i had to stay in NY for the weekend but my boy remix made top 8 so far so im happy
Best option vs. a loaded storm’s hailstorm:
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absolultely nothing. Well no shit. It’s common sense and sounds stupid, but it’s very effective for something you don’t see a lot of strider players try. If you have a feeling you’re going to get fucked up if you press a button or try to throw shit, then just block. Pretend you’re going to call an assist or something. A lot of storms will end up blowing all their meter trying to guess right with hail just because they think they can spare it. When she leaves the ground or runs out of meter, that’s when you can restablish control of the match.
Goddamn its hard to play team clockwork… played against some of the top players in my area … i’d rather play MSP vs santhrax/matrix than clockwork :sad: but i will continue to chug along… somehow … its a learning experience even though i was tempted to just switch back to MSP or expriment Mag/Cable with doom AAA since doom has become an interesting character to play on point once u actually try lol
I finally understood what Mixup said that its easy to pick apart strider teams … one mistake and ur fucked. More respect to Clock and the other strider players for pulling victories (somehow) out of ur asses against today’s mvc2 comp…
Any tips for sent/doom vs sent/AAA match ups and strider/doom vs sent? I don’t know if its inexperience with the team or if I am just bad but sentinel owns me for free when I use clockwork. That one random hit with sent/capcom makes strider sad.
haha your starting to see why no one picks it. You gotta take alot of loses to actually start using it right. s\d is a master level team. You gotta have just about every piece of striders gameplay down pact THEN you have to outsmart your opponent to even stand a chance of winning. Other teams like msp hrax all have abuseable tactics that don’t really force you to concentrate on the game dynamics.
trust me, when you beat someone with a worse team like s\d beating msp hrax, it feels good. Basically it means that you’re just the better player because your winning with a team thats not as functional.
sent\doom vs sent\aa is just crap. Kaising told me that its just really tough to win with sent\doom but I have my doubts. My sent is average I suppose and my sents gets rolled 6\10 games. Its my actual strider play that saves me 90% of the time.
the only real way to win the sent\doom fights are just to understand the matchup aspects. Even then, its still hard to win. Usually I try to fightout the matchup as best as I can then dhc when I see their AA and go for an assist kill setup. Even though my sent may have gotten dusted off, I have the potential to wipeout the AA and swing the momentum my way. Even if I did 60%+ to the AA, theres still giong to be a momentum change.
all though strider is THE team. I’ve made comeback with solo doom or sent\doom low on life. You just gotta beef everyone up. Sometimes strider can’t do the whole match but he can do enough so that your other 2 can clean up.
the best tools for any rookie s\d player is a knowledge of the trap. Repeated trap patterns force easy pressure and when you land a big combo after that, most people break down a little. Master the trap and some of the fight will be easier. Also don’t forget about how to play strider w\o orbs. Thats where you’ll be more than likely to land most of your hits @ anyway.
yo kai, have you ever tried to use striders dp slash in the air + drones to stop hails? that dp slash is like 90% screen. I’ve fucked around with the idea but I rarely try it mid game.
I think it gets out of range of some AA’s and your still able to hit storm too. Gotta test that later though.
The trap
man I shouldn’t have deleted that old thread. oh well.:sad:
striders trap is used for easy pressure. The instant overhead combined with striders trap patterns with the 50\50 activation setups afterwards are just retarded. You seriously can kill a full character off 2 bars and 1 reset.
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setting it up:** pin with block stun and activate. Not as simple as it seems since distance becomes a factor for this as well as some annoying AA’s like psy\cyke.
easy errors: I see alot of people accidently do the running slash sometimes. Even though you have inputed this move, you can still activate. Be aware of what mistakes you make it can potentially save striders life.
whenver you activate you should always wave orb. All wave orbs are, is just mashing 2 punches as soon as you activate repeatidly. You’ll shoot one orb out hella fast and gives you the best chance for a pin.
the only time you shouldn’t wave orb is when you think theres a hole or if they may dhc. Its something that exp brings to you eventually but extremely useful seeing how it leads to an assist kill or preventing strider from being hit.
if it looks like you’re going to get hit weather or not your blocking after you activate, mash wave orbs like crazy. Those orbs can go throw some supers or specific orbs stop certain supers. Your going to get hit anyway, so you might as well try something to minimize the damage.
**good side note: whenever you activate off an animal\bomb\sonic boom, you should always HCF your activation. This prevents the buffer from the fwd like an animal would cause and getting that damn grab super to come out.
