Clocks, how do they w0rk? Strider Hiryu Discussion thread

i don’t get this version of strider yet…at least i don’t feel comfortable playing him right now. i’ll keep trying but its like…why play him when i could play insert character here

of course i’ll keep trying. i know its a new game but changing the input for dog and me not feeling comfortable with legion or orbs yet has me feeling…off.

Strider with meter is like arthur with meter, but there is a difference. He has a teleport, one of the fast people in the game, has good priority, and can get out of a lot of situations. I think Strider is definitely one of the best characters on this game. He has those mvc2 resets and he will be a problem. So far the damaging combo I have right now with him(well not that damaging) is:
c.M, c.H.S, J.M, J.H L Excalibur, jump, M, H, Light DP, wesker samurai edge, High DP, Legion. iirc its like 480K. Gonna continue back on it later today.

So how you guys feel about strider third? XF lvl 3 and Orbs? AKA DARK STRIDER? Is he good as a third with a full stock? Or should someone else occupy that spot? Just curious on opinions

this is actually one of strider’s most occupied spots atm. i think only a few players such as myself run him on point. but to answer your question, yes strider is amazing with XFACT 3 and orbs.

Yeah i was running him second with Dante on point but I would use meter killing people with Dante and not have the proper meter for orbs or XF lvl3 for DARK STRIDER because of positioning. I just love that Frank West assist. So I guess gonna run Frank as two and try to level him up! Thanks gonna run Strider as my third! See how it goes

Hey guys… I got a question about Ouroboros usage.

I been playing with Strider a lot. One things that’s pretty frustrating and I haven’t quite figured out is how to convert big damage out of orbs. Now in a chip situation with X-Factor its easy to mash and just overwhelm someone out. I do feel kinda lost at times just randomly throwing tons of orbs. I almost prefer to save my X-Factor till I get into a mixup which is a guaranteed kill with XF to spare for the next character. Also I’m probably getting more out of the 3 meters by saving them for a Ragnarok combo.

Basically I suck with the orbs and I feel lost doing a bunch of random stuff. Anyone help me out with specific mixups or things to go for when you activate orbs? Besides just chip

It’s pretty frustrating to pop orbs as soon as something hits you ._., resulting in it not going off and pretty much a loss.

I’ve seen clockwork summon orbs and wall cling wall change until something good happens.
You can stop pressing buttons a moment, then teleport. The port triggers orbs that come out for 50/50 depending on distance.

i do combos gram H loops w/ oroboros, if you do it right it’s a fuckton of damage. can easily loop it for the duration as long as you’re knocking them back into an orb before they hit the wall then gram-ing them again.

So I’m currently using Strider as an anchor because outside Level 3 X Factor Ouroboros I can’t seem to find a use for him. I use Zero as my point rushdown/zoning character since he’s better than Strider in basically every area except Level 3 X Factor cheapness. Strider’s assist is pretty solid, but my second character is Felicia and she also can do a really good job as anchor and even though they made it harder to confirm off Rolling Buckler it’s still great for high/low semi-unblockables.

So my question is, is there a compelling reason to put Strider anywhere other than the anchor slot with my team or even in general?

Strider on anchor seems to be the hot-topic lately. People even suggested to me to swap strider from second position to anchor. Surprises me, personally, because I always envisioned him as a point character.

I honestly feel like strider can work in all 3 spots though, I feel like right now he is a good anchor because with any X-factor (even level 1) his Vajra becomes positive on block and he becomes herp derp cheap. He is so damn scary it’s not even funny, but I think in the long run he will be most used in the 2nd slot.

Ssjevot don’t be discouraged so soon, I run Zero, Vergil and Strider.

Strider definitely has advantages over zero, what he lacks in less thoughtful derpy pressure he gains in blinding speed. Ever try and block a good zero? It’s like you know what they are going to do you just can’t really guard it right? A good strider is just too unpredictable, he’s too fast. Strider has multiple teleports, better assists, much faster dash that can still be wave dashed, you can literally push block someone near full screen then dash slide punish them, faster mixups, easier resets, and w/o X-factor orbs is still something they gotta deal with. I’m not sure if there is great strider point footage out (I seen a pretty great clock vid against yipes) but I swear i’m gonna record my next session with my boy, my offline strider should definitely clear up the confusion I’ll run him as user too and maybe some point showing that he is viable without meter or X-factor.

On the second hand though zero is one of the best batteries in the game. He builds tons of meter, that extra health can really help him barely escape that combo to keep him alive to build more meter (or use it) later; making him an even better battery plus he doesn’t need meter that much, sure you can lightening loop but he still won’t waste much.

If you can’t do his meter-less 440k midscreen combo consistently (took me 2-3 solid days of doing for muscle memory, btw it turns to a 400k corner w/ possible reset) you will be missing out on some meter and damage, which will probably make you ask why am I using this character. If you run him point you can body their point character with two meterless combos and probably just chip from random animals, full screen grams (depending on matchups) and assist protected Vajra’s while controlling so much space. Then you are rewarded with a free 400k-death on the incoming character with orbs and ridiculous shenanigans.

