ninja school

2 forced roll things i can think of are…

(they can tech roll this but its really fast if they aren’t expecting it they won’t), c.roundhouse + doom xx tiger, s.roundhouse, im pretty sure that forces a forced roll. From here i usually just call a 2nd tiger into reactivate.

Another one, though much stricter timing, do a c.fierce + sentinel, then there is a way to time an air combo that will make the opponent roll, experiment and you can find it out. Why would you want to do forced rolls? I know there’s one thing where you can wave dash through a person rolling, that’s cool, but any big reason you would want to do forced rolls?

certain air combos into doom rocks cause forced rolls, but those are really random

My focus isnt on causing forced rolls, more like an option tree of what you can do after them. Ive set up a situation where i cause a forced roll, then teleport causing them to roll another way. I was just wondering if anybody has some insight, on some options strider has after a forced roll.

Edit: Is there only 1 unblockable with strider?

how does teleport get them to roll the other way? like you teleport so early that you are on the other side before they force roll? or do you combo them again? and one option i do a lot is wave dash through them. If they are force rolling you can dash through them on certain frames, I know it works on cable, dont know who else it works on.

oh snap, locdown kickin’ knowledge O_O

s.d. needs another tourney/casual/whatever cause i haven’t seen you play in a while =]

you can use forced rolls a little to your advantage. If you land an AC, forced OTG with drones, you can snap out if your opponents assist is bleeding. Landing AC, forced otg with drones, c.fp, AC again will give you good screen. I think its something like over 50% screen so its good when you want to stick someone in the corner clean.

As for teleporting after, AC, forced otg with drones, teleport high opposite side, its suppose to cause that reverse roll. Its a good one timer because you can re teleport onto them again. If they do nothing, put a layer on them. If they call their helper, DJ, call doom, bomb, cancel orbs.

In the corner, forced rolls are mad useful because of falling j.lk being hi opposite side on wake up if you cause forced rolls properly. A slight timing in the setup and now its a wiff fake into, low. If the low gets blocked, dog, cancel activate. Besides, some simple shit like corner string, AC, forced roll, dash, c.lk+doom or instant overhead + doom will blow some shit up. Personally, if I think of it, I do forced roll, s.lk+doom super meaty, s.mk, s.fp, cancel rh bomb, cancel super. If they let me stay on them, i’ll mixup with the bomb hi\lo. If they pushblock the bomb mixup, I just use that sequence to set up my trap or an anti guard cancel setup.

the setups that involve doom forced OTG roll after FS, you can charge a bomb off screen and throw it once the forced OTG happens. If you cancel orbs @ this point, you’ll get a mixup attempt depending on how the rocks combo. Bomb mixup is fucking savage life. iirc, depending which rocks are on the screen after FS, they’ll judge the height of the bounce of the forced OTG and certrain ones allow for the bomb to be used in a mixup+trap.

Shoult, i have a question about your post on guard cancelling

given that light into medium is super continuous like ahvb, would that mean that strider could manipulate his attack strings so that he creates supercontinous blockstun? I am aware that for the most part orbs/rings/rocks are not supercontinous, but there have been many times when I have been flailing away with jab strong in ouro at point blank, the opponent pushblocks and/or tries to GC out, and Strider goes nowhere. Doom rocks aren’t out either

How Strider is affected by pushblocks/guard cancelling I think may also have to do with the speed of Strider’s attack chains. It seems that the faster that you tap out light medium in orbs, the less distance Strider is moved back by the pushblock. Obv different pushblock distances are created by different move strengths relatively. I just am wondering why the same chain in orbs, when pushblocked, creates different effects on Strider.

Of course the blockstun at any given moment is not uniform due to the attacks/ machines/ rings/doom themselves all overlapping, but I’m just wondering if you’ve ever created supercontinous blockstun with Strider and what your thoughts are on that.

there been times ive notice the same situation while playing…strider and an opponent will be face to face and orbs and rings and mashed lp,mp will not let the opponent move even while pushblocking…

I think its due to character size and placement of the orbs while attacking…i dont know the exact placement but I know that sometimes, or at least it feels like, if an ooponent pushblocks you while an orb is hitting from behind it pulls you forward and doesnt push you back…

on another orb blockstun note: I think, but am not sure, if positioned correctly that while falling on an standing opponent after a high teleport during orbs they can not block a low lk, the blockstun keeps them in a standing position and the cr. lk is unblockable… I swear Ive seen it in vids and I know ive done it and Ive felt it happen to me…Does anyone have an experience with that setup or am I just seen things…?

yes, strider can create super continous block stun. Especially during orbs. When I talk about GC-ing, its much easier to relate it to stuff like msp hrax. Both teams have super continous block stun but not long enough to manipulate the entire gap so there’s always a GC spot in there. Characters like spiral\strider cause weird properties to GC-ing that just really don’t make any sense.

