Clocks, how do they w0rk? Strider Hiryu Discussion thread

Strider is uniquely in need of a good reset thread. Someone not me should make it. Here are the kind of things I mean. All of the following assumes standing opponent.

m h f.h +assist(zero shippuga) teleport M (reset) j.H (left/right) ground combo. The assist recovers so you can use assist 2 for another reset.
m h f.h +assist(iron man beam) f.h teleport M (reset) j.h(left/right) ground combo. need a long combo before assist 2 is ready.
The combo before the reset is about 200k.
Those two are both unjumpable after the reset. This means you can opt for a similar reset attempt into another ground combo. If they do jump you can still do a damage combo but will need to reset differently.

Spencer grapple deserves a long look because you can do nearly any combo for 400k, stand them up, and try to setup bad situations. I haven’t nailed post spencer set ups.

Assists that look promising for this type of reset must keep the opponent standing :sent drones, ammy cold star.

Strider can put alot of shit on screen. I suspect the right way to play him is to lock down the screen so no assists can be called, and if they do call assists kill it with Gram H into repeated orb shots. Then you run mixup into resets on the point character, after one or two resets do a full 500k combo. Next character get orb super’d and killed. Then full screen lockdown on third character and GG.

Against a cornered sentinel after a air combo : Call drones, call WW2 bomb.Teleport left/right for 50/50 mixup.
against medium height(skrull) : call drones , call WW2 Bomb. pause, c.L to catch no roll, teleport left/right, bomb hits for 50/50. If they roll backward c.l whiffs. but they wakeup into bomb. if they roll forward into drones, the teleport still 50/50.
against dog: the above should still work, but you also get to teleport divekick and setup a high/low/jump left/right. Its actually worse to be short, but harder to perform.

Some funny combos if you teleport early instead of using the c.L (and if they don’t jump) against skrull height characters. You teleport behind, and mixup with double jump forward. If you stay in the corner and simply land you can call another WW2 bomb and dash under. That will either reset or combo. Hit them with a gram L, orb shot, relaunch combo. Looks sick and if it resets the whole thing is ridiculous damage. That path through the chain is 400k ,reset, 200k, reset, 400k if you don’t burn meter.

Midscreen after an air combo, calling one dog locks down neutral and back roll,two dogs covers all roll techs. Sentinel covers the forward rolls to let you call one dog and teleport.

None of the above has been tried with assists. I’m sure calling them to take dog hits will complicate matters some but its still not even release day.
I’m pretty sure few if any assists will get through the WW2 bomb setups. I’ve tried some things. You should always catch the assist with the bomb. The point character is usually shielded from the drones and bombs if they crouch. If they jump the bomb will hit stun or hit them. So you are proteced from jump throw. You should be able to j.h the point character though and keep him in block stun. Now this is the decision point: attack or run away. I think priority should be given to staying safe to live another day. but if you can do damage to the assist that is awesome. If have three meters call Orb super. Make the opponent feel stupid for not blocking.

Is Strider’s Teleport safe like it is in MvC2 or unsafe like it is in the first MvC?

teleport is very unsafe. recovery is about the same as dante. but you are much higher in the air. your normals won’t reach down even if you press buttons immediately. a jump throw is super easy against strider i presume. Cover your ports with assist, dogs, bombs, whatever.

Pity. It was much easier to do mix ups with Strider’s teleport in MvC2.

Is Strider’s vajra assist an overhead? Just wondering.

gotta lock 'em down w/ an assist before you port, as simple as that really.

edit:

no, vajra is never an overhead

Speaking of Vajra (which I <3 so much) Some pretty crazy crossups I created was with Dormmamu’s new ability to cancel Dark Matter, Cancel Dark matter with a behind teleport call Vajra, shit is flying all over the place and a free combo for Dorm.

I was trying to figure out ways to combo out of Excalibur M and H but I have yet to find a way.

What weaknesses do you guys think Stryder has? Do you think he’s a legit top tier or not as good as advertised?

Currently his damage output is relatively low unless XFC or his Level 3 is used. We believe his viability as an effective character will come from confusing mix-ups and surprising resets. Unfortunately, these are things that can be countered and this problem is multiplied given his low health; mistakes will not be forgiven.

But c’mon, it’s day 2 since the official release.

Yeah, I know it’s really hard, I’m just narrowing down which chars I want to main yet. I have like 6-7 chars I really like and only want to form one team. Figured maybe somebody figured something out that I might have missed

It’s still possible to relaunch after an otg probe ( :qcb::s:), right? Seems they always flip out literally as soon as the probe hits after an air combo.

You’re in the corner right? After summoning formation B, backdash and fire it. This makes it hit late so hitstun decay doesn’t make them flip out.

You know what, I try that and it worked, but then doing ragnarok after that is a bit tough

Spoiler

[media=youtube]OUqfSgq9P5w[/media]

3:53 - Clock bringing out the cheap stuff. geeeez, so difficult to block that.

Remember how strong XF Akuma is. His health is just as bad, and he’s still considered a strong anchor. Strider with his ultimate pottery hyper and XF may be no weaker. Besides this is MvC, most characters die from one combo into lvl3 anyway.

I think Strider is going to be one of those “assist tier” anchors, such as Doom/Sentinel/Tron/Haggar, where they might not be the best anchor, but they contribute enough to certain teams that their assists make the other two members powerful enough that it makes up for it. At least Strider has the speed and mixups and can dump/make excellent use of excess meter ( granted of course his assists aren’t as game changing as the ones stated above, but I feel hes a strong enough anchor, just below the S Tier anchors ). But yeah, his low health doesn’t matter too much, if you get caught as an anchor you should be dead from any decent characters BnB/DHCs.

anybody finding that even with xfactor lvl3 it’s still hard to kill off characters with one combo? His damage is so low that I’m actually happy when I can do 400k meterless…

He’s fast, but characters like Vergil, Wesker, Zero, etc are almost as fast and tricky but can kill anyone in Xfactor lvl 2 or 3

I don’t get it this character is so weak in health and in damage. His best bet is xf because it makes his combos better in general. Basically it allows gram M to be able to be canceled into mid combo. Thus Opening up his wall bounce combo potential. I also think vajra is one of the best assists in the game. So I’m confused point or anchor? Point because he is fast and agile. Or anchor because he is good with xf, meter, plus his assist is good

This looks like the day 1 zero thread.
“OMG WHY DOES THIS CHAR DO NO DAMAGE”
"HES SO BAD"
Patience mi amigos