I see, well hopefully I will soon get the instinct to know bird or panther. Thanks though!
I found that when you c. LK -> s. LP, it’s much easier for the opponent to block and gives them a lot of room to think about how else to mess you up.
c. LK -> fly is fast and nasty. I know when I see myself hit c. LK, I feel my fingers move toward s. LP so I can RP -> HSF but otherwise I see myself losing matches fast with c. LK -> s. LP
I know it sounds weird but it’s a gut feeling. I think it’s because they know you’re either going to HSF or fly right after s. LP that you can’t do much about it. Of course if you’re going for a trap, it may be better to s. LP so the rocks can connect easier.
s. HK -> fly is also pretty nasty lol
And against Cable, after an air combo I will usually super jump for safety if he came out of flying screen. You never know when they’ll get in a lucky assist and pop an AHVB in your face.
Qu1cksand you going to warzone? someone should tape me using Tron!
here’s a question: how does strider/doom deal with a zoning sent/AA without the use of sent drones?
oftentimes, sent/doom gets earfed early on and stri/doom is left to fight sent/AA, which is tough because IMHO drones are the absolute best way to stop sent from constantly spit checking and ch’ing strider. Sent has to either fly over them, leaving strider room to activate, or block them, which provides the same results
but if strider doesn’t have drones, it seems that a lot of his options to bring down sent can be easily nullified if the sent knows what he’s doing, and while strider can still activate, it’s hard for him to do so without taking a nasty trade or CH from something
animals dont really work, for sent can fly mid screen so the birds can swoop under him, and his low lasers take out any tigers on the ground. to top it off, strider and doom assist can potentially take a bad trade from sent’s lasers and/ or hsf anytime he attempts to throw an animal
strider also can’t warp through lasers. if sent leaves him space to do so, all sent has to do to counter a warp is fly to the side of the screen that strider warped from and drop AAA to punish or pin, and even if he doesn’t, strider is back to square one @ full screen distance. if he chooses to sj out, sentinel can do the same thing
if he attempts to raw activate, he has to trade with a quick c. hp which counteracts damage he can do via trap reps
wall jump + assist is ok, but i find it leaves too much time for sent to react to strider and counter the angle with a fly back hp or AAA call
doom doesn’t work that well here, as stomp patterns/ lasers/ psy/cable/cyke beat him out and it’s very hard for strider to get a clean pin
it seems to be the best options in a situation where sent is pressuring strider would be
to jump up fwd + doom while blocking, shielding doom’s head from CH so that strider can get a pin + activate
or dropping doom, letting sent counter call the AA in flight mode and then activating ouro without risk of being lasered
even so, these option trees can be countered too. strider just needs to get close to sent to get things started, but it seems that without the safety of drones he is going to get whittled down a lot before he does
does anyone have any ideas, advice, or insight regarding how to deal with this situation?
If you can’t teleport, or wall jump then double jump to your opponent, try doing SJ, immediate DJ cancel to get close and do this cancel @ multiple heights. You can’t be guard broken in this state easily and you can close distance with another angle.
if you need to get an activation off, striders satellite sonic boom will trade with a laser and allow you to activate for free. If sentinel tries to do HSF right after that he’s dead. First thing I usually do when I’m up against sentinel\AA with just s\d, I go activate my satellite before I try to start moving on. Once you have it floating around you, you can play a little till you op to use it with an orb sequence. Make sure you have this with you. If you throw it out to trade with a spit and orb, make sure you get it back again for free during orbs.
I’ve actually learned a trick in dealing with invincible helpers. I won’t give it out but I’ll tell you what it does. Even if you call doom on the screen, you can make the opponents helpers track strider away from your doom so he’s constantly floating out there. Pretty sneak trick IMO.
It only takes one good assist punish with strider to turn the game around. If you’re having trouble with invincible AA’s, bait them out and hurt the fuck out of them in 1 setup. I can usually get anywhere from 50% to 100% life off 1 bar. Establish the fear of assist punish heavily and work the mind game.
I know its not much but it’ll help a little. Its tough fighting like that. Maybe clock can chime in with some better pointers because I have trouble with that match up sometimes to.
