Need some good and deep Strider/Doom Info

Okay, I’m fairly tired of playing MSP constantly, so I thought I’d go back to the team that I originally really liked for a change.

I only know some oldschool stuff with Strider/Doom, and have watched vids of Clockworks more recent beasting, however I would like to get some better breakdowns on what to do to make my Strider/Doom beasting. So please, if any of you got any long time info, help a fellow srk.com member out, I would appreciate it greatly.

:lovin:

you’re a few days late because what you’re looking was here. I had it deleted though. I refuse to give out any more knowledge about the team but lets see if other people are willing to step up.

one of the best strats in this game is to maintain an advantage over your opponents which can be done a multitude of ways. By posting up strats\combos\counters or w\e, your making what you do as a player known and thus making yourself weaker.

Some people like sharing knowledge and I used to be one of them, but not any more.

i think thats retarded. [not that i play strider/doom seriously]

You know, I was wondering what happened to that thread, because I had some questions. Luckily, I saved most of it.

Anyway, I have a question, not necessarily practical or ground-breaking in terms of actual tactical use in matches, but I just like to show off sometimes:

My newest obsession is the assist-breaking Flying Screen fun (yeah, yeah, I’m a few years late to the party). For example, I watched a match between Clock and Duc (I think), and Clock hit this extremely pretty snapout which involved something like jump-in whatever to launch + drones, sj.lp, sj.lk, sj.fk into drones, snap. I tried to practice things along that general idea last night, but I couldn’t get any of it consistently. I can understand not getting it all the time with Doom’s rocks because they’re random, but what’s the underlying principle behind it and the timing so I can actually maybe put this to some sort of use, especially with Strider?

I don’t think its that retarded when I have people already stealing stuff I haven’t done in tournament play myself.

My mind about the game has changed. I used to be all about the knowledge and passing it on. Now, I want to win.

Learning how to double jump properly is likewise to learning when to air dash/wave dash properly

Such is when you teleport on top of the other character:

The opponent can predict your teleport and call an assist on you like Psylocke and try to mess you up afterwards when you’re in block. Double jumping after a teleport can easily throw off your opponent’s gameplay and allows you another chance at attacking --> trap + orbs or whatever you want to do

After a teleport, you have three options for double jumping:

Double jump forward, up, or backward.

  • I find myself double jumping forward [over the enemy] and calling my Tron assist to counter assist theirs.

  • Double jump up gives rise to keeping opponent there to move myself into orbs after an attack string.

  • Double jump back, something that’s great for defense maneuvers, gives you more options to mix up the enemy as to when you’ll be attacking or defending. A lot of Magneto based teams are very offensive and Magneto is crazy with his light speed. Double jumping back and calling Sentinel into Orbs is a great idea as…

  1. You’ll have Sentinel’s drones to defend.
  2. Even if Sentinel’s drones are down, you got his big body to help potential damage from getting to Strider.

So yeah, double jump is good shit when you got it going. Every Strider player should [after learning to QCF PP properly from tigers/birds/bombs] learn how to control their spacing between MSP/MSS/Scrub/Santhrax/etc. teams.

I used to see some strategies posted specifically against certain teams. I suggest taking these strategies and using them as part of your mix up game against people.

  • Don’t use it strictly, use it loosely and incorporate your ideas.

eh, it was good while it lasted…

respect that though-- S/D needs wacky bullshit to win, and tricks aint tricks if everyone knows 'em. lookin forward to seeing your tournament play, Shoult

edit: hope you’ll still keep those nuggets of low-tier wisdom comin

The snapout combo you saw was in a match between Clock and The Dark Prince, or at least that’s the only vid I’ve seen him do it in. Basically you have the idea right, but you just have to work on the timing and positioning if you want to get it down. What I found works for me is if you do launch with drones, then immediately, sj lp, slight pause, sj lk, slight pause, sj. hp. Keep in mind too this varies from character to character so you’ll have to adjust. Also you kind of have to be close to the edge of the screen to pull this particular combo off. I hope this helps!

Hey, thanks for some of the info guys, if possible do keep it comming, and yeah, if you don’t feel like sharing, I completely understand as well. I am no longer in the competitive scene, since I’ve all but quit on fighting games, however it doesn’t hurt to at least be solid so that my buddies who still compete won’t be able to come back and play me like toy.

Again, thanks for the info, and yeah, if you have anymore, and would like to share, please post up, I’ve been so bent on resets, snapbacks, etc, etc that I’ve forgotten how much fun Strider/Doom was.

Yeah it works best midscreen where Strider & Opponent are. From MEMORY, I think the opponent has to be 2/5 from the edge of the screen on launch to get it most of the time from my setup

How I do it:

Strider/Sent gamma
no corners, 2/5 from the edge closest to the opponent
c. hp & assist xx sj, medium paced [lk, lp, hp], land snapout or etc.

If you noticed you can play around with the Strider set up after drones too. It’s kinda like how Sanford/Yipes do it with Storm/Sent or Storm/Psy in their new match vid together. It’s a pro combo.

ive been using blackheart/strider/doom lately. One of the beautuiful things about this is that the bomb can be completely hidden when blackheart assist hits…as far as i know…this is the best assist for suprise bombs because the assist knocks them straight up instead of away, so you can consistantly measure the timign and distance and keep things tight.

s\d isn’t the problem. The strats and counter are there to deal with the majority of the cast and even storm\sent to an extent. The problem is that sent\doom can be beaten by anything that has an AA that stops doom clean.

change your team chemistry and you lose your zoning ability which is vital so what do you do? the only way strider would be god like is if marvel was a 4v4 game so you can have some team chemistry or start off with 2-3 bars instead of 1.

