ninja school

Tested all that. If done right, the assist won’t come out til after you teleport, thereby tracking Strider while Doom pins them from behind.

If they just block and call there assist, Doom will stop it unless it has an invincible start-up, in which case it’ll miss Doom and he’ll end up hitting it and the point character. You can block the assist and still be on the offensive b/c of the release of the rocks.

If they try to jump after the c.RH block stun ends, you can;

  • FP them down into the rocks and follow up.
  • Go for an air throw. Even if they tech hit, they’ll land on rocks and be set up for oroburu start ups.
  • You can double jump to avoid invincible helpers and then go for added pressure.

Worst case scenario, you’re still at the advantage.

Intuitively, I don’t go for c. HK -> Doom assist for the case I do mess up because of some small flying screen error or something isn’t input right. I think with Strider, you want to try to limit the mistakes you can make. Less fanciness, more efficiency.

All it takes is one hit for that ninja to bounce.

I prefer fanciness and efficiency at the sametime with none lacking :clapdos:

stridaaaaaaaaa

Yeah I like them assist resets you do with Strider Quicksand

some random tips I’ve picked up online:

when magneto is going up against a storm player that likes to hail a lot, a real good counter for magnus is to magento beam storm as she goes up for a hail. To some degree strider can do this as well even when drones are present iirc. Strider can hover around 70% screen from storm. Far enough to where you can still react to her if she dahes @ you but also close enough to j.gram her out of the air if shes goes up for a hail. I think its important to note that gram is 90% screen poke. It covers HUGE amount of ground relatively fast. You can try some ugly stuff like poke + drones, dog, TK gram. You’ll control the ground angle, and then the air angle with a far poke that can make contact on block. After the Tk gram, you’re still able to move. You can even use TK gram during orbs in the corner and get floating mixups if the opponent doesn’t push you. Its a just a gimmick till the opponent realizes WTF is going on.

Stirders teleports can also have a counter effect to storm going up for hails but when the opponent starts calling drones, they can hit strider right as he recovers from the teleport and the hail hits him fat. However if they call drones first, strider can teleport on reaction to storm going up and tap her out of the air with a P teleport above her.

gappy trap patterns with bombs in them can have very drastic affects on characters like cable\mando AA’s if doom hits them first. Something like activate orbs, immediate pin +meaty doom, throw bomb, high opposite side teleport. @ this point, you’ve gained your chip pattern and the bomb will be floating around the opponent. If you gap it out right here, you can hope the opponent calls their helper and it gets blown the fuck up and you can usually rejuggle into doom again for more life. If they op to NOT call their helper, it generally means you can use that bomb in a mixup for a huge amount of life on hit. Lastly, while the bomb is floating, it means the opponent is locked into “twitch guard” since there’s something to block on the screen. Dashing backwards becomes a just frame input and the opponent will have to wiff, ADB to move backwards in the air. Sometimes this trick workson invincible AA like cyke\psy but there’s so much involved in it and it has to PERFECTLY go right. Otherwise the AA’s take out the bomb a long with strider and you don’t want to be in that spot.

note: if you don’t have sentinel on your team anymore, strider\doom as a duo can still do a double orb pattern in the corner. infinite Xn, s.lp+doom, s.mp, s.fp, activate orbs, is a double activation pattern but you have to rejump. From here you can get still get great life and then @ the very end, dash into the corner for a quick reset and if the opponent blocks, you can still get a free trap pattern with an early activation since strider was in the corner when the orbs left.

s.fp, dog Xn during orbs is retarded. Earlier today, I built like 3 bars off 20% of zero. I had no bar and turned it into hella bar, its like a fucking magic trick lol. Very broke IMO. When you’re loaded, it seems to me that your bar doesn’t go down if you can manage to stay within the sweet spot of the meter building. Every time you dump a bar, you rougly get a bar back however, you don’t get your mixup on it. When you start mastering the s.fp, dog Xn meter building trap rep during orbs, you’ll see start to see the gaps in the trap as you cancel into the dog. I’ve learned in training mode that you can time orbs, cancel dog and you’ll have this pattern that will be unstoppable.

after helping create the spidey infinite, then witnessing eczangief do a rejump inf rep on sentinel with speed up wolvy, I’m pretty convinced that strider has a rejump INF in the corner. IMO, it would look something along these lines. NJing magic series, ending with j.fp, rejump magic series. I need to spend more time tweaking the hits but I THINK it works. The trick is to setup without a SJ to prevent the FS from happening that can easily be established with doom rocks in the corner. orbs hits, mash on them, orbs about to end, call doom, doom pops them up, NJ and start the INF going. I’m not claiming he has a corner INF yet but I think the hit stun is there for it. I had a gut feeling about the spidey one and I got the same feeling with strider.

c.fp for AA vs a point character, call drones, SJ variable magic series, sj.fp, drones hit, c.fp, bomb, activate. If the c.fp hits, this gives you a pretty solid mixup. After the 2nd c.fp, it will be due to an OTG hit and pop the point character slightly higher than usual. By canceling a bomb right there, you can activate orbs then teleport for a bomb mixup. All of this comes from using one of his best pokes thats pretty unbeatable if you time it right. Its kinda tricky though because you have to hld dwnbck during your FS animation and yet still get the c.fp to hit. On block, you can hit confirm and throw a bird\dog or perhaps a bomb+orbs to get something rolling.

