ninja school

so I figured out a float mixup setup for striders satellite.

you can do stuff like orbs, jupfwd over the opponent call doom before apex while charging, land, immediate jupfwd+satellite, float mixup.

  • due to strider having to throw this the original way, there is a good buffer that allows strider to do multi option.

  • option 1, if you fuck this up, the pattern then becomes, jupfwd + doom, missed sonic boom results in jupbck AWAY from the opponent.

  • option 2, really hard to push block doom when strider has created that sandwhich pattern.

  • option 3, it goes according to plan and you land a mixup.


originally, I was hoping for strider to be able to jupfwd+lk, throw satellite, falling mixup. However this isn’t the case since you can’t attack if you do NJ attack, cancel satellite. However, you do have to time to do NJ attack, cancel satellite, DJ restore NJ properties I believe. The DJ aspect does have a use since strider can do jupbck for run away, call drones, falling FP, cancel satellite, DJ upbck\up\upfwd, restore NJ. Definitely not useless.

as far as instant overhead setups go, I think striders best one currently is jufpwd+lk, cancel gram as low possible. The gram misses but strider floats in place allowing the orbs to combo on a grounded opponent. This eliminates the low juggle height from being a factor as well. The downside is that I haven’t found a good buffer yet for jupfwd+lk, cancel immediate gram. So the options after hit are better but the combo is currently harder to do.

Shoultz you should make some youtube videos about all this stuff. :slight_smile:

if Mvc3 gets announced, I might do a mvc2 strider video. I’ve been sitting on a lot of shit over the years. Actually like 2 years back I was about to put out a video and mixup convinced me not to. Gotta thank him on that because sitting on some of those tactics has helped me win now.

real life ninja tactics

hermit style /\ _ /~!!!

With the wealth of High Level knowledge in here, I’m embarassed to ask: Any tips on his double jump air combo? By the time I double jump, the dummy is falling already.

What are the first few things I should try to get down with Strider? The trap?

Whats Strider 101? And whats an OTG? Is it just the equivalent of your opponent getting swept?

I suck at this game :frowning:

It looks like mvc3 is coming out so I will put together a strider video of all the tricks I know in the near future. Doesn’t make sense to hide tricks anymore if mvc3 is coming out.

Seriously?! my friends have been saying stuff but I have just been laughing it off any place they have details about it shoult?

omfg… awesome…

Lets just hope they manage to keep the same feel while making things a tad more balanced.

Still no official word tho… lets not get our panties in a bunch…

new post

Strider explored!!!
:slight_smile:

Gdlk post shoult.

Here"s hoping strider will be in mvc3

I redid this post since last night

strider rejump infinite on commando:

strider has a rejump infinite on commando midscreen. jupfwd.lk, j.mk, j.fp, land, jupfwd.lp, j.lk, j.mk j.fp, land j.lp repeat. Since I have no setup for this yet, you have to put mando on all jump and get it started like that.

almost works on mag\storm in the corner too.

bomb+unblockable

when you kill a character or snap one out, you don’t have enough time to do bomb, orbs, walk unblockable. It just takes too long. However you can do dash bomb, orbs and this will cause the unblockable to happen with the bomb hitting before 7 hits so this is a non scaled bomb that combo’s into orbs.
**
fake bird guard break setup**

so pretty much every strider players loves the bird guard break its really easy and you can’t mash on it. When you have the opponent in the corner and you kill a character, bird, dash jupfwd, call drones, wall jump.

If they block for the bird guard break, the wall jump will flip their input so now they’re walking into w\e is on the screen. The wall jump with drones is a glitch where the drones come out from the wrong side. If someone is preprogrammed to the bird guard break, this is a decent alternative. Its a fast block, its safe, you can repressure afterwards. If they eat it, its a good size knock down combo and strider can use more teleport tricks.

50\50 no indicator mixup

when 2 characters are no more than a NJish apart, there are no indicators telling you where the opponent is. If strider kills a character\snaps one out, strider can do orbs, slide ambiguous. You want the opponent to basically fall ontop of your orbs as you slide. The slide will cause a very weird no indicator mixup since it has a set amount of fwd momentum on it. It can cause a left then right block because of the momentum\hit stun going on.

espeically when you kill an opponent mid screen, the dead body gets in the way preventing you from walking into the sweet spot for unblockable\ambiguous setup. The slide will use it fwd momentum so you can use it to swing into that sweet spot against the body.