IMO, @ a certain level in marvel, S\D just doesn’t work anymore. The whole thing is nothing but a magic trick. It looks amazing when you don’t understand it but then when you figure out how it works, the trick sucks. The most you can do as an s\d player is to make your tactics and tricks as deep as possible. Even though a deep trap can still be broken down, you’re making your opponent work for it. Try to make it as hard as possible for someone to break you down because the strength of s\d is going to vary upon how much your opponent knows about the trap.

what kind of faggotry thinking is this, posting up strats/combos/counters is a good thing ya dumbfuck. that’s how people learn, adapt, and progress. if no one post this information how would people learn how to play with that team…jesus…

I’ve done my part and have taught a few other people a good deal of knowledge about the team. They can teach others about it now and still keep the knowledge around for the future.

I don’t know Shoultz, to me it sounds like you’ve gotten to the pinnacle of Strider/Doom and you’ve about wrapped it up.

Your philosophy is cool as long as it works for you. I’m not hating & I just want to say that I understand where you’re coming from.

For ex:

I play Sent/Strider/Tron against Finesse’s SSC. I am patiently waiting for an opening so I’m blocking lasers, jumping back when I can, teleporting if I can, etc. all with no bar. And I’m struggling, I don’t want to cost the game by super jumping, calling an assist and letting Sentinel stomp on my Tron when I get counter called, or getting crossed up. Things that will let my STRIDER DIE.

I jump in and I’m finally getting in, and I’m PLANNING on double jumping in with my j. HP in his face… but guess what was up… RIGHT WHEN I TAP THAT HP, MOTHER FUCKING SENTINEL INSTANT FRAME SUPER JUMPS ME INTO J. LK --> MASSIVE COMBO --> DEAD STRIDER.

Shit like that is heartbreaking.

But you know I’m strictly by the rule if I show my enemy on how to beat me, I’m going to get stronger. No doubt if I’m not dead, I’m sure I’m going to find a way out to counter anything they’ve done to me.

We know Strider against top tiers may have a few options when he’s got no orbs when it comes to top tier characters with air dashes or fast fly. But everyone here knows you don’t pay a sacrifice for nothing. I’m still in belief that the weight of Strider > top tier is still there.

I mean there are times you just gotta jump forward with mother fucking LP because that shit is 2 frames against whatever Magneto/Storm got on you when they’re going crazy on your ass. Sometimes you just gotta bust out the robot and let him take that damage so you can counter attack with s. lp or c. HP.

From being a pro in something else, I can tell you this, pros just don’t have the time to tell everybody everything. They are different passions: to play & to teach. Some have the passion to teach, others have the passion to play, rarely do players have both to the same degree.

Strider openings vs. Magneto > Sentinel openings vs. Magneto for sure imo

You don’t need any damn tricks or secrets to win with Strider. Just be solid with your shit and you’re good money. If you’re relying on tricks to win then you won’t get far.

Shoult it sucks that you closed the strider thread, but i respect your decision. I just hope that you don’t stay with the mentality that Strider/Doom is a team that only works with tricks or against someone who doesn’t know what the team is capable of, and as much effort as you did put into teaching others you have to realize that most people who dont play strider will not be able to fully grasp what it is that you discuss when posting your stuff, so the element of surprise still hangs.

Now shoult everything you have posted has been an interesting read cause i truly understand what it is that you are posting and the theories add more options to the team chemistry. But my only problem with the last thread was that you were “stacking the deck” in s/d’s favor. By squashing debates on what s/d is weak to or has a hard time fighting, you are eliminating what it is that an s/d player has to take into consideration other than having bad execution. The duo itself is buff and i feel that it is horribly underrated but people still do bad against it because of the way the team works.

Shoult bottom line you post good shit! but don’t think that by posting you’re making s/d any weaker by exploiting that crazy stuff you post, or that what you’ve posted hasn’t been tampered with already. Im sure that it would be much more useful to s/d players if something new to counter s/d was found and a discussion was held to find ways around it.

You can surprise someone only a few times before they realize what it is that they have to do in order to win then its no longer a surprise, but if they know that your not just another one dimensional strider, you can instill a fear in certain situations and make them think twice about their next move. Im sure that if someone reads all your posts and meets you in tournament, they will fear you more than if they just played you without knowing who you were or what you were capable of.

If anything shoult i encourage you to keep goin on with your posts, but you still have my respect for you either way.

For serious. I think i honestly shed my last layers of scrubbiness at some point reading some of your shit regarding attack layering, team mechanics, anticipating guard cancel, etc. Opened up a whole new can of worms as far as my approach to the game.

I don’t even really play S/D, aside from dabbling, but a lot of it was universally relevant. Some of the most intelligent Marvel posts on here.

LOL at marvel being 4v4… I’d play M/S/P/Cable until the end of time.

hey check it out, someone has been reading and learning.

thnx for all the props j360. I guess I just don’t know what to make of s\d these days. I still see alot wrong with it but @ the same time, I see where it can go but no matter what I create to step the team up, the basic counters will always stop it clean. When a team can keep evolving but the basic counters are going to eat it up for fun, thats when the team becomes inferior imo. It does still beat a shit load of other squads clean its just certain ones eat it for fun.

I just don’t get it, how can a team with that many options and keep evolving after 7 years keep losing to the same crap.

y0

Shoult, you have to understand something about how these things work. It’s not about teams and counters. Counters are just obstacles that are something outside the everyday patterns you’re use to. When people become too lazy to develop and adapt against these patterns, they develop a new myth instead, called counter teams. Its ridiculous when people believe that one team or one character beats another clean. What the Hell, this isn’t Rock, Paper, Scissors…