Legion is very safe due to it being HSF-esque and it works well with state change hypers. The only time I would think it unsafe is when the opponent has a beam hyper. Maybe that’s why it deals shit damage and the fact that Hiryu is a reset based character.
But yeah. A little damage boost, increase his minimum damage scaling to 5-8%, and/or a 50-100k health boost would be enough.
sorry dude but a hyper that only tacks on 120kish sucks. you’re better off dropping a bird bomb and going for a stronger oki opportunity. because a super could be improved doesn’t mean its useless. just that a hyper’s main use(dealing damage) should be decent.
also there is no such thing as a reset character…zero has fantastic resets he just doesn’t need them because.
Planning to pick up this character as a substitute/counterpick anchor, primarily for the assist. I’ll be thumbing through this subforum in the meantime, but is there any particular primer or required reading/viewing you guys would recommend I check out? As far as combos go, I’m only looking for mostly non-character-specific solo combos for the time being, with and without XF3.
I’m no expert on the combos but here’s my take. Strider doesn’t just have 1 bnb that you should always go to.
IMO you need to develop 1 combo without orbs(you will probably want to set up a reset from this since most likely it won’t kill)
1 combo w/ orb summoned-the damage for these combos can get pretty beefy and you have the meter to land ragnarok at the end of them
Xfactor- strider can get just about 1 million without using any supers and without orb summoned…its really the only combo you need.
here are the combos i use.
no orb-i do the excalibur loop to get them to the corner. on the last S i’ll forgo the super unless its going to kill summon a bird bomb to cover the tech roll and go for a mix up.
with orb summoned- i’ll do ground series into gram…toss orb wall cling dive kick H gram summon orb dash up s.h.cr.h L gram toss orb wall cling dive kick excalibur into ragnarok if i have the meter. if not i cut it short after the L gram and just go for mix ups off of a hard knockdown mix up.
Xfactor-i use the richard nguyen combo…its on youtube.
since usually these things need a disclaimer i know my combos are “optimal” but they offer the best set ups and dependability for me.
I don’t know if you guys know this already, but I found out earlier that Formation C aka Bird Bomb has TONS of durability. I spammed it on neutral and it literally ate Doom’s and Magneto’s beams.
I had no clue Vajra assist can cross up until someone blew me up with it last night. After one of my characters died, they would do Helm Breaker and Vajra assist. I would like to learn more about this, but I cant really find anything. Does someone have a link or a YT you can direct me to?
I’m no expert, but I’ll try to help you since you’ve helped me a lot in the Dorm forums.
There’s an optimized version of combo two of the bible:
where instead of going to […dpL xx qcfAA] immediately, you do […qcbS dpL xx qcbS rdpH xx qcfAA] like in the combo below.
Also, if you don’t want to learn Gram loops in the corner, you can do this but you need Formation B charged up beforehand:
Bible says:
80k Damage, 640 meter gain,
startup 33 frames, active until grounded, recovers for 11 frames,
+2 advantage on hit, -7 on block, invulnerable at frames 13-29
I’d like to think both Vajras used on point and as an assist have almost the same frame data.
If you’re going to teleport without assist support, make sure you call Formation A, A2, C, or B shot. Makes it somewhat safe. And always cancel j.H into qcfL because Excalibur’s +10 on block. Also, you can do a double jump mixup with teleports because Hiryu’s is so fucking awesome. Sad I haven’t practiced using it yet.
Speaking of Formations, watch this.
[media=youtube]w0GYUZpkkrQ[/media]