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…