Need some good and deep Strider/Doom Info

Truth!

What do people think of Strider’s air DP?

I like the air DP but don’t really use it. If its improperly layered, the recovery time on it is bad enough that most characters could probably get him with a combo. Not to mention that a top tier would probably kill him for it. So use it sparingly I guess. It is a 90% screen poke and does solid life. I do use it during orbs though for pins and assist crap.

One of the weirdest thing I’ve found about the air slash that it makes for the perfect instant over head stall. You can do j.lk, tap lp, cancel the lk animation with an air DP. @ certain heights, the input from the DP slash will float strider slightly above the opponents sprite, just high enough so that the machines make contact with the point. So once the DP slash is done, you’ll fall onto the point character clean w\orbs and still have it combo.

The one advantage this has over the j.lk, tap lp, qcf+lk is that the qcf+lk bounces them off the floor and makes the orb follow up virtually impossible because of certain orb rotations. With the DP slash setup, you won’t get that bounce and fall on top of your opponent so you can land, get a ground orb combo and finish off w\ what you see fit. I’d probably do a 50\50 activation setup.

I’ve done it in training mode a handful of times and its very hard to do but the way it leaves strider in position for an easy combo is probably worth it. The trickiest part is that after the j.lk, tap lp, srk+P, you can accidently negative edge the tap lp part so instead of a SRK slash, its the uprocket. If you choose FP so you get the horizontal rocket, you can still fuck up because the recovery time on that it bad as well. Enough time to call AA and punish him quick. Its risky as fuck in my book but it would be dope to see it in a comb video.

oh yea, I like TK DP slashes. Those work pretty clean behind drones and he gets to recover in the afterwards so he’s not a sitting duck. The input is weird though. Its TK, hadoken+p. Again, another tricky input and a fucked up version will probably get him killed. The trick is to do it pretty quick and don’t extend past the hadoken input. If you roll it to the upfwd input on accident after the TK, you’ll get the rockets.

you can use the air dp slash as a ghetto version of of storm’s float. the only use i’ve really found for it without orbs is to avoid another s/d player’s trap or avoid falling into a super or what not ( ie Magnetic Shockwave). if you super jump, then wall jump, then double jump up, strider’s whole body will go off the screen, from here you can rattle off a few dp slashes to slow his descent. Not really that helpful and it’s use is very specific to certain situations, but it’s another option. I haven’t really tested it out to see if strider can get punished for doing it, but i would imagine it wouldnt be very smart against something like storm, to name one.

When Strider has orbs, IMO the main thing it’s good for is to catch a runaway Storm. If Storm runs away, Strider can super jump, double jump, then throw out srk slashes on the way down. Since the way that the rings disperse is relative to Strider’s body, because he is floating in each area for a little longer, you get more rings in that area, and a (seemingly) more focused ring pattern that covers pretty much the whole screen on his descent alone if you do it right. Even if Storm gets through the rings, Strider ends up back on the ground and not floating of somewhere. I use this over the QCF lp way to get storm down because

  1. If you miss storm and rings don’t hit or orbs run out, storm can’t own Strider up on the way down cuz strider isn’t recovering from a move. After SRK slashes you can actually do other moves like throw out fierces, or block. You can even do the QCF lp after doing this slash pattern if you feel like it!
  2. You can kindaa control strider’s descent by holding the way you wanna go. If you do nothing, Strider will fall straight down. If you hold d/f, he’ll fall down forward a bit. Nothing too useful, but it’s there.
  3. If you simply sj and dp slash, and toss rings, then storm is able to go over them, you can catch her again by double jumping, throwing out another dp slash and more rings. Again, very situation-specific, but it can work.

I’m still working on this so these strats are kinda vague. Shoult, i’m hoping you can go somewhere with this, if you haven’t already…

Locdown

Would you guys use air DP against a flying Sentinel?

There are things you have to consider when bringing storm down. First off, you’re attempt to bring her down will never truly work. Storm will always have the option to block and get away. Then theres the fact that if you hang out too long in the air, you won’t get a ground pin and setup another trap rep because you’ll run out of meter. So your air attempt has to be fast and basically @ the beginning of your orbs so you can layer properly on the way down. The problem with this is that you only have 1 chance to bring storm down which just doesn’t work. Storm can just wait till you just use your 1 chance to stop her, then get away clean.

