ninja school

Strider/Tron poke into Tron, poke some more, snap. But then, that one doesn’t take any great intuition, but when I was toying with Strider/Sent/Tron the other night I got it on somebody more than once even though it was the first time I’d been playing the team.

striders trap sequences can be kinda tricky to block. I can play the ninja but I sure as hell can’t beat him if I pick msp hrax.

hey, can you explain how that crossup rag set up works…

The crossup Darkness Illusion and the Rag is pretty much like when the character is coming onto the screen after snapback/dead character and you time your super for them to land on it.

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fast forward to 1:05

i threw out a HK for no particular reason
and i called drones because they can HK you on the way down. drones make it safe (er, safer i should say)

i was just thinking maybe you can force an auto roll and do cross up ragnaroks with that, but probably not

Thats a nilce setup… have you done that in match play?

Hey shoult I got a setup I want you to try if you dont mind…I was wondering if you can connect a tiger knee fp excalibur after activating orbs at the end of your double orb set up instead of a super jump… I was wonder if it does more damage…I personnal cant do it thats why Im asking for insight…

Also, whos all goin to represent Sent Strider Doom at EVo World…?

lol…well Ill be there playing sent strider doom till my fingers bleed…see ya guys there…

my sent/doom sucks

If i can get my sentinel good enough, especially my sent/doom, to fight the likes of sent/cyke and sent/commando, THEN i will gladly represent SSD, but until then probably not =P

I’ve been working on a Strider/Doom/Cammy, I’ve found a few tricks out but for some reason I don’t feel that I’ve figured out much, has anyome here messed with this team?

One of the first teams I liked to play in the beginning when I picked up Marvel when I found out Strider was usable and effective with Doom. Not much there IMO, because the same reason you don’t see Mag/Cable/Cammy or Storm/Sent/Cammy is that there are better AA assists. Doom/Cammy on the other hand might be pretty effective but I’m pretty sure if you spent the time you could find just as much stuff as with cyke and capcom.

I see, well the only thing I noticed is that I’m pretty comfortable with Cammy, like if she was the last person I had in my team, I feel I could put up a fight with her, I can’t really say the same with the others, although it may just be since I haven’t really played with them.
To be honest I signed up for the MvC 2 tourny that’s coming up next month and I wanted to go in with a team that isn’t used as much, let’s see how it turns out :wgrin:

I play with strider/doom/cammy all the time. But before picking this team i used to play with cap. com. instead of cammy. I remember i decided to change cap.com. for cammy cuz she is good against doom, storm, magneto, and cable. She has the advantage of going thro any energy based attack. In that moment I had problems with people picking doom SJ and shooting photons all the time, so I noticed cammy would solve that problem right away. After playing with her for a while I noticed she would stop any attempt of storm doing the hail if I was close enough, and would stop magneto from the tempest too. Using that against cable it is very risky since if he has enough bars can kill her no problem.

But after playing with cammy for a while I wanted to try Cap. Com. again. Then I remembered why I used to use him before. He adds lots of damage on combos, more easy to stick him in the combo than cammy. But then again cammy one on one for me is much better than comando. The only reason people stopped using her on tourneys is because her fail super attempts. I bet it happened to everyone doing her combo, and she miss her super. So in a tourney you can not take that risk, and have to go for the sure thing. I bet if it wasn’t because of that we would see her on tourneys.

I see, damn, this is a hard choice to make, I’m not really all that great with commando.

not sure if this was talked about much, didnt really see it

2 random questions, about strider’s air combos.

once strider pops his opponent up, he can do one set of magic series (not counting the fierce or RH), and then double jump to a 2nd set. Anyone know if there is a specific chain? i have tried jab,short,strong,foward doublejump, short,short, fierce, thats the only way i can really combo it because the shorts strider attacks under and pulls the guy up. I think you can do more though.

2ndly, what is the timing/button presses of Strider’s otg corner combo. He does the combo, OTGs a RH, then jumps short, short, fierce, RH, dooom, reactivate. What is the actual combo and timing before the OTG RH? like are there any delays etc. I saw scumbag fiddling with it a little while ago and now im curious to try it out.

  1. There are a few double jump combos you can do. IMO, the easiest is:

Launch, immediately jab, short, strong, fwd, double jump, jab short strong fwd fierce/rh or Excalibur.

What helps me combo the second magic series is putting a pause before the forward. That way you can just dial out the first three hits, pause, fwd, and then do the second series without having to rush into it. I find that most of the time when people mess up double jump combos is when they try to input the up command too quickly or in the middle of on attack.

The more you lag out the hits, the more under the opponent Strider is going to get. So you can easily do something like, launch, jab, pause, short, pause, fwd, let Strider fall a bit, then double jump to the other side and do another magic series. That?s if you?re going for a reset though. Make sure to maximize the hitstun on each hit (kinda like doing a slow Sent fast fly combo).

Clock has an extended double jump combo that he uses in the following vid, at about 5:42 or so.

[media=youtube]0JKsNfzUydM[/media]

I remember seeing a few double jump combo variations in the new djb13 vid. This is just what works for me.

  1. The timing for the corner combo into rejump series goes like:

Launch, immediately, jab short strong, slight pause, fwd, fierce, slight pause, RH for the OTG. The important part about getting the next part is inputting the normal jump short as quickly as possible. If you don?t input it right after the OTG RH hits it will whiff. From my experience you can dial out the rejump series at normal speed and still have it combo.

