less escape options. It does go through hail storm for some reason though :rock:

If you switch up where you calldoom, the sonic boom becomes useful. The times where the dog\bird would miss during the re-orb chain, the sonic boom will hit if close enough.

we need some block stun #'s. I’ve always wondered why marvel players havent made a list for that yet.

feeling productive again so i’ll drop a few bits of knowledge.

strider during hit orbs:

ok so you managed to hit someone during orbs and now you dont know what to follow up with. This is the part that counts because most of damage is done here. Also, this scenarino allows you to reposition for another trap rotation. You can either reposition for the point character or reposition for an assist kill.

first off, there are many, many, many things you can do after orbs hit. Just get creative and remember to design your combos around what your going for. Wether its a reposition trap on point, an assist kill setup, or maybe a little meter building setup.

  • whenver you land a hit orbs, c.lp\s.lp will do the most damage because its causes orbs to throw rings as well as throw the lp, mp.

  • **reposition attack string onto point: **orbs are about to end, c.lk, c.lk, c.fp + drones, j.lp, j.fp, flying screen happens here and drones will pin the opponent upon wake up, the combo breaks into 2 parts here.

**1: **normal jump over and xup with j.fp, drones hit and finish it off. This does great damage and its an xup after flying screen. You can also time this to land in the front but you aim HIGH on the front side. This makes the combo look ambigous and its a tough 50\50 to block if your opponent doesn’t know it.

2: if the opponent blocks the drones, you get to call another assist immediately because the drones were on the screen after flying screen. After the blocked drones, dash in with s.lk, s.fp+doom, teleport to opposite side. Here you judge what you want to do. Air combo or activate.

this particular setup is a re-trap setup, and a 50\50. a 2n1 setup so to speak. This is one I use quite often. I like being able to do one thing then if thats blocked have another option to run too and still pin the opponent down.

the following is a screen dependant combo. The point character must be on the far part of the screen. If this combo done any closer, it’ll fuck up the timing. Oddly enough landing this on the right part of screen usually happens any way. Even if you land this on the short side of the screen, you can dash the opponent to the far side during a hit orb so the positioning is correct.

the clockwork combo:

  • when the orbs reach time, s.lp+drones, s.lk, s.mp, s.lk, drones hit, c.fp, high teleport, call doom, fp air throw, bird activate.

not a bad combo,. If this gets teched by cable, he can ahvb doom. This combo is still safe on mag\storm but they too can tech it but there options to cause damage after that is limited. Strider will have the upper hand after the tech just about every time.

the c.fp to teleport, has to be cancelled. Then you have to wait a second for the game to reset the combo then call doom.

the clockwork combo is an example of an re-orb setup.

This is how you do damage and keep the trap going. You have to make the combo’s play into the trap. This can be done many ways as I already mentioned. Being creative with s\d isn’t that hard. Which ever way you choose to do it, just make sure you can play into the options.
**
hit orbs with the opponent in the corner:**

by devil x:

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.

for those who play strider\cable\doom

there are only 2 way to play this team.

  1. start strider and let him go wonky and just burn off bar. Dont tag. Alpha counter if you have too, but dont make it look obvious. Also if you land a hit oroborous and strider has less than 50% life, tag into cable.

  2. start cable and build bar then attack. Then dhc when you have too. Not easy by the way.

this team is awkward because both people need meter to operate. You side step this factor by starting strider and letting him go nuts. Then if he dies, cable can go nuts.

100% assist kill with one bar:

I’ve kept this to myself for a while but I rarely use this team now. I cant let the knowledge just evaporate from my brain.

this is s\c\d best weapon. If you aim for the assist early in the game and get this combo, your going to cause some hell. I’ve killed off a whole cyclops and cable qutie a few times in the first 10 seconds of match with one meter.

If you catch the assist with cable AA, throw a long bomb and activate as they land from it. As the bomb hits teleport onto the point character and grab them with jump orbs. This is the tricky part. After the teleport land dash fwd, then jump up. On the way up you have to orb. You want to dash in front of the assist then jump up to have the assist to your back. Then do the normal assist kill and the assist should have 80-90% life after the 2nd bomb. C.fp, bird after the assist kill combo and that assist should be dead.

there are other ways to gurantee a full assist kill but I’d be giving away the ones I use most there. Which i’m not ready to give out yet.

the combo I mentioned works great when you catch the assist and point character but it will work on just the assist still. You just have to find a way to keep the point character busy so you can time the bomb to hit the assist. If I catch the assist w\o point, I like to throw an animal then bomb. You have to charge partition this but its not that hard to do.

if you catch the point and assist during orbs, end that orb series with cable AA and bomb the assist as they land. There wont be much the point character can do.

