:nunchuck:
I got a better idea for a strider hread. How bout we just post up w\e we want about anything strider related. That way no one is arguing about whats better or worse since its not a debate. It’ll all be directly related to helping strider get better. Questions are of course welcome but don’t expect much since all the strider players kinda hord strider secrets to themselves. Gotta keep somethings to stay original.
I wrote some basic-entry advance stuff in the shoryuken wiki not too long ago so there are some strider things noobies can look into and get started. Its nothing mind blowing. Just some VERY basic things that most s\d players know about already. One day I hope to make a tut video of s\d explaining a lot of things.
some advanced strider things.
orb sequences***
when you throw the rings, you can basically control them @ will. Every time you tap the button you’ll be able too throw rings depending on where the machines are @.
The perfect block stun orb sequence imo is 3 and 7o’clock and between. imo, 4-5 o’clock will work well as well as variations of 6o’clock. Imagine the rings as a clock around strider and thats how you’ll know which rings I’m talking about. You want to teleport as these make contact. Some patterns of strider rings aren’t guaranteed block stun. So if your opponent is drilling the assist button and you teleport @ the wrong patttern, you will get hit. You want to teleport on the proper patterns to get a free pin OR the complete opposite. Use your opponents mashing against him. Use the broken up patterns to let the assist come out and time your teleport so its on that assist as it comes out onto the screen for easy assist punish stuff.
Sometimes when you mash rings, you can get 3 of them to come out per tap. Usually, when you time it out, only till happen per hit but if you mash you can get up to 3-4. Kaising brought up an excellent theory of how that works. I think he said that when the machines are positioned around 12-6 and 3-9 these positions force multiple rings to come out. Again, its just a theory until its proven. I haven’t gotten around to test it.
There is a way to break up orb timing to force a cross up. What you want to do is throw some rings to create a pin. Then you throw some rings that are broken up. What you want to do is create enough of a break up that a telelport will land put you on the opposite side of your opponent, a cross up, before said ring\s make it to the opponent. A very great trick when mastered. You can hit people w\it for quite a while before they figure out whats going on.
walk off time***
In the past I brought this up frequently. Its essential to strider’s trap game because this is how you base what pattern you need to maintain stun.
Walk off time is basically is the amount of time it takes for your machines to walk off the screen once they leave strider. This is based upon screen positioning and certain specials.
I don’t think I’ve mentioned before that certain specials will speed up the walk off time of the machines before. What you do is make sure a special is in animation as orbs ends I think. From what i’ve tested, this works pretty good with air qcf+lp\lk and TK air dp’s. Sometimes the animals and randomness played a factor. You can do basic ground chains sometimes to get a reorb and the machines will walk off @ a different speed. I haven’t quite figured it out yet but I can create some scenarios where I can control the speed.
Its pretty easy to see this by doing air qcf+lp. What you do is make sure the orbs leave strider as he descends down. When you land, watch the speed of the machines as they walk off. Its considerably faster.
IMO, if this is figured out, it will put strider somewhere else. When you can control the walk off speed of the machines, he’ll be able to chain less and work more options.
ok, aside from the walk off speed there a few more things to understand. Whenever I trap someone and I need to retrap, I look @ a few things. First I look @ where I am on the screen. I kinda trained myself to realize how long I need to chain in order to reorb properly. Based on how long it takes before I can reorb determines my chain. I the chain to last x amount of seconds so I can reorb. The next thing I look for is how much time exactly I have left so I can get ready to set it up.
After that, a few things can happen. Say you dash in s.lp+doom, orbs start to walk off, s.mp, and your opponent push blocks strider. Doom is making contact w\ his first rotation, doom has 2 rotations to his AA. When the push block happens in this scenario, it creates a screen shift which lengthens the horizontal screen and makes my retrap longer based upon from where they left me orginally. You have to take this factor into account for a retrap process. A slight trick you can do to force quicker walk off time is create a screen shift with a teleport that will put on the opposite side of the way the machines are walking off. That way if a push block occurs, it will allow you to orb that much faster.
split orbs
I don’t think one player can take credit for this seeing how strider players have been doing it on accident for quite some time. If you teleport, dash under, or jump over your opponent as orbs end, they will walk off in 2 different directions. If you’re not exactly midscreen when this happens, one of the machines will walk off faster than the other naturally. Even though 1 machine is still left on the screen, strider can activate immediately.
Kaising has reported that the way to do this is to teleport in the wordage of striders orbs in the “m” in the time meter. I’m not 100% sure if that it was it so correct me if I’m wrong. The dash under and jump versions that cause the same split aren’t tested yet.
A great trick to put this of someone use is that if you cause a split orb, always try to activate off an animal, cancel super. Say you did the split on accident or felt that you timed it wrong, when you do the super input and you fucked up the trick, you will get a qcf+fp. Which is a horrible move on block because it has shitty recovery. By doing an animal first and cancelling out, you side step this problem naturally. Unless you’re confident in the split setup, I recommend doing it this way.
more tomorrow. I’ll try to keep it lively for the veterans who already know these things.