Who are you not able to hit when using 9,9? When input 9,9, I am able to hit every character that holds down/back. I’m assuming crouch fuzzy means to keep an opponent in low block animation? Are the frames that pass by before Strider jumps or super jumps the same? For ex: 3 frames have to pass by before Strider is in the air on a normal jump compared to 4 frames before strider is in the air on a super jump. Because, I don’t see a difference when trying to hit an opponent with Strider’s instant overhead when I input 2,99 compared to pressing 9,9. I am to hit the opponent with both but the 2,99 seems unnecessary when I get the same height with 9,9.
I can post a video showing just how low I can get when I input :u:, :u: + :atk:. Also, can you tell me which characters cannot be hit when Strider does 9,9? So I can show you that they can be hit, in my video.
By hyper hop techniques, do you mean his aerial excalibur l,m,h?
Even though you said it is better to test things out on humans, one thing I tested on the cpu was an infinite block string. When the cpu push blocks your attacks, they push on the 1st frame the push block is allowed. So, I was able to keep the opponent in an infinite block stun when they push blocked & I when I turned off push block I was still able to keep them in infinite block stun. However this was in xf3 mode. Is the block stun you’re talking about in xf mode? Because when Strider is not in xf mode, & I cancel his :f: + :h: or :h: on bock into his satellite activation, the opponent leaves block stun for a split second.
I like to abuse Strider’s instant overhead in matches. So when I attack with something basic like: :h:, :f: + :h: xx satellite activation, :h:, :f: + :h, shoot orb, I dash after I shoot the orb, to negate the push block. So besides dashing, using his :qcf: + :atk:, and wall clinging, is there another way to negate push block that I do not know about, and that you are willing to share?