HCF is the perfect amount of time to never allow the the buffer to happen and you can HCF as fast as you want.**
orbs goes through: storms hail, hsf. Top tier shit only.
orb pattern that stops super: Strider can orb out of HVB and proton cannon I believe. Theres specific rings that make it past there supers and just hit them out of it.
strider can orb during sequences when he can’t move. His taunt, the bomb, dp slash etc. He can also orb after a roll. Say psy hits you during orbs, you can roll and throw rings @ the same time. Strider can’t throw rings when he goes into OTG state or while being hit.
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continuing the trap:** This is the part where most people will get confused when first learning the team. First off, there isn’t one set pattern that you can really count on since pushblocking is a factor. 2nd, there are setups to minimize walk off time from the machines. This tactic makes the trap much much much tighter. Lastly, striders trap cannot be guard cancelled. Strider has every advantage to continue trap as long as you know what to do.
pushblocking strider off happens all the time. No one wants to eat 10-20% just for blocking. You just have to mixup your patterns to vary upon pushblocking.
**orb meter reaches the words time, full ground magic series+doom, fp, dog activate. This works anywhere on the screen except the corner.
orbs are litterally about to end, fp+doom, high teleport to the opposite side, when you’re coming down from the teleport rh, land and activate.**
these are 2 different setups and each has its own guard cancel spot. The first 1 has an early one and the 2nd one has a late one. If they wan to push block early, you switch to the 2nd one. If they want to push block late, go for the early one. Of course there are shades of grey because you can push block just about anywhere but this is the general concept to keep it rolling
advance orb setups: walk off time is the time it takes for the orbs to walk off the screen. This can be adjusted to striders favor to speed it up. Basically, all you want to do is be on the shortest part of the screen when orbs end. That way when your orbs walk off, they have a much shorter distance to walk before you can reactivate.
theres even way to speed up the machines walk off speed.
split orb setup: when xup the opponent as the orb time ends, you’ll split machines apart and they will walk off in different directions. When one of the machines walks off, you are now able to activate even though 1 of them is still on the screen. This is by far striders fastest re-orb setup but as of now, I don’t know whats really doing it. Its still glitchy but when it works its unescapebale.
splitting them up is rather easy. Teleporting, dj-ing, striders slide, run unders. As long as it ends as you’re crossing up, they will split.
striders trap cannot be guard cancelled: once you understand pusblocking and how guard cancelling works, it becomes striders best friend. You’ll know where your holes are so you can anticapte counters for free pressure and the like. Mixup the patterns so you’re opponent isn’t looking for 1 hole all the time. Make holes @ times when they’re panicking to bait assists as well create bad scenarios. When you create more than 1 guard cancel hole, your opponent just starts randomly pusblokcing. This is what you want because you can easily take advantage of that and it leads to free hits, damage on assists, or FREE trap pattern. You want them to push block wrong so those scenarios are now available for strider.
sent\doom
man that shit is horrible when it comes down to function IMO. Doom doesn’t do alot since his weak spot is his head.
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make shift AA strat. ** this pretty much just works against most characters. Doom is not an AA. I don’t care what the game says. Its not. No invicibility, no priority. Just a bunch of projectiles that surround him for a second.
you can use doom as they coming down onto you from the air or during offensive chains for some chip.
dooms weakspot is the top of his head. Any decent player will know how to stop doom like that so you’ll need another type of AA. Early rh bombs + doom = one great ass AA. They pretty much have to dodge all of it so it allows you to keep mobile w\o being pinned.
lastly, there isn’t a substitute for straight up blocking. Doom doesn’t come out like cyclops or anything like that so once you get pinned, you’re pretty much stuck like that.
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defensive strat** most of the time when you get pinned with sent\doom, its almost impossible to make it out alive. Doom does nothing here unless you’re lucky but I don’t base strats on luck. The only real defensive options you have are just too stay away from bad scenarios. Its impossible to that through out the entire course of the fight so blocking is just as important. Play sents range game because that shit is god like. Of course doom bnb’s help out too. Just don’t rely on that as your defensive gameplan.
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a good basic strat is to build a little bar and do more than half life on the first point character. Even if you get into a bad spot, you can dhc into strider and trap him do death or force them to alpha counter ag. Now you’ve just made the fight even and you have the advantage.**
bread and butters:
doom rocks hit, sj.lk, sj.mp, rp. Easy life. I’d rather take the FS rather than a FF combo but thats just me. I like how they wake up after RP fs.
counter hit lk, ff lk+doom, f.lk, rp, opponent drops into doom rock for 50\50. If they fly out of this, lk, lk, rp again.
there are other combos that do a little bit more life but its really strict timing and most of the time not worth it.
