Clocks, how do they w0rk? Strider Hiryu Discussion thread

I think Strider has a legit block string if they don"t push block you. I remember someone made a video saying that Strider is +0 on block when he cancels a normal into his Formation B. I tested this as well to make sure it’s true and unfortunately it’s true. Then if Strider & the opponent attack at the same time who would win? Strider’s standing :l: comes out in 4 frames so, unless someone else has a 3 frame attack, Strider will always win or trade with the opponent’s 4 frame attack. But I noticed that after he cancels his attack into form B, he is too far away to connect his :l: and the opponent is out of range for their :l: to hit.

That means Strider or the opponent has to use :m: to get a hit ( Strider’s :h: has range but is too slow at the short distance and he steps forward when he uses :h: which allows the opponent’s :l: to hit). Strider’s standing :m: comes out in 6 frames and only a few characters in the game have a 6 frame :m: attack as well. Even if they do have a 6 frame :m:, it doesn’t have the priority of Strider’s sword. So after he cancels his normal into form B and both players use their 6 frame standing :m:, Strider’s attack will safely connect. Of course if Strider’s :m: is faster than the other person’s :m:, he still wins.

So to continue pressuring your opponent after Strider summons form B the next attack should be :m:

If they do not push block: :h:, :qcb: + :s:, :m:, :h:, :qcb: + :s:. Then repeat.

The reason why there is :m: then :h: fire satellite and not :m: fire satellite is because if the opponent push blocks the the satellite after :m:, Strider will not recover in time to dash through the the push block. By adding in :m:, :h:, fire satellite Strider’s :h: will put him at a distance where he will recover in time to dash through the push block & can do anything he wants if they do not push block the satellite.

If they do push block: :h:, :qcb: + :s:, :h:, :qcb: + :s:.

Got a question for sonic 721:
In your video, you do those instant overhead h’s really close to the ground.
I looked at the inputs in the video and tried to copy it in training mode but to no avail.

It looks like 969 H
Is there any tips to doing this correctly? How does it work? Is it a real low double jump? Did i get the inputs right?

The input is just 99. It’s like when you want down/forward but sometimes go down first then down/forward because the input was not a perfect down/forward. Same thing happens here, I do 99 but after the first 9 the next 9 is not perfect so sometimes it looks likes 969 or 989. But it is supposed to be 99.

It’s a real low double jump. In the video that’s the lowest Strider can go and he can hit every crouching character in the game with it.

The way to do it is to jump, release the stick or controller to neutral, and jump again. The faster you go back to neutral and press up the second time determines how low Strider jumps.

The thing is you have to extremely fast when returning back to neutral. I tried just using my thumb to do 99 but it wasn’t consistent (thumb wasn’t fast enough to do up, neutral, up in a few frames) and I never got low enough to hit the small characters like Ammy and RR when they’re crouching.

I use my fingers and my palm to do it correctly. I noticed when I press up with my fingers, that my whole hand moves forward. So I press up with my fingers and let go quickly, then I press up with the palm of my hand (the nearest part of my hand to the stick is my palm since my fingers have extended past the stick and my whole hand has moved forward). Also I can upload a video if my explanation sucks :D.

Nice vid man. Most Strider’s don’t abuse the Satellite cancels like you showed in the vid. It’s pretty much key to his offense IMO.

Like the other guy asked, I could never get the 99 instant overhead consistently. You’re even doing it x-factored on Ammy. Fuuu. Thanks for the explanation about returning to neutral. Definitely going to try it. Good stuff.

Hey Sonic721, I liked your video. You showed some well designed blockstrings. I am picking up Strider and I was wondering what is the confirm off of the satellite hitting? It is wall cling :l: :m: :h:? Can a Form B confirm fit into Strider’s pressure game so that there is a way to keep the pressure on if you think it’s more likely for the Formation B to hit than for it to be blocked?

No problem lol, just want to show fellow Strider players what the character can do. Also I agree that the Satellite cancels is key to his offense since it makes everything safe and gives him frame advantage. IMO when Strider is being played correctly it’s difficult for the opponent to land a hit on him, since they can’t do anything but block when his offense gets going (unless they have some super high priority super like spiral swords, vipers ex stuff, etc).