Since she can’t be stopped in the air, your best bet is to get her as she lands and this is what I do. I do follow her into the air sometimes but alot of the time, I just build bar on the ground. Someone exp against s\d won’t let you hit them in the air clean like that. I can chill on the ground and build 50% bar and control her decent angle with a trick I’ve figured out. She’s still mobile in the air but I get to take away one of her decent angles and force her into spots where I have bombs waiting to the only possible spots she will go. If she takes my trick, doom\drones are free to hit her and retrap.

Also, if you hang out in the air like that, you’re not guaranteed anything. Your betting on the fact you will hit\stop her not to mention that you won’t get much bar and strider’s air options are inferior to storms. All of strider’s options come from the ground. I know its hard to actually waste meter when you want to trap her but if you don’t plan out the fight, you’ll die that much faster.

Its better to just face the fact that once she’s gone, you should take your time and plan out your next move as she land. Build some bar up as she’s running away which can be up to 50%+. It can be even up to 1 bar if you get you’re relayer on storm as she lands.

Theres even a trick where you can control one of storms decent angles and you can force her into situations where you can hold all the options. I went out of town last weekend and I was using this trick constantly to bring storm down for free and no one said a damn thing about it lol

Could the DP slash be used to punish push-blocking opponents? Lets say they are pinned by the orbs you teleport on to them and they try to pushblock you away, would the DP slash whiff resulting in a backdash or an attack and thats when strider falls hitting them with the machines into free combo?

Why not just do the df.lp with strider having orbs to bring storm down?

edit: while in air of course.

^
because its punishable if she reads it.

yo how bout some real advice? how the fuck does sent\doom deal with sent\cyke? I’m ok with the strider\doom vs xxx\cyke fights. Even though it does eat me up, its manageable for me but the sent\doom vs sent\cyke fights seem to be free stomapge on sent\doom. Tips anyone?

why don’t any of us run s\AA\d? is it really that bad?

You can slap cyke on it and if you had a god like cyke that infinites, what’s so bad about it?

alot of s\d players say s\IM\D can rape but i’m curious to what a true IM players think about the team. Any serious IM players got an opinion on it?

I’ve figured out a few ways to maximize meter+trap @ the same time. So strider\IM\D would probably end up playing much differently than sent\strider\D.

shoult- you’re right. dp slash doesn’t work a lot of the time, i should have tried it on better comp before i posted up. it does have it’s uses but they are few and far between, like when Strider and Storm jump at the same time and you dont want to waste orb time by hanging out up there. I wasn’t even having the srk slash hit, just trying to get that tighter ring pattern to cut off a part of the screen and have strider be able to float back to the ground in rings. But yeah. it’s not that great.

I need help with sent/d vs. sent/cyke too

I’ve been watching a lot of S/D match vids lately trying to get some understanding of the general gameplan for the team. I’ve only hit the tip of the iceberg but I still have a couple ideas/questions regarding the team.

How much weight do high level s/d players put on the ability to control the pacing of the match? I don’t just mean keeping them on lock as long as possible, but the ability for instance to alternate between all out lock-down patterns in close and stepping back and pinning from a distance. In other words, slow down the match, and make them come to the trap.

At the same time, I can respect the s/d players attempt to reach clockwork nirvana, going from orb pin, doom+teleport, 50-50, bird, orbs, etc. etc. never giving them the chance to breathe, let alone make an intelligent counter.

Regarding s/d teams:

How about Spiral/Strider/Doom or Spiral/Strider/Sent? Haha, don’t flame me out here for a minute. Spiral gives you all the Orbs meter you want, and you never have to change your mindset, just trap. Spiral Proj. is like a mini Doom you can call twice as much (maybe it averages to 1.5x or something, but she’s in, dumps her shit, and out a lot faster). So while it may not be worth it to Orb pin plus Doom Rocks at full screen as far as chip, it may be worth it to full screen Orb plus Spiral Knives, Bird/Bomb, Recall Knives. In general the ability to setup recall Spiral scenarios seems to really beef up the low/mids who can pull it off, giving them some chip output and limited trap reps, so I can see it working with Strider who can already trap on his own.

