I used to think Strider was ass. Then I took a satellite to the knee.
I’m sorry.
I used to think Strider was ass. Then I took a satellite to the knee.
I’m sorry.
Satellite is godlike, I would literally spam standing heavy into Satellite summon at midscreen the person could walk forward and get hit or block and let me get free satellite, then I would Do S.H and shoot the satellite and dash behind it. If it hit them i got a combo, if they blocked it I was in there for mixups and assists calls.
i been playing strider in the 3rd slot and hes a great anchor when u have XF3+ meter.
however i don’t think you have to worry about strider doing big combos when u play him last…cause your not.
most you’re gonna do is low 600k dmg. the reason im saying this is because i don’t want ppl who play him last start thinking he’s ass at that spot cause really instead of relying on dmging combos. you should focus on mixups and resets with him in that spot. gram and satellite help alot on this spot. i can’t say alot cause im still training my strider but i think that for ppl like me who puts him there we shouldn’t worry about making a combo video and worry about landing a hit lol.
If you’re anchoring strider and only doing 600k then you’re doing it wrong. If strider is your anchor he should have one or two things preferably both. a lot of meter and x factor. If you have 3 bars you can get over 900k solo with an optimal combo(orb summoned etc). and he definitely has 1 touch kill combos with level 3 x factor.
i was trying to be realistic… im sure you can get 900k if u on top of your game but i rather not risk a dropped combo with strider after my xfactor is gone for big dmg. thats just me tho.
Peep my strider, I’m running Strider/Vergil/Doom in this set, some solid pressure, practical bnb’s and tactics running a point strider instead of anchor like everyone else.
[media=youtube]3DA235Awq68[/media]
After playing Strider on point against some very solid competition there are a few things I have brought to a conclusion.
You need good hit confirming skills unless you have an orb summoned.
-If you use striders H attacks at their maximum range your launcher will wiff.
-However if you have an orb summoned you can cruise control into your L gram combo or even shoot the Orb and go into a Dash s.H, c.H, Launch. Works on pushblock wiff too very safe, very easy, very brainless if you keep the orb on you.
-So if you don’t have an orb summoned you have to confirm the range and adjust accordingly, if they are too far go into a L. Gram then summon the orb so your’e prepared next time (or you can try a teleport crossup dante style). If they are not too far you launch and go into your basic no orb BnB which can be a little difficult to confirm at those very long ranges.
-Moral of the story, do your best to have an orb on you to keep things as Derp as possible.
Special is his best anti air
We’re so focused on squeezing out every last bit of damage we’re not looking for the neutral game, I think that’s more important right now.
I just wanna throw this out there but with the right timing, Gimlet can be escaped by using legion.
Thats something I observed too. For some reason Legion instantly repositions Strider several character lengths back. I escaped Doom’s lvl3 by activating Legion. Doom’s lvl3 is 4 frames btw.
I have a quick question about excalibur L.
How are you supposed to hit only 3 hits with it after a MH2H6H6S J.MMH ? I can’t get it to hit 3hits, always 4 and when i do get 3 hits, i still can’t repeat it.
And about Vajra H, you can only connect with L after it ?
its very realistic for strider to do kill combos in level 3 x factor. I use him on anchor and when i touch someone i want them to die. in order to make this happen you should always have an orb summoned that way you have access to his more damaging combos. instead of just settling for 600k per hit why not get in the lab to get that up to 800-1 million range.
you NEVER want to do s.h, c.h, s EVER during push block strings. You want to hit confirm those as much as possible. If I can pushblock the c.h, S will wiff and now you’re left in the longest possible recovery time for strider and iirc, he can be punished quite easily. Its only when the S is actually pushed that you are left safe. its definitely not a chain you can just chuck out there.
s.m is good enough to beat dormamu jumping S from quite a few angles. Its one of his better ones. s.h, fwd+h can also be a good AA tool. You get a long ass 2 hit high priority AA series.
Good stuff man, I was hoping there was a safer AA i’ll try with that s.M.
I didn’t know that you could combo after qcf L without an orb though doesn’t that work only when they are higher up then usual?
qcf+l is only there to give you more range for grounded strings where abcs will make S wiff. Slightly more range.
no good practical series for max range s.h high AA hit, follow up. S will miss and nothing else will combo properly from there. Which is why M is really good because it has shorter range allowing S to follow up most times. They obviously wanted a trade off. You have to shorten your range to get a AA poke, into S. On certain team builds though it is possible to do s.h+assist, fwd+h and the assist will make contact allowing you to follow up for free. If I’m losing a lot with s.m, i will switch to s.h, fwd+h, assist, teleport cancel. Its not exactly a combo but you do get a double high priority poke into a mixup attempt which is the next best thing.
you can combo after qcf+l, the timing is really weird though.
True or dash back s.H if you aren’t cornered.
Are there any practical ways to use bombs or his robotic animals in combos or as combo enders?
I have some ideas but not gonna be able to play till tomorrow so if anyone knows anything, please share
tuns out qcf+l to extend a ground string is character specific and I was not aware of that. On those characters, you can be further out and still get a pretty good combo so I think it helps strider in those matchups.
What I ended up using is lmh, can’t use S because it will wiff, c.h, fwd+h, S. doing s.h into c.h will inch him forward a tiny bit and fwd+h will extend it even further so that S will hit more often.
Anyone mind talking about their Gram M/H setups in and outside of combos?
i like having H gram to try to punish projectile assists from about full screen like sent/doom missiles