that as well
hotmess
that as well
hotmess
So in this case suki would not apply at all… unless by some chance you happen to be doing a sjc capable move to an assist at the same time stider put you into "twitch guard’ and in that case theory would suggest that you probably wouldn’t get jacked… as you are always free to attack after a suki.
Sounds tad obscure to every matter in this case…
yes…but no.
the suki cancel would only let you block. which is what strider wants. these orbs will then be coming at you
and then the point shoult made (and I later talked about) is that you are stuck in these frames for some time. longer for some characters than others (tron, ironman, cable). compared to simply maneuvering…if you press back or something that can really fuck you up and keep you there on the ground.
So in this case suki would not apply at all… unless by some chance you happen to be doing a sjc capable move to an assist at the same time stider put you into "twitch guard’ and in that case theory would suggest that you probably wouldn’t get jacked… but as testing sounds like a complete waste of time… we may never know.
I believe mixup and I have tested the suki stuff during the Input Jacking state. Suki-ing requires two things, a block animation and physically touching something. In this case you’re constantly in twitch guard but you’re not touching anything so you can’t suki.
in some ways, input jacking affects mag more than say cable. hypothetically, lets say cable’s input jack frames are 6. By comparison, magneto’s should be 3 since its obviously faster however this fucks magneto in a different way. If magneto reacts late to input jacking, he will certainly have to deal with it because it happens so fast for him. Where cable can recognize it and do something about it.
In some cases, magneto can dash right next to cable, s.jab to force twitch, cable reacts late and magneto gets free shit since input jacking is taking effect on cable.
Thanks for the clarification!
… a little quiet here…
I’ve been messing around with Strider/Doom/Capcom (apparently this is Alex Valle’s team but i claiming it because it is boss) and it is pretty damn fun. I find it so easy to beat decent storms with this team because Strider/Capcom is anti runaway (It is so easy to knock that bitch out of the air). I was in training mode all day today and I got some nice shit.
Disclaimer: some of them are possibly not likely in matches, but they are still useful and can catch people off guard. I am also not a Strider expert, but I hope to be, so don’t ask me any crazy shit lol.
Scernario 1
Cr. lk, Cr.lk, Cr. HK + Capcom is a simple and effective Stridoom setup.
Or you can do the combo above, Launch, Air combo of choice. Alot of damage. I was shocked when I saw Sentinel lose about 2/5 of his life.
Scenario 2
(In Corner) Cr. lk, Cr. lk, Cr. Hk +Capcom xxx tiger… at least 40% on Cable. There are a couple options from when the tiger hits:
launch for more damage. 60% on cable depending what you do. I prefer this, but its whatever. your choice, I’m not the Strider expert.
Teleport behind into a reset and another damaging combo.
Nj. lp, lk, hp, land, hk throw, cr. lk… here you can
a. activate orbs and initiate the trap
b. launch into an aircombo
Be a pussy and activate the orbs.
Scenario 3
(Corner) cr. lk, st. lp, st. lk, st. lp, st. hp + Capcom… Not much you can do on normal size characters except set up orbs (?). On sent though, you can do these 4.
hp anamurakumo (qcf+p) xxx orbs. Nasty cross up into orbs. and if he is standing, you get a free infinite when the orbs end.
Bird xxx orbs. Stridoom trap of death lol.
Teleport behind him, lk, hk… nice reset. 1/4 health gone from Sent. You might be able to get him in the infinite. I wasn’t able to do it because my Strider is still not really good yet.
jump behind him into an air combo.
Also, you can do capcom’s assist in an aircombo for extra damage!
If you guys mess around with this pair and you find some good shit, can you tell me about it? i want this to be my Strider team and I feel like I missed some stuff with him. Well I’m going back to training mode again, so i guess we will find out.
Looking back at this input jacking scenario… it answers a number of questions I’ve had… sitting there screaming at the screen “Where the fuck is my move at???” It was obviously jacked…lol
I swear I remember reading something zaza said about this as well… and him mentioning that wolvie can get f’d by it pretty easy (similar to mags)… he talked about operating out of neutral at times to avoid it… dunno how that’s even possible in mahvel… or at least 99% of the time…
gimmick setup:
c.lk, c.mk, c.rh, opponent rolls, dashback, call doom, c.lk
if done properly, you will slide to the front side THROUGH the opponent. Here is a followup after it hits.
c.lk, c.mk, c.rh, opponent rolls, dashback, call doom, c.lk, dash bomb, orb cancel, dash, dash, bomb hits xup.
after the 2nd c.lk, the opponent is in the air IF they were hit. Doom rocks will pop them up. Here, strider can recover, dash bomb creating a 2nd crossup because the dash will allow doom rocks to hit xup. Lastly, the orb cancel allows you to manipulate the opponent right INTO the bomb for a 3rd xup if wanted.
pretty cool little setup. You have a slide through glitch, dash bomb trick and a bomb reset.
notes:
been messing with low teleport since clock\amir have had really good success with it.
One of the benefits of P teleport is that as you teleport, you throw a ring. Sometimes that ring creates a mixup or it allows a trap pattern to happens. Sometimes you can even fuck up and a P teleport ring will save the whole thing. The process of actually teleporting+throwing a ring @ the same time is actually really beneficial. So with the K teleport, you don’t get this 2n1 action since K’s dont throw rings. In mvc2, if you press lp+rh @ the exact same time, the kicks will always have priority over the punches. You need to use the opposite strength though becaus of tagging. This gives the K teleport the same 2n1 prority as the P teleport.
It seems like K teleport on mag\psy when they drop in from a dead body\snap causes the unblockable state as well. So if you can’t make it to the unblockable position for any reason, K teleport as they land would give you a better chance to hit them with the unblockable.
I think one of the biggest factors to striders K teleport is that his machines walk off in a great position. short side of the screen. Even if you opponent pushblocks here, taking a shorter setup is always an option. That position is the hardest for the opponent to escape and it shortens the reorb time as much as possible w\o being in the corner.
Strider has this trick with the orbs where the orbs themselves will create a crossup. You have to create a gap between rings to accomplish this. A perfect stream of orbs will create perfect blockstun and the crossup orb will not be a crossup. With the P teleport, this can be really hard to time. You’re throwing punches to throw rings and when you teleport, that too is a punch so its another ring. The K teleport allows this crossup orb to happen more frequently since the K teleport doesn’t actually throw a ring unless you combine the K teleport with a P like I mentioned above.
The K teleport has a good bit of recovery but thats ok since you have orbs. If you’re gonna use it, dont use it too late. I try to K teleport and have my recovery be active around the wording “time”.
I have a question. How does Strider fair against low tiers? Im asking this because 9Revolta insisted that Spiderman is better than Strider solo. I totally disagreed because strider has orbs and priority. I know Im not suppose to get into an arguement with this guy but still I am bothered by this failure…
Revolta was always spooting… imo… strider is ok solo… he’s no psi…
Overall if stider has a couple bars I don’t think he’s to bad off solo… or at least not any worse off than most of the cast is solo (which is normally screwed). Hehe
strider is better than spiderman solo pretty much because of orbs. I used to play spiderman really hard so I actually know the strengths of spidey. Strider isn’t scary solo but his orbs still shut down the game. Against some matchups like msp he can actually win if he kills storm because he can unblockable mag\psy assuming this with the last half of the fight. Against mando coming in, strider gets the rejump infinite with the guaranteed bird guard break.