Clocks, how do they w0rk? Strider Hiryu Discussion thread

@MissJonelyn:
Viper fills the role for that team quite well. ^.^

@DevilJin 01
It’s just silly how some characters like Viper can transition from their zoning game into a combo with Strider assist. Double seismo + strider leads into kill combos regardless of barely glancing the enemy.

After spending nearly a week with this guy I just want to say that his pressure game is absolutely disgusting. Formation B is so fucking good.

I agree I absolutely love him offline but online I get blown up cause the health and the lag messes up my timing.

Is instant overhead j.L xx qcf+L practical? As far as enforcing a “dont duck” mindframe when you get locked into Strider up close?

Does anyone else notice that excalibur L seems to auto-correct in some situations? Like when you L teleport and then try to hit them with an overhead, I’ve done the qcf several times as the opponent was trying to slide underneath me and he went the other way.

I actually haven’t been punished for Vajra yet, at least while the enemy is standing. The guys in my scene try to punish it every time, but I just block, and nothing seems to work. Not even Ammy could punish it. If they were in the air when I teleported, then yeah, I got punished, but if they’re standing, nothing.

Also, I’m working on a video regarding crossups and double overhead setups, just a heads up for anyone interested, and if they have anything they want to possibly add.

I guess I can add that if you do the vajra L and drop down with the j. L then doublejump to the other side with j. H and cancel that into L excalibur when you`re still above their head you can actually get a triple cross-up… j. L hits in front, doublejump H hits behind, and if u timed it correctly, the excalibur will hit in front again :slight_smile:

Yeah, instant overhead j.L into excalibur is a pretty good can opener, especially if they’re locked down with an assist or in the corner. Excalibur seems to have some weird cross-up and auto-correct properties on it.

Yea, make sure they are blocking something though, I’m sure you have to get really close for that.

Not sure if this is really all that practical, but here are some ways you can set-up double jump mix-ups that an opponent can’t chicken block… (and get a bomb while you’re at it)

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I’m not sure if there are any other lock-down assists that work as well as Cold Star, since it lasts for so long, but I’ve tried Weasel Shot and it’s not long enough. (gives the opponent time to chicken block) =( Weasel Shot would be nice since it covers more screen and Dante jumps back.

You can also omit the st.M if your opponent likes to push block on the first hit, but if they aren’t on the ground by st.H, the set-up has a high chance of failing… Also it’s easier to get your assist killed that way.

any tips on anti airing with strider? whats the best anti air this guy got?

I’m just really starting to get a feel of him, he is versatile as fuck haha, really like him

It’s definitely punishable. Set the training mode dummy to do Vajra then block / throw break.

would be nice to have level 1 oro back.
his design kind of works around that super, he can do good damage otherwise but that is what made him scary.
welp, is ammy/doom a good pair up to build meter?

i would settle for a lvl 2 orobouros :confused:

does gram have any durability points as a projectile? haven’t been able to really test it successfully against other beams.

lol@ppl asking for buffs strider is fine as is. i find ragnarok to be much more useful as a lvl3 than the orbs. Unless they are airborne you are going to get push blocked to death for calling them.

Chicken blocking and then punishing with quick normals is the best punish for dive kicks that can’t be cancelled on block. Well at least for some characters. The throw punish thing is not as guaranteed as people think whether you chicken block or not.

In order to punish it with an attack guaranteed you have to chicken block it first basically (air block the kick while Strider is still in the air). This removes the hit box from the vajra earlier and gives you more time to punish. You’ll notice that if you chicken block correctly you can start punishing him with air normals after he lands before you even touch the ground. ** You can punish with full air and ground normals once you successfully chicken block. Any air or ground normal that is 4 to 6 frame start up can punish easily enough. **You don’t even need to throw unless you’re a character has like 8 frame or longer start up normals like Dante. If anything trying to throw punish it becomes a bit more of an issue. Mainly because…

You CAN throw punish it after chicken or stand blocking but, at lest from what I tested in training mode he can throw break your throw whether you chicken block or stand block it. Meaning throw isn’t guaranteed as long as he’s mashing on throw also. You can’t really chicken block and the air throw punish because Strider lands before you do and you can’t air throw people below you.

LONG story short…

(Did a lot of editing but, this is pretty much finalized after about 30 minutes training mode trial/error)

**1st realistic guaranteed punish for Vajra H (CHARACTER SPECIFIC) = anybody with long enough reaching 4 to 6 frame normals after chicken blocking (block it in air before it hits you, later you air block it the better). **These characters can usually punish him with air normals before he even touches the floor.

