Activating orbs before an OTG slide is a useful and easy way to end a combo and set up a safe mixup on the incoming character or reset.
Has anyone tested durability on the orb shot and bird bomb. legion loses to everything in the game does it have medium durability?
I posted this is another strider thread but bomb is absolutely ridiculous on durability. You can stack 3 bombs on the screen @ once. One is exploding, the other is falling, the last one is on its way. The one that explodes and the one that falls create this HUGE ass wall of durability. It beats all kind of crazy shit, doesn’t beat level 3 buster from zero though and it doesn’t stop that piercing arrow from hawkeye but it stops a lot of the annoying shit like arrows, mag beam, doom beam, clone hadenki, drones, IM beam. It can even stop multiple attempts @ beam checks. Doom can throw H beams and they would be stuffed as long as he threw the beams into the max durability phases of the bomb.
I don’t know why legion loses, its not a very good super lol. It has some good uses here and there though.
bomb is stupid good in this game but very slow. For max durability, you can only use 2 bombs and an animal\orb. Even though you get 3 @ a time, the 3rd one is just going to recreate the cycle to make it loop into itself. It doesn’t actually interact with the durability of the first 2. 1 bomb and orb\animal is still pretty good but it starts losing to assists+beam shit which is why 2 bombs is much better.
striders bombs is the only way he can stop the zoning war and he doesn’t actually win that, he can just neutralize it and mag beam is like 9f or some crazy shit like that. Bomb is 30f something and that isn’t a very good trade off. Its good if you can get it out there first somehow though and sometimes the layer allow that. What I try to do is get a double bomb pattern out there and if they zone me out, M\H gram behind my durability wall. M\H gram is not a projectile, its a physical hit box and probably one of the biggest ones in the game. If they’re checking with beams @ the wrong time, m\h gram can win and for additional saftey, you can just chuck the satellite afterwards if you had it to begin with.
did I say bomb enough times?
best way I’ve seen raw orbs used is to stall someone on their XF time and the murdering of assists. You can go ape shit on helpers with raw orbs because the helper doesn’t have a tech state, they hit the floor every time as long as you pop them into the air first and then you can just rape for free with BS combos and it drops, tap L, slide, rescoop. Not to mention that most of the damage you can accumulate during orbs can be reset damage on assists. I think there is a way to 100% helpers for free with just raw orbs and no xf, i’ll try it later.
I recently started messing with the bomb more when your in x factor you can get three on the screen fairly easy especially on incoming characters if you land a light gram is that enough time for strider to recover from the bomb.shoutz do u have any match videos seems like u have a lot of tech. or at least a gamer tag
I’ve never thought about using the bombs during a projectile war because of it’s slow startup. I have to try this out!
@shoultzula Is there any video of you playing? You seem to know a lot about strider game, and I’d love to see you play.
no videos of me and I don’t play online because this game is ass online. Strider needs to be able to react like a mad man and with that much input lag, its impossible to play. Well, impossible to play on point anyway. xf3+orbs is durpy good
You can’t use the bomb as they use a beam. You will lose the speed war all day. Its nothing like a hadoken battle. You kind of have to get ahead on them somehow when they start taking other angles of movement. Then you can chuck the bomb out there and that prevents the zoning or makes it harder for that layer. Its really hard to use, I don’t quite understand how to use it properly myself yet. Its really tricky because of the speed being so slow and the shit you’re trying to beat is so fast.
I can answer the majority of strider questions if you guys have any. Strider section is pretty dead so talking about problems could liven it up
How’s that infinite blockstring tech going?