50\50 bomb mixup against dead body

if you kill the opponent in the corner, you can throw a bomb on the screen as the next one is floating in. Here, strider is free to move. If you teleport into the corner, the bomb becomes an xup. If you teleport into the corner faster then DJupbck, it will hit NJ side and both setups will allow doom to be called so if they block the bomb, they eat some chip. From my exp, this is just realllllly hard to block.

striders future reorb game on hit

so for yearsssssssss, I’ve been analyzing strider’s patterns looking for 100% loop. He has some things that can lead to 100% but never solo for the most part against characters that aren’t sentinel.

orbs hit magneto, orbs are about to end, s.lp+doom, s.mp, high teleport opposite side, falling FP, land activate, UNBLOCKABLE. The falling FP will smack them into the last part of the doom rocks sending the opponent into the air as strider lands and activates where he can do the walk underneath UB.

now the UB doesn’t work on every character, however the difference between a left\right block is very small amount of pixels. Probably like a 3-5 pixel range to determine left\right block. So even a character like storm who doesn’t get UB-ed, she has to deal with a random, safe, damaging mixup.

thats orbs on hit. However, the UB\ambiguous setup does pop up more than once a round. If strider calls doom and the 2nd part of doom rocks hit as strider is on the other side, he can activate and do the walk underneath UB\crossup on other characters. Its just super hard to block that crossup.

**on this setup: orbs hit, s.lp+doom, s.mp, high teleport, j.fp, land, dash bomb, activate orbs, unblockable.

This setups creates a unblockable bomb as the reset.**

so 2 bars is basically a dead magneto and he can’t block the reset. Pretty sure phoreeee.

mid screen guardbreak.

c.lk, opponent does jupbck, strider does dash jupfwd.lp, wait, j.lk call drones, j.mk, j.fp.

alternatives: end the above pattern with gram\satellite
dash, jupfwd.lp, j.lk, j.mk, qcf+lp

perhaps a c.fp might be worked in there some how, it feels like it could work.


I also understand some **alternative assist tracking techniques **that I use for strider. In some cases the assist will or won’t track another assist. Based on this knowledge, strider has certain setups where the assist will track him allowing doom to beat all invincible AA’s. When this usually works, a bomb is guaranteed on the assist. So the invincibility is not an issue and striders gets 50-100% life for the counter on an assist. This also benefits sent\doom and pretty much every other character in the game however this is a strider thread so I explained it in terms of strider.

BS assist damage

so off the right setup, strider can do 100% life to an assist off 1 bar. This is easily setup off a bomb, orb cancel on a helper.

The bomb will pop them up and allows a variation to occur. When strider does jupfwd.lp, fp, rh, he can get every single one of these normals to be a reset and he can do this rep like 3-4 times. That’s 6-8 non scaled fierces and orb damage combined with the bomb that setup. Its a dead character.

back side 100% setup. So get the assist in the bomb assist kill setup where the assist is @ striders back during orbs. S.fp, dog, repeat 3-4 times, doom, bomb, is 100% life.

The dog comes from the backside of the screen and with the orbs juggling them, you can get every dog to hit as a non scaled dog. Then you add the call doom, bomb @ the end of that and its murder.

front side assist kill. So sometimes mag\storm will call their invincible AA and leave the screen and you can’t get the assist to your back. Here there is an alternate assist kill. orbs, c.lp, c.fp, repeat. @ a specific rhythm, the C.fp will not pop the assist into the air during orbs because orbs will keep the pinned while also resetting the damage. Every c.fp you do will be a non scaled c.fp. Combine this with doom @ the end, and an ending sequence its usually over 75%. Straight bleeding.

so for every position strider gets the assist in, he has a damaging trick to get the life up. Orbs really help strider create a reset while not letting the assist get away. The trick I learned is getting everything to be non scaled as it hits which takes some practice.

input jacking

I think the day I recognized this, I laughed a good bit. It explained so much wrong with defense in the game. If player A throws out a normal that doesn’t make contact from full screen and player B blocks, this forces player B into a block animation.