At close range if you get a hit with the satellite you can either dash and do any ground string into launcher or dash and do an air string into launcher. For ex: Satellite hits - dash :h:, :s: or dash j.:h:, j.:s:, :h:, :s:. You do wall cling :l:, :m:, :h: when Strider’s :l: gram hits them and you fire his satellite.

Speaking about combos, I just saw your bird bomb corner combo Marvelo (nice vid :D). I’m thinking that Strider might have a loop similar to Magneto’s hyper grav loop but it has to do with his bird bombs. Since they always give a soft knockdown on hit, if you time the otg correctly you can summon a satellite and still launch them. I think the combo should be like: ground string, into bomb loop, into finisher with the wall cling :h: gram, :l: gram. I’m going to see if it’s possible to get a few reps and hopefully find a combo that does 800k with one bar :amazed:.

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Thanks for the reply. You don’t happen to know if c.:l: and :f:+:h: confirm off of a satellite hit, do you? If they do then all three of your options after firing the satellite; low, throw, and overhead; work on block and on hit. Which is awesome. If the s.:m: after a :h: xx satellite summon that isn’t pushblocked is as good as you say it is then as far as I can tell you’ve got all the options covered.

:f: + :h: works but c.:l: doesn’t work since the satellite knocks them into the air. But, the opponent shouldn’t be getting hit by the satellite since after :h: they’re still in block stun when the satellite hits. I guess you’re talking about situations where the satellite hits them and Strider is right next to them. Like if you fire a satellite without doing :m: or :h: and it happens to hit them. Yeah, there’s no way c.:l: will hit because the range is too short but c.:m: and c.:h: connect.

The reason why I used c.:l: in the video is because you can delay the attack. If the opponent tries to push block the first c.:l: and if they don’t push block fast enough, they’ll dash forward since c.:l: doesn’t leave them in block as long as :m: and :h: do. When they do dash forward your second c.:l: hits them. Also, you can tick throw them off a c.:l: because of the short blockstun and Strider recovers quickly after c.:l:. I use c.:l: with Strider to go into another layer of mindgames if they block c.:l:. Of course if you don’t want to do all that, then just do c.:m: or c.:h: after the satellite is fired and both attacks will connect.

In the corner, you don’t need to dash for his attacks to connect. But, if the satellite hits midscreen you need to dash before you attack. :tup:

ok guys so i dont really know if this has been discussed but stristri’s hurtboxes are mad weird

i was in the lab with trish peekaboo and i did st.M+trish cr.M cr.H and it didn’t hit, right? but then when i cancelled into Gram, Strider got on the other side of wesker and sandwiched him into the peekaboo.

so the only thing i can think of is that strider extends so low when he does c.H that he goes under him.

sets up a jump loop maybe.