There’s something wrong with striders super and the super continuous pushblock crap. It feels like if something is super continuous, you’re not allowed to pushblock iirc. Sometimes when he gets push blocked, he goes no where and other times he does get slid back but doesn’t quite go as far as he should.

Its something i’m not super familiar with @ the moment. Honestly though, I’ve noticed that random crap for quite sometime now and i’ve came to the conclusion to just stay flexible. When it feels like you have a “random” element in an attack string, keep your eyes and reflexes open to any immediate adjustment that may happen.

Nice stuff, Shoult. It’s good to see someone taking Strider as far as he can be taken.

Related to your drones OTG combos, here’s the same thing with Storm-A that works pretty much the same, but without the rolling unfortunately:

c. fierce, hit storm-A a bit late as you’re leaving the ground to follow up with air combo, /\ sj. jab, sj. strong, sj. fierce, (storm-a hits 3 times), sj. jab as you’re still falling down / …then you have a few options:
– c. fierce, air combo
– move forward under, crossup with c. short
– j. jab, j. strong, j. fierce
– move forward under, c. fierce, delayed Storm-A, repeat the same mixup. This is fairly safe since c. fierce is too good.

I tried to work a snapback from the sj. jab, but I don’t see a way at the moment.

Anyway, that’s just an option if anyone out there is trying Strider/Storm together. Those 2 have some decent DHCs (lightning storm dhc orbs with j. jab, j. strong repeatedly does good damage, or even just lightning storm dhc ragnarok) and some of you probably prefer Storm over Sentinel. Just throwing it out there.

a few pages back, I made a long ass post and called it " the meat grinder." That post will be made into a video shortly a long with a few other strider stuff I haven’t posted up yet.

Trying to make it into a 101 thing where it covers basic to advanced stuff in it.

That would be really awesome. I’m picking up Strider full time, and I would like to see some of this stuff in action.

it’ll come out eventually but works in the way @ the moment and ohio is 1 month away so i’m going to try to sharpen up before then. Hopefully by SB2 rolls around, it’ll be done.

dash bomb, xx activate 50\50 is fucked up

old knowledge, striders df+rh will go underdneath pyslock and cyke easily. If only there’s a way you can cancel out of it…

striders telepot kick on reaction to a helper will dodge the AA. Haven’t tested it on mando yet but it works very clean on psy\cyke. Very good during the beginning of orbs whe your trap sequence isn’t tight and you know the opp is mashing their helper.

timed orbs to create perfect streams of orbs is quite simple. There’s a simple tempo that allows strider to throw a non gapped sequence

note - cause a force momentum switch by calling doom, jupfwd over the opponent, land, s.fp crosses through, cancel bomb after cross through might be a combo.

setting it up naked like that is pretty retarded but it may have some use after FS KD and I know it’ll work after a trap pattern.

double post

jump height juggle orbs, walk\dash underneath c.fp, mash orbs is a crossup and be crossed up into again

Shoultzula: Do you have more information on the following Strider unblockable seen in this vid:

[media=youtube]q8WknMbMHgU[/media]

? My understanding is that as long as you do snapback (preferrably in corner) and activate orbs, dashing (or walking??) forward causes the orbs to be unblockable because of the direction Strider is facing. That also means free tag-in (and death if it’s a Sentinel tag-in like you see in the vid).

good question?

I wonder if its a UB or an ungly x-up

not a x-up. amir and liston both confirm , and see Magnetro’s vid of unblockables.

I’m interested if Shoultzula or anyone else had more experience with this unblockable.

Damn, my Strider is ASS!!! Any fundamentals I should know with the ninja (I’m now playing Cable/Strider/Doom). Sorry I’m too lazy right now to look through stuff.