Ok cool that’s understandable I don’t love online but feel like its a decent training tool for character knowledge.I’ve recently started played strider as an opportunistic character opposed to straight rush down my team set up is zero spencer strider I generally use zero to kill with loop and tag him into the anchor spot .strider backed by clones is pretty disgusting. Off of any hard kdi usually call zero throw a tiger and from there dash behind it go for a wall cling or ioh rinse repeat. I’d like to great more about block string stuff.can anyone test whether u can get out a bomb after vajra without being punished.
infinite block stun loop isn’t an infinite, there are ways to get it past 10 push blocks but I haven’t got that far in that pattern. It eventually ends and the opponent is allowed out but you’d think with 10 counter push blocks, you’d work a mixup in there somehow which is striders hardest part of his game, solo mixups.
sat already activated
s.h+throw sat, dash+beam, s.h, act sat, beam hits, dash back in s.h, throw sat, dash s.
strider+clone hadenki = gorillas. I really like the combination and it wins out on durability wars. hard kd, hadenki+dog is really good, i’ve seen the layer in action. Maybe one of these days, i’ll go over why strider likes certain beams more than others
you guys should mess with s.h, activate, s.h throw and s.m, activate, s.m throw and all the variations you can do of those. Those are really good zoning\check patterns for activation and once you have it, those normals into throw sat lead to easy ass hits starting off from massive priority normals. Once you have the satellite, you’re guaranteed to beat 2 pushblocks. If you do s.m, throw sat @ right time, they can push the s.m, then the sat and you get back in for free when they’re locked into push block stun with a double plink dash. You just have to be that good to beat it push blocks on reaction which i’ve seen done before so I know its possible. Once strider gets back in, you can get a free s.h+assist and that will lock them into a mixup attempt even they push blocked this too. Its free but its tight
teleports and telekick on point are shit for movement. Telekick is good in some spots but awful in most and teleports most of the time feel unsafe as fuck unless you tie certain assists into those layers. Best time I try to teleport solo is during a jumping state where the opponent is creating down momentum. This way when I teleport with strider, the opponent descending creates hit box separation immediately where as if they floated up, now you have to worry about random hit boxes. Even with that trick, you still have to worry about mutli-movement characters like zero who can descend and lighting your shit on reaction, cancel buster. That’s pretty much the only time its safe to teleport solo for strider and even that is a risk against some characters and most of the better characters have options to still stuff him. His whole movement game is off dashing and jumping variations that include momentum. Its not much. He’s really good in xf3 though, his dash being that fast kind of gets rid of his weaknesses.
Can you make a video showing the difference between the instant double jumps?
no way to record videos ATM so I’m stuck explaining things
So I saw something happen on the FGTV stream, and I’m wondering if anyone has any information about this.
So Chrisis vs. ShadyK, it was strider vs. doom. Doom footdives, strider calls the bird, the bird and footdive trade hits. Does that mean that the footdive hit will whiff after, and Strider is free to either grab->combo or jumploop->full combo? Has anyone used this/does this work well against other footdives?
striders animals absorb physical hit boxes. Its they only decent thing they are capable of IMO.
once your physical hit box touches an animal, you can no longer chain cancel or special. You MIGHT be able to super but can’t remember ATM. So yea, if doom footdives aboveyour head but hits the bird, you are able to hit doom for free. It literally takes the hitbox on the foot dive away.
dog works the same way. There are some layers where you can do poke+assist, cancel dog and the dog will interact on their first layer of mashing if they are doing it to negate physical hit boxes. So strider gets a guaranteed way back in
its just that the risk\reward ratio isn’t very good. Bird always comes from the back side of the screen so the counter timing changes based on where strider is @. If you’re too far out and they do it fast, that is a dead strider. Dog is better to cover more situations but again it comes from the back side making your good layers dependent on screen positioning and whether or not they pushed blocked
Besides bird -> wall cling, are there any mixups really worth doing on incoming characters? I don’t like them having a real 50% chance of blocking me, even if I do it right, and then if they do they’re out. I messed around with formation b -> teleport but converting is really weird.
So from what I read on the previous page, :d::uf::uf: ends up much lower than :uf: :uf: double jump? Are you high enough to do j.h j.s? You mention j.l j.h as an overhead string, does that combo consistently? I thought I tested it with bad results, but that was a while back.
If you hit someone at normal jump height with a j.h, should I go for j.h xx l excalibur to convert? I know in the corner you can do something like j.h j.s xx l gram formation b summon+shot. I also noticed you can do j.h j.s s.m but that’s height and spacing specific.
Besides s.m, are any of Strider’s normals worth using against an opponent above you?
If I currently suck at rushing with Strider, what should I start doing on block? Just magic series cancel into orb activation?
