My own take after having gone through about three or four arcade evenings with it is that I generally like the team, but that it requires a very different mindset for Strider than SSD does. I never really took to SSD at all, my Strider pretty much went downhill after Strider/Doom/Commando stopped being viable, so it might have been a bit less adjustment to me. OTOH, playing Strider/Sent/Commando makes my Strider/Doom/Commando more powerful too, because it forces me to play Strider less for chip damage and round out the rest of his game, which is a point where even Strider/Doom/Commando gets a lot more dangerous, too.
I still haven’t found a combo I like with either of these teams better than low short/fwd/rh/Commando/cat. It’s very like Magneto’s five fierce combo both in simplicity and damage without needing to use the meter, and it keeps the opposing character near the ground and sets up either orbs or more or less whatever else you want to do after you’ve done around 50% damage to them with no meter. It can be done very easily off of any orbs hit that lands, without letting them out of lockdown, and sometimes can be done while still leaving enough time for Sentinel (and sometimes even Doom) to be called afterwards before they get out of block stun, although Sentinel is generally the surer bet. If they block all the orbs you can do Doom or Sentinel at the end, and if they don’t you can just drop the hammer on them.
However, not having Doom potentially opens up a lot of other things. As I’d said already, Sentinel’s drones create a much better distance game for Strider than Doom does, which tends to leave him with more meter to work with, which in turn both lets him employ the orbs for real offense, as well as play with an assist kill and snapback game. Even if he doesn’t kill an assist outright, if he can manage to at least hurt it badly enough then his next orbs hit can be chained into snapping out in order to finish it off. I sometimes think that a lot of people give Magneto a lot more credit for his snapback game than he deserves, when any number of other characters could as easily do similar things if they just thought outside the box a little more. So far I’ve mainly used it as a desperation comeback tactic, but if this were done with a little set-up as a conscious plan instead of a spur-of-the-moment thing, Strider could wreck shop pretty badly on this if the opportunity presented itself, whether or not he managed to kill the assist outright straight up. If you can get a vulnerable assist character on point, even if you can’t actually kill them immediately, you can still wreck a team and the opponent’s mind set in the game at large by just throwing them out of their comfort zone and making them improvise. Most people are not very good at this at all, and it helps Magneto players everywhere. It’s probably at least as hard to escape from Strider as it is Magneto, and when people are spending all their mental energy (as well as their game resources like meter and/or life bars) just trying to get the right characters back on point instead of fighting their fight regularly, it has a way of snowballing quickly. I haven’t used this as much as I could, but I have managed to win one game against a guy playing Santhrax where Strider had managed to be stuck on his lonesome and I engineered a comeback just by first hurting Commando a bunch and then snapping him in later, which snowballed into ultimately killing all three characters by just not letting up from there and panicking the guy.
Strider-B is probably the best assist to use for this team, and Sentinel can get tremendous use out of it, either comboing into HSFs or launch into air combos depending on distance. It takes a little bit of mental work to not think of Strider’s assists as all useless and not worth risking him getting counter-called, but that one’s relatively safe as long as Sentinel follows up quickly. From a distance, laser/HSF is not a bad option select anyhow, so it turns out okay. Throw some judicious use of that together with the usual Commando stuff and Sentinel can be a beast as well as just doing conservative tactics to hold any leads Strider gives him.
All in all, I think Strider/Commando is good enough (and part of why Strider/Doom/Commando can work so well too) that he doesn’t need as much chip damage out of the second assist, and as has been said before, you need more than the trap to work well with Strider anyway. It takes getting used to, but I think it’s a sounder team than SSD in the end.