I’ve been trying some alternate patterns as of late. Typically whenever I teleport, I like to do hi\lo or wiff hi\lo. Clock was the one who pointed me towards that set of options since he told me he was having success with it. I found that after either of them and I went low opponent blocks, chain out, teleport, some opponent would be all over me. I started messing around with teleport P, falling attacks, teleport P again. I’ve found that I can get assists to track me all weird and shit by switching apexs while having my assist out there. Sometimes it backfires but it feels like I’m more mobile. Since I was already using hi\lo and wiff hi\lo, it would be only natural to add a double hi with P teleport, hi attack, land, teleport hi attack or block. Once I feel like the opponent is moving with strider well, having multiple options can completely throw them off track. I typically just keep compounding options till the opponent gets overloaded with so many. There’s also another double hi string you can try to use if you’re willing to exploit it. P teleport, j.lk+doom, j.mk, land, j.lk instant overhead. Technically a triple hi block string that I don’t see MANY people block. Typically, most player expect strider to go low after the P teleport falling attack but from certain positions, he can instant overhead creating a double hi situation. If the opponent pushblocks, thats cool. Wiff hi\lo becomes a viable option and anti guard cancel animals can make it frustrating for the opponent.

VS sentinel, I see a lot of players just spam HSF and sometimes it’ll catch strider as he’s falling down from a P teleport. Sometimes, you don’t even know what side to block because you’re trying to go for an ambiguous teleport attack. Here, what I like to do is teleport with P above them and if sentinel tries to HSF, I double jump UP. Its the perfect timing to fall down inbetween the next HSF set and catch them in the rejump infinite which mauls the bot.

If you already didn’t know, strider can’t teleport on reaction to helpers which sucks IMO. Poor mobility in this circumstance. You can try to NJ-DJ stuff but being guard broken by mag\storm can be a bitch. SJ-Dj cancel can help you get out of helper situations but leaves strider floating for a mixup from the point, not so ideal either but it does help out here and there. You have to basically anticipate every assist call if you want to move around the helpers and speaking from the probability perspective, you won’t do that right every time. Sometimes letting the assist come out is better than keeping it from coming out. I’ve experimented with the K teleport and it can put the assist to your back rather quick during orbs if you bait it out. It also looks like it can pick sentinel out of the sky if he’s trying to float on you but won’t work from certain angles.

Damn, yet again a beastly post that makes me want to get that deep into a character. It’s crazy how technical the momentum-based teams have to get, and how its the intentional gaps in patterns that keep them effective. So much to think about. Your approach to S/D has been a big help as I work towards Wolvie/Doom as a trap duo, especially when it comes to crafting practical setups as building blocks for further hijinks.

Question: I saw clockw0rk do some sort of a infinite on a sentinel. How do you Striders infinite? I assume it works with all the big guys but what is the combination.

I will get the video later to show you guys.

[normal jump upforward j.LK,j.MK,j.HP,j.HK] . You can throw in a MP after or LP before the LK. This only works on sentinel as far as I know

Alright man awesome. Thanks so much.

i know this topic has been beaten to death already and discussed at length in previous threads, but really:

is there any way for sent doom to deal with refly sent/cyclops who knows how to stop you from guard cancelling, aside from avoiding that position altogether?

one CH is all it takes for sent cyke to get and mantain superior position and stomp the crap out of you. maybe i’m missin something, but it seems that there is nothing reliable sent doom can do to make it out of here.

i’ve tried guard cancelling at different spots, not guard cancelling, guard cancelling into dash forward, mashing jump jab… if the sent cyke is good at spotting how you’re trying to get out and can apply refly pressure, what can you really do?

any advice/insight would be great. snakeshot, i’ve seen you deal with this matchup on numerous occasions and read your advice in prevoius forums and it’s helped. but now my concern is with not the matchup itself, but this specific situation where sent doom is gettin pinned by smart reflying sent cyke

The biggest thing to remember is just to be patient. There’s no set way to get out of it, but I know of NO ONE that can keep the stomp patterns coming perfectly, without making a mistake, especially if you’re pushblocking at seemingly random times.

