safe activations for orbs
old clock tip I read when digging around about a year back. Sometimes when you do dog, activate, you unintentially do it so fast that the fwd input from the dog is getting buffered into the activation. This will more than always cause ths grab super to come out everytime.
to side step that that problem, hcf whenever you want to activate. It does honestly help.
learn the dp slash and its uses
probably one of strider least used moves. I’m not a really big fan of it either all though it is an awesome poke. Its 90% screen for god sakes that you cancel into orbs. My biggest problem with it was the cancel orbs off of it but with a little practice, it becomes easy just like bomb+orbs.
It does have its uses and can lead to easy assists punish with dp slash+drones, activate.
bomb tip
when the bomb hits the ground it’ll explode. When the bomb is compeltely gone, its still there as a hit box for a few more frames even if you can’t see it.
also, if you throw a bomb and you have time to block and your opponent has jumped over it and is rushing you down. Try to block something and pushblock your opponent into the bomb, then guard cancel orbs+drones.
sonic boom aka satellite or w\e anyone else is calling it
a very good underrated move IMO. It has its uses and it is striders fastets projectile. It may be as fast or FASTER than striders wave orb.
Learn how to play strider\sent
occasionally doom will get into life trouble and or die. strider\sent is not weak @ all. All though its not what you really want, its still manageable. Strider can chip in this scenario but landing the overhead into 50\50 re-orb patterns is your main goal.
i’ve had people in around me whens my doom has dropped and saying game over. Then I step the fuck up and beast. If I can beast on mixup with stri\sent from time to time. Its only further proof that strider\sent is a formidable squad. Theres a big difference between formidable and desireable. If anything, i’d try to keep my doom alive but shit happens.
the game isn’t over till all 3 people are dead.
learn all your characters
they all have to be mastered just to stand a solid chance. Great strider play isn’t enough. Everyone had to contribute because you’ll never know what will happen.
learn when to activate
theres no better example of this other than clock. Watch how he activates. Sure he’ll activate if he gets a free doom pin but its really when he’s not activating is the thing that stands out to me the most. He’ll get a free doom rep here or there because he’s known for the trap and people respect that. So whenver he gets the chance to activate, he’ll wait for the opponent to make the first move. If they sj away from him, he’ll chill on the ground and build bar and play out options from that. If he gets into any kind of trouble or sees potential trouble coming, he’ll activate to stop that scenario from happening. Strider orbs does have a pretty solid activation time and it shuts the game down.
the way clock will activate is just genius level. The way he does it is THE way to play it since your using up every possible advantage before you activate. Then when you activate, they can’t do shit. Beastly…
the reason why I brought this up because this is the most effective way to build meter as well as apply safe pressure. If you do this right and play the right options, I don’t see how you can run out of bar.
playing defensively.
THE HARDEST THING about playing s\d squads. espeically ssd. ssd has no AA so the first time you get pinned it can be over. The best way to actually do this is to stick and move and NEVER stay still. C.fp, teleport same side etc… constantly do something thats safe and provies you with all the options to counter.
You don’t want to play tooooo defensively because you’ll eventually do something stupid. A mixture or proper offense combined with the right defensive skills will improve any team.
**
the best way to get good**
watch tapes of the good s\d players. clockw0rk, kaising, devil x, snakeshotpeople and eddie lee. I don’t know any other s\d players that i’ve seen play but I have seen these people play and there good.
watch tapes, always ask yourself why are they doing this here and never stop trying to take it to another level.
strider theory shit--------------
after playing s\d teams for the better part of a year straight. Theres some things that I feel like are achieveable if you figure them out.
double orb patterns are just rediculous. Its guranteed life but since you need sent to the ones that are known right now, he has to be alive to attempt them. Honestly, I feel like every strider player should be going for this. Its much more effective than a combo, retrap series. Guranteed life will always win over potential damage. I’m sure there are double orb patterns that involve doom. I know of one in the corner but midscreen is more than likely going to be the place of battle for the most part.
strider cannot exactly kill you in one hit. So theres a point in time where you’re going to have to do a reset. Strider does have unescapeable resets that leave virtually no options for your opponent other than to block it. You want to put your opponent into this type of scenario frequently and make it look ambigous as fuck. You’ll eventually brain fuck someone and get them for 50% life.
the more ambigous looking it is, the harder it is to block. I got a setup that you just can’t tell wtf is going on and it’ll cost you 90% life.
ok thats orb shit. onto generic gameplay.
essentially there are only a few ways to beat your opponent with s\d.
- gimmick them to death. Some people just can’t figure it out immediately and you can usually play blindfolded and win. Not highly recommended but tourney play is 2-3. If someone tries to counter pick you hard with matrix\msc, see if they’re weak against trap pressure. A win is a win regardless of how you break your opponent down.
even a good trick can be used against jwong once or twice so its not like gimmicks won’t win. Just be careful and see if you can work it in w\o being killed.
- play safe as fuck and know the matchups. The same can be said about any team but understanding what your up against and learning how to take advantage of that is someting entirely different. Understanding matchups will basically boil down to what assits your up against and what the point character can do with them. Its tough for me to say well, against msp do this or against ro try this. Players adapt and rarely you’ll get the same fight twice. The best thing you can do for yourself is to understand how each type of assists work. Especially AA’s since they’re the back bone of marvel teams. Don’t be afraid to change guard cancel timing or go for hits when they’re trying to guard cancel. Its a good way to get a free lick back into a trap rep.