if u start of with strider… have sent on ur team… if ur facing a mag, call out sent most of the time… mag can knock doom easily everytime he comes in with his rushdown. but sent can take the hit so it’ll keep u safer… mind u, it’s still mag, and ur still gonna get rushed down… it’s how much u teleport/orbs until u catch them slippin’…
ironman’s aaa does good too… u can air combo from it… but capcoms is a pain to catch a air combo with…
personally i’ve been using zangief… it’s funny but his spin punches give ur opponent a certain mixup so strider can rush it down… and u can semi corner trap with it also since it stays in for a while… u can juggle off of it as well… good dmg… and it’s even better if u get zangief to become unblockable, whenever he comes in to do the assist he’ll be unblockable so all his attacks will come out, no matter how much he gets hit…
Strider’s standing jab hits magz before he can do a crouching/standing/jumping ANYTHING…but agaisnt mag/psy, just jump, block and call for doom, cuz if magz chooses to start the match by blocking, and gets psy on the screen…you should know the rest. I believe Strider’s st. jab can connect with almost any crouching characters except REALLY short peeps like wolverine, roll, megaman, etc…can anyone confirm?
dont always call doom when you get orbs, only call doom if its safe!!!11 i thiink sometimes strider players feel they dont want to waste a bar of life and will try to force out doom and get him/strider killed. strider/doom is all about experiance to be perfectly honest. you just have to see and have a fell for what situations are safe and what will get your ass killed. i dont even have set things i do when i trap, i mostly try to read what my opponent is doing and counter it by keeping them trapped by any means possible. if my opponent is push blocking that just makes my job 10x easier :evil: the biggest threat to me when playing strider is trying to repeat a trap and i dont have my opponent in full lockdown, this is when i started getting hit by assist +ahvb. make sure you ahve your lockdown perfect before you continue your assault!!!
anytime someone pushblocks, they cant do SHIZNIT!!! but sit there and remain trapped. also if someone pushblocks right on doom theyre going to eat the full force of the chip damage. especially fat sentinel where the hell is he going :lol: im tellin yah the biggest problem is not trapping 100 percent and someone mashin an assist out on you. alpha counters are so predictable, opponent low on life, has a few bars, you know that shyt is coming. just call out doom and make them commit to the obvious :evil: against sentinel dont forget, B,F+lk owns him up , call your sentinel + short bomb owns flight mode :lol: oh yeah and when you activate orbs and sentinel starts flying around trying to avoid you like a jackass just double jump back mashing rings, then teleport on him and hes caught
for people that need combo help for the otg rH combos
do this, corner launch, short,strong , slight delay forward, slight delay fierce, otg RH. this combo is the only one i know of that works well against cable who has no damn FEET and is very hard to combo. anyways, i think thats the combo, i hammered it out yesterday unable to get the normal magic series with enough efficiency against cable, im trying to recall it by memory im certain thats it but if im wrong i’ll correct it when i get home to work, cable = owned :evil:
hey DevilX, what are strider/doom’s good and bad matches? i know strider/doom does well against cable, but can be owned by rushdown or a smart storm. any advice? what about sentinal, does the bomb own him as much as it owns cable?
imo no one owns strider with doom/sentinel assists , he can fight anyone with this kinda backing including rushdown/keepaway whatever. strider is pretty damn hard to rush down compared to other fighters in the game, getting passed drones + striders priority is a tough job for magnus. striders jump attacks match anyone not named storm as far as speed/priority are concerned. and his jump back fierce is great at stopping airdashes. really strider vs mags is a violent collision of offensive powers and it usually ends VERY quickly one way or the other. storm is the king (queen) of priority though and you have to be more defensive just like anyone else has to be cautious vs storm. in this fight i think utilizing your drones is KEY and avoiding her rush, her rush is no wear near magz status so you can zone her out effectively with sentinel/doom help. you can apply offensive pressure to storm by calling drones and throwing bird, then dogs. mixed with calling drones, and teleporting to the other side of her and crossing up with drones, looking for chances to activate orbs without her getting away. any other way of approaching her that ive tried is very risky, tough fight!!! random hails are killer and so is her speed/priority/power etc shes the perfect fighter! but strider looks alot cooler without sentinels backing this fight is as good as over vs top level storm since trying to catch her is a biatch1!!!
edit. like i said vs sent, this is a KILLER fight too! sent is a big beast but he cant stomp you if you do assist+short bombXX ouro, he’ll have to back off of you that bomb hurts like hell. calling drones and throwing dogs is also good to do if sent is staying back using mouthlazers XXflyXXunfly mouthlazers. this is a clash of minds, i enjoy this battle because of the challenge
so do u mostly use dr.doom assist when your opponent does a super jump and trying 2 land on you do u use dr.doom beta assist when they try 2 super jump you guys… does it really effective or there’s just a little bet of a small change’s… And how do u mostly teleport do u use the punch or the kick botton mostly when u teleport and which one is better… and i think when u teleport u just attack ryt a way i try it and there’s like a 1 second of a pause before you can attack so which one is the best way before you teleport use capcom, assist when you teleport or dr.doom first…? and do u mostly put strider first second is capcom third is dr.doom when fighting mag,cable,storm,iceman,capcom,dr.doom,sent,. how do u arrangen ur charc. when fighting those characters…??? help me plss i kinda having trouble with those characters…
that’s the same thing that i was asking there my friend we both have the same trouble when going behind the opponents which one is the best way 2 do let just hope and wait what would be the result of our reguest…:bluu:
what do you mean? do you mean when you’ve managed to hit the opponent and you plan on doing a combo involving launch+doom, telelport…? or do you mean when ur tryin to keep the trap going for your next set of orbs, and your trying to keep the opponent in blockstun?
ummm…I DON’T KNOW! I was thinking about it, and its like Devil X said in one of these threads…there’s not really a certain thing you do. You can do different stuff depending on ur screen position. And with the opponent liekly pushblocking, mashing for their AAA, or alpha countering, its kinda hard to say what to do. Practice doing different combos with different timing, and at different points of time when doom’s rocks are hitting. When you find something reliable then let that be ur ideal trap in a match. But of course be ready to improvise.
Since i stay in the No Man’s Land of arcades I practice by setting the computer to Super Jump and All Guard then try to trap them as best as you can.
I was going to leave it for clock, but seems like he’s busy kicking ass these days:D
Anyway, the way I do it is to do magic series like this:Do lp, lk, lp fast, delay, lk, delay, hp then rh otg.
dont know if theres a difference but yesterday i decided to try it out myself… i did the lk,lp delay lk, hp then otg hk… but i couldnt otg lk into launch after… is that supposed be?
i have no idea what you mean… but i think i do, so ill try to answer, but im most definatly/probly wrong… after you hit with the atg hk, they roll back just like a normal roll, so they are invincable during it. sombody please correct me if im worng.
but now i have a question. after this “delayed combo” what can you do? all i found was call doom+jump over them+orbs=trap. thanks
When doing this OTG RH thing, do you mean that strider does a j.fierce and then a delayed Rh? Then somehow landing bfore they do and following up? OR: do you mean…delaying the magic series and c.RH when they hit the ground (they trip, and then follow up with a OTG c.lk?)?
OR: …do you somehow land bfore they do and do a st.RH? (not this one, huh?:o )
A bit off topic, but for Sent., can he cancel a standing rocket punch into flight?