What are you guys using to open ppl up? Im using various block strings (with formation b) and call hawkeye assist to cover my unsafe attacks, instand and double overheads to L excalibur, and left rights with formation b, teleport and wall cling
I think they should be opened up after all that, lol. maybe throw out a grahm while you got a formation be shot on deck to bait out a punish?
This is true, yet i have a feeling there is more i could be doing to open up ppl with strider. Since his damage is low im tryna take advantage of all his tools and reset ability by finding new more intricate ways to pick someone apart. On another note…once you learn striders pressure strings he because unbelievably good
I’m the only person so far I’ve seen use striders short hop game for mixups which are VERY good mixups considering that they don’t have long startup or big recovery time. Instead of teleporting for mixups, he can do c.lk xN, then short hop to mix someone up.
strider has 4 short hops which revolve around 2 techniques
upfwd x2, up x2, upbck 2
then dashing with 2atk’s and transferring into that trick
the other is dwn, up, up x2 or dwn, upfwd x2
then combine it with dashing
the SJ version allows the lowest SJ possible and its the best one used for mixups. Dashing first can apply momentum to the move allowing for crossups to happen. For instance strider can do c.L, throw satellite, 2atks to dash fwd, dwn>upfwd x2 and when timed right it will be an ambiguous high low. The NJ version is really good versus big characters and baiting push blocks but for mixups in general, SJ, DJ cancel is definitely the best one to choose from.
Its a very tricky and fast input though but it does give strider a hi\low game w\o teleporting.
strider also has the standard ground pressure game too. c.L, stagger c.L again or c.L, throw, throw satellite. Ground throw can be combo-ed if you activate it first before the throw or if you happen to throw from the corner.
and you can’t forget about instant overhead combos with jump L, qcf+l, etc…
shouldn’t ignore his basic ground pressure. Shit like satellite already activated, poke series, they push, throw sat, run back in + assist string, they push again, activate sat, c.l, short hop series, poke+assist, they push again, sat
he can stay in if you get the right layers
Could you record this a visual would help because im having a problem understanting what you mean
I can’t record videos anymore but all you’re doing is using your DJ to cancel your jumping height momentum
sit in training mode for a min then do dwn, up, up as fast as you can and look @ how low strider is to the ground
What kinda stuff do you guys to incoming characters e.g. crossups?
LOL actually this one sentence clarified what your were saying lmao i know what your talkin about now i always do it accidentally never really noticed it as an actual technique…now to abuse it.
Typically strider is really good when u use his formations the bomb and his bird. I typically do a bird formation to get the guard stun (and there invincibility gone) then i will teleport to and and throw them which you can convert to a combo or you can use it to do mixups for further bs. Also i do jumping H and excalibur to lock them down and then transition into mixing them up when they fall…i use various, overheads and fuzzy guards…between all of that they WILL get opened and mixedup.
This may be common knowledge but dash up back gives strider a very weird momentum. He moves forward and then drifts backwards. I think it gives him a way to poke with j.H without really committing unless something happens.
I definately need to utilize more instant high lows with no teleport.
I would really appreciate it if someone could make a video showing this in action because i can’t figure this out? Maybe its just me messing up or something but i don’t really understand it.
Can someone please explain how I combo vajra after standing S please. Thanks
Hold back when pressing S then simply input :qcb::ub:
Thanks!
Question: alot of times my normals are out of range to hit or get a launcher, what strings should I use?
I second this question.
I myself normally use c.l, c.m, c.h, f.h, s But even then it wiffs on occasions someone got something better… reliable?
When I rush I get this problem. Do the string slower. Strider will step forward during each animation and stay there, like one button kara cancels for range.
s.H, c.H, f.H, S makes it whiff much less, the c.H is important, also try noto throw too many L hits in the beginning because it will push you back too far
I can’t get the double jump overhead to work, you do immediately double jump and hit :h: as soon as possible right? When I set the opponent to crouch my j.h usually whiffs.
Delay the jump heavy
Thanks.
Not sure if this has been mentioned yet, but snapback/character kill, call :h: bird, wall cling seems hilariously hard to block. Using the bird to make people block on the way in seems good because it absorbs an attack. They might be able to air throw you there but nobody can air throw wall cling on reaction.
To combo from bird, do
:h:, :h: gram (don’t do the :l:). I’m scrubby and end with :l: gram xx Legion but you could probably get something more there with a hard tag combo.