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the dhc death assist setup:** Most AA’s will come up and out like a shoryuken. These typs of AA’s are prone to the death dhc. Say you’re fighting against thrax and your opponent has been playing smart. Only calling cyke when you call doom for instance. The next time you see cyke, do the air super and get just a little bit past him vertically. Distance to the character isn’t important its about being a little past the AAA. Once your a little bit past them, dhc into striders orbs and now the assist is immediately @ your back. Drop that fool then go to work.
I may even let sent fight the AA a little like take off 30% or so if they let me. Then really destroy the AA after the DHC setup.
once you’ve instilled this tactic into your opponents brain, when you get 2 meters they’ll be less likely to call there assist again. It makes the fight a little easier.
regular assist kill setup: the other one is very good when yo do it right but it takes planning and sometimes those options are immediately available when you want to get out.
spit+doom, hsf and dhc orbs the very second you see the 2nd set, then ONLY shoot one set of rings, teleport and manuver the assist to your back and drop him.
This one a little trickier but its another dhc option that can turn the tide for you.
thats some pretty interesting fundamental stuff I should remember. A friend told me and reading back somewhere in this thread i think, a guaranteed way for teleports is to do a down back down back motion instead of a backwards DP which is good when u have time to spare but in the heat of the match it feels/is too slow.
Do u eventually get the feel for teleporting perfectly (DP motion) or do u sometimes use the down back down back motion if ever, more often than not I think thats what drags my strider to an even bigger low, the match goes smoothly but as soon as I do one accidental wall climb or activate orbs and can’t teleport, that kills momentum and it feels like i can’t teleport the rest of the match. Its either don’t wall climb during a trap pattern or rushing and win or I wall climb, and even if i do recover safely, its like I lost all confidence/afraid to attempt teleports/miss teleport attempts and my strider becomes a sitting duck. Well i miss them less now if i randomly use down back down back teleport motion but in the heat of the trap or rushing down, the dp motion i think is necessary to be able to keep up to par with the opponent because doing two down back motions gives enough room for error/recovery for the opponent or wtv u want to call it.
When u watch clockwork matches, fast mothafuckin teleport , don’t think he uses down back down back motion at all, even i wonder at times where the motion is or if he has a teleport button mapped
Clockw0rk actually uses it sometimes after a regular jump combo ending with j. hp -> DP
I never knew why he did that except it was half screen and Sent came out to hit me with his drones. Not to mention he re-orbed, that made me sad.
speaking of clockwork … from the tourney result thread of an FFA tourney march 10th, magnetro posted a link to this
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Here are some matches MMDS recorded with camera
www.denjin-video.com/video/mvc2/ffaran41.rar
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interesting clock vs finesse match, IFC strider lol
I only use the qcbx2 when I need to crouch teleport. I got that teleport down to a science and I may only wall climb 2-3 times in a 3-4 hour session. Thats pretty good but there are days where it seems I can’t get off the wall. If I were to teach someone s\d from the ground up, i’d tell them to teleport with qcbx2 everytime. Its so much more effective in the long run because you’ll NEVER get stuck on the wall. The game is force to recognize qcbx2 as a shoryuken. Ideally its better.
during rush down or the times you need to execute something, you go to what you practice. If you were to get comfortable with qcbx2, theres no reason why it can’t be as fast a shoryuken. Its only a 2 input difference for 100% guaranteed teleport.
I guess you could say the dp motion comes in time. I’m og when it comes to street fighter so dp’s are automatic for me now.
thnx for the video. I have yet to see a clockw0rk video where I didn’t get to steal something.
Only by accident. Big risk if storm decides to just dash forward and hit roundhouse. Also a problem if she decides to call drones and hail. I’ve played around more with the single satellite fireball to stop it as i can just throw it out in a blink of an eye.
if they’re near the side of the screen, it’s like an instant cross up. sometimes if they’re in the corner, it’ll cross them up. it’s fun to play around with.
random strider trap variation:
activate orbs, mash, when the orbs is about to end, drop doom and teleport away and the satelites will walk right off the screen… dog xx orbs, teleport and trap again
hmm. I’ll test out the wholse dp slash thing next time the crew gets up to play. The satellite is good i’ve been trying to figure out ways to implement it into my gameplay but it just seems so slow on recovery unless your using it to activate off of it.
