Clocks, how do they w0rk? Strider Hiryu Discussion thread

Last night I hit so many bird crossups into whiffed hdives where before I’ve never seen hdive just whiff. I will try the M H and hope it never drops.

Some good stuff here. I know there are threads that touch on XF / Ouroboros set-ups…but has there been any discussion on XF+Ouroboros? If you’re running Strider Anchor it’s fairly common to have them both activated at the same time; so tempting to just /faceroll on the stick~

You can just do excalibur loops to death I think.

Edit: nope, no you can’t. Can’t get a clean launch off. Also can’t do gram in combos. Only other idea I had was launcher, instant air :l: excalibur, and then jump loop.

The timing is sort of wierd, but you can still do Smexy Millz Ouroboros combo for the most part.

:l: , :m: , :h: , Formation A1/Tiger ( :qcb: :l: ) , :l: , :m: , :h: , Heavy Ame/Run-Slash ( :qcf: :h: ) xx Loop j. :H: and air excalibur :l: ( :qcf: :l: )

everything before the loop needs to be done immediately one after the other, at which point you pause for a very brief moment which will give the enemy an opportunity to ground-bounce from the Heavy Ame-no-Murakumo and give you time to jump in the air and start looping the j.H and air excalibur :l: …you want to do the j.H as soon as you get in the air and the excalibur :l: immediately after, when I was on xf3+orbs I was doing this as fast as I possibly could. I wasn’t keeping track but I think I ended up with around a 60-70 hit combo…again this is XF3 + Orbs.

As Smexy posted somewhere, this same combo works just Orbs and no x-factor…and I think you might have a little more time with the loops.

Edit; Just went and messed around with this again, maybe Smexy can elaborate…I can’t explain / always get the timing 100 % on when you need to jump in the air to start the loop. And when you’re doing this in XF3 the opponent can slowly start to float above you and will eventually fall out of the air :l: excaliburs, when they are about to fall out you can do one more rep with an air :h: excalibur (slashes upward)

what are you guys doing vs doom. Finger lasers are fucking me up big time. its basically anchor strider vs anchor doom. the player just regular lasers into super chipping me away.

summon orb, vajra H , otg orb combo.
Oh is this on the ground? Chip on laser into super isn’t that great. You should be able to wait out the supers. Dash slide hits low from full screen and is fast, so you can use that to just get in and setup a wakeup. Dash Super jump forward carries strider across the screen almost as fast, and high up. I bet the angle is right to excalibur L down the blind spot of lasers, but watch out for sphere flame.

Doom with meter can keep you out unless you find a mistake . Bait the supers, eat a little chip and then strider rules.

Full screen Gram H should make the ground difficult for Doom. You can duck under Plasma beam, and if you see photon shots Gram H, wall bounce, throw dogs and setup wakeup. Keep orb summoned so you can cancel gram into shot if Doom cancels into super. This should force him to use bar for safety. Again once he is out of bar he cannot keep you out.

Strider should dominate solo Doom.

Strider should rape doom free when he gets in are you unable to get in on doom?

Yeah that was the problem. I’m guessing i didn’t just wait it out long enough but after posting here i went back to the lab and C teleport>finger lasers. X factor lvl3 doom finger lasers is a little scary to vajra if he has a super stocked though because that could be the end of strider. So i guess its just a matter of waiting and picking my spots.

I would be patient if i were you, and try to get doom in the air with doom in the air he is unable to do anything against striders teleports. If doom finger lasers strider will teleport and punish his air zoning. Once you get that knockdown it should be free doom doesnt have many if any options to striders rushdown and pressure.

Schneider is stupid in xf3. Does anyone think that it’s stupid that he can do :h:, :f: + :h:, activate orb, :m: and that counts as a 3-hit combo? When Schneider is not in xf, I don’t see ppl abusing his tiger knee excalibur. He can go into a tick throw, start his satellite pressure again, or (my favorite) just do an instant overhead.

If you activate xf right after he teleports, he disappears and then reappears on the ground like he never left so, it works as a fake cross-up.
Another xf cross-up is after a blocked ground string like :h:, :f: + :h:, you cancel the :f: + :h: into his wall cling. But you activate xf right as you pass over the opponent. It looks good and I’m going to see how effective it is the next time I play.

Also, the people in the theory thread have no idea how good Schneider is. I swear most of them do not even play the game and base their opinions off of the people who play on stream. Especially when most of the players spam random unsafe vajras M & H and can’t even complete a basic bnb with him.

Oh yeah:

Schneider = Top Tier :slight_smile:

Strider = Players that get blown up :wink:

10/10 would read again

FlyingVe, tiger does not cause a stand/fuzzy guard setup . That is training mode AI only. Granted you will catch people sometimes.

Dash back tiger isn’t needed to catch forward/out of corner roll. It is determined only by the time you call tiger (since it comes from off screen, and the dash back didn’t move the screen).

