ninja school

For IM/WM that could allow a bit swifter input to do different assist setups otherwise impossible while unflying… if it works well for them. Or it could maybe give doom an actual fly combo option or something… who knows.

Side question… is this DC or new marvel?

both

nj\sj satellite

so quite some time ago, I posted up how to do this. The way I posted was very complicated and it had an accidental buffer in it. Originally, this was my input for it.

once you have the satellite, bck to get the change, dwnbck, dwn, dwnfwd, fwd, upfwd+P. If you do it right and fast, its a sj version. A slow version will do the NJ satellite. When you time this wrong you get air qcf+lp which = death if you do it on accident.
**
The new input I learned today.**

For NJ immediate satellite, once you have the satellite, back, upfwd+p or dwnbck, upfwd+p. Mad simple! Pretty effective as well. This particular special has a unique property. Even if you NJ, then do this special in the air, you still obtain extra action. You can attack in a float state, DJ, call helper block, anything.

For the SJ variation there are 2 versions:

once you have the satellite, bck store charge, dwncbk+upfwd

once you have the satellite, dwnbck store chage, bck, dwnbck, upfwd

the 2nd one is a crouch TK satellite.


whats going on here is that the jupfwd is triggering a jump+sonic boom in one input. IMO, by using it this way, this projectile now can be done safely so who knows what kind of practical applications in may have.

I think it might lead to some glitches because of the way you can trigger it.

note*strider can throw a bomb with jupfwd+K. This leads to an option select for the bomb. If you do it properly, you get the bomb. Fuck it up and you get a jupfwd+k which can be turned into DJ to gain action in the air once more. Again if used properly in certain situations, I think this may be of use.

more satellite stuff

few more things I figured out last night. I had an urge to just keep fucking with it for a while.

you can throw the satellite with a 2p to dash fwd, upfwd+p. This will dash then jupfwd and throw the projectile.

say you have the satellite already. Strider can do jup attack, throw satellite. In most cases, a character is fucked right here because you did a special in NJ. However once strider throws it, he can double jump and gain his action back.

no glitches just yet. I’ve been trying to fuck the game up with several input tricks but nothing works so far.

dwnbck to store charge, jupfwd+p to throw satellite in the air, falling attack+drones, kara cancel the dive fp\rh or gram. Its just a small zone pattern.

say strider gets a counter hit s.fp. I see some people follow up with animals here however, the opponent can jump these. If you throw a satellite after s.fp, you can layer drones\doom w\o the opponent being able to jump.

The speed on the satellite is ridiculous, its incredibly fast however its recovery isn’t so good. I’m not quite sure what to think about it just yet. With the jumping satellite tricks, strider gets these float stall options which he can still call his helper. So far, it looks like this trick can be utilized within striders zone game all though, I haven’t ironed out the counter options yet to this.


sent\strider

It looks like with strider bird assist, sentinel has a FF pan into bird RP. Similar the FF into mando or FF into mag beam.

sj.lk CH, fly, fast fly lk+strider bird, unfly, refly, f.lk, delay, f.fp, RP.

I believe this combo from full screen midscreen will work @ any height. All though confirming this is rather difficult because you need to refly a f.lk+assist 1.

just fucking around I did 2 reps of an infinite that I haven’t seen before. Is very hard to replicate. Got it sorta randomly then I tried for like 45 mins afterward and couldn’t do it again.

Messing with my normal strider/IM AAA stuff… I did IM AAA, s.fk xx oro… n.jump orb orb, j.fk xx df+lk, rejump orb, orb, j.fk xx (this point fucking around I did excal strait up instead of down. The satellites drug em to the top of the screen and as I was falling I mashed orbs.

They sorta got drug back down but got pinballed around by orbs and it delay’d their fall enough for me to get oro going again, and rejump into orb, orb…

Their bounce effect on the way down is totally random it seems… sometimes I was getting it right… mostly they would recover first. Even then the 1st oro had to run out almost at exactly the right time… and I never got 2 reps again.

Anyways… was sorta cool.

wow really??? thats a really wacky idea!

is there anyway you can record yourself fucking it up? I might be able to get it to work. I can’t imagine how you’re getting 2 orbs to hit though after air qcf+lp as orbs end. Can you record something or explain it deeper?

I’m tired as all hell but I’ll try to record myself doing it (more likely fucking it up.) I can’t promise I’ll post it before tomorrow night though.

If you want a good look at how to create the situation… use the IM AAA setup… engage oro. jump… orb a couple times til your spite falls near their feet and do the excal strait up. I dunno if you want cross up or normal here b/c I was getting on and off results with both. Try both. It should carry them to the top of the screen mash orbs all the way up and down… and they should bounce around in those orbs as the satillites try to drag them back down with you.

