How much damage would it be if these three hits combined?
overhead LK, bomb, Sentinels RP
How much damage would it be if these three hits combined?
overhead LK, bomb, Sentinels RP
damn someone is bleeding.
The bomb actually does different damage from 2 spots. if the parachute mode makes contact, it does a hell of alot more life than the bomb explosion sprite.
but if this was max damage, probably like 50-60pts on cable. There wouldn’t be any damage scale either because its just 3 hits.
j+lk is 3-5 pts, bomb is 33ish?, and RP is high 20’s iirc.
Thanks Shoultzula! I’m considering switching my style to Alpha than Gamma now lol
what’s strider’s most damaging AC? … without assist
There are AC’s you can setup into FS bomb which does like 45% life on cable. Strictly situational though but they do happen from time to time if you keep your eyes open. Great life when it works out.
Outside of bomb AC’s, it probably going to be, launch, sj.lk, sj.mp, sj.mk, qcf+lp. Which is something like 20-25% on cable.
if you start out your combo string into the launch with a lp lk as most of us do the difference between the launch, sj ( lk mp mk upwards rocket thingy) and launch, sj ( lp lk mp mk hp hk) is minimal. the former does 42 damage on Cable while the latter does 41.
if you catch your opponent off of a clean launch, that is without the lp lk comboing into the launcher you’ll do more damage obviously cuz of scaling. In this case the most damaging combo you can do is the one shoult listed. Pretty clear choice here.
just my two cents though…
launch, sj lp lk mk hp hk IMO is the better choice. if you use the upwards rocket super the opponent can roll once they hit the ground and, depending on strider’s screen position, this could give them the chance to reposition and recover and strider will have to close the distance again, depending where you are on on the screen. however, they could roll back right into your doom assist if you anticipate where they’ll end up. if you wanna put them in the corner though the best air combo to use does not include the rocket move ( clock posted something regarding this topic in his corner game thread.) So there really is a tradeoff between damage and possible positioning advantages which should also be taken into consideration, sorry if I’m stating the obvious and rambling. Also i’m not a big fan of the rocket special in air combos cuz i tend to mess it up a lot, haha.
Oh yeah, i meant to post this earlier but got side tracked. When you activate orbs and you mash punches like you’re supposed to, try mashing lp, hp in an alternating manner as fast as you can. Maybe I’m just imagining but it seems a ring shoots out faster and more consistently than if you just mashed lp or hp or both punches. Try it out and let me know if there is a difference
HAHAHA:rofl:
wow, thats pretty weird because I found that out too. It works both ways pretty consistently because I think its how you mash it, not technique to mash with.
I used to practice dj scratching before I picked up marvel and there was this scratch technique called the twiddle. Where you would rapidly hit the fader with 2 fingers, 1 finger @ a time and it was one of the first scratches I learned. Which cut the sound off and on really fast. Like a turbo charged transformer scratch if you know anything about scratching.
anyway, I learned one day that steady inputs to the game get recognized better. @ the time, I couldn’t figure out why my wave orb’s wouldn’t come out 100% of the time. It was causing gaps in my trap which resulted in me dying a good bit of the time. So I combined my dj scratch with a marvel mash and learned how to wave orb individuallly hitting the buttons rather than hitting them together. I feel like this is more consistent but its probably player prefernce because i’ve seen games of clock where he never missed a wave orb and I think he hits both punches together for his wave orb or @ least thats what it sounds like on tape.
i see. oh ok. thanks to shoult & locdown there… that roll-> doom was something i was doing before then…
reorb bomb 50\50 sequences do exist :lovin:
So I wasn’t blowing smoke out my ass the entire time. As of now, i’ve only figured out 2 so far but 1 of them isn’t screen dependant or anything like that which makes it an ideal setup to use.
if you can think it up w\in the engine rules, chances are that its possible somehow. I spent a year trying to figure this out and never gave up on it. I just kept trying different things out till I stumbled across the right one.
well that’s good news for strider players. wow. you really spent a year eh’?
whats a reorb bomb 50/50 sequence? or a 50/50?
im guessing doing the orb special 2 times? and having it connect or what? cause the only way i know how to do that is to have a assist help
I didn’t try every day for one year to figure out that sequence. It was more along the lines of just trying things and when I couldn’t figure it out, i’d just leave it alone till I figured out more setups to try. It was an on and off process for a while till I found out a few setups that worked.
a 50\50 simply means hi\lo.
reorb, bomb 50\50 is, an activation first to start the trap, then for your next trap sequence, cancel out the bomb into a position where you can use striders 50\50.
It sounds easy to do. The string itself isn’t hard, its finding the proper setups that cause the 50\50 bomb to work properly because of the positioning of the bomb. Also screen position, pushblocks, and the way orbs are released come into play so it also has to be readjustable.
Random: Crouching fierce launcher with strider is GODLIKE! the priority is too good and there are setups to make it cross up =D
lol, now how would an IM player know that :looney:
striders c.fp = virtually unbeatable. Especially from specific angles. Gotta love that weapon prioirty. Same thing for hayato too.
I got some hot sauce with d.fp xup, i’ve been working on that shit for quite some time now and I have yet to run into a player who’s blocked one of c.fp xup tricks on the first time. Its impossible to see something like that coming unless you know what to look for.
correct me if i’m wrong. i’ve read somewhere that df.hp comes out faster than c.hp.
I play against one of the best strider/dooms all day =D
most characters have a faster launcher when done with df instead of just d. It cuts a frame or 2
it would be dope to see what snake is doing these days with s\d. A few recent videos doesn’t even do s\d the proper justice. I want to see what he’s working on and what he’s thinking about using with s\d. Thats the hot shit.
and from personal exp, df+fp with strider does make a difference mid game. Gotta take all advantages regardless of how much of an advantage it is.
Im sure he’ll post something up sooner or later =D
it’s all about strider/tron guys! I gotta bring the camera next time i go
I hope snake posts some hot shit, so I can steal it again
thnx for that combo you let me know about j360. Strider in the corner vs sent, c.lk, c.mk. c.fp, teleprt will always crossup. Thats a nice reset right there because I can attack back side or DJ front side+doom.