Clocks, how do they w0rk? Strider Hiryu Discussion thread

About Strider’s pressure game, I get that you can hold Formation B and show the opponent that you can cancel any move’s recovery into Formation B and make them scared, but exactly what are you guys doing to keep the opponent blocking? And what about his neutral game? How are you approaching without running into things (besides being smart)?

formation b is the satellite right? if it is, formation B on block leads to strider’s asshole game.

What I tend to do is this. Summon the satellite off a poked block string or possibly full screen then I can sneak in. If I keep layering mixups\block strings and I think the opponent isn’t going to hit during this rotation of layers, I will throw it out because its really good +frames on block then poke+assist, teleport mixup, the get my falling DJ mixups. Now if I see that my mixup is blocked, I can just activate satellite again and setup the whole thing over and over. Formation B on block basically leads to strider’s mixup game. There is even some really good anti push block strategies from that series I mentioned. You can time a satellite perfectly spaced and teleport and if you use 2 different timings they will get crossed up, or they will push but strider will be animating right over their head where he can his BS again.

on hit, he gets some nice combos off a hit confirm, then a formation b combo.

netural game, strider is all about baiting footsies, baiting assists, positioning and learning how to use his long ass normals. s.m, s.h, c.h, fwd+h, sj immediate dj+h or sj immediate dj+s,h are excellent footsie tools. bomb when coupled with an assist allows strider to sneak in, pretty good durability but not the best. If I get a bomb out there, I use the mvc2 trick where I hover with it. It prevents immediate footsie counter and can allow strider to gain more frames of durability to sneak a dog out there or just use it control space and get a free poke.

Strider can empty cancel his god like normals with satellites over and over. Not having a satellite can be really beneficial for footsie because you can throw out a s.m\s.h, empty cancel, activate satellite and it will cut your recovery. s.h, throw satellite can be thought of as a footsie tool into a projectile you get to follow up for free. I tend to use those strategies a lot because the opponent will have very little time to tell if I’m going for a hit\mixup, or use my satellite to cancel footsies into more pressure. I designed it so it loops back into itself over and over with multiple options from each scenario.

stay away from dogs\birds during neutral. well @ least stay away from those during the top tier fights. I guess characters like wolvy\x23 could possibly hate to deal with a zoo attempt but the top tier cast can out durability it or just blast you with a big ass super and strider has forever been a glass cannon. Even though I did mention I do throw the dog, its during very specific situations, it is not the mvc2 dog by any means.

So if we want to be able to use the bomb to get that pressure game going and we want to have high damage bomb combos, we might want to have combos that get you the bomb in between kind of like this right?

[media=youtube]dX85ukw8660[/media] (ignore the part where I stole flyingVe’s viper ender) ninja-edit: epic squid’s viper ender

do you guys think we should have a separate topic to cover Orbs? Mixups/combos/character specific stuff/all around usage. I’d nominate myself to head that topic :slight_smile:

I think it’s a good idea. Some people who use Strider use him as an anchor for the assist, and I’m sure they want to capitalize on XF3 orbs.

its not necessarily XF3 orbs. I’ve found stuff for non-xfactor combos that do good damage. I would like to at least record 1 combo before I start the thread. And come up with a good name of course.

Glad to see the raw tag tech get put to use, how consistently can you set that up? Every Strider hit or not so much?

After taking a look at FlyingVe’s Gram Raw Tag, I’m wondering if dropping the raw tag could allow for a Form B Shot covered Vajra cross-up teleport into a reset during wake-up? The distance seems perfect for Form B Shot’s travel speed and Vajra L and M’s frame data.

I haven’t really tried using that team too much, since I don’t really know anything about C. Viper. But, it’s pretty easy to confirm off of Weasel Shot and the link from raw tag to viper’s st.M is fairly easy as well. My only problems with it is if you’ve moved into the corner, you can’t really do a wall cling combo. Also, it’s too hard to do on Sentinel and Nemesis.

Also, pretty much any hit that goes into st.H goes into that. Just call Dante and press H at the same time. Of course, hit-confirming off st.M or something like that makes things harder, as Strider doesn’t really have Zero’s easy confirms… As long as you know you didn’t whiff st.M and are about to get happy birthday’d.

You shouldn’t be throwing to punish blocked supers

Throw was the correct punish for many supers.

FlyingVe stole my Viper/strider ender!

It took me a whole 15 minutes of lab time and I want credit for it god dammit!!! lol

great combo though

for bionic arm? you should combo that. all i’m saying is punish with a combo now instead of a throw. i happen to like the throw change.

I’ve noticed that the excalibur L at super jump height, when it recovers in the air gets no recovery when you hit the ground. Whiffs in the air for instant recovery. Dirty left/rights off a super jump are possible with it.

i like calling assist (drones) sj. H excalibur and then double jump to change where I’m landing. it can help get you out of the corner also if you manage to get that SJ.

I am going to steal that. I’m just posting random things I’m looking at.

TK Excalibur L sets up a frame trap high/low. You can chain a bunch together if you are covered with assist. the low string is c.L, Any H, Formation B (shot or call) , frame advantage for high/low. As long as its a character Strider can instant overhead you can run a scary string with a lockdown assist.

I was using Doom beam but am now really loving Hidden missiles. I can’t seem to setup anything more than one high/low jump in though on block :(. Maybe one high/low into a left right.

i was using HM for strider ( Doom/Strider/Sent), but I like plasma beam a lot more for strider if I have a chance to get doom out safely. It lets me use drones as my getting in assist, and plasma beam works extremely well to extend combos.

I’m looking for things to reset with. I like PBeam as well, but you can do nasty things with hidden missiles after a combo. Call doom, call two dogs, go nuts cause doom is safe and missiles away.

Can anyone tell me Striders Frame data after Formation B Call/Shot?

Summon

Start up = 11
Recovery = 9

Shot

Start up = 2
Recovery = 18
Advantage on hit = +12
Advantage on block = +8