actually almost all games, ninjas take damage like crap.
Strider, Ibuki, Guy, Chipp, etc.
Playin strider doom involves some baiting like I said in my previous post along with some rushdown and runaway.
Stick on the opponent but not too long since you know that they’ll call out their assist to stop you and thats when you teleport to their back and then use your assist to counter theirs. From there, stick on them, activate orbs, etc.
Teleporting and then double jumping away will bait assists out and once thier assist leaves, stick on your opponent and summon the orbs.
Basic shit like rushing in and just blocking also works well baitin their assist out.
If you’re getting hit by AAA, my advice would be to throw some rings on the ground before you teleport in. If you teleport in straight out of the orbs startup, there’s a big window to call AAA. If you’re getting hit there, you can just throw a bunch of rings on the ground (at mid/fullscreen) to lock them down, then teleport in.
However, if they are consistently calling AAA as you teleport in, optimally, you should just let him call it (while you’re blocking), then beat up his AAA with the orbs. Generally speaking, if you’re talking about a person you play regularly, you’re better off training him not to call his AAA, instead of making it so he can’t call it.
i add things to my trap lions to add for chip if i have enough meter and striders should use the bombs more often in conjuction with assist and i have seen 2 ouroboros chained on juggernaut is this possible with on other characters?
high teleport and then jumping up to call assist is good and then to get to the ground while the opponent is in block stun u can qcf( one of the kicks dat take u down) lk or hk i think and continue
if u are chasing someone with orbs in the air dont forget the QCF moves to get u to a direction
to cathc runway storms i do dat or sj then J special move slash and can catch peeps off guard.
same my orbs are going, they are in the corner, i dash in and the orbs and going, but they called their AAA, which i blocked. we’ll just say cammy AAA. so she is now soaring through the air landing on the other side.
i teleport to the opposite side, let the orbs hit her and the rings flying to keep my opponent in blockstun.
problem: cammy is always behind me, so when i hit punch and kick they whif and all they do is throw out rings while the orbs hurt her behind me.
is it possible to teleport in such a way that cammy ends up in front of me, and fast enough so that i can hurt her with my attacks and keep the opponent in blockstun?
Warping is warping, you just have to do it early enough so that when you land, you can dash back so that when Cammy (or whatever AA is sent out) lands, he/she is in front of you.
Try to predict it perhaps, but if you’ve got your opponent in the corner and you’re doing S/D, I’d just keep it going since the corner is so hard to get out of if you’re doing it right.
is it just me or do i never seen any strider/doom pros take SD to the top and win tourneys? or is SD so hard to master that even pros can’t do it? cuz it’s general knowledge that many ppl agree that SD is invincible with perfect execution…
not many of us have perfect execution, huh? think about it. that’s the flaw behind S/D. there is NO SUCH PERFECT S/D PLAYER! hence, not oftentimes do you see them, if any times, top the charts in tourneys.
Magneto is all about execution, yet still people play him and win with him. Sentinel quick fly combos takes some good execution skills and people are busting them out almost everytime.
Why should using Strider/Doom be so different? Sure he has less health than Magneto and he takes longer to take out your opponent but work with what he has and you’ll do fine. Start practicing your execution with him.
Okay, so let me get the basic jist of this Strider/Doom thing down. (note I am back to a complete beginner’s level due to not playing MvC2 for a very very long time).
Strider builds meter by of course attacking, but primarily by zoning and hit-and-run tactics involving bird/tiger attacks, assist back up, and combo into running away, repeat.
Activate orbs, toss a couple to discourage AAA. Call Doom, teleport, keep them in blockstun, make sure Doom is called and throwing rocks to maintain blockstun as orbs dissapear for a safe getaway.
Keep your opponent pinned between Strider and Doom and if Doom does not have any rocks in front of him, Strider should have his orbs activated in order to keep the blockstun.
But you do have the concept down, espcially when you said to toss orbs first. Considering that if you don’t, your opponent will probably sj out of it and with most top tiers can stay in the air pretty much as long as the orbs are activated, thus wasting a meter.
So, aside from standing there letting the Ouroboros chip, what do you do while you’re keeping them in blockstun? My first instinct is to avoid knocking them down because they can roll away.
i’m just saying that it seems SD on average don’t do as well as other teams when it should be dominating the tourneys.
it seems that almost everyone plays storm, sentinel, mag, and cable. where sometimes a SD player will play either to own or be owned, but not consistently win like other teams.
Mash lp, not only will you build meter but you’ll get the most orbs out of your attack. Then when you’re orbs are just about to leave (you learn the timing over time) call Doom. Once Doom touches the ground, warp to the opposite side, attack while falling and make sure to keep them pinned and make sure you’re attacking. Once the very second you see the Oroborus (the actual things that circle you) leave the screen, starts the orbs again and continue mashing lp. Since you’re right next to them (you should be) there is no need to toss out a few then warp. Just stand there and keep attacking, don’t ever stop so you can get the maximum amount of meter available.
If clarification is needed, I’ll be more than willing to go in depth. I’ve killed entire characters with S/D and they were never able to get out. It’s hard to do, but it can be done.
Well, if you want to talk on average, in most big tournies I went to, I usually saw around 3 strider/doom players. One would always make it into the top ten. So that’s 33% of them being successful on average. Compare that to the around 30 to 40 team scrub users with only 2 of those placing in the top 10. What I’m trying to say is, numbers in tournies aren’t the end and all to team effectiveness.
Statistics aside, not everyone wants to put the same time and effort that all Strider/Doom players used. Most people don’t want to use strider/doom because it takes longer to learn to a competent level. That’s why you don’t see that many strider players. And because there aren’t that many strider players, you don’t see that many always placing.
So you can build meter while the Ouroboros is activated? Okay, that is good to know, I didn’t know that (see, scrub level - used to things like K Groove when your meter is activated you don’t gain shit).
Since I can gain meter while I have the Circular Orbs That Make Blocking Futile, should I be calling birds and tigers and such to build meter as well, or does mashing lp do it faster?
Also, my primary way to protect Doom (since rocks are kinda slow, IIRC) is to keep the opponent in blockstun since (a) they can’t do shit to him with the point character and (b) you can’t call an assist during blockstun.
I am thinking of using Cyclops as my third for a AAA and I read here that it is good against S/D teams with Sentinel in them. Which is what I will be primarily dealing with if I met a S/D team here.
Yep, Oroborus has no effect to your meter while activated unlike certain things (ex. Rogue during speed up)
Mashing lp is the primary thing and pretty all you need to do. The only time I’ll use a tiger/bird is when I’m starting the trap (cross screen) or right after I warp to the opposite side (while Doom is out). For example, youu’re next to them, mashing lp, you call Doom and warp to the other side. Once I land, I’ll press lp twice, throw a tiger and then do a magic series and activate the orbs right when the tiger hits in order to keep them in blockstun while I activate the orbs.
Not many people I see do that but it works for me.
That’s the whole point of S/D, keep them in blockstun.
If you find the orb trap boring, Strider is not for you.
I find that doing a perfect orb trap is very challenging, and the few times I’ve seen (and done) it, it was a thing of beauty.
There’s always room for improvement. The only time I could ever be bored with Strider/Doom is if I could do the orb trap so perfectly that there was no challenge left, and in that case, since I would be winning every game, winning >>> boredom.