Nice shit, shoultzula.I could teleport easier now.Thanks for keeping strider alive.
striders been alive. From day 1 of marvel there have been very little s\d players. 1, its too damn hard to play right. Any good s\d player will tell you that they have been playing for years with it. It has a high learning curve. 2, its too fucking easy to die. Most people will steer away from a team like that.
If you’re a rookie to s\d, pick that up as your first good habit. Wall climbs can be avoided with the double scoop method and that means thats one less way for you to die. It will make you a better s\d player in the end if you decide to stick with the team.
When you teleport, jump. Don’t always fall.
you have a good point regarding the double scoop (qcbx2). but i can do the teleport easier using the srk method. (i played tekken a while back and got sick of EWGF’s all day. LOL. just kiddin’).
theres a big difference between whats easier and whats better. I’m an OG s\d player and i’ve trained my muscle memory for reverse srk’s as well. Doing reverse srk’s is allowing you the option to always wall climb. You’re bound to fuck that up eventually. It doesn’t matter how good you can do shoryukens. If thats the case, I should never fuck it up because I’ve been playing street fighter for 13 years. Double scoops = no wall climb @ all.
all s\d players should do double scoops for teleports IMO. Think about it. You’re basically omitting striders wall climb from the game completely. That wall climb has haunted every s\d player that has ever played this game and now its gone. Any good s\d player will tell you that if they could take the wall climb out of the game, they would. It has no other uses other than to kill strider.
Ok I got a question that really needs to be answered. There’s this guy that I was able to go up against evely with my Strider/Cable/Doom team against his team scrub or Magneto/Sent/Commando or Sent/Cable/Cyke, and now a few weeks later I’m having trouble beating his team scrub. You see the problem is that now he’s learned to trap me good in the corner and stomp the shit outta my strider while his commando locks me down along with his sent stomping on me. I just don’t know how to get outta this situation without super jumping only to have his sent fly up, hit me a few times while I block and him calling out commando to make me fall back into the corner again.
I really don’t know how to get outta the corner, I also got the same problem with cable. I try to call out the anti air cable helper, but sometimes his commando beats out my cable helper and then it gives him a free shot at cable.
I also tried doing the low teleport to get to the other side, but the teleport is too slow and his stomps catches me before my teleport finishes or his commando helper hits me as I’m doing the teleport.
you have to know how to guard cancel to get out of that. That not really something that exactly pertains to strider. You can learn how to get out of that by watching any high level player on you tube.
doom AA will beat capcom clean if you do it right. If doom rocks are out where capcom will be, the rocks will beat his ass all day.
Besides, get cable in there vs sent. Cable doom is damn good. Shoot the robot all day. IMO, cable is sents worst fight. Some guru’s disagree with me on that but thats just my opinion.
Low teleport is only good for some scenarios. High teleport has better recovery time and most of the time, you can block mid air.
go on youtube and watch eddie lee play strider\cable\doom. He’s damn good with it.
mastering the s\d trap helps alot. Once its mastered, your opponent will always be looking to get out. You’ll always have the upperhand if you can stay ahead of your opponent strategy wise.
Go to training mode, set cpu to all block, and trap the computer contantly. If the cpu remains in guard the whole time, the trap is solid enough for lock down. Don’t let the cpu get out of the animation for block try to keep them in that block stun state constantly.
strider vs sent isn’t easy. Espeically if your strider play isn’t really there. Learn the jump infinite on sent and everytime you get a chance to activate, try to set that up.
or snap him out and deal with there assist.
ok. no problem man. just stating my opinion though. good sh*t. i’ll try to keep that in mind.
Double scoop means 2 fireball motions right? Sorry I don’t really understand these terms.
Also I might need help finding videos of eddie lee on youtube. I tried entering the term “Eddie lee marvel” and “eddie lee marvel vs capcom” but I’m having trouble finding a MVC2 video of eddie lee.
yea double scoop = 2 fireballs. I also mentioned the terms qcbx2 which means quarter circle back 2 times.
go to you tube search for " eddie lee mvc2 "
I also have an hour long video of an s\d player who I think is eddie in the s\d vids section. Theres no s\cable\doom till the later part of the video but just it load all the way through and skim through it.
you can actually watch any cable\doom player and learn how to play s\c\d. s\c\d is s\d with AA and c\d solo. Thats all it really is. Watch any cable doom player and copy those strats. Then run s\d like you normally would except you have a solid AA on your squad. It doesn’t matter if its storm\cable\doom or mag\cable\doom. Just watch the cable\doom part and forget all the other crap.
side note for overhead scoot:
practice on cable first then once you master it on him, graduate to the smaller characters like mag\storm\cammy\marrow. If you can master it on the smallest characters, the bigger ones will be that much easier.
If you’re still having a hard time doing this, devil x gave me a great tip. Do it in the corner @ first so you can see the timing for it. Its very easy to do in the corner. Then graduate to midscreen.
