Well he didn’t win, BUT what you should look at is his setups and how he approaches the character. He does some very neat mixups on wake and held good dash skills. However, who the hell knows why he qcf +lp every time he H out of the wall climb? Cost him many a game
Yea he did have one siiiiiick mix-up where he wall jumped, was about to hit him with a cross up dive kick and cancelled it into the :qcf: :l: move and uncrossed up.
lol, I’m not rewatching ten hours of Marvel, but I think I remember the MODOK/Strider/Strange player doing really well in part 1, but struggling by part 3. Really high level play for a guy running 2 new characters and one character that might as well be new.
So I’ve been working with Strider alot, and decided to do a video on a technique with him. I think alot of you already know about it, but I tried to explore it fully. It dramatically raises his damage output on some teams.
[media=youtube]2KeBcIInXFk[/media]
Spare my noobness but does 2B for deadpool = down + medium?
Why wouldn’t I just TAC?
because TACs can be countered, this cannot.
But TAC’s give meter and more damage and are less team specific. Personally, I’d rather TAC if I want to do more damage with another character or go for a reset with Strider.
If your team has the option to do a combo with the hard tag, why not? It’s a guaranteed kill, so you if you’re not feeling like you want to risk that 1/3 chance you’ll be countered, you can go ahead and spend two bars to kill, which most characters end up spending to kill anyway.
Guaranteed kill? Most team compositions shown in the vid were doing 600k for one meter, which Strider does anyway. Highest combo in the vid was the Strider/Viper pairing which spent two bars to do 898k. I think the highest health character that kills is Zero? Dunno if anyone has 850k. At any rate it’s ordinary DHC damage, which could be outdone with a TAC. I’m not entirely convinced of the utility of the tech, but maybe someone will build on it.
that video didn’t push it. It was just showing the concept.
TACs are cool and all but its always better going for what’s guaranteed.
Umm well I looked at the video just to say im not good on frame data but what was said in that video for how fast your attack has to be im sure is wrong. Cuz I know practicing combos ive done slow ryu stuff off it. Ive also gotten sweeps with other characters while trying otu stuff which I will assume is slow too.
Anywho yea from the video im not sure if those are good examples per say as robo mitsu above me said thats not much damage and you could do that anyway. However thats not to say you cant do more then that as obviously you can get some much higher combos off it. I think the problem is that 1. this is not actually that much easier for what your doing. This is much more misable then just doing the full strider combo which in many cases doesnt do that much more damage anyway. 2. One of the reasons it can be harder to get more damage is well, you already used your only ground and wall bounce to do this. Note though that actually you can do this just with the dive kick part though same idea so if your guy coming in has a wall bounce then they can still use that I guess to get more damage. But in general dude coming in only gets a air combo or something anyway.
I dont think theres much way around striders damage besides the fireballslash loop that ive shown in my videos. Everything else no matter what you do seems to do basically the same amount of damage at the end of the day, with of course the wall cling stuff being second. I think the highest ive gotten so far damage wise for a level 1 is 800 something but it was pretty combo video, lots of bombs, then fireball slash loop then wall cling stuff Shrug
Anywho so yea I dont think this dramatically raises his damage out put really, at least not in general, and for how misable it is.
Viper hits over 900K for it when the full version is done and it’s meter neutral, that’s infinitely better than his damage output from legion DHC.
If you understand the set up then it hits, it’s just like a combo using an assist, as long as you do things at the right time it works out.
I am not actually proficient with the whole cast, that’s why the Jill and Viper combs were the most impressive, I actually play those characters. That’s also why I said the combo’s were not optimized and to experiment. That said, even the crappy ones did more damage than Strider’s BnB’s. Also, DHC’s take two bars and don’t build any, this takes one and helps Strider build more, it’s a net gain for Strider in most any situation.
For the person that was complaining about the ground bounce. Think a bit… The important part is comboing into Heavy Gram, there are other ways to do that, especially when you put assists on the table.
I’ve actually beefed up the Viper version since I made that, as Chrisis said, it’s even more damaging. And the one I shoed varies because Legion is stupid and seems to hit somewhat randomly.
Also, I’ll take guaranteed damage over a TAC any day. In fact, about the only times I would even consider a TAC is if I’m desperate, or they are a Phoenix team.
TACs are tools that I don’t like to rely on since they aren’t reliable. Dacidbro is a player who rarely uses them but at TNT last week he used a few. 3 in a row got countered and that’s part of why he lost the match.
Well, In my mind they are like Strike/Throw resets (which alot of players tend to get really hyped about), they can be OS’d very easily, so they are bad resets, but they can still catch people thanks to the element of surprise.
I’m not hating on surprise, you can definitely take advantage of it and score some easy damage with cheese, but you can’t rely on abstract randomness to win your matches consistently, especially in a tournament format when you have to win 3 out of 5.
Me, I’m too methodical for my own good (was a source of many wins and losses back when I lived where I could go to tournaments). I strive to eliminate all randomness from my play, if it wasn’t random then I can break it down, analyze it, and fix the problem. If it’s random, not much can be said… and I, personally, do not like that.
I think my comment still stands. I dont see how this is doing anything dramatically more then what you already can do. It still is quite misable, and the combo before this has to be quite small, and you are already going to be losing at least your ground bounce or wall bounce or even both. Which are pretty important since the hit buffer kicks in with strider so fast, the guy coming in is pretty limited to just his air combo then since he cant do any bouncing or whatever.
I dont see how assists play into anything since well… you(strider himself that is)can use assists to get longer combos too so… anywho I guess ive looked into it wrong, and from what youve said I still dont see anything. Still seems more combo videoy to me in general, and I guess the wording maybe “bothers” me, cuz I still dont see anything dramatically increasing striders damage. Theres just not really much to optimize with it since hit buffer just is kicking in so fast. You can only do so much. And it just is so easy to mis time and not get the exact height, or accidentally cross up and call on the wrong side etc etc…
And yes legion is random, I think theres like 4 or 5 versions of it actually.
A lot of characters have moves that ignore hit stun and can use assists to just keep going, notably Zero or Dante, and some just do too much damage too quickly like Doom and Viper, You get more damage for the same starting gauge.
[media=youtube]TMWVIMnKUdM[/media]
My Strider/Vergil bnb with variations.
I wonder if Skrull’s Orbital Grudge assist will work for this too? hmmm
Edit:
It works with Skrulls Orbital Grudge in the corner and it works with Mags EMD Midscreen!!