Advanced Strider Tactics Vol 1: Corner Game by clockw0rk

This is who are going to ban for the FL low tier tourney.

doom/sent/storm/magneto/im/wm/bh/spiral/strider/cyc/cable/SIM

capcom\ psy\ tron are allowed.

the ratio system is wack because everyone is going to pick doom + aa.

how did you do during NEC snake?

Tourney turn outs

Man, that’s alot to ban. Well in the regular tourney, I got though alot of people only to end up losing to Peter. I mean, I beat him alot in casuals in the hotel room, but I guess I choked. I would have been in the semi for losers had I won. I got so pissed because I know I could have taken him. But it’s all good, I’ll just have to proove that next time. I think there are a couple of video’s. I’ll see if I can get them up. If anything, there’s these low tier matches that will make me never look at marvel the same way again. All I can say is Anakaris is GOD!
I got really far in Low tier too. Far more people joined that than the actual tourney. I used Charlie/Strider/Tron. Charlie’s sonic boom barrageXXOrbs is God-like. The brackets were screwed up in that and had me eliminated when I was suppose to be in losers. I made it to semi’s in that after having to go through losers ALL OVER AGAIN and lost to a random team Z. jugg’s sweep + tron XX headcrush = a shut down Strider.

we banned so many characters because we want a low tier tourney. Not a doom+capcom tourney.

there was a fl tourney not too long ago. I beat alex garvin and eder the chedder a few times with s\d during casuals but once the figured me out I struggled and started to lose. Well, I had to fight alex g in the 2nd round of losers and got knocked out. I’d bet some money that I would of beaten him if I didn’t run s\d during casuals… I showed my hand and he made me pay for it.

maybe this peter guy did the same thing. Maybe he picked up on a few of your strats and it was just enough to beat you?

shoultzula, what teams did he use to beat you? was it a matter of you making a cardinal strider execution error (ie ragnarok super, wall climb, short bomb instead of long vs cable), him adapting to your setups, or you not mixing it up?

if you have videos, it’s really helpful to go back and see where you messed up at. that’s how i got better at cvs2- seeing early vids of myself playing and adapting from all the stupid shit i did.

and SNAKESHOTPEOPLE, the more S/D vids, the better! along with those anakaris vids.

peace

Banning all the top characters lets other mixup tactics dominate. soooo many teams can compete but they still usually ride off of team functions.

seems like when you do that, shitloads of tron/capcom squads can do really well.

morrigan/tron is magnus

gambit/capcom is ridiculous

anakaris/tron= nasty dmg+mixups+priority+easy ways to cover ur tron calls

whats the point of playing “low tier” when the top tiers can limp along with crippled duos(strider/iceman) and cheeze the fuck out of a character that simply cannot compete with orbs,helpers and an animal farm. I’d rather let the little guys scrap and see who’s actually tops in the weaker group.

no more doom runaway vs chumps please

You’re damn right. The reason I had Strider/Cheesy assist was because I was a tourney and I did want to win and also the fact that others were whoring it themselves. On the other hand, I totally agree with getting rid of the top 9 (+ Ironman and War machine) all together for a low tier tourney. People like Ryu and Dan need at least some time in the spot light (well…maybe not dan :sweat: )

PLAN Z

every s\d player has ran into the situation where doom gets hurt and running low on life. The next combo could potentially kill doom and if he goes, your chances of winning have dimmed.

whenever I run into this situation. I play full screen trap. When I activate, I’ll do a ring dog combination from full screen. Each dog does 2 pts of chip and you get 5 dogs during 1 ring rotation. This is 10 pts of life. Now if you call doom while doing this , the total chip amount jump up to 15-20%. 15-20% is about the average chip rotation when doom is in close. Its virtually the same. Except in full screen trap, doom can’t get hurt if you call him early in the orb time meter and its also tough to re-orb from full screen.

I also use this ring\dog full screen setup when I know someone is trying to alpha counter, dhc me. It prevents the whole situation entirely. Even though Its possible to fuck the full screen trap, it beats having a dead strider any day. Besides, strider is full screen @ the end of the trap which is an ideal position with ssd.

the ring dog combination has to be done right in order to pin the opponent properly. If you time it wrong, there are gaps in it where the opponent can jump out. Timing it perfectly will prevent this entirely. Its just a little practice.

its not impossible to trap from full screen and re-orb. I have a way to do it but this can also be GC-ed like striders upclose re-orb series.

You can use sentinel to set the trap up, then do a full screen trap to make sure doom doesnt get killed.

IMO when you risk doom when he has no life because you want a re-orb series, good players will make you pay with an alpha counter, super and kill doom. They’ll just take him out of the picture completely. You have to remember that the trap can be GC-ed in alot of places. Places where doom could die if you time your setup wrong.

full screen trap is by far the safest of all possibilities in the situtaions where doom is running out of life or if you feel the threat of an alpha counter super on strider.

