what does sidestep orbs mean?
when you activate orbs, it has semi sidestep properties. You can actually dodge moves when you time it right.
invincibility frame.
cool cool
should there be matchup strats for s\d?
I think that would be very helpful, but only to the point where it is theory. It’ll be like reading a textbook while actual in game exp would be the practice and application especially since no two people will play the same team the same way. I think if people posted specific problems they have with certain matchups or counter strats they need help getting around, we could all help each other out.
Just an example of what I’m getting at, IMO learning to fight MSP is just as much developing strats against Magneto as it is learning how to deal with Psylocke assist. Fighting Mags/Sent-a is completely different. There is a little space for generalization but that does not overshadow the fact that there are a lot of factors that go into each fight that can and should be broken down, and IMO I think that will be of great help esp since I know you are a guru when it comes to knowing marvel and its teams inside and out shoult
edit: Oh yeah Shoult, I’m still playing around with the thing I was telling you about where half of strider’s sprite disappears. I was getting it pretty consistent once but I think it was more luck than anything. I’ll keep you updated
i have a question, when would i use a teleport to the same side? im sorry if this is a long answer.
the typical strider trap chains revolves around doing some kind of blockstun + doom, then teleporting onto the point character for another mixup opportunity. This particular setup can be guard cancelled under certain circumstances.
when your opponent starts realizing that your constantly teleporting onto them for your offensive strings, they’ll start creating easy counters as strider is teleporting onto them. When that starts happening, thats when you start teleporting to the same side. It’ll throw off their counter allowing strider to teleport onto them for something easy. Teleporting high gives strider the best recovery time by the way.
locdown, if you figure it out, let me know whats going on. I still don’t know wtf you’re talking about though. I’m not a guru yet. It takes time to reach high level marvel.
damn striders broken as fuck, he shouldn’t be allowed to determine which way a character stands after a knockdown. Its not right…
yo locdown, the other day I did split orbs with strider, then opposite high teleport so your on the original side that caused the split and it let me reactivate again. That split orb setup is rediculous. If your starting to use it a little, always throw an animal first and cancel off of it. If you just input it naked and the game doesn’t give it to you, you’ll get that damn running slash. An animal will just leave him that much safer while attempting it.
hit us with some knowledge snake. Quit hiding that dope shit your doing :looney:
working the overhead during orbs:
The only way to make this work effectively is being able to trap someone @ will repeatedly while using different trap setups.
As a s\d player each of us have trap patterns we use frequently for one reason or another. On an experienced opponent who’s ecnountered the trap before and is able to realize certain patterns, the push block becomes a big factor. Not only can it fuck up the trap but it can also fuck up your overhead attempt.
Depending on the player, they can either know a lot or very little about the trap and that has to be taken into considertaion. Basically, you want to mixup up trap reps to force the wrong pushblock allowing strider to actually be able to get close enough to trap. The key to striders trap is realizing how pusblocks work and how to readjust trap timing depending on pushblocks so that your reorb sequence doesn’t get fucked up.
If you have bar, its a good idea to take something easy to start the trap, then use your re-orb pattern as your setup for your overhead setup. Try to do something different than your first setup so the timing is off. Depending on how many trap setups you know and reorb setups determines how often you’ll have the chance to attempt it.
Purposedly gapped setups to allow AA’s to come out.
Striders rings can be layered so perfectly that it does allow the opponent to guard cancel but not enough time to actually jump out and get away. A common trick to stop striders trap reps are to GC then hit the AA. Especially the good ones that can break the trap up like cyke\psy as an example. When you can create the gapped setups, it gives you a FREE chance on the AA while during orbs which leads to big life and can really turn the momentum of the game around.
Ontop of that, your opponent thinks that he almost got out and will probably try to pushblock in the same area @ the same time the next time the opportunity arises. So you can turn this into a free trap rep or use it as another instant overhead setup. You can also use this idea to force your opponent to pushblock wrong allowing your next trap rep to be free. If you keep them guessing by breaking it up, they’ll never know whats a pattern and whats broken up.
Its really tough to explain how to create the gaps because orb patterns play a factor as well as screen positioning, where a pushblock happened if they pushblocked, and even creating a gap in the rings by delaying the timing on them. Its too many factors to point out but its possible.