If they’re pushblocking every orb in Ouroboros how can you counter it? Even vajra pushes me back the way I came. Should I not throw orbs in order to get in?
Thanks for any replies.
So I’m pretty much done with XF3 Strider. The upsides for derping it out don’t beat the downsides in my experience. For what you gain, you lose the ability to xfactor for safety, to guarantee a kill with minimal meter, and guard cancels to kill problem characters.
You give that up for a character who beats most anchors but still loses to vergil free.
I suggest anyone using strider in third don’t save xfactor for strider as a gameplan. Burn xfactor if you make a mistake with your point, if it will kill someone, or you think they opened themselves up for a guard cancel. If it comes down to it, Strider can still do work in the back but it is simply harder. You should end up needing less xf3 comebacks anyway.
Let XF3 strider be a happy accident and not The Plan.
sjohnst, that is pretty much I run strider 3rd. You can’t plan your strategy around him like DP. You have to use XF in all of its spots to make the most of it. What ends up happening sometimes is that is strider is 3rd with no bar and no orbs. @ that point, strider is FUCKED beyond words. He is not the character you want 3rd with no meter and no assist. The only time strider is stand alone is with XF3
I got strder 3rd on my team right now for testing purposes but I still have teams with him first on it. The problem is that against all the other characters who also start first, strider has the hardest fucking time beating them. He can’t drop in 1 hit as most good starting characters can
i’ll post some more shit later when I get back from playing
My main team is wesker, racoon, strider. It has amazing tech and team synergy except team hyper isn’t worth it.
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Also said team doesn’t need bar ever pretty much so you always have 4 bars when strider comes out.
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Honestly Wesker and Strider are like bananas and peanut butter. It’s an amazing combination that everyone knows about but nobody really remembers until you bring it up. Wesker is best on the ground, Strider is best at knocking people out of the air. Doom and Morrigan can get fucked up by Vajra if they try to super jump and projectile mindlessly. They can obviously play around it but it’s a powerful anti-zoning tool. I know this is like a day 1 analysis but yeah. You can’t use it to mix up like Magneto disruptor or hawkeye arrows but it makes getting in much easier.
The Wesker/Vajra mixup is really damn good and Wesker needs no meter unless you’re trying to kill off an air throw or something. I can also use the shot to get a little bit better damage and still get a wall cling ender at the end of a combo. I just do lmh cr.h f.h s j.m xx dj hs, backdash formation b summon+shot, s j.m xx dj hs, call wesker, call formation B, wall cling, lmh xx h gram, l gram. You can do the Vajra ender too but I suck at that right now.
If you don’t summon a formation B when you OTG with Wesker in the corner to go into wall cling you might end up with Wesker leapfrogging the opponent and shooting nothing. The formation B acts as a timing mechanism.
super post about strider team positioning
lets analyze all his positions. 1, 2 and 3 spots
1st spot. Strider is really good here and he has the ability to get 2 assists that he can fully use. The problem is that in the 1st spot, strider will need to up against every other character that starts first too. This includes zero, magneto, dante, spencer, viper, doom. Characters whom are able to kill 1 touch and have better tool sets to use. I’m not trying to imply if you play strider first you will lose for free but it is VERY hard to win consistently.
There are these layers many players don’t talk about and I call them damage rotations. All the characters I mentioned are capable of killing off a single touch, multiple scenarios. Strider can’t do that by himself, nor can he DHC into any substantial amount of life. Furthermore, strider lacks the mobility on point to be a good point character. Strider’s damage rotations are 2:1 through 7:1 depending on the character you’re going up against. That means in the worst scenarios strider will have to land 7 different combo opportunities and your opponent has to land one. Just for the sake of probability what you’re going up against is against your favor.
2 spot. He’s not that bad here but you still have to measure strider against the other 2nd spot characters. Characters like vergil who can utterly wreck his shit for free. Perfectly played vergil makes strider irrelevant if he has bar. Other characters shit on him pretty hard too. Zero does a good job. I think dante does a pretty solid job. Doom against strider is dooms favor too.