**2nd realistic guaranteed punish for Vajra H (CHARACTER SPECIFIC) = Try to dash once right before it hits to go under it. If you can see him disappear off screen then this is worth trying. Vajra doesn’t track once he appears over your head. He is then stuck in whiff recovery and just about any decent character can whiff punish. It’s not terrible to just guess dash under if you’re that scared but it’s your ass if you guess wrong. ** DONT WAVE DASH or you’ll auto track back into the dive kick and die.

WARNING: ** Only characters with fast wave dashes or shorter hit box wave dashes can do the dash under punish.** Characters with slow wave dashes that are tall like Dr.Strange will just get hit and leaves them with the 1st punish as their only realistic punish.

3rd Realisitc guaranteed punish for Vajra H (CHARACTER SPECIFIC) = Invincible specials/supers OR armored normals/specials.

Then you get into…

1st possible but tough punish for Vajra H = Wait for him to teleport off screen then mash air throw BEFORE he reappears. Similar to dashing under you can kinda use this on a prayer if you need to do something about him mashing on it but if you time the air throw wrong you are DEAD.You’ll be in the air and then get hard knocked down FTL. I noticed the timing is very tight on this after testing with multiple characters so this isn’t necessarily reliable and you will get hard knocked down for free if you screw up.

2nd possible but tough punish for Vajra H = anybody with about 8 or 9 frame start up normals after chicken blocking (you must block it in the air the split second before Strider touches the ground or he gets to block).

Otherwise all you can do is mash throw and hope he’s not mashing on throw. If he’s mashing on throw he can tech your throw during the 7 frame tech window easily.

Now THE ONLY UNIVERSAL PUNISH (that I know of).

Since it’s Strider and he’s a cheap ass mother fucker…just do him like Wolverine and XF guard cancel for a strong (almost guaranteed) punish and to get him out of the match. You don’t need to chicken block to do this. XFC will kill him and the only thing he could try to do is air or ground XFC immediately which would pretty much stalemate the situation and get him to burn XF early.

Sooo…what can you do if you don’t wanna or can’t do any of that?

** Just block it and then advance guard him away. Find a character specific guaranteed punish for your character and use that once he gets into a pattern or at least try the guess air throw if nothing else.**

Good Strider players are going to stick to formation B wall cling cross ups or assist + vajra L or M mix ups. Vajra H’s main purpose is an anti aerial lame out move. It’s the move that makes it so everybody in the game has to rush him down even if they are up in the sky chucking shit. It’s just the stupid properties on it also make it somewhat of a scrub mash move.

Screw Ouroborous. Let Strider play differently for once. Already had 10 years of him spinning that shit every 2 seconds.

This has probably been known already but Formation B’s shot can cancel Strider’s Gram and Ame-no Murakumo.

you guys think it’s a glitch that strider’s orbs disappear but his timer stays at the bottom after someone lands a lvl 3 on him?

I think it’s dumb that orbs go through opponents when hit and orb projectiles don’t cause chip damage for them being a level 3 hyper. They’ve gotten me out of alot of tough situations though!

Strider is just not as focused on Ouro as he used to be. That was pretty much defined when they turned it into a level 3 super. The best thing about Strider in this game might have not much to do with the level 3 even considering he has 2 level 3’s any way.

You can’t punish divekick with throw because you can’t punish anything with throw in Ultimate. You can break throws even in recovery now. If you block Bionic Arm and throw as you come out of blockstun, Spencer can still throw break.

Easily the dumbest change from Vanilla to Ult imo.

Hilarious. Although Strider had no choice but to activate orbs every chance he could get in MvC2. In MvC3 you get to play him however you want.

I’ve paired Strider up with Trish-b peekaboo and its been working quite well and the two compliment each other pretty well actually. Sort of like how TwistedJago uses Wesker/Trish setting up trap situations for more damage and mixup potential. Plus you get the added bonus of Strider unblockables if you have a low hitting assist. You probably wouldn’t even need that since he has instant overheads with j.L and a tricky double jump + teleports

If they do get caught with peekaboo, j.M-H xx qcf+L, land, S, etc is what I’ve been using so far. I could probably get more damage, but most of the time I brain fart when they get caught by peekaboo and fail to follow it up properly. People tend to get caught by the assist when **I least expect it. **I haven’t tested out other followups but you could just do a straight teleport or even wallcling into divekick. I haven’t tested those yet.

With Strider’s basic relaunch combo with air qcf+L, if you do the last part and end with a qcf+L instead of j.S you’ll land before the opponent and get to call peekaboo and go for another mixup. If you do a H vajra in that situation and it connects depending on the angle you can knock them into peekaboo allowing for another combo.