Having Strider as the point is the best way to go with any team. Im assuming you have Rogue anti-air? Thats good, and offers a lot of mixup. Rogue is better with assist that she can benefit from, like proj assist (Sent,Storm,Tron,etc.) or anti-air (Capcom,Cyclops,etc.) Strider and Doom’s assist are kinda usless, because Strider’s assist have poor startup time, and Doom “scatters” any combo strings. You can connect, but its so wild and tacky (IMO). So, I think replacing her with Tron for more damage and better chip damage with Doom. Im thinking you pick her for sugar DHC ouroboros? Thats cool, but you may rely on that too much in a match. And the aerial teleport allows for mixup, but its a normal jump which only allows for a dbljump combo which doesnt reset. Try Rogue/Storm/Tron, two aggressors with one badass assist. That team has some nice mixup and crossups, practice with that team in training. For Strider, I would play Strider/Cyclops/Doom. Good rushdown defense from both Cyclops & Doom for protecting Strider, and Strider/Cyclops chip damage with Doom assist. Just my opinion though, you can find all kinds of combinations that fit for you…
I need to train both Rouge and Strider. So if you can give me another team with both Rouge and Strider, that would be cool. Thanks.
P.S I thought I invented Strider/Cyclops/Doom lol damn.
Well, if you insist on using that combination, you might as well add Doom to that team as the 3rd. Being honest, just work on Rogue strategy (like air dash, when to try grabs, air combos.) Just practicing on basic/advanced stuff will make you better, its a fact. Strider of course, needs a bit more practice than Rogue, because most of his skill and effectiveness revolves around uroboros & teleport. Work on perfecting teleport, its highly useful combined with either assist (Doom) or uroboros. Dbljump aerial combos, mixup w/Doom, and even his g-break xx ragnarok. Yeah, if timed right, you can do hk bird to g-break, and then perform ragnarok on incoming opponents. Being that most likely your opponent will be a fellow low-tier player, more than likely they dont have characters that can airdash (keep that in mind). Or try Strider/Rogue/Gambit, thats a pretty decent team. The order starts with Strider, but go to training mode and work on DHC’s. For example, you can do sugar DHC’n royal flush DHC’n uroboros. Or you can DHC’n ragnarok as the final, THC is pretty cool nice overall damage. Strider/Doom is maybe the permanent combination, because it just helps Strider out so damn much. You can add Spiral either groundtype or proj (which has the same chip priority of Doom) I use both but I like the groundtype a bit more because of the mixup and crossup while Spiral’s punches are connecting. Try the basic ground combo with Strider, with Spiral groundtype.
Basic Combo String
lp,lk,mp,mk. Now, combine that with Spiral groundtype for 10 hits. While Spiral is connecting, you can do several things for continuing the string.
Option 1. While Spiral is connecting, input uroboros.
Option 2. While Spiral is connecting, teleport to crossup and quickly, QUICKLY input uroboros. Good strategy, I do this often.
Option 3 lp,lk,mp,mk, Spiral, lp,cr.lk,cr.mk,cr.hp then crossup and repeat combo w/Spiral xx uroboros. Good shit man, good shit.
Option 4. lp,lk,mp,mk, Spiral, uroboros. With this one, you have to jab around until the bar is almost gone, then launch the opponent and dbljump crossup w/Spiral again. Call assist while youre dbljumping and come down and go for aerial combo, the key here is to manage the assist limit so you can call Spiral out again before the opponent has fully recovered. Most of the time they will dizzy out after that beat down though. With Spiral, you can add her chip tactics with Doom as well so you have a nice chip team with Spiral speedups, powerups, and her level 3. Spiral is a good player to play with, practice with this maniac!!!
I would try Storm/Rogue/Strider to be honest. When Strider/Rogue come out, Storm is the best assist for both of them. Storm keeps the pressure on pretty thick and you have the ability to come back anytime. While it’s not awesome as having an AA, just learn to play without one and block.
Rogue/Strider/Tron is the way I would go but some would prefer Rogue/Strider/Doom
Thanks to both of you. 9revolta and Tam
I use IM in a similar yet less scaled way. Stider s.fp or s.fk + IM AAA xx activate orbs… n.jump orb, orb, j.fk, df+lk and orb, orb while doing it… repeat from n.jump… as you come down again orbs are ending, relaunch… can finish around 80 dmg or go for a reset.
Throw reset into IM… striders air throw is prefect for creating a relaunch when you throw into IM AAA… easy to create also off of a launch… i.e. launch, pause, n.jump up/fwd, call IM AAA, airthrow…
thats a decent team!!! that shit is asssss. Someone needs to teach you a little something about team chemistry.
The tools rogue needs to be effective isn’t on s\d. She just doesn’t flow with the team @ all. If you really wanted to play rogue\strider, I’d put tron on it over doom. Tron gives some help to rogue but strider suffers. Put rogue with s\d and now s\d is the one suffering. Its just not a good fit no matter how you spin it.
since you’re using a hit confirm into IM, this one will do more damage.
s.lp+IM AA, s.mp, s.fp, bomb cancel, orb cancel, bomb hits, jupfwd and catch them in air born juggle, s.lp, s.mp when orbs are going tag IM. With some slight modification to the setup, its possible that you can get 2 bombs to combo before you start doing the rejump stuff.
Pretty much any time you hit orbs with strider and you have IM, I think the best option is to tag. Easy ass infinite, builds bar, takes the opponent to the corner, free guard break, more bar etc… The tag cancel during orbs when the opponent is juggled mid air is kinda tricky but it works from full screen with the proper timing of the orbs.
awesome I’ll have to try that altered IM setup.