Quit posting all of your dope shit.

now.:looney:

A little addition to that is when orbs is half way don, you can call out Doom and do a long bomb while mashing orbs. Then throw two tigers and re-orb. That works for me. Also, Like I said before, the bomb also scares people from attempting alpha counters from full screen away. from afar people like to alph counter alot because they think they can bounce out of orbs. the bomb does them dirty. : )

SNAKE

I’ve had that strat you mentioned fail on me. If it works for you keep it… I hardly ever landed that. I use that same setup but I wait for orbs to reach 25% then do it + doom. Its basically a re-orb setup and if the opponent calls their assist, I get a follow up.

The bomb @ the end of an orb series works great in the corner. People want to jump out and the bomb just doesnt let them. You get to come in close behind that and if they call their assist, launch re-orb that bitch and drop him. If they’re afraid to jump\ call their assist 50\50 with bomb in the corner all day.

whats the next big tourney you’re going to be @ snake? I’m going to try to make ECC if I have the money for it. But if you go to EVO 07 i’ll see you there. How many s\d players did you see @ NEC? any other hardcore s\d players in NY?

I’ve been trying to look for some solid s\d players around the south but I dont think there are any. Its looking like I should train one :rofl:. I’ve never ran into another s\d tourney player ever. Its time to start traveling I suppose.

them orbs yo

I’m running out of things to add. There should be enough information within these pages for any person to pick up s\d and become effective with them.

heres the scenario: your fighting against scrubclops with s\d. You activate, throw a few rings and teleport onto cable for an easy mixup. No one likes to be trapped so of course they’re going to drill there assist button and hope cyke comes out. Magically, cyke hits strider, cable AHVB’s him and now striders dead. Possibly the rest of your team too depending on how much meter cable has.

How the hell did the assist come out? why wasn’t block stun constant? its too easy to get killed because people like to mash AA against strider. Thats why I’m going to tell you how it happens. The #1 way any person will try to get s\d off of them is to drill the assist button and hope for a hit. Of course better players find different ways but even great players will try this because its easy to do.

I can’t count how many times I’ve died off of this exact situation. It used to frustrate me but now I laugh it off because of how simple the solution was. For a while, I was scared to come in @ times because I never knew why that would happen. My months of frustation is your gain because you won’t have to deal with it like I did.


before I go into ring patterns, I have to explain twitch guard. Twitch guard is what my area dubbed it as because we didnt have a name for it. ALL it is, is when you hold back and the opponent does a move that can hit you, your character will go into block animation even though nothing is touching them. This is deceptive to rookie strider players because what may seem like proper block stun, is nothing but twictch guard.

when strider activates orbs, the opponent can hold back even though no rings are on the screen. This is because the machines around strider count as projectiles according to the game.

I’ll try to explain this the best I can. A video would really explain it though. You simply can’t activate then teleport onto point and think they’re going to be locked down. Knowing how to do this properly will ensure that you will never run into a death scenario.

go to training mode, pick strider, activate from full screen and just start throwing orbs. You’ll see that strider throws them @ different heights and patterns become visible. Sometimes its 2, or 3, or the patterns change. Its possible to control which patterns you want but its hard to describe this w\o a video. Myself, I can throw a straight line of rings or exactly 2 every time. This is based upon when you hit the punch and where the machines that throw the rings are. If you get that.

of the many types of rings strider can throw, only 2 are needed for guranteed block stun. This is how you teleport onto point w\o an AA popping you out of the way. Theres a certain ring pattern that allows the opponent to call their assist because of twitch guard. Twitch guard is deceptive because it looks like there in perfect block stun when actually its not. I won’t go into that because its not relevant. Theres only 2 rings you need for perfect block stun.

Theres one type of ring that hits the opponents feet and another that ring that hits the opponents shins. You need these 2 specific rings back to back for perfect block stun. This means you have to watch your ring pattern then teleport when you see those 2 rings back to back. Now, these 2 specific rings can be performed every time through out the whole ring rotation. But if you sit there and mash P during orbs, you’ll eventually get the ones you need. You time your teleport as you see that patter of rings hit thus ensuring that no assist will pop you out of the way again.

Once you grasp the concept fully, the people who drill there assist are now in trouble. If you hear the opponent drilling their assist button, you throw that orb pattern that will make the assist come out. THEN you can make them pay every time they sit there and mash AA whenever you go for a trap pattern.

I could go more into ring patterns, but I’d probably confuse myself \ everyone if I tried. Only a video would truely show everything about this. I tried to explain the bare minimum to make it easy but if you’re confused on something ask away.

this applies to every character other than the big ones like sent\ jugg\ BH. There bigger so they would take rings that would normally miss the rest of the cast.

since I’ve figured out this, I’ve probably been hit less than 10 times by an AA assist out of the 100’s times I’ve ran s\d. Those times I was hit, was just me not paying attention to ring patterns.

orb properties

just some little facts about orbs that help quite a bit.

