I couldn’t agree more, the times that I’ve done it absolutely perfectly, I was so pumped that it only made me want to play S/D more. If you do the trap perfectly, it makes you feel damn good knowing that you have them pinned and they can’t do a damn thing about it. It’s fun to me to watch their life dwindle down and to think you haven’t even connected on a single hit.
It is actually very important to gain meter while orbs are active. If you aren’t gaining meter, you probably won’t even be able to kill one character before you run out of meter.
Mashing Jab is better for two reasons, IMO:
a) less room for error
b) rings
The rings may not seem like much (they don’t do block damage), but if you are right on top of someone mashing Jab, if they try to pushblock, it takes forever for the pushblock to actually come out.
Another key part of the orb trap is watching for pushblocks, so you can teleport back on top of the opponent (after the pushblock actually pushes Strider).
At advanced levels, the opponent leaving blockstun (say, after a pushblock) is actually to Strider’s advantage. While it is great to keep the opponent blocking, if you can hit them, you get guaranteed setups to start the next round of orbs, plus you build meter much faster.
One thing I will mention that no one really emphasized to me:
You must learn bomb->orbs super cancel, or Cable WILL shoot you. It is only a matter of time.
Bomb->Ouroboros is the single best weapon Strider has against Cable.
why is bomb xx orbs so important? does it come out in time? cable can’t hit both the bomb & strider? what if he DHC into storm or something? I DON’T UNDERSTAND!!! AHHHH!!!
DHC into storm or anyone else with a bomb safe super is pretty much the only option cable has if he is a full screen away from strider. The bomb can’t be touched until it is dropped.
The bomb is basically a defense incase you get caught in an AHVB. While you’re being blasted, the bomb will fall on Cable, saving your ass.
Unless Cable starts AHVB at the same time Strider starts bomb motion (AHVB might even have to be a little earlier) AHVB cannot stop bomb. The bomb is invincible until the eagle drops it, and the only way to stuff it is to shoot Strider after he raises his arm but before the eagle is on screen (very VERY short window).
Like 99% of the moves in the game, bomb is vulnerable to instant super (in this case, AHVB) cancelled into hailstorm. If Cable (or Magneto, or Sentinel, or Psylocke, etc.) wants to blow two meters and fuck up his team order for 40% damage, you can’t really stop him.
Mashing LP can leave small holes in the trap. for some reason lp, mp(while orbs are on) wont keep the opponent close like lk, lp does. So if ur gonna mash lp its a good idea to dash between every two lp’s because even though holes are too small for them to super jump, they can still call for commando or cyke, then escape. Lk, lp is safer and faster.
Also, depending on the opponent’s screen position, it may not be safe to teleport during the trap. Teleporting at the end of orbs can leave holes for cyke or commando as well cuz doom’s rocks (again, depending on screen position, doesnt alwayskeep them in full blockstun). Teleporting is only safe if you have them near the edge of the screen.
J-J-J-Jeremy-Y-Y-Y
You’re right, I should have suggested the dash, thanks for correcting me.
And I kinda figured that common sense would come into play with teleporting. I mean, if he’s right in front of you and you teleport all the way accross the screen, then you’re :lame:
Just some random questions about S/D. Just how efficient is it? What I mean is, how well does it do against teams like MSP, Cable/Sent/Capcom, and Team Watts? Also, what is a good 3rd character to accompany S/D. I have a list of 3rd characters I have seen on S/D teams before:
Sent-Y
BH-B
Storm-A
Cyke-B
Ken-A
Capcom-B
OR-B
Tron-Y
If it’s done right, it doesn’t matter who you’re fighting against, they’re trapped, period.
And personally, I play my S/D teams with either Sent - Y or IM - B.
Another thing…I’m assuming most of you guys have played MVC1 and can tell the obvious differences between both incarnations of Strider. We can all agree that MVC1 Hiryu is superior and that he’s played differently than in MVC2. My question is…would the trap be deadlier if he had the same Orb time as in MVC1?
