my last useful post for quite some time. Unless other people want to help keep up the thread.
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countering s\d balance issues:**
ok, if you know anything, its that sent\s\d is probably the BEST strider team in the game. Functionally speaking, its not though. Your missing an AA which 99% of the top tier teams have. Your adding stamina and a meter builder to your team over an AA to allow strider to work.
Since you don’t have an AA, its hard to counter call an assist. Doom pops them up funny and if you try an extended combo into doom rocks, its not safe vs top characters. So you can’t counter call, assist punish. Thats quite a problem, how else are you supposed to deal damage to your opponents assists.
Theres a few ways. Launch+doom, this will cause the opponents assist to pop up rather than upfwd and you can then layer different strings of animals and bomb cancels from here. Great life even if you don’t get the bomb cancel. Double animal into orbs cant be just as much life as bomb+cancel orbs.
Another method is bait your doom to force your opponent to call his AA. By all means, this strategy is actually ass backwards from a normal one. Generally, you wouldn’t want to do this because it doesn’t make sense just to call your assist first in ordered to be countered immediately. S\D doesn’t really play marvel by the rules of marvel. It plays by the rules of “trap.” For the most part, doom doesn’t counter the top tier AA’s that are common. Off the top of my head, doom only counters mando.
Since doom doesn’t really counter much in terms of AA, it would be your gameplan to call him 2nd wouldn’t it? if you called him first, he gets taken out clean. Well, for an assist punish, you want doom to be countered. Because that means bomb+orbs are guaranteed on the assist. If you measure up the life recieved from a countered call doom say from cyke, doom only lost 10% life. While on the other hand, cyke has recieved 50%+ life for doing his job which is to counter call doom so strider can’t use him.
There is a time and place for this particular strategy. When you really understand the trap, you can work this into proper position to cause a pin on the point as well as nuke the assist clean.
I really like when I meet someone who hits the assist button more than once during my trap beause those are the type of people who will get nuked by this. Even the players who double tap or triple tap assist buttons are susceptible. You can actually time your trap patterns to coincide with your opponents mashing. To allow his assist to come out but not be in the position to punish strider.