beastly schenanigans is what we’re discussing
according to magnetro, you can TK orb super with strider. The actual SJ is a few frames and its possible to cancel out before you SJ but the game still recognizes the SJ. This is my understanding of it from when magnetro explained it to me.
Actually, the explosion glitch is based upon inputs rather than actual character position on the screen. So when you input the TK orbs, there is an actual SJ input in there so the game thinks strider is the air and sends the opponent to the top of the screen.
theres a specific timing to the glitch. Theres only a few frames where you can TK orbs and activate the glitch. So you need to time it right, then do it right. Its tricky but i’ve done it mid game quite a few times. I don’t do it much anymore because its rather risky but its cool to see in training mode.
I think magnetro said its the first few frames after the bomb has made contact is when you TK orbs. Don’t quote me but just try different times as or right before the bomb hits. You’ll eventually get it. I really didn’t know how I was doing it but I explained to him what was happening and he was able to tell me. I found out about it on accident one day and just remembered it.
thanks bunches, this makes it ezier to punish assist though right? allowing more time to get over to where ya need to be?
well, yes if you can actually get the scenario to happen but its not likely. The only way to pull the glitch off is activate as the bomb hits which means you can’t bomb+orb cancel. It has to be bomb, wait for contact then activate. The bomb has to make contact as its falling down from parachute mode I think. I tried doing this glitch off the explosion sprite and never got it to work but I could be wrong. I just stopped fucking around w\ it because its not practical enough for me. Ontop of that, AA’s come out @ different heights so its even harder to time.
Its not really all that practical since its risky as fuck and almost impossible to setup. Your better off trying a bomb+orb counter on an assist rather than this glitch.
ahh, icic, ty for explaining though.
one last question about possible use…somebody’s point chara is trying to come down on top of strider to get in because using the normal jump plane isn’t working, could you use lk bomb? does it trade when they are hitting strider, and then if it does, when it explodes, does strider have enough time to tk orbs after a traded lk bomb on the point? or does it only work on assist?
when i get my stick back in a week and a half i’ll be able to post some s/d stuff to give back in some way =_= maybe, ty for ur help
when I got the glitch to work midgame, I always set it up from an AA lk bomb. Most people don’t know this but strider has more recovery time on his LK bomb than his RH bomb. The bird that drops the bomb off has to be completely off the screen before strider can move. When you do the RH bomb, the bird is near the end of the screen. When you do LK bomb, it has to fly all the way out after its dropped it off.
about the trade, hmm, when you time it right your opponent has no options to touch strider other than to super him or DHC. When they attack you wrong though, some people want to do max life on him so they’ll extend a combo and it will allows the bomb to hit them. Its a really tricky scenario but someone experienced against that won’t have a problem stopping the bomb. ** The whole glitch is based upon when you TK orbs. After they’ve hit you and under the right scenarios, yes you can TK orbs after contact. Its really how much hit stun did that move cause and do I have enough time to TK orbs.** You can be hit by an opponents LK and not get the bomb off in time if they hit you as the bomb is about to make contact. However if they hit you early, you will have a pretty decent shot to TK orbs if it makes contact after that. You just gotta pay attention to where the bomb is and how much hit stun the move they threw out will cause.
as you can see, theres alot of factors that go into this glitch.
k, tyty. when i get my stick back i will experiment some with this and tell u if i can figure up anything good off of it. imma try to run with storm/s/d so we will see where the secksiness will get meh. i think that team’ll b beast if my block button can get on point enough =) i just love the dhc from storm to strider.
I was just watching a Kaising vs. D. Hyo vid from ECC and he uses the rocket punch assist for Sent. Though RP assist can never replace drones in terms of sheer usefulness has anyone messed around with Sent on RP assist or picked it by accident and gotten good results?
Shoult, I have been messing around with this for the last few days and have not been able to find a logical explanation. It seems to me that whether or not you can reorb is completely random. All us Strider players should sit in a room and try to figure this one out. 0___0
strider needs his blanket
rp orb combos on helpers are broken as fuck though
btw paul, my team big may have gotten dropped, but those bitches will be back dammit
p.s, think of another team that we can bet on like that, that shit was fun as hell to me
Sinve i’ve found out about it, I haven’t been able to understand all of it. Just last night, I said that it has to be random as fuck too but I remember doing 5 split re-orb activations @ one point when I was fucking around with this which leads me to believe that there is way to constantly do it. Striders ability to re-orb after that glitch is broken. Its almost instant and much faster than a regular re-orb pattern.