Ok, you know how sometimes if you have the opponent pinned with orbs at 3/4 to full screen and you teleport over, come down with an attack + doom, You will get an instant sandwich? For instance if Strider is on the left he’ll teleport and end up on the opponent’s right, but when he calls Doom, Doom will come out on the left. This is good, because, unlike double jumping over, a tight re-orb pattern is possible because the orbs leave the short side of the screen, not to mention more chip and a more guaranteed, AA-less pin because of the sandwich. I’ve been messing around with calling doom at different times and performing different attack strings coming down but have not found a way to make this happen consisently and/or at will. Have you ever messed around with this Shoult?
yea, thats just another trap pattern thats all. The one your doing is really awkward though because several factors can contribute which way you’ll land.
like if you have orbs still and you do that but the overhead hits, you can accidently send the opponent to the short side of the screen because of the way doom rocks hit. Depending how much time is left too, you could accidently get s a split orb setup because as orbs end, the opponents sprite bounces over you.
also, depending on orb patterns that won’t always work because a certain set of orbs will slide the opponent back and instead of strider being on the short side, he’ll be on the long side. This will even go as far as if they’re standing and blocking or crouching and blocking. If they stand and block more rings connect and will slide back even further, if they’re crouching less rings hit but ring patterns play a factor and essentially the same thing can happen. Even something like a pushblock can determine which way you’ll land.
If you time it too early, you won’t give yourself enough time to actually get a chance to get a nice re-orb pattern and it that can really fuck you up against the wrong assists. Sometimes less chip and an easier reorb pattern is better than more chip and tight patterns.
when your coming up with retrap patterns, you have to remember that pushblocks can happen, ring patterns can put you in funky spots, if doom hits which way they’ll land. All of that are factors so your patterns have to be completely readjustable midgame because of how many things can happen. Usually, the simple ones are the more adjustable. getting 20% instead of 10-15 is good but if your 20% gives you random shit and my 10-15 is more adjustable, overtime, i’ll land more trap reps than you in the long run which is what your goal. If you have to go out of your way to readjust a tight pattern, you’ll eventually fuck up something and die. It may not happen everytime but there will be times where a tight readjustment kills you.
All of striders trap patterns can be guard canceled. Some are easier than others but theres nothing completely guaranteed. Striders true trap patterns revolve around the fact that he can constantly change guard cancel timing which makes trap damn near unescapeable sometimes which is the way it should be. Playing off patterns is good and can teach you the trap but eventually, you’ll start running into people who’ve seen a similar pattern and are now getting away. So instead of readjusting one or 2 things in the trap, you now have to run to a different pattern and try new things. I only really have 5 patterns but the spots they leave me in give the best oppurtunity to readjust every time. **The other day, I had to readjust a setup with a jab, dog super just to hold them there. ** The only trap pattern is one that is based on reaction on what the opponent has done. You always have to play to react. Doing something first can put you in a predictable spot and you’ll die. Strider can basically force the game to come to him and you base what you want around that idea.
soooo
howd you guys do at ECC?
Clockw***0***rk
alright, so i entered the portland tourny with team clockwork, and did alright (shoulda made the finals). i have some questions for next tournament.
they like to pick row in portland, what should i be doing against mags with my sent? ive been trying to play keepaway, and when they get in on me, ill j.lp + doom, j.mp, rp, and hope that it will get them blocking that or get hit. I dunno, once they get used to moving around doom, its like i have to fight mags solo, i end up hoping to get a couple of specials so i can dhc him out. Any tips for my sentinal against mags who can avoid doom?
and once he does get out, strider doesnt have very many specials left, this isnt really a problem because i usually have at least one but ill very rarely have 2 to play around with. they are all being used defensively. what should i do if i have no specials (or specials i dont want to use) and no sent? how effective is the short bomb in this situation?
Should i start strider against row? i wasnt exactly keen to this, cuz my sent sucks against cable but he doesnt have an anti air so maybe not be as bad i think it would be. thoughts?
Also, i was having difficulty with sent/storm/cyc, which suprised me. specifically when it was my sent/doom vs. his sent/cyc. once hes on top of me, its really hard for me to get out? other than bringing strider in, is there something im missing to at least make this fight an even one?
You have the right idea. You have to keep him off of you. Beam Fly unfly + Doom, get him moving upwards. If he gets in normal jump back to cut off his angles or pan him. Ideally you should be full screen vs. Mags to zone him out. Heavy stomping is risky because of cable AA but of course you can bait him out ( fly forward just out of range then back) and punish. I agree, above average magnetos all know how to avoid doom but you can shut down Mags pretty well using Sentinel’s tools. **Shoultzula told me once to use HK bombs+ doom. That shit is like a wall. Use it to your advantage. **
Sentinel’s super armor works wonders vs. Mags, a good tactic to do is to pushblock mags when he attacks you from the air and call doom. He’ll fly into rocks and give you a chance to reposition.
the most important thing about fighting mag/cable or mag/sent-a or mag/whoever is to NOT LET HIM GET YOU INTO THE CORNER. If you’re in this scenario most likely Doom will not come out and your blocking skills are put to the test. if you start getting close to the edge get him moving upwards and then dash or fly low under. IMO flying over Mags head or even close to him is just asking for a free ROM. I see some Sentinels fly at sj height backwards against Mags but I’m not really familiar with this. Someone more experienced can elaborate on that I think.
I don’t think you should start Strider against Row. True, Cable has no AA, but strider gets to lock him down for free since he IS The AA on team row. You should exploit that by pitting strider against Cable. Strider already has the advantage against Cable which is magnified in this matchup. Get your Sentinel/Doom to the point where they can deal with Magnus. Strider doesn’t have the stamina to deal with them both and still maybe have a Sentinel to deal with. Then again, my Sent sucks against Cable/anything, so my advice may not be that good here.
I feel ya, Matrix is a terrible matchup. If you’re getting stomped by Sent Cyke pushblock him off of you and jump up to get your space. Remember Cyke assist gives you unfly and doesn’t hurt as much as say, Commando, but in this fight cyke beats doom clean. What i do is keep my distance. Fly forward to bait out his cyclops then fly back. Most sentinels will call cyclops when your sentinel gets close so after they call your assist call doom and punish. Also try to use his distance arsenal as much as you can. you can’t beat Sent/Cyke full-on.
I’m sure other experienced people have a lot better advice than me, but I hope I at least gave you a little help. Good luck!
great sir. Thank you very much for asking :lovin:
BH and his aaa is annoying when i start trapping my friend he push blocks flys to the top of the screen with sent and trys to cross up and follows up with BH homing aaa how can i take care of this?
ro vs ssd can be tricky. Strider can wreck havoc both on mag\cable but if he goes, your chances of winning really go down. Theres a few gameplans you can try out and see if they work for you.
start strider and if he kills magnus, tag into doom and throw the yellow beam @ the top of the screen all day. Cable can’t fuck with him up there and you can just keep doing it. They’ll eventually tag into sent sooner or later and doom is capable of fighitng the robot and landing a dhc. Even if you don’t land the dhc, play your options right and just pestering.
One great thing about doom in there is his qcf+kk super. Its extremely fast and if you catch an assist in that super, let it ride out for a few extra hits so they’re a little higher then dhc into strider. You then can manuver the assist to your back and go for the reset bomb.
start sent and try to drop magnus then have strider clean up cable\sent. The tricky part to this fight is that you have no true AA so you gotta becareful when you call doom. Try not to call doom as a semi AA. Magnus\strom can hit his head all day and maintain rush sequences. Your just giving your opponent a few extra reps of offense any of which could drop you. Its just not worth it. Try to use doom to continue an advantageous setup to keep things rolling, then reposition and try to get him on the screen safely again.
go for cable AA. Cable happens to be the primary AA as well as the mid game character. Eventually cable will get called out on the screen and thats when you take a shot @ him. Spit+doom, rp, dhc orbs and get him, use the qcf+pp robot super in the air then dhc into strider to move around cable AA and put him in the assist kill situation. Just go to town on him.
doom+rhbomb+orb cancel is going to be your assist punish. LK bomb is good sometimes but if the opponent is too far away from you, you can’t use the bomb @ all. W\ the long bomb, if they’re litterally right next to you, you can dash them towards the bomb during orbs or if there assist is on the screen, you can smack them towards them. LK bomb primarily is good against storm as shes floating down from running away and it works wonders against magnus. Magnus has to take extra steps to avoid and maintain rush sequences which lets strider run around for a little while longer.
personally, I would always try to start sent and see if I can drop magnus. Starting strider sometimes backfires on you. W\ the robot on point first, you’ll always have the option to dhc to safety if things aren’t going your way and you don’t get stuck in a bad situation. However, if my robot was getting dropped repeatidly and i’ve tried everything I knew, I might try to start strider and see what good comes out of that. You have to know how to play ssd both ways. Sometimes starting strider can really help you out and vice versa for sent.
its not easy and your strategy will have to change consistently. Players adapt and the only thing you can do is out smart your opponent and abuse trap options.
as for matrix, its an uphill battle. Basically, your sent has to be better than they’re sent solo. W\ assists that clean up doom, the only safe bet is to play the robot solo style and just use doom assist accordingly. Doom assist is never ever going to give you a clear advantage like sent\capcom would.
a god like sent like sanfords on s\d would be something really scary which is what your goal should be. Eventually, theres only so much strider can do before it becomes overwhelming for him. If you let the robot do some life then have strider clean up, it lets him be more effective because the entire games isn’t riding on his shoulders. If strider needs 7 reps to drop someone as opposed to 14, you just cut the execution you need in half which means your giving yourself the best opportunity not to fuck up. Fucking up with strider with a wall climb or a grab super is a matter of when not if.
activate orbs and teleport to the side hes on, you should hit them both
god damn it, so i gotta man up my sent? sheit, i was hoping there was an easier answer, like some secret move i was missing. i guess thats all i can do, block better.
ima try that hk drones and doom see what that gets me, thanks.