I love the free tag into IM inf…
I also play psy with those two and use her similarly sometimes… orbs… tag in… dash, launch, air combo to butterflies… DHC back to orbs and catch em on the way down. Free repeat and since both do a ton of hits… scaling doesn’t even matter.
Clock’s launch, teleport -> throw, also works well with IM assist and creates a free orb juggle… as well as the ghetto version I mentioned above.
launch teleport throw is ok but analyze the entire situation.
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if you throw them, big combo.
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if they tech hit, you’re left in a bad spacing situation. All though you’re full screen, you surrender all momentum you once had and you have to reclaim it through a mind game.
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the counter to the tech throw would be to mash a normal. I believe that strider doesn’t win all these situations and if strider mashes throw, he runs the risk of being thrown himself from the opponent. Thats character dependent though as some characters have a bigger throw range than others as well as different normal startup times and priority. You’re basically gambling the round on a mash. It works sometimes and you’ll love it, then it turns right around and you’ll get destroyed on it next time.
yea it’s like most throw resets that way… but wtver they destroy you with when it fails… wont look half as slick as it does when it connects…lol
As a low tier guy tho… I love throw resets and am really used to using them so I’m willing to take the risk. If it was for money or something… maybe not… but I probably wouldn’t be playing strider.
Tho with IM often they tech strait into his assist and if they manage to block that you can go for a gb or at least try to reposition. Not gonna be 100% but not bad. Very similar to the sabretooth team I play that works the same strat using IM AAA. People rarely tech and escape all the way.
I noticed how you ignored ALL OF THAT IMPORTANT STUFF I MENTIONED WITH STRIDER, to simply complain about my thoughts on someone else’s team options. Thats not what I would advise, its just chit-chat. You suck, youre avatar is a perfect description of your personality…ANNOYING!!!. And then have the nerve to say “no ego, just play”? Use your own advice spongebob.
Uhh…no Strider has a dbljump after aerial teleport. You can dbljump if you feel uneasy about positioning, the same if they tech out of the throw. If they tech out, you can just dbljump backwards to evade any attack. Even Cable wouldnt be able to do ahvb because Strider can quickly recover from the throw attempt. And that means you have regained a solid situation as far as spacing and positioning. Being at a distance is the best bet for Strider until he activates uroboros. Once youve tried the throw and they have techd out, you can just go back to what got you to that point…execution.
Jesus Christ man. Take that shit to the PM man. Don’t start a word battle over this thread. It’s too good to be closed. PM your hate comments. You too Shoultzula.
And I’m not able to get to the system for a while, so can you launch, teleport up and do an aircombo? Or is that just one of many of Strider’s resets?
I want to post videos of my strider/tron lol where’s striderzer0? post 'em up! even if i’m losing if you have them still haha
Ha, I know…sometimes you gotta let em know youre still alive. But when you teleport to air and do a combo, its a aircombo. But of course there arent gonna be as many hits as the traditional aerial combo with sj. Like if you cr.lp, cr.hp, teleport lk,lp, etc. thats gonna be a air combo but there arent gonna be that many hits.
You can’t double jump or anything else with the teleport scenario. There isn’t time. It’s teleport and immediately mash throw. The ghetto launcher version which isn’t the ghetto in terms of its ability to work… the double jump is worthless. Launcher takes enough recover time that if you hold up+fwd and call assist while mashing throw soon as you leave your feet… you just barely grab in time.
Double jumping to recover and maintain position is gonna be a thought… but to actually maintain position you need more. Staying back and being safe isn’t the same as maintaining position. At that point you gotta work your way past mando/psy again… force ANOTHER opening. If the alternative to it all was call doom and activate orbs then teleport… then you are giving up a LOT of positioning and guaranteed chip dmg to go for it.
I still do… but I can easily see why someone might not.
Cee Dizzy -> Nah… you can launch, teleport, airthrow… the combo isn’t gonna work unless they are picking their nose instead of blocking. Use Doom or IM AAA… call it just before you grab… you’ll see.
I think he’s talking about the position if you teleport too late to get the throw on. IF that’s the case, double jump+assist is a good option to use. Another scenario that happens a lot is…
Strider/Doom vs Mag/Psy
Strider teleports too late and Mag reaches the floor quicker than Strider can get there. Mag will toss Psylocke and if you block bam, he gets the chance to mix it up to toss you, hit you over the head or in the shins. But if you double jump up, back, or forward, and assist… you get Psylocke and Mag blocking (or he’ll SJ you to kick you but you can lk his face).
It sounds ok as a fail safe but you’d still lose your position on the offense. If your running s/d then the main goal above all things is for that to never happen.
I go for that setup just b/c it’s fun and 99.9% of the time I’m playing for fun… but I can see why you wouldn’t in tourney play or if you where playing for cash.
I shouldve clarified what I meant…
You cant actually combine the teleport from the previous launch, but you can catch the opponent off-guard and perform a air combo of your choice with a quick lk or lp startup. Most of the time the opponent is prepn to land and get back to their usual, and they may not defend when coming down from the launch. You can dbljump after the teleport, which can be useful for evading certain counter attacks. Against Psylocke or Capcom its still good because when you dbljump you still have airblock properties. If you whiff on a airthrow and the opponent lands and calls out Psylocke or Caps, you can still defend either normal jump or dbljump. On the flip, if you dbljump and do a move, you lose block, in which Psylocke or Caps can connect with their assist. Positioning against a team with Psylocke or Caps is vital. Against those teams, you want to keep Strider at a distance and pick apart the team with uroboros w/Doom chip damage. Strider is too weak and a couple of Caps combinations will damn near kill Strider. Work in and out, but you can teleport with Doom coverage of course but too much teleporting can only lead to blasted Strider from Caps assist counter.