Strider vs Strider - you want to be the one in control with orbs. if you’re not, then get 3 and charge for duo then own it.
the better orber wins. you do this by actually HITTING with the orbs, and do what is what i like to call an orb ender. i think of orbs similar to geneijin. IT IS IMPORTANT to know the time of ur orbs. i just know mines, and i dash lp about 5 times if it hits on start, then mp c.hp air combo.
THE BEST ORB ENDER THATS UNIVERSAL AND HITS WHEN THEY’RE JUGGLED, ESPECIALLY AFTER COLOSSUS IS.
lp, lk, lk, dj lp mp mkxxdp. this does about 40-90% depending on how early u hit with ur orbs.
ok enough about that, since u asked for matchups, ill continue with those.
continuing vs strider, if you happen to duo, just hope u guessed right between air grab and ground grab. if ur partner is wm like you posted, then a swift proton cannon during striders grab (about when hes at the top to get it started) will cause a nasty duo. after that, orb strider up, dash up, legion, proton cannon again, keep going. shouldnt take long for them to die.
and it doesnt have to be just vs strider. you can play a duo strider vs any character, and in some cases, like vs wm, its better.
Strider vs War Machine - this matchup is in war machines favor. he builds meter a lot faster, orbs arent too effective on him, and he is hard to catch. his c.mp s.hk as anti air beats an early strider j.hp, and colossus beats the later one, and if you happen to guess wrong, thats ur WHOLE team gone, it isnt worth it.
so what you do in this is you wanna with with your duo. grab mixups, 40-60% chip, all that good stuff. you build meter by c.mp mashing, but blocking when necessary. if hes in flight mode, dont sj around, because he can go around and mp up+hp u in flight mode, which has more priority than all of strider’s air attacks. if hes spamming projectiles on the ground, thats the time to sj mk mk, dj mk mk hp on the way down. WATCH OUT for war destroyer, its not a commonly used super but its still there.
if you happen to have a shitty duo, like zangief or captain commando as backup, duoing isnt ur gameplan anymore. its the struggle of hitting with orbs.
war machines can fly around through ur orbs, yes eventually u can tap them with a blue ring, but ur orbs is almost over by then.
i use colossus to him hit, activate orbs EARLY, (but make sure colossus hits), then hk or lk teleport accoringly around them to hit, dash dash dash, and when u know orbs is over do ur orb ender.
dash up hp is a good tool to use, he cant do much to stop it. if he gets hit on purpose and tries to col, call ur colossus as well, it will save u from a 200%. if its too late for that, roll from the colossus, sometimes he smacks u down being able to roll out. and if ur riding colossus, well, its gg for u. if he sj’s, wait for his air dash. once he uses it, the only thing he can do is activate flight mode, but since u already have orbs blah blah u have more time to hit him and all that. best way to hit him air to air is to shoot some orbs with lp, then qcf+hk or qcf+hp to go more upward, accordingly.
now if you have them locked down already, KEEP THEM DOWN. block strings from meter, most of the magic series but not all, and always charge back for ur bomb. use the hk bomb to go furthest, then that locks him down more. keep dashing in case they push it, then magic series and then orb again.
with orbs, u can early j.lk overhead xx qcf+lk, keep them juggling by dashing. MAKE THEM FEAR THAT.
Strider vs Wolverine - another tough matchup. wolverine and wm are always scary, 1 hit is a kill. if hes trying to dash around ur j.hp’s, do j.mk when he gets close, hits from front and behind. if ur backed to corner and hes in front of u, land with lk mk, lk hits behind slightly too, but not as much as mk. if he pushes, SLOW DOWN UR BLOCKSTRINGS. he may super, or c.lk through them if u dont. if u see this, u can jump again, and u’ll be in the same position and building meter, which is good. and if not, u can c.mk slower s.hp s.hkxxorbs if u have meter, BUT DONT DP SLASH. the reason for this is he can dash faster so that u cant do anything right after the dp slash. and this means ur not gonna be on the offensive anymore.
and another thing to point out is TO NEVER RAW ORBS UNLESS ITS COMPLETELY SAFE. if hes on the ground, theres a lot of startup frames to activate orbs. wolverine can dash c.lk start inf into his 100%. the only safe ways are,
1)if he called colossus
2)if he jumped back (which isnt likely)
3)if he sj’d
anyways you should be running with strider limbs and sword, not orbs. orbs arent too important in this matchup. they are, though, annoying to wolv players who like to rush a lot. if they start turtling though, stop using orbs.
Strider vs GWM - honestly i think this matchup is 5-5. DONT ORB THIS MATCHUP. u may think im crazy for saying this at first glance but, in the long run its better. real good gwms use c.hp, which in orbs, will take about 60% of ur life off. with about 5 hits i think. thats right, 60% with 1 c.hp. and if they’re getting stuck in colossus hits, and you have orbs on and they’re on the ground, they’ll just tag.
orbs is really just not the smart thing to do here. vs a REALLY good gwm, it’ll get stuffed every time. if u try to sj along with him, smart bombs will hit u. if u go around, he will hp u downward.
what REALLY OWNS gwm is duos. ones u get the startup and first duo, its over, especially with orbs. but you MUST pay attention to both characters. say if ur strider is getting hit, you need to see what wm can do to get you out., and when strider is out, attack with wm to help out, and keep ur eye on both of THEIR characters as well.
Strider vs Red venom - psy psy psy psy psy duo. dead.
these arent too specific, sorry i know, but ill help you as much as i can if i ever see anyone on ggpo.
EDIT: Credit to T-Kimura for a lot of these tactics and combos.