Clocks, how do they w0rk? Strider Hiryu Discussion thread

Yes you should, and guys I finally got a chance to run a marvel session with my boy and get a couple of matches but honestly, I absolutely bodied him 114 - 2
I doubt anyone wants to see any of those matches.

I was running Strider - Vergil - RR

like i wish i had floe’s number so i could text him

YO SON, YOU HIT DAT AIR THROW, YOU PRESS ALL 4 BUTTONS, POP DEM ORBS, THEN SLIDE SON AND IT’S A WRAP.

then i flip on spooky’s stream and see demonhyo making the same mistake.

so fucking frustrating.

I’ve been doing this a lot lately, but being sick at home makes you only good for so much.

Sooooo, by now people have probably realized that Strider’s damage is pretty low, but it steps up somewhat if you have Formation B summoned before you start your combo. Not only does the damage increase, but the flexibility of his midscreen stuff goes up a bit, since you can be relatively close to the corner without being in it and still hit Wall Cling combos. Now, the guide recommends cancelling blocked normals into Formation B during pressure for safety. So I took a look at the data to see just how safe or unsafe it is.

Formation B summon is either 19 or 20 frames total. It’s a bit hard to tell from the data because the guide data includes the first active frame in the startup frame data, but Formation B summon doesn’t really have an “active” phase, it goes from startup straight into recovery. So I dunno if the 11 frame startup on the summon includes the first frame of the recovery or not. But either way, it’s at most 20 frames total. Now, Strider’s H attacks (s.H, cr.H, and forward+H) all happen to inflict 20 frames of blockstun, so cancelling into Formation B summon as fast as possible should always leave you at neutral (maybe +1?). This makes it pretty much 100% safe in pressure while giving you a strong tool to use in combos and pressure, since the shot can cancel Gram and Ame no Murakumo.

Yeah the way I’ve been playing strider is abusing the Formation B. You can do st.C formation B st.C as a ghetto frame trap. Once you have the satellite you can just start pressuring and if they push block you, toss it out like how Zero can use his buster to maintain momentum, and possibly go for a wall cling mixup.

Strider gameplay is just going to have to be VERY solid though. It’s really frustrating putting work into his harder combos and maybe squeezing out 500k if you’re in the perfect situation, going for resets and safe play, then being caught by something random and losing him. Strider mains will really have to invest in being solid because getting hit is just not an option.

Oh also something kinda cheesy that I’m sure everyone knows, if you wall cling as they’re coming in, wall A into wall C is REALLY hard to see. I’ve also been doing the bird into B teleport as they come in, followed with j.C excalibur.

Oroboros would be scarier if it did more damage, we need good oroboros combos. Between getting push blocked and fighting to get into position and them teching out of everything because of the scaling from the rings, it feels like it’s hard to kill someone with that super unless you have XF3.

I don’t think Strider will need Ouro as much in this game as he did in MVC2. They made all of his special moves stronger than they were in MVC2 including that durp teleport dive that pretty much ensures he’ll never have to deal with a lame out situation ever. He’s the rushdown character you can’t runaway from and has access to mix ups by himself that most characters need an assist to do. I see him being great as a first spot as a great meter build type character since his sword normals, sword specials and projectiles with assists pretty much ensure he’ll be hard to land clean hits on giving you a lot of room to land resets and build meter for other characters.

I think they pretty much designed Ouro to be at its scariest with XF and that coincides with the absolute stupid goodness of his vajra assist that also stops any super jump based lame out. Plus does just about everything else you want an assist to do outside of OTG.

Only bad thing about Vajra on point is that it’s really punishable on block. I think it’s safe if they’re at super jump height but it’s definitely something you can’t just do unless you see an opening. A lot of characters can cr.L to punish it and all of them can throw it on block.

Anyone here have a solid BNB they use online? I try the first BNB listed in the combo thread but I’m having trouble catching them with the rejump.

has anyone else tried using j.QCF L as an ambiguous cross up? Just SJ toward your opponent from close range, and then throw it in. It’s really hard to tell which side it’s going to hit them on, and if you hit, you can go into cr.LMH > full combo. He might be vulnerable, but with the right assists, it could be a very safe, very hard to predict cross up.

Im really loving zoning with animals and random heavy gram then hit confirming from fullscreen… anyone found a way to break 500k meterless with this guy yet… Ive got a few bnbs that do but they require assist and I wanna hit that damage solo from a c.l

I’ve seen a couple of combos breaking 500k meterless, though they seem restrictively situational. Check the combo thread.

At this point orbs doesn’t look like the Goto move for strider. He is actually fairly strong on point because his mixups with assists are almost unblockable (in week 1). At that distance Cornbread is talking about you can do so much its a little overwhelming. Pretty much try anything and it could work. The other day I was punishing assist calls with call assist, dash, slide from almost full screen. Anyone who has trouble setting up resets should pick up Sentinel. After an air combo you create inescapable (for most of the cast) 75/25’s (left/right into high/low or left/right). After a couple of those the opponent is pretty much scared shitless of strider.

My main point is find resets that are safe if blocked but hurt if they hit. For me throw resets are pretty much out. Don’t lose Strider to a guessing game.

Another point: Strider’s j.H is so good! Dash j.H controls pretty much the whole screen by itself.

Way I run strider on point is just fight, cause chaos while staying somewhat safe, then next thing you know I have 4 bars (cause I don’t use legion) and i get a free kill then continue to fight.

Using animals in conjunction with assists and wall cling most confusing mixups ever, right into a dive kick

One thing I like to do: After ending a combo with OTG animals hyper combo, immediately wall cling at the earliest possible moment and press H. They’re almost always holding back, and they’re int he air, so you cross them up with a wall bounce for a whole extra combo.

I didn’t realize how much I missed Strider’s ‘Hah!CLING’ until they brought him back.

Welcome back Strider.

And also the fact he straight up beats Dark Phoenix free.

HAH HEH HYAH TAAH! SHING SHING

Capcom did an amazing job of bringing back the *sound *of Strider. It was the part I really thought they would mess up, but they totally nailed both english and japanese voices as well as the cypher sound effects.

Can someone tell me the go to BNB for strider (preferably with a video?) i can’t visualize the annotations just by itself and need a visual aid… Also maybe some X-factor tactics for Ouroboros. thanks

Well a move that does all of that needs some kind of weakness obviously. If you see them doing anything other than blocking that will whiff long enough to be punished, its a pretty free get in. Especially if they’re in the air doing something other than blocking. Which sets up his ability to get in from the ground to begin with.

Is there anyway to score a hard knockdown too where they can’t tech?

Also I run Vergil, Strider, and Dr.Doom (missiles) in that order. Vergil on point is just awesome. I’m debating switching from missiles to uni-beam as i’m discovering the mixups possibilities are just so much better.

I’m still looking for a good team involving Strider and Virgil. Other than Zero, are there any other good characters?

Anybody that can OTG on their own like Dante, Wesker, Doom etc. A character up first that can play battery or 2nd with Strider vajra assist behind. If you land vajra assist on airborne opponent, eat sandwich, point gun on the ground, shoot gun, profit (with Doom stomp on them with s.H or shoot down air plasma beam). If you teleport or move in quickly enough after it hits a grounded opponent press buttons, then profit there.

Playing strider feels natural to me now… I just wish he done more damage… hopefully someone or myself can get in the lab and increase that output