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.