I have a few of you asking me for this, and clock gave me the ok to post it again, so i will.
Originally posted Friday, July 13, 2007, by Clockw0rk
yeah I don’t mean to be preachy, but I’m in a postingaboutmarvel mood heh. Theme is “what youre doing rather than how youre doing it”. It’s all my opinion, feel free to post/flame
rambling incoming
Maybe I’m wrong… but it seems like alot of Strider players still don’t know how to go from ouro to ouro >>inescapable<<. While your goal with Strider shouldn’t really be trying to do that all the time, it’s definitely a staple to Strider/Doom imo. I always get hella ppl asking me “what buttons do I press” or “what string do I use” to trap from ouro to ouro. It’s really the wrong way of looking at things. Rather than focusing on what buttons you’re pressing or setups you’re using, you needa focus on what you’re actually doing, and this applies to almost all things “advanced” in Marvel with any given team, combo, situation. So for example, when it comes to ouro traps, whatever worked for you to get from one ouro to another (worked as in it was impossible for your opponent to escape) in any given situation, it won’t necessarily work in another situation depending on character position, opponent position, position relative to corners, SCREEN position, meter, character specific heights/weights/lengths, timing, assists, and so forth. Or maybe said pattern woulda worked but something else woulda been better given the “what you’re actually doing”… like building more meter or getting in a better position. BUT, if you understand what you’re actually doing as far as that trap goes, you’ll be ready to adapt and trap (or not trap) in ANY situation that arises.
So I guess in this case, if you’re going for ouro to ouro inescapable trap (note inescapable doesn’t necessarily mean 100% blockstun), what you’re trying to do is optimize blockstun. In any fighting game, it’s hella important to know how much blockstun any given thing does whether is be to keep your momentum going or knowing when your opponent’s momentum has a hole in it among other things. But since a large part of Strider/Doom revolves around blockstun, its fucking paramount to know exactly how much stun a bird or tiger is gonna do, how much stun a jab or short is gonna do, strongs and fwds, fierces and rhs, ALL PHASES OF DOOM ASSIST, ouro satellite things, and rings - and don’t forget about pushblocking/guard cancelling. So in a more practical sense, a good trap is gonna be optimally timed so that the end of one move’s blockstun is gonna lead straight into another move’s blockstun. So for example, as soon as blockstun from st fierce ends, rocks take over; as soon as rocks end, tiger comes; as soon as animal stun ends, rings take over. And like I said before, it’s not always gonna be like that. Under different circumstances, maybe you won’t be in a good position to throw animal (since it travels from off the screen rather than from Strider). Or maybe Doom drops in in such a way that the rocks will stun differently. Point is, if you learn what you’re doing rather than what you’re pressing, you’ll become more solid all around.
Another thing to add to the blockstun thing is that once you get used to it, you’ll be able (if you aren’t already) to feel when an assist is gonna come out. Marvel rewards quick thinking and foresight, and Strider/Doom is no exception. If you know that whatever you’re about to do during or after your ouro is gonna leave a blockstun gap wide enough for an assist to come out, plan accordingly lest you eat Psylocke in the face into double snap. Obviously you can use this to your advantage, which I’m sure shoutz or someone else has already gone over.
It’s kinda like a thing I read that mopreme once wrote about 3s Ken… something about wakeup super being a waste of meter, EVEN IF IT CONNECTS. The “doing” is stopping the opponent’s momentum/pace control, and the “going about doing it” is the wakeup super. While the wakeup super did indeed damage your opponent, the “doing” side of things could have been achieved by other means (like a wakeup dp), and then you’d still have the meter at your disposal. anyway i hope thats what he meant, coz thats what i got from it heh. I suppose a parallel to that would be: Invincibility and being in control is the “doing” and the “go about doing it” is the Ouro. For the most part you can activate ouro anytime you want, but just because you have means and meter doesn’t always make it the best option. Why activate in a situation where you’re already in control or don’t need that invincibility?
So, I guess the point is to try and think about things on a higher level. While trapping, what you’re trying to do is optimize blockstun - the way you go about doing it is gonna be different all the time depending on the situation, so figure out what works for you in any given situation. Or Doom photons - it’s space control, controlling the space between the topmost and bottommost photons. I don’t mean to be corny, but maybe that “formless” state that Sun Tzu talks about is the same thing haha. And yeah like I said before, this kinda stuff applies to all of marvel, team to team, and especially execution… but I guess I’ll save that for another post.
maybe more later
Clockw0rk