  • if you have orbs and you get hit into OTG state, you can throw rings during the roll.

  • orbs go through storms hail. Good to know because it just knocks her out of the way.

  • orbs get taken out by beams.

  • you can throw rings during parts of strider anmiation where he can’t move. Like qcf+lp\fp, srk+lp\fp, both bombs, both animals, sonic boom etc… and during striders taunt for style points.

  • orbs will trade with hsf. Extremely tight to time and even if you time it right it’ll still hit you sometimes. Rather glitchy from some of my experiences but if you do get it, its a free infinite on sent.

hmm thats all the useful ones that come to my mind immediately. Maybe someone else can add a few.

come up to NC, I’ll show you Sim/Strider/Tron

The instant overhead

I stole the original idea from watching a clockwork video. Don’t think that I’m making these up by myself. I get 90% of all my tactics from watching videos.

once you have the trap mastered, eventually your opponent will just start blocking low against strider. They know that any hit during oroborus is major potential damage right back into trap. No one wants to run into that situation but thats why he has an overhead. Strider j+lk is 3 frames. Magnus’ j+lk is 2 just to give you an idea on fast this is. Pretty damn fast for what it leads into.

Theres 2 ways to go into this each and has its purpose:

  1. during orbs: j+lk, qcf+lk
  • this is harder than it seems because you need to throw a ring right before the scoot down (qcf+lk). Tight timing but not that difficult.

  • the good thing about this one is that strider does it by himself. This means that when it hits, you can call doom\sent\any other assist @ the end of orbs and juggle into a trap again. solid.

  1. call doom, j+lk then follow up
  • there’s 2 variations to this. You can either jumpup+lk or jupfwd+lk and each has different follow ups which lead to different things. Just experiment with each.

  • this combo is not orb dependant. You can use this during mid game. You’ll get some quick life right into a trap pattern which is what you want. Theres tons of places where this overhead is an option.

  • the jupfwd+lk puts you on the opposite side of doom. You’ll sandwhich the opponent and some xups become possible. Just mildy more tricky.


Personally I think both are good but option 1 is the desired method since you can use your assist to combo into a trap pattern. That pretty much means its unescapeable under the right circumstances and its an overhead during orbs which can be followed up. Option 2 only PLAYS INTO TRAP. Although it can designed to be worked into the orbs, its not really that practical as several problems arise. I’m still working on this though because I think there is a way to do it.

striders best throw setup:

just something random to add. If your running ssd, the best throw setup for this team is call drones, fk throw. After the throw double dash, drones hit and do what you see fit. This can be rolled but since it takes a double dash to reach them, you use your first dash as a hit confirm. If they roll, dash once and throw a dog. The dog should hit\blockstun upon wake up if you timed it right. You can play out the rest from there.

You can also just do drones, fk throw, lk bomb super. If they take the drones, its 25% life into trap. If they roll, the bomb is there for you 50\50 them with. If they take the bomb and you do the right combo, its 50% life on cable plus trap options.

this is rather risky because your close enough to fuck this up and get hit with an AA. However, its pretty easy to program people with block stun chains. I guess use this sparingly but it does do alot of life. Half life on cable with an air combo follow up.

Nice shit guys.keep up the good work.

when I do an instant overhead…

Strider/Tron
anywhere
Orbs, Have opponent blocking, call Tron, j. lk cross up, mash lp, land, big combo to corner

Teleport holding block, mashing lp, wave dash passing their push block, keep in block stun, stop pressing lp for a bit (around 1/2 meter), dash in, call tron, j. lk, mash lp, land big combo

that’s how I do it at least

Edit::
Man, too much Strider trap stuff
Just throw some birds, tigers with tron assist and they can’t touch you

go in for another mixup

I don’t know how good people are over there but I always run into people that can block the usual strider mixup. Teleport overhead, go low etc… its always blocked. Eventually strider becomes repititious.

over head is a must IMO. If i had strider tron I’d do it every time I had orbs. I know it does some life.

once they start respecting the overhead and trying to block it, you can fake going high then go low and really hurt them.

thats a ridiculous mix-up, but damn, basing your entire strategy around landing the instant overhead into tron is pretty random…

when trons on point, that gamble starts to suck.

assist kill combos are probably ridiculous with that duo…

Yeah, pretty broken, but I used Strider/Tron for the low tier tourney at NEC. Once the assist is caught in orbs, hpxxtiger+tron. A good three seconds will get rid of an entire assist.

Well guys, I’ll try to put up some videos probably next week after I get through with finals. This time I’ll try getting preppy to host them.

Yeah I fake them and go low as well

It’s nice catching them with Sentinel and going under into a big combo
OTG combos are my friends, wave dashing under the opponent is too good