in the circumstance where the opponent is calling it properly while strider is in range yea its helllllla risky but the guy was just spamming it out there and he was wayyy outside my range.
I should of said that when I mentioned it. woops
against someone who’s not mashing AA, yea I wouldn’t recommend it.
I seem to be getting too predictable with my tag-in’s and getting punished for it, any good tips on tagging Strider out to Sent/Doom? It’s usually not a question that comes up, but I seem to be getting punished a lot more than I should for it.
I’m a dumbass for actually not using this 100% of the time and it cost me @ FR but with strider on point and the opponent is in block stun, activate orbs, flood from full screen, tag is safe. Specific ring patterns give sentinel the opportunity to go hi\lo for a mixup for potential comeback off a tag. If your mix up gets blocked, just layer doom and go for another one.
If they jump when you activate from full screen, you can do 2 things. Instantly tag w\o throwing rings but its not safe if the opponent reads it with specific characters. Like mag\storm who can AD back down and catch him. You can throw a bomb+rings, then tag. If your opponent knows he can catch you if he jumped first, the tag will put you in the bombs area allowing for potential safety. I don’t really know all the specifics yet since I just made this a staple point of strider play the other day.
during specific circumstances, bomb+orbs, tag will be a crossup bomb. If the bomb hits, its a free air combo.
The only problem with this strategy is if strider exactly has 1 bar. If he does orbs, tag into sent, sent will have 0 bar meaning he will have to build back up to 2 to get strider back in. Not entirely impossible but it can be a nightmare if your opponent understands sent\doom weak spots. What I do is formulate meter management into my tags so when my bot agged characters comes in, I don’t have to build 2 whole bars. More a long the lines of 1-1.25.
and if you don’t want to do that, you can always try tagging into a helper if it won’t get you killed. Like drones or mando from specific angles.
I think it’s just temptation to keep Strider in when he has meter. Activate and throw rings and rings will keep a tag-in safe I knew about, but I always went for a normal trap rep instead of tagging, never thought about the bomb added into it though. Since Strider can’t take many hits as is, it’s kind of hard to tell when you want to tag him out or not. Sometimes people never tag him out and try to keep him up as long as possible, but sometimes I see a tag-out as transferring some momentum back to the opponent.
I guess it depends mostly on Sent. If he did well in the opening and after the DHC strider isn’t doing so hot and Sent still has 60% I may just do a normal tag-in and hope the punish isn’t half-life. If Sent’s low you might want to do a safe tag with rings and bomb coverage.
I’ll run a few of using safe tags all the time in some casual play and see the success/fail rate.
The problem is, if you know you’re going to land c. rh (and you’ll need to know if you’re cancel with a tag-in), in those situations where they’re open to attack, you’re often better off doing a damaging combo, dp+pp, or snapback. But it’s definitely another option that has its uses, and maybe you know your opponent won’t block low for whatever reason, then this is a nice way to switch in for free.
Nice reminder. I’m gonna start using it more now that I’m playing Strider/Cable/Tron pretty seriously.
I’m finding that starting with strider/tron is REALLY good and can really compete with the top 4 char. Strider/tron seems to work 100x better being first than in the middle. Sent only has 2 options if you start with s. jab+tron, s. strong xx orbs: either block or dash back. If he tries to hit you first, he gets hit. And if he’s on the ground and gets hit, Sent will eat that whole string as a combo leading to free Sentinel infinite. If he dashes back, it’s safe because you’ll have orbs going.
strider\cable ron is counter productive. You have 2 people on the same team that need bar to do something and that within itself doesn’t make it a super effective team. If you save bar when strider is on point, you run the risk of killing yourself.
strider ron is pretty good and it will allow you to play strider\aa ron. I suggest a solid low tier seeing how any character can get in safely behind strider with orbs, tag so the low tier will probably be up to you.
cammy, morrigan, chun, psy, guile.
you’ll need an AA that will have either awesome priority or invincibility and since you’re AA is 2nd, your AA should have an AA with tron outside of helpers. Like guile ron doesn’t need an AA because guiles c.fp is retarded. psy ron doesn’t need an AA because of call tron, psyblade. You have to take into account that aspect of the team. You’ll probably need an AA with an air super so you can dhc back into strider and a super that has invincibility or instant startup. You’ll probably also need an AA that can do great damage w\o dumping bar since strider will likely need it.
I would probably pick, strider\morrigan ron but thats just my personal opinion. You have your AA with solid priority, an air super and a ground super to get strider back in and she can deal damage w\o dumping bar. She’s a 2 hit kill character.
you can let strider dump all the bar you get and if you need to get morrigan in, use 1 bar to do orbs, tag. Boom, morrigan is in and now the order is morrigan\strider ron. So your dhc attempt will be back to strider which means you’re using him twice to help you win which is rather effective. call tron, srk+lp with morrigan on point is your AA. Really can’t fuck with that move.
cable needs bar to be effective. Its just his nature. 2 characters that need to dump bar to be effective don’t work because there isn’t enough of it to go around for both characters. I’ve tried the strider\cable\doom version for about a year and I never got it to work properly.
I used to think that was true, too (thinking this team would be analagous to Strider/Cable/Doom), until I tried the team out.
Strider hardly needs a bar to be effective with Tron (3/4 to 1 bar seems to work enough), and Cable doesn’t need more than 1 bar himself to work with Tron.
Try it out and focus on using Strider/tron crossups along with cable j. fierce + tron, grenade when you’re out of meter. One thing that’s nice is that if you’re close to the opponent and you do j. back fierce with Cable + tron, the j. fierce may hit them, tron will combo 3 hits (because tron shows up right where Cable used to be… right next to your opponent), then your grenade will tag them, then it’s AHVB. ouch.