Of course! The trap is deadly enough as is…if he had the same orb time as in mvc1 you could prolly call for doom twice per super, and a good strider would be able to gain a full super bar back (from the time he starts the orbs until to the time they wear off and he needs to start them again)before he had to use more orbs…so that trap could go on forever.
It does well against all 3 of the teams you mentioned.
MSP: As long as strider keeps getting orbs and doesn’t rush down carelessly, RTSD just doesn’t work. Having the 3rd character as an anti rushdown assists doesn’t hurt either. In most cases when i lose to MSP, it’s after i get hit by Psylocke after being careless
Cable/Sent/Capcom: will lose to S/D pretty cleanly if you can keep it up. Have an assist that keeps sent from stomping down, you get orbs for free. And when Cable’s at point against strider, the only assist he has to keep strider off him is Commando, which is nothing to worry about as long as you keep dropping doom whenever you get in.
I used to always start Strider first against Sent/Cable/Capcom no matter who my opponent used first. Nowadays if i fight a tougher player though, I’ll usually start cyke against Sent. If Strider dies before cable, then unless you have another anti cable character, a comeback isn’t going to be easy.
Team Watts: Team Watts gets fucked badly by Strider/Doom. BH gets owned almost for free by Strider and Sent doesn’t even have an instant start anti air so Strider can half ass the trap and still pull it off.
And as for 3rd characters, almost anyone can be used effectively with S/D as long as you can have them serve a purpose whether it be as an assist or to build meter or both. Here are others I’ve used or seen used effectively
Bison
Gambit
Ryu
Akuma
Cammy
Iceman
Charlie
Ruby Heart
and that’s just off the top of my head. If you can make your own chemistry with how a character works with doom or strider, by all means, use them as your third character.
Venom: Serves as a battery for S/D.
Jin: Reliable AAA that eliminates cross-ups and can counter other S/D teams as well as Magneto/Storm types.
Bonerine: Another battery.
Spiral: Battery, but not much of a trap with Doom.
umm… strider can’t build meter when he’s got orbs on… trap wouldn’t go on forever… just longer
He may have meant it in a not so literal sense. Think of someone saying Omega Red has unlimited air dashes as long as he ends each dash with a coil. We all know that statement can’t be taken literally, because there’s only a matter of time before he returns to the ground. I don’t know, I could be wrong.
It took me a while to realize that Strider has pupils in his MVC2 sketch (from your avatar).
Yes, he can. In both games.
I dont know about mvc1. Maybe ur referring to the way the orb super worked in that game but the question was about extending the time limit of the orbs as they are in mvc2, in which strider can build meter while orbs are on. Anyways, it was a fictitious question…
What do you guys think are the weakness of mag/doom as opposed to IM/Doom when going against the top 4? I"m trying to decide between mag or IM for my starting character.
Audio: The one weakness that I see in Mags/Doom is that Doom’s AAA (if that’s which assist you pick for him) isn’t good for setting up Mags combos like Psy or Cyke AAA respectively. It’s a little bit too random for my taste. The Rocks don’t come out in such a pattern that you can combo off of them unless you’re timing and your hand/ eye coordination are like Christ. I use it mainly to chip or to screw up jump-ins and dash-ins by my opponents. Same with IM/Doom, but I’ve been able to time an IM inf off of rocks, but again it isn’t as efficient for setting up combos as is Psy AAA. Maybe I’m blind and don’t see it, but I look at it more from my experiences.
In Philly a few months ago, this kid named Brandon aka Demon Hyo from SRK had Mags/Doom and he had his opponent trapped against a corner and kept tri-jumping like mad and calling Doom to keep him pinned and it worked. The guy was just helpless after getting stuck back there. I guess there is a purpose to Mags/Doom, but rather to keep opponents pressured and constantly in blockstun like a faster version of S/D, but minus the chip. But I still don’t see combo openings. I guess it depends on what you’re looking for. Btw, Brandon supposedly has the best IM on the east coast so I wouldn’t underestimate a IM/Doom team either.