shoult: what are you losing to? what team will you pick up. you should keep goin’…but I understand when something straight out beats your character/team and it’s not fun : / (sent vs. IM…le sigh)
maybe slightly vary the team to beat a certain thing out, though I’m sure you’ve tried that
hey beats, to each his own man. But i know where your comin from. In all honesty I’m not 100% decided which to pick as both cyke/doom and doom/cyke are viable. I Just feel Doom/Cyke is not strong against a sent with a good AA, while cyke/doom is. Also, a guy I play with a lot plays a mean Cyke on point, so I have a better understanding of playing him on point, though I do study a lot of doom tactics and I do play him a lot on point (sometimes i play Doom/sent/CC for fun). But that’s one match up, doom/cyke has it’s advantages and can also be very strong. I’ll fiddle with each set up a bit more.
Shoultz, I know that feeling man. I got this joke that I tell scumbag and other marvel friends that it’s “that time of the month” which is the time i rethink playing Clock’s team in general, and start fiddling with scrub/clops, Santhrax, etc. Sometimes the ninja is just too fun though man.
Hey guys, since I’m pretty much done with Marvel for a while, I was thinking of throwing out some of my old knowlege one last time. Though I kind of want to do it in a different way. I don’t have the right capture software to make a combo vid, so what I was thinking of doing is going through some of my old match footage and just adding some play by play analysis commentary in it so you guys can hear exactly what I’m thinking throughout the match. If enough people are interested, I’ll see if I can get a few matches up.
so the video probably won’t be made now but w\e. Here’s a clip that I wanted to explain.
[media=youtube]eQHZgEi6TuA[/media]
So the concept behind this is, to get chip good damage and promote a high damage 50\50 spot in the process. This setup in particular can’t be jumped. Its a tight string but the thing is, i’m fairly certain that a push block will fuck this up. @ the moment, I don’t play strider but when I came up with this, I had a concept. If there was somehow a way to do anti guard cancel dash bomb re orb strings, strider could get chip damage and the ability to do hella life EVERY time with bomb mixups. The way I see it, this is how you maximize meter. Not only do you get the chip of an average reorb rotation, but you also gain bomb mixup opportunity which is fucking hella life. If you catch someone in a setup where its block rocks for 10-15%, then you land the bomb mixup, we’re talking over 50% life during a blocked sequence back into trap.
This is only one sequence of a few. If they mashed their helper, you can manipulate the distancing @ which they come out @ with the block stun and make them eat the bomb + more orb life.
To make this work, there’s a part in doom rocks where he sucks you in and a bunch of the rocks hit. You need that momentum to set the string in motion first of all. Then its s.lp+doom, s.lk, s.mp, qcf, immediate DB+lk to throw the dog. This throws the dog + starts charge time. Once the dog recovers, you should have a charge so then you can do neutral 2p, fwd+lk\rh, cancel orbs.
Simply doing it with out the dash allows it to be jumped. The dash bomb is very crucial in the setup. By dashing right there, it means your wave orb will be as close as possible on start up and @ that distance too, you are able to manipulate the opponents positioning to get the bomb to hit in a multitude of spots.
I like the idea of posting matches where you’re explaining what you’re thinking and trying to do.
Also I see no reason to give up on any character. If you’re struggling with something, that’s when you really figure out what’s beating you, and work on getting around it
You can only otg once in both marvels. I think it’s some kind of juggle.I think the J.hk hits them right before they hit the ground and this causes them to bounce.
I’ll ask AC if this works in marvel vs Capcom 2.
Edit:I just tested the infinite and it doesn’t seem to work.
it’s cool but yeah now you got the move set the ones that actually matter are…
Used alot:
teleport
animals
bomb
Ouroboros (super, ALL DAY!)
Used somewhat:
gram (its the dragon punch special, i think tahts the name)(good range, and fast, can be good when someone trys to push block away)
ragnarok (super, very specific combos, don’t rely on it, but it has some uses)
Never use:
WALLCLIMB!
and watch a lot of vids. You will learn basic strider fast by watching vids.
hey for zeroRamus… that is a very infamous combo. What you do is right when you launch you super jump and immediately do lp, lk, lp, SLIGHT DELAY (very important), lk, hp (this is when they start falling to the ground), then HK to OTG them. From here you can normal jump, lk, lk, fp, fk, then lp, fp +doom, tiger, reactivate