First just try to create the relaunch out of the situation. Which I figured out awhile ago and posted about. Once you have that which like I said is randomish as the pinball on they way down… you’ll be able to see the timing needed to fire oro up again. I think its a shot in the dark b/c the whole thing has to be done so perfectly for you to be able to mash orbs all the way down but have it run out at just the right time as your feet touch. Or for me it is. You might have more luck.

The key is a fucked up effect I asked about in another thread. I’ve never seen anyone do it… even when styling on someone and I always wondered how explored it was. Basically using the excal’s while you have an oro juggle to drag their sprite into an area that you just filled with orbs. Like in that oro rejump combo… instead of do df+lk excal to hit ground and rejump… you could to the strait one… or the strait up one… and get different effects. Depending on where you put orbs… where ur sprite is hitting and the direction it’s moving in. You drag them around the screen and whatnot. Doing the strait-up one you can easily drag them all the way to the top o the screen and back down again… into a relaunch. Which is what I mentioned earlier. So this is the same concept… cept you want feet touch, engage oro… rather than feet touch, pause to let them bounce down, relaunch…

The key is the as your falling from the strait up excal… with oro still on… the sat’s want to bring them with you… but their srpite keeps hitting orbs you tossed on the way up (b/c the whole series up to down is like 1 second)…

So much that I have no idea about on this concept… but oro has to last til just before your feet touch… if it dies earlier the opp will have gotten out of hit stun… if it lasts longer… you can’t re-oro… so timing is…

http://www.shoryuken.com/showthread.php?t=218921&daysprune=-1 This thread I talk about some of this stuff also. But no one was really interested (since its not s/d)so I didn’t much explore it. I definately didn’t think about way’s to re-oro.

ok just tried this like 100 more times with variance… and almost got it again. I think I at least see how the chance was created.

As you land that last time (and I didn’t note this at first) rather than doing relaunch or re-oro… do s.fp xx oro… the trick was that orbs happened to be trailing behind them as we came down and the s.fp knocks them into em… buying the reorb time.

To many factors come into play to make this particularly useful. (At least imo… ) after I’ve tried to 200 times + now… and only ever got it accidently…

i will be out of town for a few days, I expect to see the video when I get back mad titan!


So I finally had the chance to play against clock the other day. Did anyone else know that if you do jupfwd+rh, kara orb, on sentinel from a certain range, strider gets to land recombo?

Sentinel has to use the armor flashing trick to block strider.

After you record that, record this for me. Sorry it’s kinda hard for me to explain this stuff…

Kill a character in the corner and keep them there with bird, bird, activate orbs and wavedash into to corner. At this point they’ll fall on top of you without touching the ground. They should stay suspended. Keep wave dashing until right b4 the orbs end. At this point you can do one of two things…

  1. Call Doom and kick teleport into the corner. Activate upon recovery.
  2. Call Doom and cancel a wavedash by pressing down, wait, time a reactivate right b4 the rocks finish.

If done right, you should get the orbs going off of the screen immediately, which leaves you able to reactivate upon recovery and continue the process. They won’t even touch the ground, and with some pinpoint back and forth dashing, you can repeat this process. I’ve done a rep of this but damn it’s easy to get the timing wrong. Someone catch it being done for a few reps.

No video yet but a bit more info…

doing the excal upward while oro juggling… seems to cause some strange bug… as you come down (into the corner) strider’s sprite still faces the corner… but the opp is juggled on like the back of your neck by sats. Your sprite won’t turn back around til oro ends… so you can bird as it ends and it will come from behind (as to hit the opp toward the corner)… two other things happen when your sprite flips… you instantly recover from doing bird for one… and your sat buddies (who always leave behind strider) leave the screen instantly (cuz it was the corner.)… strider is free to do wtver…

so far I’ve been trying to s.fp xx oro… or launch xx oro… either one bouncing them off the bird… i keep messing it up or miss timing it… its really hard.

When it happened that first and only time… I didn’t bird… but orbs acted sorta to fill the spot… I’ve been able to come consistently closer doing bird now though…

where is the vid @!!!

LOL @ your signature Shoutz! I’m over here reading Naruto and Flame of Recca manga in hopes of upgrading my strider through mental training.
If only Strider and a kawarimi!!

I haven’t messed with strider in several days… mostly bc I never got it again. Ill get back on him sometime soon.

hahaha

some notes:

when you jupfwd, shoot satellite, there is quite a window where you can trigger it. From barely off the ground to about a little bit past half NJ height. The extra height can be used for some minor tricks.

you can use jupbck to trigger a bomb input. charge bomb, fwd, upbck+k. A fucked up input like this will result in a jupbck kick. Kinda cool.

striders gram is like a 90% screen poke but you never really want to wiff with that thing. I figured out a cool little trick to make up for the 10% distance so it can make contact better. Fwd+pp, hld fwd to close distance, dwn, dwnfwd+p. You can use this trick to close a variable range up to one dash distance. I thought it worked pretty well, needs actual combat testing though.

So I learned a visual cue for striders animal, cancel orbs. Strider is wearing that scarf that covers his face. Whenever you throw an animal, it goes from his neck to waving in the air. As soon as it starts waving, it seems to be the cancel window. Do it before it starts waving and you get a grab super.

When I think about Strider’s gram or DP, it feels too slow for Strider to do anything with it. Unless you got rocks flying already or drones coming down, it’s not too shabby to connect a poke into orbs… otherwise I can’t think of any other application on the floor.

In the air I use it to close the gap against Sentinel at times with drones or tron beams to support me, that’s when Sent is in the air.

A neat little trick for anyone using solo Strider vs a Sentinel

Strider during orbs vs blocking Sentinel
close, anywhere on screen
c. lk (hits or doesn’t), instant j. HK while mashing LP (for satellite projectiles)

The other day I got it on a standing blocking Sentinel because I was using my strider/tron mixup. The Sentinel player thought I was going to go for c. MK because he was still blocking in super armor (he started to crouch block), then I j. HK while mashing orbs to break guard & get some hits in

Another trick with Strider/Tron
When in the corner vs a Magneto or Cable sized character
instant j. LK towards the corner, assist & hold the joystick towards the direction of the corner will make sure all of trons beams hit if you got that first j. LK

One application for the gram is as anti hailstorm device. When storm tries to typhoon to hailstorm, you can jump forward and gram her out of it. It’ll make em think twice about doing it.

I just want to point out

A lot of the ideas here in this thread are grand scale for Strider but the only problem is that he’s slow when he starts any of his specials. The reason why Strider/Doom works so well is because when you got the train rolling ain’t no way you stopping it unless you mess up somewhere.

BHK, does your brother do this? I don’t think I can do it reasonably well without messing up into QCF or something.

For someone who has slower hands or messes up the motion of instant jump -> DP, I have to be in jump already and already in a jump forward position before I think of doing this. The trade off is not worth it.

  1. You eat hailstorm for big damage
  2. You hit their assist and still eat hailstorm for big damage
  3. You just knock her out and she’s still at a good distance to start another typhoon or start dancing around you

You have to jump on reaction and make sure you got the timing on the DP right.

I mean I do see if you hit it two or three times in a game, it will syke your opponent out enough to stop doing it. But the risk is too great!

I’m also talking about DC/Arcade version so correct me if I’m wrong

Best way I see the gram being used is someone trying desperately to run away and you got them so messed up in the brain that you throw it out on a regular jump + assist to get their health down some more.

gram to counter hail is actually a pretty decent option but it does have inherent risks attached to it. If the opportunity arises, I usually take it. Against storm\cable and storm\psy, I believe strider can be in range to gram her out of hail but its just not simply doing it. When storm starts her hail animation, she floats upbck. For the gram to counter properly, it has to be in rage INCLUDING her hail animation. So if you’re @ max range normally, and you do gram, on reaction to hail, her upbck animation will take her out of your gram range. Storm moves back like 20% screen on her hail so strider has to stay around 65-70% screen from her. Add 20% screen to the 70% and you get 90% which is the max range on the gram. This range isn’t so risky, strider is in a decent spot to react still, he can throw animals and his pressure game from this range can include a dash poke.

Gram is great for running away. Like if strider has the life lead, you can do stuff like animal, jupbck+drones, gram. No one really likes that as I get away with it all the time online.

if you can bait storms helper with a jump, strider can be in range to counter storms hail attempt with a gram. Every storm player to ever live will take the option to protect their helper with a hail.

I’ve seen clock use it to extend some patterns and he gets some more pressure because of it.

Even though the move is slow, I believe it reaches 90% screen faster than any other of striders projectiles. The satellite might be a little faster. So for that reason alone, its a good move IMO.


**
easiest way to TK dragon punch**

dwn, dwnfwd, fwd, upfwd, this creates the SJ, dwnfwd+P.

NJ gram is ok and useful to counter storm sometimes but you get no extra action with it. The SJ version lets strider recover but puts him @ a different height.


the gram itself has a weird properly with it. If you put the dummy on human in training mode and do a gram that wiffs but puts the opponent in block animation, striders gram has the exact same UB twitch property that sentinels c.fp has.

As strider puts it away, the opposing character does the flickering block. I haven’t found a way to use it yet but it might be useful one day.