Wow, played more random casuals and the more u play the more u look at everything at a technical point of view … I’ve never almost won so many matches and lost but was still satisfied at the fight I put up lol , which is a good thing considering i went from owned for free to making the opponent sweat until all 3 characters are dead… a match up i dread though is sentinel on point vs a good cable/AAA … i usually find myself dhc’in into strider early but yeah here is a weird question you probably rarely hear …
Team Duc VS Team Clockwork … how should I approach this match up. There is a big tourney comin up and i have some sort of idea how to handle lots of teams (iron man/ blackheart/etc…) and characters but not much experience vs Spiral and I know that some beastly Spirals are going to the tourney so any random tidbits that could help would be greatly appreciated, otherwise, i’ll just use my brain and approach it with what I know. How mvc2 becomes harder when you don’t use MSP or thrax ; ;
Edit: Just watched some Clockwork matches from the evo2k5 dvd , Ricky Ortiz and Jwong’s MSP countered it so bad it made me sad :’( on the bright side he owned takayuki >_>
I’m not Clock or Kaising, but I do have quite a bit of exp fighting this team as one of my good friends is pretty beastly with it. The most general advice I can give is to get your trap going before he gets his, and BE PATIENT. Try to figure out his pattern and how to counter it just like other teams do when fighting team clockw0rk. I’ve found that if you start to get all antsy and try to get out on impulse you end up getting hit, back into the trap, and frustrated. ( I’m assuming you’re concerned with the spiral aspect of the fight). From what I’ve seen Spiral will have a hard time keeping you off her once you’re in, for Doom assist trades with the swords or beats them outright. Sure she can teleport but she’ll have to keep blocking once orbs and rocks are flying at her face. Also strider is quite mobile and, between orbs and rocks and drones, can fill the screen with as much shit as spiral can, haha. ( I actually start strider in this match… not sure if that’ s a good idea) . If I’m not mistaken, Strider outprioritizes her most of the time in melee combat. Keep in mind too, Spiral loses her swords when she gets hit , so use that to your advantage. On youtube awhile ago there was a match of Kai completely wrecking a Spiral player. I’m not sure if it’s there still, but search for it… Hope this helps.
I don’t know much about that fight so someone else may be better @ telling you how to play that but I can tell you what I know. I’d start sent over strider in this fight but again I don’t shit about fighting spiral. Just looking @ how sents super armor doesn’t get cracked by swords and doom rocks stop the swords, it just seems to be the better choice imo.
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doom rocks beat swords except one thats aimed @ his head.
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swords don’t break sents super armor
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everytime they call cable AA punish the fuck out of him with sent. Preferabably in the air since spiral can’t really do damage up there. Take the air combo from spiral and just as much damage as possible. You really want them to call cable because he is the AA and the mid game fight. Teams like that take incredible amounts of defense and planning.
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if cable gets 5 bars play patient as fuck.
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watch the spiral players first and see how everyone is guard cancelling it. Watch to see where everyone is pushblocking @ and then just copy them. Also pay attention to if they can deal w\ push blocks. Part of knowing trap is dealing w\ pushblocks and some people aren’t really able to do it.
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if you beat spiral w\ sent and you have a chance to tag, tag into doom. SJ then @ the peak of your sj height, dash up and before you reach max dash height throw a yellow beam and just keep throwing it. Cable can’t touch you because of no AA when you’re @ the right height. Eventually cable will get antsy and try to catch you. Just play patient and block low and keep frustrating him. I use this method against scrubclops and i’m known to run for 90 seconds of the fight. I use the last 10 seconds to chip ftw.
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stay as mobile as possible to avoid trap reps. When you get mobile, call doom unless spiral as bar to alpha counter into cable ahvb.
I would call in Sent while I’m Strider on point.
Let him take some hits and start Orbs
Spiral/Sent should be more afraid of Strider/Doom, IMO. Strider just has a better chance at starting the trap on her since he is faster and less laggy. She will have a harder time getting away from him because her teleports have lag. He will beat anything from spiral in close combat, the best thing to do is just not stop rushing her… the only thing you need to take into caustion is alpha countering. If she jumps to load swords, call sentinel or send a bomb then cancel into orbs then shoot rings.
Burned
Damn, why did you miss Final Round Shoultz? It was cool. I really hated my Pool. I was the first one to play in the tourney. After that I had to wait 6 hours to get my second game. I was done as Hell, no food, no sleep, no nothing in that hot ass place. Haha. Then I finally play and get owned up by Alex G out of all people…I battled my way to the semi finals in losers where I ended up losing to Eric V. I got shot hard by scrub clops. I got him back in team tourney the next day. My team got third in the team tourney. We lost to Combofiend, Smoothviper and Jal. My friend took out Smoothviper, he lost to combofiend, then my other boy took out Comboiend. He lost to Jal and then I got owned up free by Jal. I chocked up on Jal because he told me he plays Clockw0rk regularly. So all in all, I did alright, but I could have done better. I hope I can see some of you guys at the next major. I was interested to seeing your shoultz. By the way,the average team Clockw0rk owns the average Spiral free. The only thing that makes the team a problem is getting shot. If their cable is smart, you have to watch out, especially if they have rainbow cable.