Just weather the storm til you see/create an opening. Remember Sentinel/Cyc is NOT going to chip you to death THAT quickly. In fact, ONE stomp pattern from you with a good calling of Doom should cover like 4 or 5 from them.

one of my favorite tricks in this fight is to build 1 meter and pick @ cyclops AA with small pokes from sent. S.lp here, c.fp there, s.rh sjc block etc… If you can do this with a relatively healthy sentinel they will undoubtedly call cyclops @ some point. All you have to do is DHC on him and let strider drop 80% to him really fast. @ this point, you’re fighting vs a healthy sentinel\storm with a fucked up cyclops. 20% isn’t much for cyke to live off of, a simple punish from sent\doom or strider on point should kill him off. The opponent has to start respecting assist calls and actually start playing properly. So if you get your sentinel out early, you can use your drones vs other sentinel and do strider stuff to him.

The trickiest part in this game plan is fighting sentinel with no bar for a while. However if you can manage to get back to 1 meter, you should be set for the rest of the fight. Typically, you should hover around 1 meter once strider is in. This will allow for a snap if you get a hit on either storm\sent.

I also like BHK’s advice. 1 sent\doom stomp pattern = 4-5 sent\cyke stomp patterns. If you eat a few but then trade back 1, its actually a tie even though your pressure isn’t the same. I never thought of it like that before. With that sate of mind present, being patient shouldn’t be a problem.

This fight is still retarded hard though.

cleaning up my game and I figured out a few tricks.

Perfect teleports wall climbs are certainly a problem for everyone. It sucks getting stuck on the wall. The input for the wall climb is dwn, dwnbck, bck. The input for the teleport is bck, dwn, dwnbck.

What most people tend do on the srk is this, bck, dwn, dwnbck,** BCK** That last little extra roll is forcing the game to choose between 2 inputs. Basically, you’ve inputted 2 specials @ once. You have inputted an reverse srk and a wall climb in the same combination. What ends up happening is that mvc2 chooses the wall climb over the teleport, move priority.

If you end your teleport in the dwnbck position 100% of the time, you will never get a wall climb unless you do bck, dwn, dwnbck, bck, dwnbck if you keep your inputs nice and crisp, I doubt you will have a problem.

I posted this maybe a page or 2 back. This is just a more detailed version of it. With this in place, there is no reason to honestly get a wall climb anymore.

dog\bird cancel grab instead of orbs The problem with this input is due to the animals input overlapping the early cancel period for the super. When you do this input too fast, a grab super happens. The reason for this is pretty simple. When you throw an animal, you end with a fwd input. Within a certain amount of frames, the game remembers this fwd input. If you cancel orbs in the frame window where the games remembers the animial input, it will always buffer a grab. No trick I’ve tried to date has allowed me to animal, cancel orbs as fast as possible.

When strider throws an animal, he says something like KO TAI. The phrase is not important but rather the “tai” part. I believe that if you cancel on or before when strider says “ko”, it will be a grab super. Associate the “ko” as the buffer window in which the animals input over laps striders orbs and he does a grab super. Always cancel on the “tai” part since the window to cancel seems to be in this general area. You can probably cancel slightly faster on the “tai” but not much.

I remember clockw0rk saying that if you use HCF for the Ouroboros input you should not get Ragnarok

this is not true and can be easily tested in training mode. Throw a dog, do a HCF as fast as possible and you will always get a grab super. You can even throw a dog, 360 pp and still get a grab super.

what clock was probably doing on accident was this IMO. By doing HCF @ a specific rhythm, he was naturally canceling into the window where the animal is no longer gonna buffer the fwd.

Try it out in training mode. I sat there and tried dog, hcf as fast as possible and could get ragnarok 10 out of 10.

I just let my stick go to neutral real fast. You guys still playing Strider?

even the neutral input still gives you a grab super.

dog, neutral, qcf+pp as fast as possible will give you a grab super.

simply put, there is a window period where you don’t want to activate simply because you will always get a grab super regardless of what trick you try.

going to neutral, or clocks HCF are just rhythm based methods to activate after the buffer window has passed. The only way to guarantee orbs over grab super is to simply wait then activate. Everyone has some type of waiting method but IMO, those are guesses. The actual sound cue on striders animal seems to be reliable indicator for the cancel period.

03-13-10

did 2 reps of a strider infinite midscreen today!!! I hope I can get 40 hits out of this bad boy!!!

its not a ridiculous setup or anything and you can easily set it up off doom. Also, it looks like you will be able to do instant overhead during orbs, s.lp, s.mp during orbs to keep them @ that juggle height, orbs end, infinite. It also seems that if you mess up 1 rep of the infinite, strider can save himself which is a bonus not to mention there seems to be TONS of resets that look ambiguous as fuck.

strineto is in the building?!?

probably getting a bit ahead of myself but I’ve been thinking about how to do this for yearssssssssssssssss.

back to da lab!

I post this in the team help thread, but it didn’t help. Are Rouge/Strider/Doom or Rouge/Strider/Tron decent teams? I’m trying to train my Rouge and Strider for hopeful tournament level play.

And would it be good, or possible to launch then teleport into an air combo or reset? Does it count as a normal jump or a super jump?