strider xf3 combos<br>
<b><br>
Main b&b: ~1.121 million to 1.203 million <br></b><i><br>c.l, c.m, c.h, s, sj forward h xx l excalibur, j. h xx l excalibur, s, sj forward, j.m, j.m, j.h, j.s, satellite charge, satellite release, dash forward, h, s, j.m, j.m, j.h, j.s, bomb drop, satellite charge, satellite release, qcf+m, dp+m, dp+l, tiger, slide</i><br><br>this combo is the to go combo after you land a clean hit. it builds roughly over 2 meters and kills every character in the game except thor, . for thor, cancel into legion after the dp+l for the kill.<br><br>
<br>
-you can add a f+h after the first c.h. that’ll knock the opponent higher in the air so you’ll have to adjust the timing. doing a sj.m before your first sj. h makes it easier to time.<br>
<br>
-if your opponent is in the corner after the satellite, you have to skip the dash h and go straight into s. <br><br>-however if the opponent already hit the corner after the second s relaunch, you can neutral sj the next sequence (neutral sj into j.m, j.m, j.h, j.s). this will let you follow up with a stand h before the third relaunch.<br><br>-the last part of the j.mmhs combo requires some timing. you have to delay it slightly so there is enough time to summon the bomb and satellite shot/release. do it too fast, the opponent recovers before the satellite shot hits. do it too slow, the qcf+m will cross up and possibly mess up your input. you can still salvage the combo if it crosses up but you have to know whether it crosses up or not before hand and omit the dp+m.<br>
<br>
-(UPDATED) to get the qcf+m not cross up, buffer the input for qcf+m as soon as possible after the satellite release.
<br>
<br>
-(UPDATED) you can substitute the last part of the combo [qcf+m, dp+m, dp+l, tiger, slide] with qcf+s, follow up l,m,h, air dp+h, land, dash, dp+, tiger, slide. it does noticeably more damage and might even kill thor. i’ll check on the damage next time.
<br>
<br><b><br>combo after a ground throw during x factor: 1.05 mil to 1.09 mil</b><br><br>his main b&b throw combo. very similar to his b&B, but its adjusted to compensate for the hit stun deterioration from throws.<br><i><br>after throw, satellite charge, satellite release, dash forward, j.m, j.h xx l excalibur, j.m, j. h xx l excalibur, s, m, m, h, s, satellite charge, satellite release, dash h, s, sj. m,m,m,h,s, bomb, satellite charge, satellite release, qcf+m, dp+m,dp+l, tiger, slide</i><br>
<br>-if you are having trouble getting the dash forward j.m to connect after the satellite release, just remember to do that part quick. strider’s dash covers a large distance and its amplified during x factor.<br><br>-against a cornered opponent neutral jump m after the first excalibur.<br><br>-this works for any throw EXCEPT when strider is cornered. see the combo below for a cornered x factored strider combo<br><br>-see the last five notes from the first b&b<br><br><b><b>combo after an air throw throw during x factor:</b> 1.014 mil<br><br></b><i>after throw, satellite charge, satellite release, dash forward,
j.m, j.h xx l excalibur, c.h, s, m, m, h, s,
satellite charge, satellite release, dash h, s, sj. m,m,m,h,s, bomb, satellite charge, satellite release, qcf+m, dp+m,dp+l, tiger, slide<br></i><br>basically the same thing as the combo above, but you’re omitting the second j.m, j.h xx excalibur loop due to HSD<b><br><br>xfactor ground/air throw combo when strider is cornered: 950K</b><br><i><br>throw, satellite charge, satellite release, dash, l, m, h, s, sj  forward mmhs, </i><br><i>satellite charge, satellite release, dash h, s, sj. m,m,m,h,s, bomb,
satellite charge, satellite release, qcf+m, dp+m,dp+l, tiger, slide<br><br></i>since strider is cornered, the opponent wont be bounced back as far for you to use his main throw combo.<i> </i>this combo does inferior damage but its better than nothing and its the most reliable. the combo also works from any throw situation too but the above one is better.<br><br>-after the throw, wait a split sec. this will leave the opponent at the perfect position for you to juggle them<br><br>-if you’re starting from the air throw, you’ll have less leeway due to HSD. don’t stall too long doing the first sj.mmhs<br><br>-see the last two notes from the first combo<br><b><br>normal ground throw into x factor combo: 1.057 mil</b><br><i><br>throw, slide, xfactor, h,s, sj forward m h xx l excalibur, j. h xx excalibur, s, m, m, h, s,
satellite charge, satellite release, dash h, s, sj. m,m,m,h,s, bomb,
satellite charge, satellite release, qcf+m, dp+m,dp+l, tiger, slide<br></i> <br>There are easier variations, but this one is the most consistent.<br><br>-see the last five notes from the first combo.<br><br><b>air throw into x-factor combo: ~905K to 970K</b><br><b><br></b><i>after throw, x-factor, satellite charge, satellite release, dash
forward,
j.m, j.h xx l excalibur, c.h, s, m, m, h, s,
satellite charge, satellite release, dash h, s, sj. m,m,m,h,s, bomb,
satellite charge, satellite release, qcf+m, dp+m,dp+l, tiger, slide<br><br></i>very similar to x-factor throw combo.<br><br>-like the x-factor throw combo, this does NOT work when strider is cornered. see the bottom combo<br><br>-see the last five notes from the first combo.<br><b><br>air throw into x factor combo when strider is cornered:</b><br><br><i>air throw, satellite charge, satellite release, dash, l, m, h, s, sj  forward mmhs,satellite charge, satellite release, dash h, s, sj. m,m,m,h,s, bomb,
satellite charge, satellite release, qcf+m, dp+m,dp+l, tiger, slide</i><br><br>-almost identical to the cornered x-factor throw combo.<br><br>-see the last five notes of the first combo.<br> <br>