3 spot. When you talk about THE BEST XF characters in the game, its probably going to be vergil, DP, then strider with orbs in that order. This is one of the few times where when you can argue about spot placement and people will bring up strider. He’s got really good combos in xf3. God like with orbs in xf3. Best dash in the game with xf3 imo and his satellite activation is +frames I believe giving him a poke-cancel string that is +frames. Something he doesn’t get normally. Its not even +frames @ xf1 and it might be @ xf2.
spots
with a spot 1 build, you will need two stand alone characters that work very well. Strider has a very high percentage to die in the first slot because he’s not capable of dealing the high damage. If you have 2 really good back up characters you can run him first and still have a solid shot to win games still but those back up characters need to aid strider immensely while also being good characters to compete against the rest of the cast.
with a spot 2 build, you kind of want to have battery\strider\god like xf3 character. That xf3 character will probably be your main assist and will need to function multiple ways because your battery could get grazed and die in the beginning.
with a 3 spot build, your team chemistry is more wide open IMO. You can build squads that are capable of winning the 1\2 spots and you have a god like xf3 character left over if NEED be.
when you play strider in any of these positions, you always need to know different things about strider. When strider starts on good teams, he access to beams and pin assists which are his most ideal tools IMO. He can function properly. If he’s 2nd, you’re missing either a beam or a pin assist and you will have to learn to function w\o one of them. Having no beam assists not only means your poke+teleport generic mixup is gone but it also means that striders zoning war counter is going to be fucking ass. You will need to learn how to abuse his momentum dash\jump game in order to relpace your lack of zone in that particular situation. If you lose your pin assist, you lose out on big parts of his mixup game which he thrives on so you will need to learn to use that beam assist for mixups and switch to a counter poking style. Strider 3rd needs to know how to use all of his assists just in case one of them is alive but doesn’t have that much life and more importantly, he needs to know how to fight solo which is fucking hard as shit to do with him since he has 1 +frame thats good without xf. In xf3, you still need to know how to fight solo but when he has xf3 his solo game is much easier to perform
XF strategy
like sjohnst said, strder 3rd with orbs should be a happy accident. if you purposely hold your meter from the beginning of the game or not use XF because you want strider to have it, you end up really fucking yourself. Win the game if you can, deal big damage if its 1 bar, snap niggas out if they’re bleeding or if they can’t block dodge a mixup on the way in like vergil. Don’t forget about those things. Strider is strider, not DP or vergil. He’s his own different kind of good. Really good meter management is key and in the times where meter management says hold your meter, you better know your characters depth.
if push comes to shove and you’re really down on your shit, then yea use your xf3+orb strategy as a come back tool. Sometimes I’ll get happy bday-ed but they’ll drop it so my 1\2 spot characters are both pretty much dead. I’ll then dedicate what little life I have to obtaining as much meter as possible for strider. I’m not frowning on that tactic @ all because you have to make the most of a bad situation. Don’t forget that strider is very sticky in xf3 so even if you were @ like 2.1 bar, you can activate xf3 and still get meter for orbs. I’ve been @ 1 bar before and built 2 to get meter for orbs in xf3, he’s got some big combos that build massive bar. If you can get a hit with him solo in xf3 and do the big combos, you ideally don’t need to build bar for him and you can just dump it with your 2 main characters I guess. I need to test it later but I think he can get over 2 bars in 1 combo while in xf3.
**best assists for strider **
akuma tatsu
clone hadenki
mag beam
doom beam
sent drones
dog cold shower
dante jam session
the arrows can work too but I think strider works better with the beams. Chris gun is also probably really good but I don’t know anything about chris. The ones I mentioned are all assists that give strider multiple things.
there will probably be some others that pop up too since the game is less than year old for some of these characters. Dormamu might be a really good one for strider
as far as strider BEST team positioning is concerned. I virtually have no clue where to fucking put him. I’ve had him in all 3 spots but only in the 3rd spot for 2 weeks. He can function in the first slot really well but there are characters that function way better than him. in the 2nd slot you have to worry about vergil teams and strider could potentially be working with less tools if 1 goes down. 3rd he’s only good in xf3 so you have to be really sure that if you dump it early, it WILL put you in a winning position to where strider solo 3rd isn’t going to be a problem.