option tree to gain better scenarios
option tree is when you’re able to do something, what options do you have from it. If you attack someone, what else can you do after initial attack. When you block, what options do you have to get out. Should you guard cancel, pushblock, block out alpha counter etc… thats option tree. It even goes as far as being hit option tree because of resets and the like.
when strider activates his orbs, his option tree is there all branched out. He can setup for another trap, bait a guard cancel to setup for an AA punish or hit the point, go for 50\50 during orbs with instant overhead, call doom early to reposition later in orbs just to name a few, tag, dash your opponent into the corner…
what I mean by using option tree to gain better scenarios is to anticipate what your opponent may do, then you use your option tree to safely stop all those options which strider can do. You won’t know all the time but if you anticipate everything they might try and figure out a way to prevent all those things from happening, its just as good.
for instance, if your opponent is thinking about alpha countering during your orb reps, find an option that strider has to stop that. On every AA except for cyke, strider can bait that AA with c.lk, c.fp, c.rh and if the person alpha counters after the c.lk, strider will dodge that AA. In the event that they alpah counter cap, strider trips him right out of capcom’s alpha.
or you can throw a bomb out there from full screen and go for a cheap pin. If they alpha early to avoid the chip, they’ll alpha into the bomb. This strat works against any character thats not sent\jugg\bh.
thats option tree. The scenario is that the opponent is trying to alpha counter me in the middle of my trap to stop me or land a free hit on strider. I see it coming so use options strider has to prevent that scenario from happening to me.
in most offensive scenarios, he’ll usually have an option that the opponent won’t be able to do shit about @ that period in time. Say in you catch the opponent AA in the assit kill dhc setup, you do 65% to the AA off one bar and reposition around the point. That person will probably think twice about calling it out for a while and if they do call it kill him @ all costs. Now that AA is limited because its bleeding, you now have other options like a double dooom rep and your opponent being more careful and less agressive. Granted that 1 strategy work on all people but there are good general ones that the most of the communitity seem to follow. Punishing assists seems to be one of those things that will make the majority of the communitity back off or @ least approach you diffrerently.
strider virtually has no help in the defensive aspect of his option tree. If you spam doom, you run the risk of him being counter called and having life done to him as well as strider being rushed down. If sent gets hurt, he’ll be beat up to bad to actually use him for a quick barrier and reposition. The best defensive option is to block and use your assists properly to get out safely. Striders offensive options are so good that once you get started, you can easily stay away from trouble while maintaing good pressure. All though the nature of strat is offensive, your using his great offense as your defensive tool. Once your mobile, strider can do anything.