Random s\d thread

in all honesty, you have to look @ s\d being extremely weak. Its important to stick a 3rd on it that can give you something effective or provide an extra dimension to striders gameplay.

top s\d teams imo in no specific order

sent s\d
cable s\d
cyke s\d
storm s\d
mag s\d

both mag and storm can play behind doom pretty clean and get hits. Storm s\d can still do LA, LS, dhc into strider orbs\grab super and I believe that shockwave, immediate dhc orbs, combos but try it out to make sure.

and somewhere down the list belongs IM s\d. I think that team can handle it but I can’t play IM to save my life and those who play IM don’t pick s\d. LoL. However, if strider lands orbs, tag into IM GGPO NEXT!!! they have an easy double orb pattern too and IM AA + bomb+ orbs can kill a character with orb resets.

if your really confident in your strider gameplay, s\d\capcom can still work but don’t get hit lol.

I tried playing S/D/Capcom, and the team really lacks solidity. I hate starting Strider, not only because of the lack of meter, but because the momentum in the match often starts really slow and Strider gets eaten when things slow down. Playing CapCom on point = Instant Death.

I’m starting to understand why Sent is such a good starting choice with S/D, though what’s up with Cyke?

Can anyone explain how to use Cyke in the team?

cyke\s\d is all kaising. You can try looking up posts he made or he may even swing through here and tell you whats up. I know nothing about that squad other than it can work pretty well.

If you’re ever in a situation where you need a team to take down the other guy’s sentinel quickly (and he’s starting sentinel), Strider/Cyke is damn near untouchable by Sentinel and the mind games you can play against him are endless. Unless sentinel’s back is touching the other end of the screen, Cyke will pretty much hit him and you get a free followup into orbs. Cyke also works well against Magneto and Storm’s rushdown angles (especially Storm’s).

To summarize, Strider’s toughest matchups are the players/teams/characters that can prevent him from establishing ground control by outzoning him and keeping him at bay. With Cyke’s AA, you get the option to sweep up the entire floor with the push of a button and continue the match however way you want.

yeah I don’t mean to be preachy, but I’m in a postingaboutmarvel mood heh. Theme is “what youre doing rather than how youre doing it”. It’s all my opinion, feel free to post/flame

rambling incoming

Maybe I’m wrong… but it seems like alot of Strider players still don’t know how to go from ouro to ouro >>inescapable<<. While your goal with Strider shouldn’t really be trying to do that all the time, it’s definitely a staple to Strider/Doom imo. I always get hella ppl asking me “what buttons do I press” or “what string do I use” to trap from ouro to ouro. It’s really the wrong way of looking at things. Rather than focusing on what buttons you’re pressing or setups you’re using, you needa focus on what you’re actually doing, and this applies to almost all things “advanced” in Marvel with any given team, combo, situation. So for example, when it comes to ouro traps, whatever worked for you to get from one ouro to another (worked as in it was impossible for your opponent to escape) in any given situation, it won’t necessarily work in another situation depending on character position, opponent position, position relative to corners, SCREEN position, meter, character specific heights/weights/lengths, timing, assists, and so forth. Or maybe said pattern woulda worked but something else woulda been better given the “what you’re actually doing”… like building more meter or getting in a better position. BUT, if you understand what you’re actually doing as far as that trap goes, you’ll be ready to adapt and trap (or not trap) in ANY situation that arises.

So I guess in this case, if you’re going for ouro to ouro inescapable trap (note inescapable doesn’t necessarily mean 100% blockstun), what you’re trying to do is optimize blockstun. In any fighting game, it’s hella important to know how much blockstun any given thing does whether is be to keep your momentum going or knowing when your opponent’s momentum has a hole in it among other things. But since a large part of Strider/Doom revolves around blockstun, its fucking paramount to know exactly how much stun a bird or tiger is gonna do, how much stun a jab or short is gonna do, strongs and fwds, fierces and rhs, ALL PHASES OF DOOM ASSIST, ouro satellite things, and rings - and don’t forget about pushblocking/guard cancelling. So in a more practical sense, a good trap is gonna be optimally timed so that the end of one move’s blockstun is gonna lead straight into another move’s blockstun. So for example, as soon as blockstun from st fierce ends, rocks take over; as soon as rocks end, tiger comes; as soon as animal stun ends, rings take over. And like I said before, it’s not always gonna be like that. Under different circumstances, maybe you won’t be in a good position to throw animal (since it travels from off the screen rather than from Strider). Or maybe Doom drops in in such a way that the rocks will stun differently. Point is, if you learn what you’re doing rather than what you’re pressing, you’ll become more solid all around.