No I wish! I already had plans labor day weekend! It would be better if west coast warzone was on some random summer weekend when people are not getting ready for school or are done with summer vacation…
Good wisdom and advice regarding the orb! I’ve actually beat some really good people using the orb concept! lol
Against Sent/AA, I just try dash in or jump in to get my stuff rolling. Most of the time, I do this while blocking, I don’t press any buttons or try to do anything too fancy.
Really walking in against Sentinel will pressure him to walk up on you and try to do some silly mix ups, counter call and it’s a wrap.
What I love to do is when I catch their assist and they’re pushing me back, I wave dash in and c. HP so assist is popped up, do it again and teleport with Tron on same side I teleported with orbs in hand
It gets real nasty real fast.
This entire thread is worth its word count in gold. I’m going back to the ninja to see if I can pull of the crazy stuff in this thread. Keep up the great work guys.
The whole marvel scene needs more Strider players in general IMHO.
-EX
what are you guys using to punish tag ins?
launch into magic series is good when it sends them to the corner because that’s guaranteed trap pressure in the corner
but recently i’ve been looking for ways to do heavy dmg anywhere on the screen to a character for a reckless tag
so far the most damaging thing i’ve found has been standing jab st fierceXX legion DHC to HSF but this requires that the order be strider/sent/doom. uses up two bars also.
magic series drones ragnarok is okay.
you guys got anything else?
If you have three bars and the setup is doom/strider/sentinel you can kill a whole character in one combo with the exception of big characters like sentinel but you can have any character either dead or in danger of death.
After they tag in a character and assuming you blocked with doom:
- Launch w/fp lk lk fp cancel into the photon rays super dhc into striders ragnarock super (the canceling part is similar in timing to storms lighting super canceled into sentinel’s drones super).
- Then from the ragnarock super dhc into sentinel drones (after strider does his hits from the ragnarock super the opponent always flys upward and then downward. However, you cancel the super once the body is changing from the upwards direction to the downwards direction into sentinels drones super.
- Finally, you dash fk launch with sentinel do any combo you like but finish with the rocket punch. Note this can be done anywhere on the screen. However, it does even more in or near the corner.
The hardest part of this combo is getting used to timing the ragnarock dhc into HSF! I can do this combo 95% of the time with out fail if I have three bars and the proper setup!
if you see them tag, you can counter with tag into sentinel. Then you can do s.rh+doom, SJ.lp, ff.lp, rp, f.lk, f.fp into doom rocks, unfly, fly, f.lk, f.RP, f.lk, f.upfwdRP.
with strider on point it might be a double orb combo for max life. Depends on the assist sometimes though. Like if they have mando or IM AA I’ll get as much screen as possible to slam them into the corner and get easy pressure since doom will pretty much stuff all their attempts @ mashing helpers.
iirc, strider\drones might have some type of beefy combo that involves a SJ, DJ cancel. I think you might be able to get 4 fierces to combo into a setup. I gotta try that later.
ragnarok into HSF is very good life like quicksand said. I like that setup.
you can also snap the character that tagged back in if that character is low on life OR snap an assist that has a hard time with strider and get some bar, then force them to DHC and waste theirs.
If you’re on the further side of the screen when they switch you can launch + Sent-y, sj.lp, sj.lk, sj.FP (into drones) forced dash in Launch, magic series, dj into another magic series ending in a fierce. After this forced dash you can c.RH+Doom on their wake-up to a high teleport behind them. No matter what they do they’ll be stuck for damage and chip + an activation.
stop giving away my secrets…dayumm! lol
Wasn’t I the one that showed you this?? LOL
Only the combo into drones part but the rest i got from watching clock himself lol
Erm…no? I also showed you how the later part would throw of even the invincible assists.
btw THIS CLASS I’M IN RIGHT NOW IS BORING!
hey should we show the assist infinite I showed you to these fellow strider users?
Well you came up with that one so go ahead but I’ll post the video of me doing that to someone here in the future…lol
hahahahaha I’ll just let them see it then!
…assuming you catch someone b4 I do…
actually I am pretty sure they can block your c. rh, call aa during your recovery+ mount offense (like jump forward to avoid your teleport) or they can jump backwards + tech air throw attempt out of teleport.