Overhead scoot into a trap pattern is 50% life easy. If you overhead scoot, combo into a trap and land a hit, its giong to be more than 50% depending when in the meter you hit the opponent. 2 trap patterns don’t do that much life. GO FOR HITS!!!
the general strider mixup
once you activate and pin with orbs, you high teleport then hit overhead with anything. Fp, rh, lk etc… Then once you land, go low. This is the basic strider mixup pattern. After hitting this on someone after a few times it becomes repititive. Thats why having the overhead scoot is neccessary. Strider will do more damage and build more bar off of hits rather than blockstun. The purpose of the trap is land hits and combo into another trap pattern w\o the opponent being able to move. When done correctly, your opponent will only have 1 option and thats too alpha counter. Which strider can also avoid.
the blue print to effective s\d
the purpose of striders trap is lock them down and go for hits in the process. If you fuck up going for a hit or if they block it, thats when you re-trap and try again.
if orbs hit:
1- setup the trap pattern
2- strider lands a hit during orbs
3- combo back into a trap pattern
4- repeat
if orbs are blocked:
1- setup the trap
2- you go for a hit but its blocked
3- your hit attempt gets blocked so now you re-trap
4- after the re-trap go for a hit.
there are minor issues like meter and alpha counters but if you can get your play to that point where it becomes a problem, your good enough to think of a way to stop it or make it better.
any s\d players making it to final round?
Let me make this short about Strider/Doom vs. Sentinel/Capcom
Scenario:
Strider and Sentinel on point
When Sentinel is low on the ground to you full screen, jump up and block.
Sentinel’s beam will make you eat it if you try to trade off with it using a tiger or a bird. Even if you get the tiger or bird out, it may get blocked by Capcom.
MAKE SURE YOU JUMP OUT OF HIS BEAM! He will ALMOST ALWAYS go into fly mode to cancel out the delay.
Afterward he’ll have these options
Either Sentinel will…
- land, backdash and try to hit you with another beam/unblockable beam
— Strider has a double jump in which you can get in closer, just pressure him towards the wall or get out from behind the wall. Eventually you’ll see when you can get a few hits in. Most of the time, just land and s. lp, assist, s. lp, s. hp. Strider is tall enough to hit him down (this is only if you’re extremely close if he did not move with Sentinel AT ALL.) - wave inward in front of you or behind you
— This is where you call your assist (doom/cable/tron/sentinel.) Remember you’re in Jump mode, Doom goes where you are. - try a HSF
— just block, you’ll land again but so what? he’s going to run out of meter - sj. lk you back into your corner
— land, wavedash, block when capcom comes out, Sentinel assist, s. lp, lp -> orbs - wave forward, then back
— double jump, block capcom assist, land, he’ll beam again
In the case where he just knows you’re going to try to jump and get out…
- double jump, and land when he is in fly mode. Assist and teleport across the screen.
When your teleport across the screen gets readable, just teleport to the same side and load up orbs.
DO NOT SUPER JUMP, IT WILL FUCK YOU UP HARD. You will not get lucky against someone good. IF YOU DO, their controller is messed up. That is all.
If Sentinel tries to fly in after a c. HP, you can bird him.
IF HE KNOWS THIS WILL HAPPEN, HE WILL CALL CAPCOM AND WILL SHOOT YOU IN THE AIR (I use Tron to prevent this.)
After blocking the Capcom hit, block his next Sentinel hit and push.
You can…
- Immediately throw your assist out and bird/short bomb -> orb
- Wave and lp him out of the air and block that GAY ASS AIR LK HIT WHEN THAT MACHINE BOUNCES OFF THE GROUND. J. forward, assist, lk, lk, hp, hk, land, orbs. You win.
Sentinel can’t get away from Orbs like Magneto or Storm.
Other options
— jump up, land, assist, tiger/bird into orbs or tiger/bird/bomb trap. Assist takes hit, you get orbs, rape that bitch.
Sentinel may cancel out his c. hp with something else that may hurt you a lot, like DHCING and you not being careful. If he tries to do qcf LK, just rush in… just go in and own him up. Assist, orbs, teleport.
If he tries to smack you with the frying pan or use his foot in your face, you just have to know when to push block it. Then you throw a bird into orbs.
Ask me anything specific to Strider vs. Sentinel, I got it down.
I forget but I’m sure someone has wrote this down. If your back is to the corner and you teleport, you teleport further toward the end of the screen when you would when you’re in the middle.
When you jump in, if he hasn’t called his assist out yet… don’t even think about pressing the LP/LK/HP/HK button. Capcom will shoot you in the air. There are times you’ll notice you can press HP, (for instance your Doom got Capcom) but for the most part against a good player who knows how to handle Strider… just wait to land, (start a chain) orbs. This is the most easiest scenario.
Might as well say it, when you’re using orbs against the other guy… you can try to bait his assist by lp, lp, PP backwards (dash backwards) xx wave forward. WARNING, only use this when opponent doesn’t have meter to DHC and super out. It’s okay if he DHCs with no meter, just zone him and eat him up. USE WITH CAUTION !!