Another thing to add to the blockstun thing is that once you get used to it, you’ll be able (if you aren’t already) to feel when an assist is gonna come out. Marvel rewards quick thinking and foresight, and Strider/Doom is no exception. If you know that whatever you’re about to do during or after your ouro is gonna leave a blockstun gap wide enough for an assist to come out, plan accordingly lest you eat Psylocke in the face into double snap. Obviously you can use this to your advantage, which I’m sure shoutz or someone else has already gone over.

It’s kinda like a thing I read that mopreme once wrote about 3s Ken… something about wakeup super being a waste of meter, EVEN IF IT CONNECTS. The “doing” is stopping the opponent’s momentum/pace control, and the “going about doing it” is the wakeup super. While the wakeup super did indeed damage your opponent, the “doing” side of things could have been achieved by other means (like a wakeup dp), and then you’d still have the meter at your disposal. anyway i hope thats what he meant, coz thats what i got from it heh. I suppose a parallel to that would be: Invincibility and being in control is the “doing” and the “go about doing it” is the Ouro. For the most part you can activate ouro anytime you want, but just because you have means and meter doesn’t always make it the best option. Why activate in a situation where you’re already in control or don’t need that invincibility?

So, I guess the point is to try and think about things on a higher level. While trapping, what you’re trying to do is optimize blockstun - the way you go about doing it is gonna be different all the time depending on the situation, so figure out what works for you in any given situation. Or Doom photons - it’s space control, controlling the space between the topmost and bottommost photons. I don’t mean to be corny, but maybe that “formless” state that Sun Tzu talks about is the same thing haha. And yeah like I said before, this kinda stuff applies to all of marvel, team to team, and especially execution… but I guess I’ll save that for another post.

maybe more later

Clockw***0***rk

this is absolutely right. The only pattern that will help s\d is no pattern. That means you should look @ the entire picture before you see whats going on.

theres too many factors to the trap to expect to only do 1 pattern against a decent opponent. That only leaves 1 solution. Since strider doesn’t have 1 guaranteed trap pattern, the pattern you need to go for is based on your opponents reaction. Becoming “formless” so to speak and only obtaining a form based upon what your opponent reacted too.

thanks for the insightful post clock. It really changed the way I look at things. I just only recently got out of the mode of thinking of what i’m pressing rather than what i’m actually doing, and this offers great direction regarding how to step up my game to a new level :tup:

Glad to see the S/D Thread is still alive and kickin ha… well good shit clockw0rk and everybody else whos contributed to this thread and did you know you can use Strider Projectile Assist to help with a sentinal air combo i think its something like this
(In the Corner)
Launcher*if needed then call Assist Fly lk. lp. fk. on to bird lk. fk.

on a char like Captian Commando it takes half of his life and the timing on the Attack need to be precise and also if you press foward on the D pad/ Stick the attacks come out faster for tighter timing. Ive been playing around with the Strider Projectile Assist and it can work really nicely with Sentinal and his air combo game. o and btw if you do an air combo with sent and end it with a feirce kick or Rocket punch and you have striders bird out if you land them on the bird usually the fierce or RP would have a flying screen but the bird gives it some weird properties it has alot of potential imo

this is the most up to date strategy thread on srk nowadays…

ssd has a name…

that name…

AKA SOLO SENT!!!:sweat::angel::wgrin:

seriously, imo you gotta have one jacked up super robot to really get down with this team.

i have a question for clock…

does strider have any good ways to escape guard breaks(especially vs mag)?

when i fight vs AKA solo sent, I feel like a snap on sent = gb strider = free win

Only trouble i have with this one is timing my attack to beat striders falling lk(works perfectly when i time it right)

Other than that one issue, I haven’t seen an escape vs this pattern. I’m curious what you think(all players opinions plz)

I just mash

If you think they’ll attack/take the hit = sj fierce, ad df lk, mk.

if you think they’ll block/push block, sj lk, ad df, lk(if regular block things go smoothly, if they pushblock i believe the ad df lk will let you land in time to sj lk,mk into rom.)

lol, that doesn’t sound like a bad idea since he’s fucked anyway :sad:

unless someone has an ace up there sleve?

lol :wtf:

this is a hot steaming pile of a post.