Theres some pretty neat random Spiral/Strider assist stuff too, if you mess around a bit.

Edit:

preemptive response from the s/d initiated re: throwing Spiral out there

ECZ, there are things bout S/D you wouldn’t understand, things you couldn’t understand, this you shouldn’t understand…

i’ve seen eddie lee play and win with spiral\strider\doom now you have to remember that eddie had some amazing defense. He didn’t need an AA. He knew when to block and when to call doom.

It works like you say it does, spiral\doom gets that bar that s\d needs to be effective. Having strider loaded is always a plus. The thing is though, it doesn’t have proper team chemistry so it suffers from the same problems as sent\doom. However, sent\doom will have 20x the options that spiral has for offense as well as building bar not to mention that sentinel can fight top tiers clean while building bar. Which is why sentinel is usually put on it over proper team chemistry.

Its all about the team chemistry really. sent\doom will fight better than spiral\doom allowing strider to do less which is what you want. I wrote a post about a year ago saying that by limiting the amount of times strider has to execute, you’re making him exponentially effective. You do this by having your first character do life. For every trap rotation there are errors that can be made within that trap rotation that will kill him. So to avoid his executional heavy persona, you do life on point allowing for less overall trap reps. Granted, strider will have to come and make comebacks so your execution has to be on point 24\7 but 10 trap reps is much easier to do than 20.

Heh

Heh, cyke isn’t a problem, there are ways around him, you just have to do alot of baiting. He sucks. Chasing Storm should never have to be an option. Finding ways to deal with match ups instead of running away from them is the best deal you have and will get your game stronger. There’s nothing that can’t be beat. counter teams are theory. You don’t really need Strider/Doom/AA. Sent vs Sent match ups are hard, but you can always win against sent/cyke with Sent/Doom by stepping up your angle game.and position Doom on the screen for an anti cyke aerial attack.When your opponent anicipate their assist hitting, they’ll hesitate when it doesn’t and you’ll have the upper hand because you dictated the event. Just stay out of the corner in that match. In the corner, when things get too bad, try normal jumping forward lp +Doom or HK drones. Something to try and trade with him so you’re equal ground again then superjump out Don’t mash assist, because Cyke will erf Doom. Don’t think about cyke too much, just play and try not to get hit.

I lurve S/IM/Doom. but just because I love IM/doom and I sorta like str/doom and I’m not a big sent fan. I just really miss drones with that team…

lol @ no such thing as counter characters/counter teams

Sent/cyc is just plain better than Sent/doom. you just have to hope you’re better in some way or try some stuff they haven’t seen. Not many people play a solid sent/doom

HK drones vs. Mag THAT’S WHAT IS UP!

Wow…this is incredible information, lol…don’t be angry, because I’m actually cutting and pasting this stuff down on notepad so I can read over it some more, hahahahaha. I’m really thankful all of you took a hand into answering my questions…and yes, please do continue. I would like to hear more.

I’m very curious as to what other Strider team’s that could possibly be decent, besides what we’ve posted. I would really like to know how Magneto would do paired with Strider…I’m sure not a whole lot…however considering he’s my best character that I can use within MvC2, I was just curious at that idea.

mag/strider/tron not bad, especially if your magz is good

BTW: Poochie is mad at you shoultz! for deleting all that Strider stuff! grrr. I was gonna keep note of it and go back to it when I start working on strider…but now it’s gone, all gone! oh well.

Yeah, if you want to restrict yourself, go ahead and believe that. Like I stated before, this is marvel, not rock, paper, scissors. Thats a game with counters, not this. This game is open ended and you must adapt, not avoid.

yeah ok :wink: lol I’m restricting myself. things beat other things and characters are obviously better than others. char’s have weaknesses which are other characters strengths and they can exploit. but you keep thinking what you think. I don’t even believe you think that, but whatever. it’s nonsense

nice try though!