I have some guesses on why it may work but why do you think it works like that?
multiple s\d strats:
when you give strider more than 1 gameplan, it allows him to be exponentially effective. Some s\d players work trap options rather than a gameplan and that fine. Theres nothing wrong with that. Its just that your opponent still has their gameplan and they’re not winging it. IMO, i’d rather have the opponent fighting me on the fly rather than a good solid gameplan against me. You never want someone to formulate a strategy against you ever. If you have a way to throw them off, constantly do it so they’ll kill themselves eventually.
On ssd, I have multiple gameplans I use to throw people off who think they got me figured out. I’ll play agressive as fuck, 2nd i’ll play defensive as fuck and lastly, i’ll strictly aim for your assists just to give an example. Now you can switch between the 3 gameplan mid game to really throw your opponent off but I like to train people. Sometimes, I don’t pick my gameplan @ all till mid game. I’ll just combine 2-5 of my strategies and work in and out of all them constantly till I see what the opponent is going for. Then re adjust my strategy to fit what he’s trying to do.
when I play offensively and switch to my defensive gameplan, they’ll be looking for my offensive patterns rather my defensive ones and i’ll be able to land more trap reps. Every extra trap rep I get, I see it as potential times to win the round. WHen I go strictly go for your helpers, its to create a scenario in which I do heavy damage to an assist. @ least 70% or more. I’m able to come in an extra time or use doom a little more to get bar and force easy pressure for a mistake. Call your buddy thats bleeding and you could lose him. It also allows me to control the tempo if I did big damage to an AA because I get to zone for free now.
general fighting game concepts can easily be exploited by strider if your willing to go the extra mile strategically. Instead of trying to outplay your opponent, you should be trying to out smart them. When you try to outplay someone, you kinda push them back so they step up as a player and fight harder. When you outsmart someone, they usually end up killing themselves somehow. Just frustrate them till they can’t handle it and kill them for it.
s\d isn’t known for killing someone in 5 seconds. You really gotta be on your brain game to be good with it.
short hops purpose
sometimes, dj-ing won’t work on an opponent who is used to it already. A smart opponet will let you DJ and call doom and counter you as you land. On someone like that, you really have to use the DJ properly and even then, you can set your self up if you telegraph it. Also, NJ height allows for AA’s to hit you clean. Theres only a few top tier assits that can knock strider out of short hops.
Theres points in the game where strider has to jump to get away from something. Its inevidable. You can try to DJ out which is a good thing because you can call your assist and reposition BUT strider can sj, immediate DJ to cancel out the sj and strider will only go a little bit past NJ height but with SJ properties. So no guard easy guard break for jumping around. Also, it creates a different angle from which strider can attack from. Don’t forget that you can’t call your assist once you SJ so if you want to use your buddy, which is what you want to do, call the assist before you short hop.
I’m a big fan of multiple scenarios in which the end result is the same.
S/D is getting deeper by the minute! awesome awesome thread.
does anyone else have trouble cancelling the bomb call into orbs? i can do it consistently on the right side but can never do it on the left… i hope its not me =(
yeah, it’s pretty tricky and takes a lot of practice. What I found helps me is if you hold back for a little while longer, then IMMEDIATELY sling the stick forward and press either kick then quickly input QCF +pp. Essentially you want to minimize the time between when you input the K and when you input the PP. So the QCF should be pretty fast. This is just what works for me though. Keep practicing, good luck!
At ECC, i was still kind of in an experimental phase. A few months earlier, I was talking to Combofiend about this new team he was using (Mag/Sent/Commando) and how he was building that whole team around mind games and counter calling. He pretty much built that team on the fact that once Magneto gets close to you, the other guy is going to instinctively mash on an assist or magneto is going to go crazy on him. Then the thought occured to me. What other character will make you mash your anti air like your life depends on it when he gets close? Yup, strider.
I was picking sent rocket punch assist for a while and playing around with it. In tournaments, I’d coin toss to see which sent assist I’d pick before each game. I had seen Devil X use it before, but i never really got a good look at what he did with it. It was odd at first. I had never picked a team that could effectively counter call another teams assist before. So the concept was a little bit foreign to me. It does pretty decently against some cable based teams and teams that whore anti air. I found it very effective against Storm’s rushdown though. I also tried playing around with calling rocket punch assist to clear the path for a bombXXouro against cable. And yes, as mixup mentioned, rocket punch+orb punshing patterns are tight. Still, after a couple months of research, I decided that I should stick with Drones. The last time i would pick rocket punch assist in tourney was against Infinite at ECC. If you see that match, you’ll probably know why.