It works a lot better than Strider/Cable/Doom (and yes, I agree, that team doesn’t work so well) only because Strider/Tron can do damage MUCH more quickly than Strider/Doom (though not as securely IMO) , and the same with Cable/Tron. Cable/Doom relies on chip damage which is slow, but Cable/Tron only needs to do 1 crossup or one c. short (regardless of having multiple bars or just 1), and you’re good to go. Meanwhile tron covers space in front of him to do sj. fierce, sj. fierce viper, tiger grenade, etc. By the time my Cable comes in, I typically have 1 bar, maybe 1.5, and I’m usually fine for the match since they still can’t call out assist or they’ll eat tron + ahvb.
That team is working surprisingly well.
I do eventually, however, want to replace Cable with someone even better with Tron such as Rogue or Chun, esp. to combat cable/tron’s biggest weakness: runaway Storm.
I used to like Cammy/Tron but got sick of losing matches to KBA failing. That was to the point where I would no longer even TRY KBA in an air combo against Sentinel anymore. It actually wasn’t worth the risk. Morrigan is another possibility I’m looking into, but I’m just not liking her stamina.
Ive always bein under the impreession that trapping and re-trapping is the best strategy while playing strider doom, and on a “good” day it is, but recently my trap hasnt been as tight after about twenty or so intense matches…I lose reps to sj storms plus running, mashed cyke assist and random hyper beams…
So I was wondering what can I do to maximize damage without solely depending on trapping and…came up with next to nothing…
The only two ideas I could think of were double orb combinations or corner combos after orbs end such as [media=youtube]TiSx7e9XlQ8[/media]
I been trying to use Devil Xs double orb combo but have a diffuclult time connecting the high teleport as well as the wave dash after the first set of rings…
Ive notice that instead of the dash one can use a high or kick teleport to continue the combo and that using a cr mk is need to link the sent drones…
As far as corner combos go I have only one decent one with doom:
orbs are about to end pull in doom launch lp lk mp mk df airdash throw lk fk super
Questions:
Does anybody else use double orb combos?
Are they worth the trouble?
What is the best situation to try and connect one?
and Does anybody else have any other corner combos to maximize damage?
I hope this post will get some fresh ideas flowin…Later
Cable probably makes the best middle character on any team that involves Tron in the game. The main weakness of Tron’s assist is that you don’t have a cover for over your head, which can leave your team with all sorts of defensive problems, particularly against Sentinel. Cable is easily the best combination of an AAA to deal with this that can take point if he has to. Being able to j. fierce with Tron and not worry that anyone’s going to come in along the ground any time soon without getting shot hard is a really, really big deal.
Yes, it’s vulnerable to runaway Storm, but anything/Tron is going to be vulnerable to runaway Storm, really.
1-2. yea double orbs are fuckin hella useful. 2 bars = dead character guaranteed if you get it off. Definitely worth the practice because it maximizes damage output while minimizing bar.
when you’re in the position for it to work.
as far as corner damage is concerned, its all preference. Sometimes a simple setup will make an easy reorb pattern where doom chips for hella life and the total damage starts adding up. If you go for a tricky hit, that chip output gets slightly nerfed.
if you have bar, think about dumping one to get hella chip in the corner.
if you have no bar or very little, try a reset thats safe on block and will allow strider to activate if need be for safety.
thanks for the imput…I agreed that double orbs are very useful, wether you connect both sets of orbs or miss youre still in a good position for retrapping…
As far as retrapping in the corner I used to agreed and think trapping was the way to go but every once in awhile ill fuck up an otg combo or a pushblock assist gets at me…so if Im in the corner orbs are hitting bout to end instead of retrapping I like to snap in doom or sent…
Ive never done this because my unblockable timing is off but… Orbs are hitting in corner snap sent launcher lp mp rp fp otg fk unblockable laser ( plus strider assist ???) rp into whatever… Can someone let me know if that strider assist part works…
Anyway, On the whole retrapping versus more damage subject goes It really is player preference but this vid here is a good example…
[media=youtube]6A9HU-fE1mA&feature=related[/media]
I admire clocks stlye of play thats why I play this team so this post isnt meant to be disrespectful…
Would clock have won or had a better chance of winning if he had ragnaroked instead of orbed?
It looked like he had the right height to connect it Im just not sure if that super would have killed mags…if it did, bird doom orbs retrapp dead sent
Its little stupid shit like that mag counter that can cost a match when trying to retrap…thats why I was lookin for more insight on adding more damage
One last question does anybody have any useful ragnarok advice or setups…?
ragnarok on block sometimes gives you +frames and leaves strider safe and with an attack advantage.
I’ve ran through hails and a DHC proton cannon which is 0 frames. I swear to god there’s invincibility on that grab somewhere.
plasma ball with sent, dhc ragnarok works.
launch, photon super with doom on point, followed by a timed dhced ragnarok.
other than that, I think thats all its practical for. Just my 2 cents though.
if my combo into dhc ragnarok will kill the character, I’ll take it. If it won’t, I’ll dhc orbs and try my luck with full orbs followed by a reset into doom rocks.
one cool combo i did though by accident, meant to activate orbs but worked anyway, i think its been discussed before but…
when Strider’s back is to the corner, c.roundhouse (trip) xx tiger xx ragnarok, do all 3 one right after the other, all cancels. the ragnarok will hit, and it was baller when i did this but like i said meant to do orbs, probably wouldn’t ever plan on doing. Also watch out because if the person has fast reactions, they can tech roll the c.roundhouse.
Hmmm anyone got any ideas on Double snap setups with Strider?
I think one involves Dooms rocks holding the assist while you snap out the main char than dash back and launch the assist hmmm…:bluu: