shoult’s that was anice set up vid umade but how’d u OTG so much after your magic series in the air ending w/ eithier FP or RH? and thx tito 4 the tip
early rh bomb with robot + doom = one great ass AA but only from the angle the attacks come from. Rushdown mag\storm hate it. Usually they can either beat the bombs or doom but never both.
give me the time the combo starts in the video and i’ll tell you what it is. I can’t take all that credit for that vid since djb13 and magnetro both added much more than I did. All I really did was answer a few of their questions and give them a few personal setups to add to the video.
00:20 - 00:26 with CapCom, 00:26 - 00:33 with Magnetio in the corner
20-26
jump in fp, c.lp, c.mp, c.mk, c.fp, sj.lp, sj.lk, sj.mp, delay sj.mk, delay sj.fp, otg rh, c.lp breaks and resets the corner combo
26-33
jump in fp, c.lp, c.mp, c.mk, c.fp, sj.lp, sj.lk, sj.mp, delay sj.mk, delay sj.fp, otg rh, s.lk, call drones, rh throw, s.lp, s.mp, c.fp
chip damage thats not fair!:
if you kill someone into the corner or dead body juggle them to the corner and your ssd order isn’t fucked up, you can some great ass chip if you have bar to burn.
character coming in, only works for a dead character not a snap.
long rh bombs with sent and time it so they land on it. Dash in s.lk+doom, s.rh, s.rp, s.lk, s.rh, s.rp, hsf, dash in s.lk+doom, s.rh, long rh bombs cancel into plasma, dhc strider in and use doom again.
depending on what you know with strider, this is actually a 4 rep doom corner chip pattern outside of pushblocks with extra doom reps after. Pushblocks will fuck this up but the first part before the first hsf will do 25% life and on someone who’s never seen this before will probably pushblock wrong allowing you to come back in and get the whole thing. The entire setup can actually kill a character off the chip damage alone depending on how much bar you have. BUt, for the cost of 3 bars, its probably going to tally around 70%+ chip damage which is way more than strider could of gotten by using them himself.
you can add fly strings to help you out when they pushblock to give you a better chance to extend it and get the whole thing.
a cross up that isnt very practical cuz its hard to land.
(in corner with strider) C.Hp + sent drones, sj.lk, sj.hk, drones hit, sj. lk while falling.
The hard part is getting the sj.lk to combo in, but after this you can pritty much do whatever you want. strider is the one in the corner at this point, you can regular jump then do something like j.lp, j.hp, j.hk. or what looks cool, is dashing under them, getting them back into the corner and cross them up and ground chain into launch again. ha actually it crosses up so fast, that your opponent will probably still be blocking like they are in the corner. ill probably never land this in a real match.
More questions, ive been practicing the launch+doom teleport combo, what are my options after this? ive thought of dashing under them to relaunch, probably the one im going to use the most, jumping and air comboing, and throwing a tiger + orbs. how well to the bombs work in this position? the lk bomb seems to land right on top of them but im afraid they will be able to jump back out of it.
Also, what are some air combos with sent off an initial doom hit? ones i do, doom hits, sj.lk, ff lk, f.fp, doom hits again, rp. or sj.lk, sj.mk, rp. im wondering if there is a combo from a doom hit that leads to more damage or more cross ups, like when the second wave breaks flyscreen and lets me do more crap. probably not since rocks are random but wondering about peoples thoughts.
I actually put that combo in the strider db13 video and its not that hard to do. I’ve landed it on decent to great players so personally, that particular combo has worked out for me. The best thing about the combo is that the reset is completely adjustable. If they block one setup, you can still use the same combo but try the reset a different way. Its one of those wtf combos.
anything other than a throw or DJ over into a doom rep is going to be risky. And its, teleport then call doom. I think if you do teleport+doom, they can actually block the throw thanks to twitch guard and if you used drones in a combo, telpoort+doom will never work. You should try it the other way which is to teleport, then call doom, then throw.
besides, if you actually get the chance to do the teleport throw during orbs, that means you had a chance to do a 50\50 activation pattern. When you do those patterns right, the opponent has to block before the actual super flash and has very little visual cues to block the right way. Damn, I really gotta make it to a major soon.
teleport, throw is good but its definetly not abuseable against someone who can tech it right. Mixup teched it once, went into flight mode, unfly combo+psy, snapped me out and juggled doom. 50\50 activation patterns are where its @.
Its really tricky to time combos mid game with doom because of all the angles and times doom rocks can hit them. It leads to a multitude of scenarios. The simple ones that only use doom rocks once seem to be the most reliable but if you’re comfortable with the timing, go for it.
I really like doom rocks hit, sj.lk, sj.mp, sj.rh, FSD into rocks and sometimes it knocks them up and you get another combo. Other times it creates otg roll and you get a chance @ the unblockable but heres the bs about doom. His doom rocks are completely random as they leave him. So when you “try” to time your combos, you also have to take into account that you don’t which set is coming which can fuck up your combos easily.
jeez!!! where the hell did all the strider players go?
for those who still read this thread, when strider throws a bomb and magnus happens to get over it. Block magnus’ first attack and pushblock him into the bomb. Its more than enough time for you to guardcanel, and drones+orbs, or doom+orbs w\e you see fit. Just because they got around the bomb doesn’t mean its useless. Blow that mother fucker up!!
the bird guard break that was thought up quite some time ago, years to be precise, is quite good after messing around with it for a while. If they take the bird, its ok because you can usually play off of it. Its when its blocked that some tricky things can happen and will usually benefit strider some way. Some of you may have already been using this for quite some time but I never thought it was great until a week ago.
does it make sense to put Tron (projectile assist) on a team with S/D?
tron is not the best or the worst assist you could have with strider/doom. imo its kind of redundant to have both assists for stider. with doom obviously he is there to chip/lockdown, with tron its damage/lockdown.
With strider/tron your game plan changes somewhat, you need to land a hit with this team. the easiest way to do this is aim for their assist. throw out pets to bait out an assist and counter call. its even more important that you get cross ups with your teleports since tron adds so much damage. again, activate orbs, go for the trap, trying your best to cross them up while calling tron, i dont think this timing is much different than the doom one. but again its a nice assist for strider, but i cant really think of a reliable scenario where you would use tron over doom when you have both assists to work with as doom can also set up big damage combos and assist kills.
keep in mind that cyc kills both of your assists.
as for tron/doom or doom/tron, look up mike z vids, this duo is part of his team and he has decimated top players with doom/tron/jugs.
Your avatar is God.
Playing Cable/S/D, what’s the gameplan with Cable? Just the usual grenades, air HP’s and air VB’s, complemented with Doom’s AA?
I have a hard time playing this team with lack of AA if I use Cable on point, or at least until I build enough meter for the ninja.
start strider so you can actually have a functioning team. However, I find that starting cable against sent\mando can be quite effective. Doom will beat capcom and cable can shoot\build bar against the robot. Its all in how you approach the fight and knowing when to zone but cable\doom does have some solid options when played right.
another + to starting strider is that you can “dhc” off one meter so to speak. You can properly layer orbs and or a bomb+orbs, then tag safely. This is dependant though on what ring pattern you tag @ out, so there is a consistent way to pull this off as long as you have some time left on your bar to set it up. With this strat, you can actually use strider twice if you don’t die in 1 hit. Having strider coming in from a dhc can land assist kill opportunities and another way to get in and do some damage.
one of the best things about s\c\d is the fact that if you catch an assist with cable AA, that assist can pratically be dead. If you manage to catch the opponents point\assist in your cable AA, time a rh bomb+orb to blow up the assist as they land. You still have orbs after the bomb does a clean shot for 40% life combined with the damage from cable AA. The orb comobo following the bomb can lead up to 100% life depending on what kind of spot you can the assist in.
doom unblockable+cable AA otg can annoying when you don’t expect it.
call doom, ahvb, wait for rocks to leave doom then dhc to strider. Theres a specific timing to this but its works really well when timed right. The closer you are, the faster you have to dhc as opposed to full screen yada yada…
cable\doom have psuedo trap patterns, gun x4 + doom, hp viper, doom rocks hit after and you relayer.
also you can do gun x1+doom or gun x2+doom then psimitar\grab cancel and rezone. When you can get doom out there first, you can expect him to cover the ground angle and you can let your cable control the space above it.
when you time your double jump w\ strider right to protect your assist, you can actually stay in the air long enough to call an assist before you land and get a chance to trap or w\e. Its an easy way to guard your assist while maintain that pressure he needs. I use to play this team a little and you that DJ thing is hard to figure out because you can either use doom\cable and dj over or dj back to original side for stupid 50\50’s.
the bad things
- have fun blocking. storm\mag can eat you up wit the quickness. You just gotta be able to block and counter out.
- cable AA gets baited because strider actually has some function.
- both cable and strider need meter to be effective. However, if you let 1 character die, the other can come in and use the bar up w\o worrying about saving it for the other guy.
- You will need meter building tactics though to make up for what your using. Especially with strider.
eddie lee is really good with this team. If you want some gameplay pointers and maybe a few character specific counters, you could watch him play. All though watching him play s\c\d on tape is pretty rare on the net, you can watch him playing cable\doom and just watch how he plays that duo. Eddie does this weird jab, gunx4+doom trap a few times and rezones. I forget what it is exactly but i’ve never seen another cable\doom do that before.
also, killakelly (sp) runs im\cable\doom and he’s pretty good too. You can definelty see how he plays his cable\doom and steal a few things. I know he has vids on youtube.
Thanks so much Shoult. Great advice.
I have a hard time playing Sent, mainly because I can’t master Un/Refly and my friend plays a lot of CapCom teams, and I pretty much exclusively play Strider/Doom, so my Sent gets eaten up by him, at least until I can DHC into Strider. The lack of anti-air kills me, which leads me to play Cable, as I can play him better than Sent, and he has a decent anti-air abilities.
I’ll look up KK and Eddie Lee’s videos though. Great post man.
ssd is the best variation for a reason. Those drones add to the ground control which strider can gain advantage from. It takes a long time to learn sentinel and learning him on s\d can only step up your robot to new levels.
Sent on s\d has to be basically be played solo minus a few matchups where doom is actually useful. So the whole time your dodging around shit to gain the advantage somehow. This teaches you the core of sent play rather than depending on AA to gain the advantage. All though that strat is useful, it can back fire on you. If sent gains the advantage solo then properly uses the AA to reposition or rerush, thats a safe way for him to get an easy mixup opportunity.
also, most players will try to take out your doom so it leaves your sent or strider solo for a few seconds on the screen. mag\storm or any other characters with good overheads take advantage of this and try to mix him up. No AA forces you to learn how to block, then gain control and use your assist properly there after to reestablish a tempo.
ssd lacks in some areas but it makes you a better player in the end because of the team weaknesses, like defense and matchups, forces you to block if you want to win and really use your head to break down your opponents squad. When you can block and reposition, you don’t need an AA. Not when strider has moves that can’t be beaten and a pretty safe super.
It takes alot to learn sentinel. I’ve been playing him for a year and a half and i’m still learning him.
sent doom is cheap, it beats out alot of assists even if your getting fast flown if you called out doom before you got hit, cap gets hit and fast fly wont work. the worst match up for sent/doom is sent/cyke other cyke duos wont work too well cause he can either get crossed up or be called too far away in the case of cable/cyke. sent/doom has alot of pop up tricks and fights cable pretty well.
If i have sent/cap(air to air) and i land a hit with doom in the way(on the floor), i like to do a longer combo or a refly cross-up so i can still blow up sent
Appreciate all three of your posts. I’ll probably pick Sent back up.
What do you guys think about Spiral/S/D?
If you play Spiral/Doom, you dont need strider. If you want advantages from spiral’s meter building or even her assists, use ironman AA.
yea its better to continue comboing around the fast fly but somtimes you cant even really notice doom come out if his indicator doesnt show =/