Never considered Assist sniping. That sounds like a definitive use for it. I’ll try that.
Ok mission 10 is stressing me out. Everytime I hit with formation B and wallcling, I can’t get the L on the wall fast enough. I Might just quit it. What do you guys think?
Mission 10 all you have to do is do wall cling, then take a short break when you actually touch wall. Then you press L and everything should be fine.
[media=youtube]JarlDQN16D0[/media]
Something I stumbled upon. If you snapback and then do a wallcling, the opponent will still come from the same side.
Moved Strider from anchor to second after Dante and threw Hawkeye in the back! Strider is so deadly with assists! Still trying to find proper timing to connect Million dollars to legion sometimes it drops
I know this is a week late, but come on man! If you’re gonna start a Strider meme, at least avoid the obvious choices and go for better ones…
Uh-huh, you know what it is…
Ouroborous
Ouroborous
Ouroborous
Ouroborous
=)
Eh, Idk. I might just switch Strider with Zero or Doom anyways.
On the subject of Point Strider, this is how i’ve always ran him.
I get alot of openings from EMD assist and Tele-shinanigans. Also Striders superior speed allows you to dash under your opponents and strick from behind ( So Long as its not Tron, Task or Hagger; behind the back hitting MFers)
Im also not mad at allitle zoning with Strider, I like to do Summon Orb, EMD assist, Launch Orb, H Gram… Full Screen everything can link; if it lands you get the super Wall Bounce, if not if get a hefty amount of Block Stun and your still safe.
Anyway thats all obvious enuf, but what I wanna talk about is Strider resets.
I feel like capcom tightened his links and made resets abit tuffer for Stider so he isnt completely OP, which is good.
Im curious to know what resets you guys use.
Im usually seeing resets using L after a ground bounce from Wall Cling H or after OTG Orb shoot, if I can space it right.
The problem I have is with the follow up, If I go for a throw then its over, Comboing out of a throw with strider online doesnt work for me,; Ive worked some stuff out in training but it just doesnt work for me online.
Anyway wanted to chime in and try to get some feedback with your resets.
After a hardknockdown in the corner call ww2 bomb and then do vajra no matter the way they roll the bomb hits and you get a combo which can do up to 600k given the right assists after if they block the vajra the bomb explosion makes you safe at which point you can throw them
Gotta test this when I get home, it sounds like a pretty dirty reset and I been looking for ways to use his ww2 bomb more
WW2 bomb? Formation B or C?
C I think the bird carrying the bomb
Hi guys,
TLDR at the end =)
I’m a (let’s say experienced) Street Fighter IV player, just got UMvC3 and chose to main Strider, mainly cause I love his style (yes, characters’ overall style really matters in my personal choices. This is why I can’t play Seth in Street Fighter: he’s damn good, but man he’s so ugly, I can’t play this).
I’d like to have your opinion on one particular aspect.
I’m not used yet to UMvC3’s physics (I’m still bad there, I find the physics “too heavy”, with sloooow jumpins… I’ll get used to it eventually) so I don’t really know how to open the opponent’s guard.
My team is Strider/Deadpool/Wolverine (Deadpool cause he’s the most awesome character ever, Wolverine because I used to play him in MvC2 and I like his full-speed style… I also found easy damaging combos by myself with this character, so I like him ), I don’t have any trouble at all for example with Deadpool 'cause he has good zoning tools, an overhead, and a cancellable slide.
However I have A LOT OF trouble with Strider. My noob-way of playing is to fire many eagles/“robot-panthers” to my opponent to force him to block, and then go for a H teleport - or M teleport but I don’t really like this one, it feels sooo unsafe.
I haven’t yet found a way to use his slide efficiently - is it cancellable/combo-able to anything?
Didn’t find any overhead either (except a M-Teleport - air anything, safety sucks), am I missing something? I haven’t seen anything about Strider’s overheads on this forum
Sometimes I try a far H-Gram, if I happen to land it it can be fun, but still, to easy to block.
So how do you guys usually play him? Any insights on how to open the opponents guard?
As a SF-IV addict (and moreover Ibuki player), I’m used to rely heavily on mixups, ambiguous crossups and mindfucks. Unfortunately, it does NOT seem to be the Marvel way of fighting =)
Thaaaanks!
TLDR: How do I open the opponent’s guard with Strider?
Quickly up,up then Heavy, S is striders instant overhead most people dont use it yet as they are still getting there feet wet with strider… With your team you should be using deadpools quick work assist as it gives you unblockables and you can also use for a relaunch in your combos by using wolvies and striders slide… Im not gonna give you much on team composition because its a strider thread though
Also up, up, L, L excalibur as well is an instant over head that leads to a full combo. Call assist and slide works after a knock down but depends on the assist. Dont forget you can throw out a tiger and dash behind it like one hit of super armor or a formation B bomb are the basic ways to get in. Dont teleport to much because it is very punishable. Its always good to have a satellite on you to cancel out of all block strings or just to shoot the bomb and follow behind it. Also dont forget Formation B bomb to wall cling cross up. I also on incoming characters call assist then wall cling to opponents entering side and dive kick to cross them up so the assist hits one side while I hit the other side with wall cling dive kick! So good. I think strider works good with projectile assists or some kind of pin down assist. Depends there are so many options.
Thanks guys!
I didn’t know this “instant double jump to normal” trick. I’m probably still too used to play Street Fighter.
Time to train!
I’ll have to check on what unblockables Deadpool’s Quickwork allow me. But well, I’ll take it step by step, trying first to master my characters, and then investigate further on how to behave with team play
Without assist you can open people up with you animals and Formation B. Here are some of the things you can do.
- Shoot Formation b and do Vajra M. Then if it is blocked do something like j.L, double jump, j.H, j.S. If Formation B hits do j.H into a combo. You can also go for a low after the double jump j.H or before it.
- Same as 1 but with Vajra L.
- Shoot Formation B and do Vajra M. Then do J.H before it hits or gets blocked. This way you crossed the opponent up and and then went back to the original side for confusion.
- Same as 1 and 2 but with Formation A1 instead of Formation B.
- Shoot Formation B from a distance and then wall cling.
One of the things you can do with assist is using formation A1 then wave dash behind it and once you are kinda of close to the opponent call deadpool and immediately teleport with vajra L or M and do j.H or j.S.
A good example of what to do is in the video thread and below. The video is kinda laggy because the stream was but hopefully you still see the things you need.
[media=youtube]8sqTuOPRH9c[/media]
so for this combo:
Formation B active: Cr.M, St.H, cr.H, f.H, L.Gram, Satellite, Wall Cling, W.LMH, H.Gram, call satellite, L.Gram, shoot satellite, Vajra H, Legion
Is there a trick to making the second L.Gram hit consistently? I seem to try every timing for the aerial H.Gram possible, but nothing seems to work consistently.
I know on that combo you have to be very close to the ground on H gram so delay till last possible moment! Thats the only way to get the time to land the rest. It lets you call satellite sooner and do a L gram
Hey guys just FYI Brokentier just got more Clockwork Strider shirts in stock!!! Ordered mine