Double tiger will catch every tech option and allow a teleport mixup, or a wave dash high/low if you can beat out their pushblock. Corner use bomb into tiger to catch every tech. Or use drones/tiger to catch every option into dirty dirty shit.

will watch the rest later, I haven’t played too much with bird/bomb mixups since day 1.

It doesn’t? Why does Marvel’s training mode suck so much?

I’ve landed the Fuzzy jA in a match several times, so I assumed it worked, but maybe they just didn’t block it at all.

Record the dummy doing the setup and try to crouch block. That’s what I did when I found it. I remember it letting me crouch. If you reproduce it with that test then the fuzzy is legitimate.

Quoting me since you caught me during my ninja edit.

Edit: Missed my train so watching the video now.

Double Tiger has a gap. It’s not a big deal, but you do expose yourself to some reversals if you do certain mixups.

I know you don’t need the dash back isn’t for positioning it’s for timing. It’s easier to tell people to do “dash back tiger” than “wait a tic” tiger. It’s the same reason people use wiffing normals for timings in SF.

Thanks for the info though. I suppose I should use the record function for that kind of stuff (and I will in the future), but I’m still miffed the default functions don’t work properly, its caused me to misjudge things in the past too… :frowning:

It doesn’t matter that it doesn’t fuzzy anyway. strider double jump H,S hits everyone and cannot be blocked on reaction.
Also j.L will insta overhead much of the cast even crouching so there’s always that.

Yeah, I usually use 99C anyways because it leads to much more damage than fuzzy jA,jC,j236A.

Do you guys have any tips for doing 99C on stick? The throw of the stick combined with my goofy hand are unable to do it fast enough. Well I can do it half the time from the right side, but when I’m on 1p side, it’s impossible. I’m sure this is infinitely easier on pad as I’m able to do it cleanly on a Hitbox controller.

Imo trying to press (up>letting go of up>then pressing up) again before Strider jumps is difficult when just using your thumb. It’s possible to instant overhead normal size characters, but you will whiff on a crouching Amaterasu & Rocket Raccoon, due to the slow speed of your finger. What I do with my thumb is press (up>let go>then press up with the palm of my hand). I am able to hit a crouching Ammy & RR with the :l:, :h:, or :s:. It all depends on how fast you let go of your stick & press up with your hand. But all this has to be done before Strider leaves the ground so, you have 4 frames to input the motion. Even when I am in xf3, I am still able to hit a crouching Ammy & RR, even though I have even less time to input the motions. If you input up up perfectly, Strider will float for a moment when he connects with his Aerial :h: which will give you more time to connect with his next attack, like aerial :s:. I’ll try to upload a video showing just how low strider is when he hits with his instant overhead in xf3 & normal mode.

99 or iad motions on a pad are 100x easier than they are on a stick because of the short ass throw pads have.

however, dwn, up, up, has a lower jump angle than 99. Probably 2x lower, I’m the only person I’ve seen go for them. Training mode glitches, especially for marvel, have been a problem for over 10 years now. CPU always reacts differently because CPU is allowed to cheat. When you test scenarios, best way to do it is on a human opponent and trying to design a test around that.

99 will not hit every character in a crouch fuzzy, its too high but dwn, up, up, will if you buffer it properly. It hits A LOT of characters @ instant overhead height while not using a jumping qcf+l to fuck up damage scale.

I figured out a shit load of strider jumping techniques as of now, I have like 20 different jump techniques that all create different angles using his momentum from his dash, short hop and hyper hop techniques. There is an insane amount of possibilities strider can get away with. I think with a little bit more tweaking, strider should have 30 jumping angles in maybe another week.

mashing orbs with strider in xf3 isn’t strider lol. If that’s how you play strider, you are seriously hurting your bottom line and basically banking on a gimmick that will only last 10 seconds. Not to mention that vergil with 2 supers and no XF can shit all over dark strider with orbs for free. If you’re going to use that strategy for “dark” characters, there is no better “dark” character than vergil in xf3.

also, I found a pure block pattern with strider that works anywhere. If the opponent doesn’t push block and simply just blocks, strider can loop it until the time runs out. Now the whole point of the pattern is to start initiating push blocks by the opponent in which case strider can stagger out the pattern and hit a preemptive push block.

lastly, strider might be the stickiest character in the game. Right now, I can get 4 anti guard cancels. This means the opponent is push blocking 4 different times and I’m negating all of them in a row. Theoretically, strider SHOULD have a pattern where he keeps you in block stun forever. I’m doing 4 with strider solo so with an assist that 9 layers, with 2 assists, thats 14 push blocks that all get negated. I haven’t made it to 14 yet only 7 for right now but once strider gets to 14, he will have to change that last patter 1 more time and if he can get back in with an assist, it means you’re stuck in infinite block stun forever waiting to either be baited on a push or ground thrown for some damage.

I’ve played nothing but strider since the game came out and I understand the character really well so if anyone has alternate questions, I don’t mind answering them if it means I’m not giving out personal tricks actics.