Damn, so much good stuff in there. I feel like a kid in a candy shop. I almost feel like you shouldn’t have posted this and kept it for yourself, it’s that good. We ain’t ready for your Strider.
I think I speak for all Strider players when I say that I greatly appreciate your contributions to the world of Strider and these boards. You have kept the boards alive for the last few months and dominating with your posts. It’s hella sad to know that you’re leaving the S/D crew and hopefully I will get to see your S/D in action someday.
Good luck with whatever new team you as using, I’m sure you’ll do fine with it. You added so much to the body of knowledge regarding Strider and it’ll be awesome seeing what you can do with another team. Any success I garner as a Strider player I can attribute partly to your insightful posts and strats. Thanks for showing me there is more to Strider and more depth to his play than I previously believed.
Oh yeah… Are you going to Evo?
Locdown
I honestly believe that none of us have truely ever reach max level s\d. Strategy wise, yea I think its there but as far what strider can do as a character or s\d as a duo no, its not there yet. I’d say about 40% of what he’s capable of is figured out and thats just a guess because I don’t know all of what he has. Judging from what I know and what clock\kai\devilx know, i’d say that its about right but I could be wrong. IMO, if I played s\d for another year, i’d have more crazy shit like that.
talk to clock about strategy. He’s on that zen level shit with his strats !! Either clock is crazy and need a psychiatrist or he’s a genius. Theres a fine line between crazy and genius level and clock is riding that mother fucker for all its worth.
i’ll post some more things tomorrow. I still have a few more things to add.
yea i’ll be @ evo if things work out like they should.
watching clock\kai play showed me the ropes as well as reading every single s\d thread I could get my hands on. There the ones who taught me how to play even though they didn’t actually teach me. I guess I stole it? lol but w\e. We all steal from each other in some way.
I think i’ll always play s\d for as long as I play this game for. I’ll be around still but I won’t have much to add seeing how I basically gave out every bit of s\d knowledge I know.
oh yea, I’ve reread that post a few times and i’m constantly making changes to it. Its hard to type something up in one sitting and have it be perfect. Espeically something that long. Keep checking regularly for a few days. It’ll be right by then. Go back and read that 50\50 activation thing. I forgot to add the rejump part which is the part that does the actualy life lol.
sidestep orbs
when you activate orbs, it has sidestep properties. Yesterday was actually confirmation for me but i’ve sidestepped though ahvb, ghvb, storms hail, storm lightning super on the ground, proton cannon and some AA’s.
the window is really small so a move can miss you cause of the sidestep yet still hit you because its still in the area of your sprite afterwards.
bomb?
i didn’t know that when the bomb is off the screen horizontally that marvel still counts that its there. You can never see the full screen horizontally but the bomb can hide out there. I don’t know exactly how far it can chill before its really gone but i’ve seen it go 1\4 screen off screen. So if you land a hit, you should always launch, sj.lp\lk, sj.fp\rh and immediately smack them into the bomb for FSD OTG. It’ll give you flying screen dash twice. Looks weird and does some solid life.
another great thing about this is that if the bomb is say 1\8th off screen as a rough guess, the explosion sprite still can make it to the part of the screen where the action is taking place and it’ll hit your opponent from the back. Its cheap when it works because full screen assists don’t have much of a choice but to take it. Even the point character is semi threatened because if the explosion hits, it gives strider a free dog, orb pattern.
strider really has great options after an fsd knockdown w\o a screen shift to cause FS dash. I think I read somewhere that theres no true wake up in marvel so all characters are prone to be hit by meaty moves. The basic flying screen setups give strider an advantage but sometimes he can’t really take advantage of them. If you create FS w\o the FS sending past 1 horizontal plane, no screen shift what so ever, you’ll get knockdown properties w\ no FS dash. This gives strider the oppurtunity to take advantage of a knockdown much better because upon wake up, strider can do anything right there. You can even charge mid air and as you land bomb+orb as a wake up option or assist bait depending on how low you cause FS. The great thing about manipulating FS for strider is that the opponent can’t roll after FS KD. They’re stuck to eat whatever strider has planned.
**jump, dj+lk **will hit crouching characters. So when your jumping around, it gives you a semi mixup game w\ doom. Its not ground breaking or anything like that but it will land you hits. I’m not quite sure if it hits everyone but i’m positive it hits cable.