I always aim for the assist when I play this team.

I actually use that assist kill whenever i pair Strider with Ryu, or Ken AA’s :nunchuck:
It was going to be my trump card for assist whoring teams in a low tier tournament that was supposed to go down. I’d kind of vary it up at the end though by just recalling my AA and repeating. (No strider/doom allowed and all). sometimes it’s going to be hard getting a chance to do it though unless you get both the point and assist character hit by the AA. A lot of better people I’ve played end up rushing in my face after i countercall.

yea that assist kill is good when the opponent gives you time to land it. If I feel like they’re going to be in face after the counter call, I charge partition animals. Depending on your AA, the amount of animals you can throw out and still bomb cancel on the assist varies. With cable its 2. If any of the charge partitioned animals are hit or blocked, the bomb is free. Doesnt work on cable.

I dont know if im using the right word. What I mean by charge partition is dog, immediately hold back, bird, immediately hold back, bomb.

or if the opponent is going to be in my face, I just activate as soon as I counter call then teleport to the side where the AA will fall and just vary it up like you said.

who would let strider into a low tier tourney?:looney: strider tron on that assist all day or strider\iceman that shit.

something werid about cable AA: if you activate as soon as cable hits, cable will stop his AA motion.

Strider/Tron and Strider/Iceman would’ve been banned due to the ratio system. But I still felt confident i could win because I had a counter team for every possible abusable tactic other people could come up with. Strider/Collossus/Ken was going to be my Iceman or Blackheart killer.

Also, one thing I’ve used the one satellite for is anti rushdown. It’s rare when i actually take the time to prepare it. But if i ever get it accidentally trying to activate orbs, I’ll keep it and throw it out if i think they’re about to dash in. It’s actually useful. I just wish i didn’t have to call it out first.

hmm how would you play strider\c\k? you plan to play strider with no chip? if guile isnt a ratio 2 character in the low tier tourney, he’ll work well with strider. If guile lands the sonic boom super, dhc to orbs and finsih them off. It’ll do over 60% to most characters.

hmm omega\strider\guile? throw type + lk bomb then xup is too good.

I dont normally activate satellite naked. When I want to use it, I do it during orbs because you get the satellite plus rings but i’m sure you knew that. Then use it for my next setup.

whats new with ssd kai? mind sharing some of your better setups echniques? I want to see some new s\d shit.

does sj.lk do more hit stun that j.lk? go to training mode and set it to manual. Then stick the opponent in the corner. You have to find a way to tie down the other controller (for manual) to block low. Stand next to the opponent then do a long bomb. Once your released from animation, if you immediately do sj.lk and it hits, the bomb will combo automatically. You dont have to hesitate your timing. You just do it ASAP. If you try the same thing but with a normal jump lk, it wont combo. Am I timing that shit wrong or what? It looks like to me that sj.lk has longer hit stun that normal jump lk. I could be wrong but thats why i’m asking.

this may work on regular cpu but I practice all my combos on manual in training mode. I dont trust the cpu for combos any more.

the timing is tighter on the sj.lk overhead but when it combos into the bomb, you get flying screen back into the corner after the follow up. This leads to that ever popular otg rh combo with strider then doom+activate. Big life yo. Only down side to th sj.lk is that if you miss it, your in bad spot. If you miss the j.lk, you at least get to call your assist, and land safely.

Ratio 2 characters were strider, cyke, doom, tron, commando, BH, omega red, and iceman. My original team was going to be Strider/Rogue/Tronne, but then they added tron to the ratio 2 roster. All in all, i developed a shit load of teams i could use, most not including strider. I pretty much drew out a whole bunch of scenarios that i could be put up against in that situation and felt that BH, Iceman, and Doom were probably going to be the most common characters teams would be built around. With that in mind, Strider backed with colossus and Ken or Ryu would give him lots of natural advantages over any of those 3. With BH and Doom, i could just call ken every time they SJ if I don’t feel like activating orbs. The iceman matchup took me a while to figure out though. Basically, I’d send out colossus to eat an icebeam. This would give me the choice of hitting iceman with a free cat and continuing to pressure him with it or I could just teleport as he’s icebeaming then rush him down. If i take out iceman, i can take out the rest of the team from the other character options they have. There’s also some nice ways to DHC from ragnarok into dive tackle into shinryuken/shinku hado/shinku tatsumaki depending who i have at anchor. But since the low tier tourney never happened, i probably am not going to be using this team again anytime soon.

bomb as anti air or anti dash in:

using the bomb as anti air or anti dash in will work a majority of the time. However, this varies from player to player but I’ll explain the reason for that. This particular strategy is good vs mag\storm. LK bomb by the way is AA. Long bomb is used more as a setup or to punish assist. You have to be in the right position with right amount of time to set this up. If you do a lk bomb and the opponent is right on you, the opp can dash you past the bomb. Strider goes into an animation when he throws the bomb and he cant do anything. Its best to setup AA bombs with an assist.

facts about the bomb:

  • when the bomb is on the bird it cannot be destroyed.