This period of time is different for every character. Cable as an example is remained in this block animation much longer than magneto, probably 2x as long.

I don’t like to call it block stun because its not. You can still move to an extent, I prefer to call it twitch guard since its a different state of the game. During the twitch guard animation, there is a part in the animation where NO INPUTS can be pressed. Marvel says fuck you, you can’t move or do shit. Take magneto for example, lets say he goes into twitch guard and this who process lasts like 10 frames total, it doesn’t. I’m just throwing out a nice big # to make my point. So during the frames 1-6, magnet is still able to move. Its only during frames 6-9 that the game will input jack all inputs going to the game. This input jack time is different for each character. Cable seems to have a big window for him to be input jacked where magneto’s window is pretty small.

Think about how the twitch guard going on when strider is zoning rapping. Its fucking huge. There is so much shit to block on the screen that the game naturally takes inputs away from the opponent randomly. The longer the trap is in place, the more likely your opponent will be input jacked. A good part of the reason I like to do s.fp+dog trap reps is because its puts tons of twitch guard on the screen and it builds hella bar
**
another tip about input jacking:** say you’re in a crouch position during input jacking frames. You can’t stand up to block high and vice versa for low. If you’re standing during twitch frames, you can’t block low. Sometimes strider can use this to his advantage but it typically works out better for mag\storm.

I’ve never found a way to reliably bank on this but when you play long enough while looking for this you see it happen.
**
extra 10% chip**

there comes a point in some matches where your opponent 15-20%. Slightly higher than 1 chip damage rotation. Striders machines that throw the rings and dogs also do chip damage. Solo, strider can get like 10-15% by himself which is quite a bit. doom does 10-15% on his own.

the trick here is to get as close to the opponent as possible while throwing dogs in his face @ the same time doom is out. You can get about 3 dogs which is 6pts of chip and the machines themselves will hit about 4 times @ 1 pixel a piece.

I use this quite often and people usually say, damn!!! how the fuck did that pattern kill me and why did it chip so much. Its really deceptive because this pattern is generally done early in orbs. This is not an retrap pattern, its a max chip damage pattern.


i will make a farewell mvc2 strider video before mvc3 gets dropped.

don’t forget the use of his excaliburs. A well placed excalibur can MURDER the opponents life bar!

On the twitch guard stuff… what about suki? The idea behind suki is cancelling a frame of that jacked input period into wver. Do suki capable moves not get jacked when they twitch?

apparently you dont listen very well.

you mean READ well =P

In the example you gave shoult I think magnus should be able to mash out a suki-able move if u put him in that twitch guard state. Which for him I think is just s.hk… so he probably wouldn’t try… but he should be able to.

what are you even talking about? every move is a suki-able move…though really that term doesn’t apply as suki cancel is really the sjc cancel to block cancel of a move…I don’t think you quite understood the point.

especially when you have orbs coming your way and want to do some sort of evasive maneuvers. or just in general play against zoners like sent.

and this stuff really sucks for tron lol. she stays in that state FOREVER. so these GGFs help against sent unblockables, but hurt when there’s shit to block (tron, ironman, and cable having the highest as explained in magnetros vid [though just playing with them you can tell anyway…])

I thought only certain moves could be suki’d…

Either way… my point was that isn’t the criteria for causing “input jack” the exact same as the criteria for them being able to suki something? You cause that twitch guard without actually making them block anything yet…

I’ll admit I don’t know that much about suki’s… I know a few cancel to block uses for it to make things less punishable… but not much else.

only super jump cancellable moves can be suki’d. which does not apply at all in the situation (since the opponent has not hit to sjc off of). so the way you were speaking of it made it sound like you believed the move after suki cancel were the suki moves. though that’s incorrect, that’s why I said (using your idea of it) ALL moves are suki-able lol

yes, having something to block (though without blocking it) is 1 half to suki cancel. the other half is having a move that is sj cancellable (and, to clarify, you need to hit something with it to be able to sjc)