^that was for mag vs strider comming in. i actually think that it works for everyone.

but one thing i wanna know is that if it’s possible to always beat out a guardbreak attempt by pressing a button while you come in(or atleast trade.)

Is this a good team guys? Strider Ground Type, Captain Ground Type, Jin Anti Air type. I the team runs smooth but my Jin has a hassle with Magneto…fuk you magnetic shock wave bitch!11!!! But my captain clobbers magneto…some times My Strider is my trick basterd dodge’ing and wasting my opponents speacials then summoning his mighty tiger mech’s while captain is dragging airborne opponents Glodias Fist while the opponent is geting shredding by a bunch of tiger mechs doing a chunk of damage.

you should never use team supers…EVER your best DHCing your chars for a safe switch out. Strider is best played with Doom and his Anitair Assist and you should just read the beggining of this thread where shoultzula describes the diffrent strider teams but its usually Sentinal, Strider, Doom but if you dont like sentinal then read the first pages of this thread to get an idea of what you want to play with strider. Jin and Capcom is generally a bad idea to go with strider

EDIT: Also NEVER play strider without doom >_____>

strider\sent\capcom only has **one **thing stopping it from being the best strider team in the game as well as being higher up on the tier ladder than ssd ever will. It actually has function.

best believe I would be picking this shit over s\d if I could figure out how to make that glitch work!

if you want to be low tier with strider, stirder\iceman works like a ghetto doom. You can call iceman for dumb chip repeatidly and you have fullscreen zone.

ya but doom has invinsiblity for a few frames when he comes out so its really just safer to send him out and he has some pretty awsome properties and Sentinal, Capcom, Strider…sounds like team Scrub just replace strider with cable and there you go :smiley: although i can see were Capcom can help Strider but then i can also see how he can hurt striders Game

over the course of learning s\d, i’ve learned that a big secret to this team is minimizing the execution needed to win. The team is extemely execution heavy as well as execution sensitive. The less strider has to do, the more effective he becomes. I never really understood it till my sentinel could start competing a little but I get it now.

Every time you perform the trap, you create chances for strider to kill himself. Weather its a grab super that should of been orbs or a wall climb that should of been a teleport either of which can cost you the game instantly. As a strider player, you have to take into account mistakes. Its going to happen because you’re not a robot. Its impossible to input his shit right every single time every day. I’ve been playing strider for 7 years on and off and I can only remember a handful of days where I never fucked up @ all execution wise. I’ll play @ least 200 games a day when I’m practicing hard and not to fuck up once execution wise is quite hard to do imo.

now, they’re a few ways to side step the execution problem.

  • practice daily and keep practicing daily. Its no big secret that practicing is how you get good. Now, daily practice can extend **WHEN **you will fuck up. Improving your execution can limit when you fuck up and allows strider to do more reps w\o fucking up. The more reps you can do back to back w\o fucking up, it will overall improve your execution. Duh right?

  • hcf+pp for orbs all day every day when you can. Especially after animals and bombs. The fwd input from the animals\bomb combined with qcf input from the orbs creates a srk input, which in turn creates the grab super. The hcf ensures that you will be less likely to fuck it up because your using your hcf to delay that last fwd input off of your move.

**Double input super method. **

  • hcf +lp, fp for your orb input. This is rather awkward but its been something i’ve been slowly working on. You can input a super with qcf +lp, fp. Yes, it is a 2 input super but the trick is to roll it extremely fast so the game counts it as 1 input. The point of this is that if you do it this way and fuck up, you will just get a jab instead of a FP that can lag you out there for quite some time and to recover from that accidental FP can be quite a challenge. For the most part, if your brain is exepecting that you will do a super and you get a FP, your brain will try to back track. When you expect the super, you start breaking down the options of where your opponent is @? can you take away his escape angle if you fucked up the trap? are you away from their AA? should you bait out his AA? all of these things can go through your mind in less than a second so when the s.fp gets thrown out there accidently, your brain has to forget about what your setup should be and to recover off of the s.fp. In the time it takes for you brain to forget and readjust, its already too late and you’ve already been hit. The 2 input super method is just a safety net because of the complexity of the trap. Its very easy to fuck up, and not recover in time to protect yourself. This strategy has saved me more than once already.

with a few execution tactics under your belt, its time for the actual strategy.

Now, the less strider has to do, the safer his gameplay is. If strider only has to do 5 patterns to kill someone, hell yea, I can do 5 patterns to kill someone but how about 20 patterns? could you do 20 patterns over the course of a round to ensure a win? thats a big test and for strider to judge each scenario and properly use the right pattern can get complicated and can kill you just based on the execution needed. 1 trap rep isn’t hard. The inputs are actually quite simple. Its the fact that it takes different, MULTIPLE trap reps to do any kind of life. Then, those basic inputs become tougher as the fight goes on to do right every time.

To get around how many patterns strider needs to win, the answer is simple. You do life. Not chip. Actual solid life. iirc, for strider to kill one character, it can take up to 20 patterns of chip to kill someone depending on how and where doom is chipping. First off, you’ll never have that much bar to being with so its vital to get hits. 2nd, thats alot of execution to kill 1 guy not to mention you have to still play the game and use strategy. w\ in those 20 patterns, there could be a max of 100+ times you can accidently input something wrong to kill yourself depending on what you know how to do. Thats ALOT of chances for something to go wrong. It only takes 2-3 reps of hit orbs to kill a character. Less times to activate, more damage per trap too. It makes him more solid.

But don’t forget that when you have s\d, that you still have a 3rd. Since I mostly run ssd, my sent\doom can do some life allowing strider to do even less patterns. Instead of seeing sent died fast or he didn’t get enough life, I measure life in trap reps. It helps. Everytime I land a pan, or a doom pin rep, thats all equates to less execution strider has to do.

orbs aren’t the only source of damage. You still have bombs which do mad life and are vital against all of the cast even sentinel. LK bomb against sent will prevent him from stomping on you because he can stomp into the bomb giving strider a free rush down or activation. Of course, you have to time these right. Any move that gets used wrong is useless and this is no exception.

counter hits will also do solid life. Even though striders flying screen setups can be countered, he still has the advantage so throwing a little caution to the wind after FS can only help you out to land that rep.

Lets not forget about the dhcs from sentinel into strider. You can seriously turn around fights with all of his dhc’s. His air super being one of the best to counter AA’s because you can swing the assist into the assist kill position.

and the infamous instant overhead during orbs. Its vital. Someone experienced against s\d will block low ALLLLL day. Why? striders overhead is damn hard to do w\o practice but what it gives to him is 50\50 trap. Thats flat out dumb. You have to block him hi\lo and even then, your still fucked because he can relayer, reorb, and try it again. Once its mastered however, you can envoke fear of the trap and only land more life because they want to avoid the trap entirely. Another plus side to the instant overhead is that it forces your opponent to use up his pushblock because he doesn’t want to get hit by anymore overheads. This makes it harder to guard cancel out of striders trap rep when you do this right. It takes x amount of time to recover after a pushblock to do it again. Someone who’s good @ spotting trap reps can get out consistently and make it hell for you to trap again. However, if you make them dump a pusblock to stop your overhead attempt, you can time a relayer string before they can pushblock in the right place to allow a guard cancel. This is a very deep strategy because you can force late\early pushblocks and that in turn can cause late\early guard cancels which can add to the depth of your trap.

The backbone of any fighting game is reading your opponent. It helps out any team. How is he trying to counter me? can I counter that counter with a move he can’t stop? how is he calling his assist? is he leaving his assist out too long for me to land a dhc and do some life to it to swing the tempo? if he readjusts, can I still throw him off? of course, there are more things to think of but its the point that you’re thinking about what he’s doing. Break your opponent down, and try to force him into a spot where he will want to try something and you simply counter him so he has no options to stop you.

This post is all over the place, its late and i’m sleepy but I wanted to drop a little insight to the team. For the most part strider is all fundamentals. Its the actual concepts of the team that make the team effective.

:wgrin:

now that is a very useful post:smokin:

A couple of patterns that i missed, preddy sneekieee