ha @ strider comin out of retirement already. good shit.
throw mixup
bck+rh throw and charge, upon recovering call drones, dash rh bomb, cancel orbs
This is a 2n1 setup. If they stay still the drones will hit them on wake up and bomb, orbs will cause a pin allowing for a 50\50 behind the bomb. If the opponent rolls, the drones will hit meaty upon wake up and the dash bomb will be from the opposite side of the screen making it completely safe vs any helper that may come out. They simply can’t reach him. Also, the rolled version can be used to do a 50\50 behind the bomb.
A good + to the roll is that if they call their helper, the bomb will most likely hit the assist allowing for a teleport follow up for more damage.
Settings the whole thing up is completely a different story. There are usually better options to select from but having a throw mixup midscreen doesn’t hurt.
The dash bomb is really what makes the setup work. If they stay still, strider closes the distance for the wave orb and chucks a bomb for damage on the screen. But its when they roll it that strider dashes past them, and the bomb goes towards where they’re rolling as the drones pin them. The same setup allows for the bomb to be throw in both directions.
Hey I’ve seen an AC where strider does magic series,uses is double jump and ends it with his air throw. Any ideas guys?:wonder:
-EX
I just thought I would say hi, I’m new to the ninja school…just picked up strider a few days ago lol, I think I’m almost ready to trash clockwork now…lol j/k xD
bomb setups
on hit orbs, dash c.lk, charge, c.mk, cancel RH bomb. Then walk your opponent towards the bomb sprite let orbs uncombo and instant overhead or go low. If you don’t want to double orb, this is probably the next best option. Its probably possible to relayer doom in if the mixup is blocked for a free orb trap.
It works better on different parts of the screen but if you catch someone on the far side, jump over them and uncombo from there.
This works on block too to an extent. I do this mad early in orbs if I want to use it.
The thing is that when its combined, with a dash bomb relyear you get 1 free layer of a bomb mixup + chip. If they pushblock the setup I just typed out, they can’t GC out of the reorb dash bomb. If they take the first set it up, thats you’re free bomb mixup.
This is sorta wrong. This setup only works when strider gets a hit on his side of the screen.
walk off time:
If you throw a bird when strider has 1/3 of his ouroborous gauge going, by the time you teleport while calling out rocks (oops i mean doom) the machines are already gone and you can just reactivate the ouroborous super.
By the way, my name is Andrew, but people in california specifically at Regency and FFA know me as masterlock. I’m thinking of changing my name to qu1cksand because thats how the bars decrease…quickly…damn those rocks hurt…lol
yo dude good playin you at evo man…
Hey, youd you set up that strider aircombo to doom assist to air throw into rocks…do you just small jump airthrow to rocks or teleport airthrow to rocks…?
ps im stealin that strider aircombo to sent assist combo…that shit was too smooth…
later…oh and good games to Kaising, Clock, Rudy and Duel…
^sup man, it was awesome meeting you and chillin at evo, and watching clockw0rk haha
anyways for the combo you can just normal jump and throw… just training mode it for a bit, you’ll get it.
Duelist, thanks for the advice during my match. i need to remember that not all cables can AHVB strider under sentinel assist when the throws his bomb. Woulda had the second match if it weren’t for that missed HSF, damn.
it was awesome playing you though, you’re mad cool. Remember, get Sent out earlier!!!
lots of striders at evo this year. Good to meet/play with all of you!
Yeah there were alota good Striders out there and I enjoyed playing each and everyone of you guys. I was the kid with the Agetec, think best streak I got was like 5 to 7.
Who was that Strider/tron/sent guy?
Also, Locdown so your telling that combos should be like…
C.Lk,C.LK,C.HP ^ Magic, Double Jump throw?
-EX
Cool lll try it out in training see if I can make it work…
Exarch…did the dude who played sstron play in casuals, have a beard and leave real quick…?..cause that mighta been me…
Yeah dude I think that was you, the setup I was at had a small ass T.V that you LITERALLY had to sit down ona chair to get a good view and the guy there was using Sent/cable/Venom
-EX
yeah that was me I wouldve stayed longer but something came up…
If you havent tried playin that team you should, its real fun and more laid back them Sent strider doom…
storm strider sent is also pretty fun…
Ah okay, its all good stuff happens.
Idk man, Trons stuff feels more stuff like rush down like Storm/Mag and when I use Saura. Thats just me, I’ll give it a try sometime though for sure.
Storm/strider/sent is fun, I"ve always wondered how IM/Strider/Sent would be.
-EX
Strider/IM/Sent can dish out some serious pain. But will be on the receiving end of some as well
Heh go figure, same with like how in casuals I try Doom/Strider/Tron, shits to fun.
-EX
Locdown get on aim so i can bother you lol!
had a chance to try dash bomb retraps the other day after spending weeks practicing it to get it clean :shake:. My thoughts, they work and quite well but for this to be staple, strider would need @ least 10 different types of them. Then its a problem. I killed a full storm off 2 bars.
counter hit into KD, wake up string+doom, cancel bomb, cancel orbs, mixup and it hits, reset back into doom, dash bomb reorb, mixup 1 more time, combo out and storm dies. Am I wrong for doing something like this? the way I see it, this is the only way to kill a player when you can’t multi trap through out a round. You don’t always have a shit load of bar to work off of and to my knowledge this is the best option I could think of.
Normally, any mixup on storm WILL NOT kill her but with that bomb, orb cancel as a reorb sequence, its just retarded. What character is going to stop that?
been abusing lots of fullscreen trap patterns, orbs end, hi teleport, j.fp+doom, land, s.lp, s.mp, s.fp, s.rh, hi teleport, j.fp, land teleport again to get away. Its a huge amount on bar for a block string. Just like any of striders trap patterns, this too can be guard cancelled but if you teleport early where the machines follow you on your teleport, you can really give someone a hard time guessing where the release point will be.
There’s a sweet spot in striders meter. Its around .8 - .9 of one bar. When you abuse the fullscreen trap rep into the relayer sequence, it basically builds itself back up. There have been matches recently where I didn’t have enough bar but by doing the bar building trap reps, I managed to dump a bar and build it right back up. I litterally trapped someone 9 times in a row off a single bar.
I can’t preach how important super god like defense is on this team. You have to be the best blocker @ any tourney you go too to even stand a chance of winning. One fuck up or a good move by your opponent = defensive position. You might not immediately get out of that position either and could be there for multiple reps. Learn guard cancelling and learn how\why it works because its your tool for offense and your tool for defense.
guard cancelling explanation
ok for starters, you can guard cancel in low state or in a high state. What I mean by this is that you can block low, pushblock, neutral input, then hld DB. What this means is that you maintain low auto guard while the GC is activated so you can’t be hit in the toes. The counter to this one is going high. The counter to a high GC attempt is to kick them in the toes.
most people have a problem recognizing where they will be released. Can’t really blame them. Its really difficult with anti guard cancel tactics. Especially when mag\storm do hi\lo anti guard cancel, shrug.
The release point is based on one thing. The circles you see when a character blocks. What you want to do is pushblock, neutral, hld block then when you see you’re character return back to a blocking state after the push, watch for when the circles leave and you’ll be instantly released the frame after the last animation of the circles.
if someone does light into medium, the circles overlap and its super continuous. But lights into fierces don’t overlap so there’s a hole there. If someone does c.lk, delay medium, the circles won’t overlap either so there 2 is another whole.
didn’t have much time to explain this but I will another day.
Ive been playing with strider trying to set some situations up, and right now im trying to find a way to manipulate forced rolls from mid screen. Any suggestions anyone?
Edit:I dont have the game right now, so thats why im asking.