ninja school

amir is probably the expert on that right now. I remember like 6 months ago he told me about this and he had a setup where he did unblockable, bomb combo for some hella life.

can’t remember exactly but doesn’t it have to be on magnus\psy or does this work on all characters?

talked to amir about it for a while today and he said it works on every character. It’ll work on storm but she can float away from it.

Tested it out earlier today and I found a few things out. When you kill someone midscreen, its kinda hard to get the position sometimes but you can do qcf+fp\lp, cancel super to get into angle w\o dashing. Its all about the positioning apparently. Mixup gets the the credit on that

also, after a AA c.fp or when the opponent NJ’s, attempt the same type of angle with the orbs and it’ll be frontside, backside or possibly unblockable. Its really hard to tell since its a front side cross up sometimes.

c.fp AA, qcf+fp\lp activate exactly underneath them is so hard to block. Strider is facing both directoins for a crossup so the opponent has to basically guess what side he’ll end up.

something earlier I figured out today. vs cyclops after FS, strider call doom, teleport high opposite side, if the opponent calls cyke here, cyke will come out towards strider. Doom rocks release and make contact with point, c.fp with strider, rocks hit, cancel bomb, cancel orbs for an assist damage vs him.

On psylock with strider on point, you can do c.lk, c.mk, call doom, opponent calls psylock, df+rh, psylock misses both doom and strider, recover, bomb, cancel orbs, assist damage. The reason why this one works is off the initial c.lk, c.mk the opponent is slightly away from the block stun. Then when the df+rh comes out, it’ll push the point the character making psylock come out @ a range where she misses doom and doesn’t make contact with strider because that move dodges her.

for easy assist punish stuff, df+rh during orbs vs an assist from 60% screen max will put the assist to your back. Watch out for what character is on point.

Awesome. It’s always good to get another perspective on this kind of stuff.

I gotta try to work the unblockable into Strider’s game.

collective knowledge is the way to go.

and yea, I gotta work that crap into my game too! its so cheezy

Quick post. I noticed that Striders qcf+fp will cross up after a d.rh if your spacing is correct. Found this out a while ago but havent messed with it since, what I’ve done with it is d.rh+qcf+fp so Strider goes through the character to the other side +call doom rocks for OTG+cancle qcf+fp into orbs its kinda of weird though. If your too far Strider wont go through the other character. Ill test some more out and post up later.

hey that sounds cool. Might have to test that out later. Good find. Seeing how the xup works, it might be more frequent on cable\mando.

this might be old as fuck but if you want to trip someone, using striders df+rh slide to KD is pretty good when you use it right. I think s.lp, s.mp, call doom, df+rh will do a double option tree. If they don’t roll rocks pop them up. however if they do roll, they roll towards the direction of the rocks when they’re released and a roll + invincible helper will probably too far to hit doom.

some quick strider questions

  1. When catching Sentinel in the Ouro and attempting to do the infinite on him, how do I prevent Strider from ending up on the other side of Sentinel and as a result messing up the infinite??

  2. When doing Ouro and opponent’s Sentinel is on point, is Strider’s normal jumping roundhouse kick an instant overhead??

  3. How do you do Strider’s long air combo, the one where he is still hitting the opponent on the way down?? What’s the button combination, timing, etc…?

I can chime in here since nobody else has mentioned answers yet:

  1. Don’t start the infinite until orbs are about finished. Stick to doing (s. jab, s. strong) and watch the orbs time meter so you can get the timing down.

  2. Yes. It’s about as ‘instant’ and effective as Strider will be against a crouching Sentinel. It requires some timing, but use while calling an assist and it can do some good damage.

  3. c. fierce, sj. jab, sj. short, <pause>sj. strong, <pause>sj. fierce, sj. roundhouse. The timing varies against your different opponents. It’s almost impossible to mess up against BH, Sent, and Jugg.

Hope that helps.

what do you guys think about c.fp for AA teleport every time?

@ a certain angle mag\storm both can AD past it or slowly float over it making it wiff. So I decided to start doing c.fp @ max range, teleport every time no matter what. If it hits, I mix up teleports and DJ’s combined with doom calls. On block its safe + I get a layer option. On wiff however, I don’t know all the specifics but it SHOULD be safe still.

Another decent AA option I started doing more often is high teleport right above the spot where mag\storm come down @. I’m teleporting right above them instead of high and away. I feel like I can setup a lot of things here and work a quick counter option. Just a different angle that contributes to the over all AA gameplan.

Those are some good ideas. I could see how Mag AD over c. fp while he calls psy = death for strider, so that definitely has application.