Against non teleport characters you can get some easy happy birthdays (from people throwing out defensive assists in fear of your rush down) with H gram then you dash in and do the basic easy ex-caliber combo resulting in a hard knockdown from the 2nd loop (by doing j.S after the first excaliber) which leads to either legion or you having orbs from that meter gain.

You just can’t approach him like Zero, he has nothing as safe (not like frame data safe but just surrounding his body like zero’s J.H) you just got to use their tools differently. With zero you want to be annoying with buster shots, raining on them then in their face constantly with that saber, but with strider you want to be about a dash away. The distance where they are scared to use a projectile while you dash back send a jaguar and wave dash behind it then randomly cross up with a teleport to inflict fear, they jump over you, you Vajra. Keep trucking it and keep your eyes on clock for now.

Also, today I came up with a 500k meter-less combo, not the most practical because it requires
formation B already summoned but it’s still going somewhere.

Good post. I’ve had the game for only about two days, so I’m still trying to get used to Strider since he feels so damn different from mvc2, and have been getting molly whopped or crutching on orbs +x-factor. Definitely a character that takes lots of thought, careful play, and lots of time in the lab in a game otherwise full of derpy things.

The optimal range for Strider is about a dash away from your opponent, right? What are his best normals to use at mid-range and close range? Also, what are his best ways to end strings to keep the pressure going?

yeah it’s not as godlike activation like marvel 2. So probably best to activate after a knockdown

I would say the optimal range is about the distance you dash and your body is touching the opponent (after the complete dash, cause strider runs for a bit). Striders dash causes him to slide during attacks so a quick dash from that distance and a s.:m: or c.:h: is so damn fast with too much priority. His only issue is if you connect your attack at it’s peak range you’ll have to do you :f::h: in order to make the launcher not wif, and doing a c.:h: and then a :f::h: makes his midscreen wall combo very award since it requires different timing to delay the j.:s:.

As far as normals go both of striders :l: attacks are insanely fast, in situations where your in throw range you can def poke with those (you know those awkward situations where you and the opponent are right next to eachother blocking doing nothing.

I like to wiff punish by advance guarding then doing a dash s.:m: I still don’t have the brady guide (no where has it around here) but I know that move is very fast, tons of priority. c.:m: has slightly less range but still greatness about the same speed and it’s a low so that works too.

Striders s.:h: H has ridiculous reach and the start up isn’t bad but I really like his c.:h: because it moves strider forward so you can dash c.:h: from an incredible distance, it’s not as safe but I do that when I can cover it with a jaguar. Those jaguars are basically giving a fast character with a sword super armor -_- so cheap =).

I like to end block strings with Vajra and the other two teleports with an assist, the fact that they are blocking means you have them at your mercy and they know they can’t do that for long so a lot of people try and punish the vajra when it’s really hard to because of his jab speeds. During these moments of hectic rushdown someones always trying to chuck plasma from full screen once they get that breathing room, I H gram right through that randomly.

Another thing with this character is to not worry about the health, 750k he will die easily, do the opposite and take a little bit of calculated risks to keep your enemy off balance. You don’t want to have to block much and he has air mobility with jump m Excaliber for annoying assists to avoid pin down and what not.

That’s why i think striders optimal position is 2nd, once your first character builds some meter you bring in strider and the pace of that match changes, and they no longer feel safe, especially if you come in with orbs. At the beginning of the round that’s when your opponent has they’re favorite assist and most confidence it’s the one time they actually will have full control.

Seth Killian put up a free preview on Capcom-unity that includes Strider’s whole chapter along with a few others.
http://www.capcom-unity.com/s-kill/blog/2011/11/11/ultimate_marvel_vs_capcom_3_gets_an_ultimate_guide

I play strider 2nd on my wesker, strider,doom team but if I can I try to swap him out when he’s close to death. I feel that x factor won’t last forever so wat can u do to make a comeback when that runs out and if oroboros lasted longer or took two meters to activate. He would be a great anchor. But so far I could usually only kill one character then everything runs out and iam left with an assistless strider with no safe mixups.

i’m busy practicing mix ups/resets, combos, but i haven’t focused on my AA’s. i know vergil’s AA’s but does hiryu have any?

I’m using Strider right now because of his reported “slowdown”, but his mix-ups are almost GDLK. I’m using him with Spencer & Taskmaster, and I found out he’s got some symmetry with Mr. Bionic Arm. His Animal Rush Hyper can DHC into Bionic Maneuvers, and vice-versa. Learning his combos are a somewhat of a pain, though. I got the basics, but his relaunchers are a chore. I’m gonna try to stick with him though, since everyone ATM is Vergil Happy.

watchin streams

seeing TOP PLAYERS land an air throw and do formation b into orob instead of orob into slide for more damage

getting upset

story of my life. maybe i should make a youtube video or something?