  • the bird that drops the bomb has to be completely off the screen in order for strider to recover. This is why lk bomb has longer lag than RH bomb.

  • bomb does the most special damage in the game. special NOT SUPER.

  • when the bomb has the parachute around this is the only time it can be destroyed. This can happen a # of ways. Magnus’ lk,fp, rh take out the bomb, storms fp, cables viper (I think), most projectiles and capcom assist. AA’s like cyke, cable, psy can also take out the bomb but the odds of the opponent properly timing it is very slim. They have to use their invcibility frames on their AA’s to take out the bomb other wise that assist gets blown up. There are other ways to destroy the bomb so dont think that what I wrote is everything that can stop it. This varies from player to player because I’ve seen videos of people that wont just have anything to do with it. They’ll just flat out take out the bomb with ease which scares me a little. Theres a way to stop this though. If you call your bomb earlier, the bomb will be lower to the ground. So if magnus\storm is trying to take it out with a normal, the bomb will be so low to the ground that it becomes risky for them to try it.

  • explosion sprite: when the bomb explodes on the ground you’ll see this little explosion on the ground. This explosion sprite is on the ground longer than it seems. A good second of actual hitbox surronds this sprite. No assist can stop this from hitting unless those assist has invinciblity. Even then, the opponent has to time their invincibility frames around the explosion. Not easy to do. If the opponent times that particular trick wrong, the explosion is their long enough that most AA’s will land on it after going through it.

bomb follow up tricks:

ill list a few for point and assist so you can see how this can turn the whole game around in a heart beat.

against point

whenever the bomb hits, you have the option to follow up. However this depends on when the bomb hits. You want to plan the hit when your released out of the animation so follow ups become possible.

  • bomb hits: if the opponent is close enough after the hit, call doom then fp air throw, you’ll throw right into doom then acitavte. SO BEASTLY. Personal favorite of mine. The bomb just flat out hurts. If it hits someone, usually people fall down and will try to call their assist because they know you have a chance to call doom. Air throw that sucka into doom :lovin:. I used the word usually because you cant count on everyone doing the same thing. This is why you have more than one setup though

  • bomb hits: call doom\drones, teleport\dash under to the opposite side. If the assit hits xup do what you see fit. If this is blocked, activate or back off. Again do what you see fit here.

bomb hits assist

  • bomb on assist: launch activate and take some life off. The bomb is already going to chunk off some life off of the assist. Doing a little bit more after is probably around half life or more depending on the setups you know.

  • double bomb on assist: if the first one hits, launch, activate asap. Now if youre in the right range you can grab the assist then manuvere the assist to your back then rebomb him the with the doom setup. Practically dead off of one meter.

bomb glitch:

I dubbed this the atom bomb because it just look like it hurts more. If you do a long bomb, then activate as it hits, you’ll send the point\assist sj height even though strider is on the ground. This works great on the assist because it allows strider to teleport to where the assist will land, the potentially get them with bomb reset combo with doom.

you can do this with your assist on the screen so use that to your advantage. One more thing, once you throw the long bomb you can animal then super and still get the atom bomb glitch to happen.

I think activating as the bomb hits is what is causing this to happen but its just a guess. This glitch will work with the lk bomb but the timing is just too tough. Its much easier to get this to happen with fk bomb.

No, Tron and iceman weren’t ratio 2. I personally used Charlie/Strider/Tron for the low tier tourney at NEC. Also Wong told me to use Strider/Iceman/Tron. That low tier tourney was broken. CapCom wasen’t ratio 2 so unfortunately it was Doom/Commando teams all over the place…BH was banned period.

  A little change of topic, but I like to throw out the bomb randomly with Strider so just incase they tag in, it'll take away a nice chunk of health.  Another thing is when they push block and try to escape, the bomb will scare them because if they get hit by a ring, then the bomb it's GGPO.

SNAKE

You don’t need Doom when you got 50/50 setups

they were in the planned Family Fun Low Tier tourney.

Really? you guys did it way differently than us. We had BH banned and it was broken due to Doom/Commando teams all over the place. I’m guessing it your Family Fun tourney, Commando was ratio 2 so it was a little more mixed. Team Z was used alot up here too. Cammy was ratio 1 which kind of made Cammy/Doom/Commando very common.