<br>more to come later

Legion is officially the shittiest hyper that does damage. How does it only do 100k?! I know characters that have normals that are stronger than Legion. I was working on a whole bunch of different variations to combos: bombs, tk gram, l gram to satellite x repeat. And that all does good damage like 570k. If Magneto did 570k and used his Magnetic Tempest he would still get 800k easily. Actually anyone in the game would get to 800k with their hyper. But not Legion, if Legion was a normal hyper like everyone else Strider would easily do 850k. But for some reason it has to fucking suck with the damage scaling. And the combos do like 13 hits before the super and Legion can only do 100k more? Wtf?! And yet other characters do 50 hits before their hyper and still get at least 200k of their hyper. It’s obvious Capcom wants the characters they like to be the best in the game.

Strider doesn’t dish out low damage, his animals do.

Strider is officially, to me, a reset character.

I’ll upload the videos showing his combos.

Edit: Weeeee Legion Sucks

I’ve been saying this for months/years? but some people here liken legion to sentinel force (its no where close)…just for icing on the cake all of the animals in legion are low durability NORMAL PROJECTILES. It’s a freaking super how is it going to have normal projectiles. King arthur lances go right throw that shit. the only thing legion is good for is tossing one out and then x factoring. Normal strider only has one good super…and its a level 3 ragnarok…if they ever update this game…i hope they change it to a lvl 1 and give it decent damage 200k at max scaling would be tight.

Legion sucks as a combo ender. So just don’t use it for any reason besides killing and save meter for Ouro or Ragnarok. Strider still gets +520k meterless if you follow The Orb doctrine, so he’s still a 2 touch char. He’s just got a get outta dodge lvl 1 hyper. <div><br></div><div>Someone show me an awesome reset vid with Strider. We need one now more than ever.</div>

Was messing around with strider on point last night, and maybe just maybe have found a use for legion. When fighting morridoom its pretty effective at stopping the spam once she clones up. I had zero behind strider so i would toss legion and immediately go in. In Many cases i was able to to a pretty good amount of damage to doom and morrigan still has to deal with the mix up. this could also be effective if you have a beam super behind strider.

<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/4083/MGS">MGS</a> said:</div>
<div class=“QuoteText”>Was messing around with strider on point last night, and maybe just maybe have found a use for legion. When fighting morridoom its pretty effective at stopping the spam once she clones up. I had zero behind strider so i would toss legion and immediately go in. In Many cases i was able to to a pretty good amount of damage to doom and morrigan still has to deal with the mix up. this could also be effective if you have a beam super behind strider.</div>
</blockquote>

Can’t morrigan just fly and dodge the whole entireity of it? 

<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/4083/MGS">MGS</a> said:</div>
<div class=“QuoteText”>Was messing around with strider on point last night, and maybe just maybe have found a use for legion. When fighting morridoom its pretty effective at stopping the spam once she clones up. I had zero behind strider so i would toss legion and immediately go in. In Many cases i was able to to a pretty good amount of damage to doom and morrigan still has to deal with the mix up. this could also be effective if you have a beam super behind strider.</div>
</blockquote>

<br><div>Nah that doesn’t really work out of a lucky day. The legion has a risk of being flied over and even if it does hit, it’s blockable, and if it’s open it’s shit damage. You have also wasted meter when you should be saving it for ouro which is the best way to destroy morrigan.</div>

I’ve tried something off of Zero’s Ryujin assist (i’m nothing great btw) and i would like someone to comment if there are possibilities with this.

Launch, Aircombo stuff into S, land, bird bomb, call zero, slide, zero hits, jump, airthrow.

You’ll have a chance to actually throw them directly at the bomb. However i think they can recover on air but nevertheless they will hit the bomb which will give you a good opportunity for a reset.

Hey Striders, was wondering if I could get some very general beginner tips. I’m picking up Strider on my Nova/Doom team and was just wondering about the best ways to utilize Vajra and how to play Strider anchor with and without XF/meter.

Work on your neutral with him, always try to have a satellite charged, play around with all his formations, don’t overuse H vajra any good player will block and grab you. In xfactor just pressure your opponent and stay safe, you’ll open him up eventually. Once your xfactor runs out just play solid and don’t get hit.

I THINK you can Call Zero–> Launch–> Zero hits–> TK Vajra–> Legion.

May only be possible with Songemnu Zero.