You can also just try jumping forward while he push blocks… it’ll make him release his guard if he thinks he can escape, which he can’t because orbs is too good. Make sure the opponent has already pushed you back and you’ve gotten in close enough to keep him in that state.
By the way… do not chase Magneto/Storm in the air… at all. I’ve seen too many people fall for this.
All you have to do is throw tigers, Sentinel assist all day to build meter…
A good player will super jump, wait for you to go up there, push block your few orbs, lightning strike out / air dash out / super out.
MY ADVICE:
If you want your Strider to get better, play without orbs. Once you learn how to play without orbs, you’ll be A LOT BETTER. Won’t be jumping back pressing HP all day. When you have orbs out and you get close, just fucking walk… don’t even press any buttons and walk toward your opponent. Let him know you’re not scared of his random mash tactics.
- Get your execution down
- Practice a few strings with orbs / doom
- Practice w/o doom and use Strider/Sentinel
- Get unfly combos down with Sentinel and understand WHY Sentinel is strong far away and in close
- Execution w/ Sentinel
- Play Strider w/o Doom
- Play until you win at least 5 matches in a row against you’re friend whose whooping your ass and talking shit
- Learn how to play Doom and do the infinity
- Don’t be afraid when shit happens and Doom is in
- You win
10 mother fucking STEPS TO WINNING
When you bring out ORBS, it’s just a pressure tactic. Fuck chip… go for zoning with birds, tigers, bomb and teleport and then for a free hit. It’s about being superman with Strider and you’re not going to hit me.
NOT ABOUT SOME FREE CHIP DAMAGE PERIOD
Thanks for your innovation Shoultzula
95% of what I know about the team came from watching clock\kai fight and reading clockworks old posts. I have posted very little of what I know except for maybe one or 2 things. I basically copied them until I felt like I knew enough about it to start changing it to make it mine. Copy to learn then make a new style.
I’m a copycat player with a few new ideas. Clock and kai are the ones who stepped the s\d play to where it is these days.
your post is right in some areas but you’re drifting into theory marvel. You’re basically saying if the opp does this, then do this. It won’t work like that. Players adapt and things stop working eventually. Then those strats become useless and now you have to try something else. Its counter, counter which is street fighter.
This is the reason why I only made one matchup strat and that was against cable. And I only mentioned things that will work 100% of the time. There were no ify things in it. I could mention a 100 ways to beat magneto but they won’t work. Yes, you may beat someone for a while but if someone is losing and if they’re smart enough, they will not try the same things. Then the ways I mentioned to beat magneto are uselss. My strats got countered.
cable is one exception to a matchup strat because strider can do things against cable that he cannot stop. Mag\storm\sent all can do numerous things to strider and strider doesn’t have 1 guranteed way to stop them consistently other than to setup the trap pattern right and lock down or stay away and zone.
the only strats that ever work are, learn to block, play patiently, stay away, pick your spots and don’t do risky things. The old school street fighter strats. This can be applied to any team though. This is because that players adapt and strats stop working. However, if you can think for yourself and you know the team well enough, you should be able to adapt to what your opponent has adapted too. Thats how you play the game.
Well Shoultzula, I think you disregard half of my post.
I think anyone will agree with me though…
The only way to cancel out a Sentinel c. hp is a special, super, or fly mode. This is where Magneto/Storm players get a hold onto Sentinel.
I put up a specific scenario of where Sentinel was moreso close to full screen doing c. HP with Capcom.
Sentinel is like a special fighter in the whole game. He’s like the semi-secret boss right before you fight the real main secret boss.
I would agree with you though if Sentinel was closer to you with Capcom. But this is a full screen scenario. I understand Marvel has a lot of factors in it. I’m not giving full proof ONE strategy against Sentinel…
I’m just offering counters in which some people may use if they see they get stucked.
STRIDER IS STRONG WHEN HE IS FULL SCREEN AGAINST MOST OPPONENTS (exceptations for Storm / Cable)
All pro Strider players know this.
Tiger is Strider’s strongest special weapon. Watch them bounce off a tiger, watch them push block a tiger and get hit with another because they’re in block stun. THAT TIGER IS FAST!
BTW, when you mention your Strider vs. Cable strategy. It’s well known that Strider would go for long bomb -> Orbs.
Problem with that is… bomb can get stuffed vs. Scrub.
I almost never long bomb that much anymore vs. Cable. The only time I ever do it is if he SUPER JUMPS up. Otherwise, I’m just dead meat.
Ways on Scrub countering Long Bomb.
- Opponent throws out Sentinel same time Cable AHVB
After you get hit by this, you’re dead and game over.
Sentinel takes the hit and you’re done.
Cable’s AHVB is FASTER than TELEPORT AND LONG BOMB
Wave dashing mixed with a few jumps and having opponent in guard stun from assist drones or rocks, then teleport = win
You don’t see me giving out strategies against Magneto, he’s just too fast. Gotta play on your feet lol