Also be sure to not delay on the first part of the combo. Launch, and then go right into it. The timing for this combo also needs to be adjusted for different characters. It?s different to do on Storm than it is on Sentinel, and needs to be especially modified for Cable. Just experiment.

I hope this helps!

Nasty video. Always something on-screen to block by Clockwork.

good video post hadnt seen that one…

the double jump combo I use is… launch, lp,lk,mp,mk, pause,lk,pause,lp,k,mp,mk, excalibur,timings tricky…if you go to practice mode though and try launch lp,mp,excalibur im pretty sure they do equal or almost equal damage…

As far as the corner combo that shit is very tricky…when you get it down though try this…stolen directly from clock…

launch, lp,lk,mp,pause,mk,pause rh (otg) lp, fp, small jump lp+doom, fp, rh, land ,fp,rh orbs…i dont know how clock came up with that one…

my medicore SSD vids

Hey guys, so i recently had a friend come over to play some casuals, and recorded about 20 matches worth of marvel. While I’m fairly medicore, i figure it’s always nice to have Strider/doom vids cause there’s always a shortage.

“Good matches”

[media=youtube]x0CpBJPOcVk[/media] (at anime expo not my house but might as well put this here)

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“Close matches (could go either way)”

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“RAPE” (Don’t watch these matches if your tired of watching S/D get owned)

[media=youtube]XscBd4lScSU[/media]

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As stated, CONSTRUCTIVE criticism is welcome, please no “you suck.” I know lol, shit, if you don’t like em don’t watch em. There’s a bunch of other vids under my youtube account of me playing other teams from that night, like Santhrax, Scrub, etc. Feel free to watch those, but i figured i might as well list the clockw0rk matches since this is the Strider Thread.

A lot of the close matches could have gone either way and watching them again i want to kick myself in some of them for the decisions i made or didn’t make. A lot of those games i could have won but just didn’t.

50\50 rebomb trap

so after about a year and a half I’ve figured this out to the point where its actually a semi working concept. Instant overhead as bomb hits, cancel gram or option out is going to be 60pts or more depending on the amount of rings you get to hit. So for the cost of 1 bar, its a half life threat over and over while receiving chip damage. What this ideally means is that 2 bars = dead character while blocking and receiving chip from orbs.

Striders low is 2-3 frames and his overhead can’t be slower than 5-7. Both are virtually unpredictable and must be anticipated.

I’m still developing the setups but its gotten to the point where I have a few in different guard cancel spots to create a mixup tree. But, the attempt to instant overhead is done very early allowing for a rebomb pattern to be attempted again.

IMO, this is how you make the most of every bar. rebomb is the way to go because it minimizes bar, they’re tight trap sequences and cane be done back to back, you still get the chip damage + the ever so activate threat of the bomb.

In a realistic situation, you can’t get 5 bars with sent\doom every game. realistically speaking, you’re only probably good for 2.5 to 3 bars total. So strider is coming in with .5 to 1 realisitcally. Combined with bar building trap reps and 50\50 rebomb trap patterns, 1 bar on block can do half life. Think about it, if safe attack frequency is the secret to offense, what safer option is there? the ability to maintain block stun safely to set it up again and strider is doing that now.

The entire concept is going to work if I’ve gotten it this far. There are still some subtle factors to consider but this is the master level of the trap. To use the bomb in block strings for mixup while maintaining good chip damage and the ability to trap again. I get the same chip output, the ability to trap again is there AND the fact that I have damage potential looming around the screen constantly while I’m trapping is a huge advantage.

Timing the orbs

if you mash the rings long enough, you’ll see that there are many chances to get out if your opponent can predict the ring movement. From half to fullscreen, its actually hit confirmable. However, timing them in a straight line will get rid of the random factor to the rings and allow for a super continuous stream.

Now timing the rings in straight line by itself isn’t hard but when you combine it with all the multiple angles strider has to use to create a chip opportunity, you can see where timing it all the time is a problem. What it will boil down to is timing them where ever its the easiest.

guaranteed guard break

only works with drones, use the bird to setup the GB.

If they take the hit from the bird, teleport, hit confirm off the bird, DJ, lk+drones, j.mk, j.fp, j.rh. iirc, 40% life and being put in an advantageous position.

If they block it, use what you know already.


there is no true wake up in marvel aside from a few characters. So strider can exploit KD just like everyone else. Just be much safer though. DJ over the opp after KD and time doom. Late for a counter call, c.fp activate assist punish. Or time a landing string + doom if they want to wait it out.

once your opponent realizes that your teleport onto point can be countered if you time it wrong or tip it off, what you can do is start teleporting to the same side to throw off there counter. After that teleport to the same side you can DJ onto the wall, then walll jump. From here, you can jump one more time or call doom and setup an angle for something.

instant overhead damage in the corner

something I made sure to write down today. If your opponent gets trapped in the corner, calling a dog, then instant overhead will add 18-20 pts of life to the instant overhead. It takes a split second to get this to work but mixup gave me a great idea.

orb pressure in the corner, dash in c.lk, orb, cancel dog, instant overhead.

This forces the block low, block stun, then hi\lo guessing game behind the dog. Even mid screen on opponents side of the time clock, you can get this to work. Pretty good tool imo beacuse it’ll be 35-40 pts initially. Then add full orbs to that and we’re talking half life into KD.