I think in general, Strider’s teleport is underused. Even just using teleport to the other side when mag/storm is jumping in makes the orientation confusing enough that it can be really effective. It’s safe for the most part and the payoffs are great.

c. fp is also awesome. It’s very easy to time c. fp against a full screen Magneto who you know will dash in. They get hit, give the ‘wtf?’ face, then they realize how good c. fp is when it happens over and over. I’d rank it up there next to Storm’s s. rh in terms of effectiveness and range.

started on a strider video last night and i’m trying to get it done before SB3.

good.

:woot:

Can’t wait to start learning this ninja haha.

video might take a bit longer than expected. I got a bunch of new ideas over the last few days and I might iron them out for the vid too.

strider on point, orbs end jupfwd over the opponent and call doom right as you land to have a sandwhich setup, then when strider lands, doom comes out and strider can do jup.lk for instant overhead, jup.fp smack them back into doom rocks, bomb, the go for some random free shit.

50\50 trap sequence. On hit, its pretty devastating. Even if the bomb doesn’t combo, its potential 50\50 for that or assist life if the opponent is mashing depending upon assist interaction with the bomb. Its a cancel anyway so you can always just immediately punish if the bomb gets taken out.

on block, its not super safe which is the problem with it. It looks like you can get strider out of the way of danger but doom is down there waiting to get hit. I like it in a situation where its a calculated risk. If you instant overhead in after the 1st wave but before the 2nd one, I think it will be constant blockstun and when strider lands from the blocked instant overhead, 2nd wave comes out as strider lands, activate.


launch, sj.lp, sj.fp, gives strider faster dash in after FS and will allow him to be next to the opponent before they wake up, call doom, jupfwd.lk, jupfwd.mp. The mp never makes contact but it has a wiff property to it that lets strider turn around mid after after a wiff. after the jupfwd.mp, strider is still in the air so you can do DJ, j.fp, bomb, orbs

if you don’t wiff that jupfwd.mp, strider won’t turn around so the DJ, j.fp will come out the wrong way.

cot damn, after a week long battle with my cpu to get it to recognize the capture is over, I can finally start recording and editing the video so it should be done fairly soon.

I was gonna use vanilla ice, " ninja rap." unless someone has a better suggestion :looney:

^ haha the Mars Volta have a song called Ourobouros. They’re pretty hit or miss jams though

LOL

Well you could make it more serious by using songs from other games like from Ninja Gaiden or something else.

-EX :cool:

Follow Djb13’s music selection?

revivin this fucking thread lol. Shoult you still workin on that vid? I heard some shit where you wanted to quit strider from SB3 (don’t know if it’s true just heard)… I know that feeling but shit man gotta keep it going. strider/doom is just too fun sometimes.

So pretty much, I’ve been fiddling with Strider/Doom/AA. I saw Musker (a guy i played with) Using Strider/Doom/Commando and S/D/cyclops and he was doing fairly well. I also know Kaising used to play this team and talked about it a bit. If there’s info on this shit, someone link it in this thread, but this is what I’ve discovered personally.

The original reason i stayed away from these teams was that there is no top 4 character in those line ups, and that’s so important sometimes (as to why i played cable/strider/doom, which sometimes fails) And me and scum play a lot of mirror matches, and since i am totally sick of those (sent/strider/doom vs sent/strider/doom), throwing cyke in the fray to knock out his doom is fun, regardless of if i win or lose, it’s fresh and different and damn fun. Also Strider get’s more screen time.

Some shit i fiddled with in S/cyclops/D.

Cyclops 2nd is overall better tahn Doom 2nd. IMO, Cyke/doom is better than Doom/cyke. The doctor is fun, but he gets fucked up by a flying sent sometimes due to having no over the head attacks. Cyke’s gene splice owns mags (doom v mags is BAD for the doctor) and aim-able beam help a lot for any situation. His air roundhouse is also a good angle, and down air round house (summers family roundhouse, cause cable has it too. If havoc was in this game, he would have it) is solid. Also Mega optic blast (punch super) + doom rocks is mad chip.

After i knock someone down and get fly screen, sometimes i do standing fierce + cyclops, and teleport to the opposite side. Cyke comes out just in time to have strider counted as on the other side. Works very well as a cross up, though i havent figured anything amazing to do off that, I only started this team recently so my practice with it is lacking to say the least. Regardless, I’m gonna try to find some Strider/Cyke, Cyke/Doom, and Doom/cyke stuff and post what i find out. Seriously though guys, try this stuff, put someone random in your last slot and try it out, it will make your strider strong overall cause you don’t have sent to back you up if he dies.

once the video is done, it’ll probably be the last time I run strider hard for a while. Until I see some counters that stop what I’m losing to, I won’t pick it up again.

Been slacking on the video and I haven’t decided on what kind of video to make. I might just post up the individual clips, and write a little post about each clip explaining something about it rather than a compilation video like I do with my low tier ones.