Random s\d thread

sonic boom projectile

I really think this move is underrated. Its extrememly fast and easy to get. Whenver you activate orbs, hold back and keep tapping lp. Then when you gave it enough timie, sonic boom and let it come out. You’ll pin the opponent the entire time and give yourself the sonic boom projectile.

after an air throw, you can throw the sonic boom + drones and its unescapeable. They can’t jump out of it. So that means during the throw you should already be charging.

for normal purposes such as just throwing it out is kinda stupid since it has major lag but throwing out then activating is just god like.

if your opponent is jumping out of your activation patterns, work the sonic boom into it and see if it can be of any help. Most people usually go for some attack series w\ doom, then dog activate. The dog is a little slow and allows people to sj out @ the right distance so throw the sonic boom here and see what happens. Usually by the time you throw the sonic boom then activate, that thing is already midscreen or past it. Of course if you do the dog @ the right time they can’t escape it but sonic boom does have it uses.

if you don’t have problems such as your opponent jumping out during re-traps, you can use it as a 3\4 screen poke into activation behind drones. that shit is super fast.

cheating charge time

I usually don’t give up things i’ve learned on my own, such as this, but I haven’t been playing s\d lately and I hate when I learn good things and forget them.

high teleport to the opposite side of the opponent and the second you teleport, charge back to which ever way strider is AFTER the high teleport. The last part to this is to come down with j.fp\j.rh. The second your feet touch the ground, you are now able to throw the bomb the second you land. The j.fp\j.rh as you’re coming down from the teleport has to make contact. It don’t matter if its hit\block it just has to be one of those.

this is how you can tell its speeding the charge time up. Try the exact same thing except after the high teleport, don’t throw the j.fp\j.rh as you’re coming down. Then throw the bomb as soon as you land. The game won’t let you.

I have no clue why the game allows that 1 second charge time after the contact off the fierce but this is marvel. The game was broken years before now.

this is rather useful after orb patterns after teleports and during mid game when you land a teleport onto point for this. You can bomb instantly and most people will usually be calling their assist anyway.

just to give my opinion on the charge time, by doing the fierce/rh in the air, you are extending strider’s air time before he touches the floor because the the F/RH cause him to go back alittle bit so he is falling at an angle in contrast as to where he first starting falling after the teleport, so you are taking longer to hit the floor, and you get that extra time to charge the bomb.

Funny i always thought that move had some use, but couldn’t figure what.

completely unrelated gouki, you don’t get extra charge time, there is no mid-air stall from whiffing/contact in the air.

you’re really doing nothing to impact the charge time on the special other than swinging. pretty random shit man.

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.

Strider/Doom was my first team, and I have to say, I gave it up in favor of MSP/Thrax but now, after reading this thread…

Msp?

MSP? Santhrax? Fuck that shi’t! Get back on that trap game doggzz!!

pick low tier, they have team chemistry at least you strider bums

If Magneto ad df, hk’s you in the face, but you tell him…
no I’m Strider, so you block it and you push then jump up

without calling any assists sometimes, you may find Magneto dashing beneath your jump, sj-ing into the lk, ad f, and throwing your ass

In this scenario, turn your stick the other direction and while you’re in guard stun IN THE AIR, start mashing HP and HK together

tech it like it’s 1999

yo snake, got any next level shit you’re working on? i’m just looking for some new ideas to see if I can find any more broken shit.

You know I do

Hell yeah man. It’s in Blue prints. I’ll elaborate on it more when it’s complete. It’s more in the developmental stage. I just need to put the finishing touches on it. Hold your breath for about a week. Haha, you know I got you guys.

you know if its TOO good, i’m going to have to steal it and it wouldn’t be the first time I stole something from you.

heh

Heh, be my guest buddy :tup:

manipulating walk off time:

walk off time is the time it takes for the machines that throw the rings to walk off the screen once striders super has run out of time. If you stand right next to your opponent on their side of the screen, when the orbs end the machines will have a pretty big distance to cover before you can re-orb. The closer your back is towards the corner of the screen, the faster you get to re-orb.

you basically want to control how fast you get to re-orb. The faster you get to re-orb, the tighter the trap becomes. You either drop them off from the original side you’re on, or teleport towards the shortest part of the screen.

when I first got the trap down, I kept teleporting on the far part of the screen which forced me to extend my magic series to let my machines walk off. Now that I got this down pretty pact, i’m able to adjust trap patterns to allow an assist out but not enough time to punish strider and solid non guard cancellable trap reps. Its a really good way to punish people who drill the assist button during traps. After a few tournaments and some local getups, it seems thats the #1 way for any given person to try to stop the trap.

instead of worrying if that AA like cyke is going to hit you and fuck up your trap rep which is quite common, manipulate your orb timing so you can instantly activate the moment you go for your re-trap.

manipulating walk off time can even go as far as striders other moves that create screen movement and slide the screen past the machines. Its essentially the same thing but you get to control where the end of the screen is which is quite useful when you need something like that to work out.

a good way when you know you fucked up the trap is if you get push blocked and your orbs are still on the same side of the screen you are. The push block forces you to slide back which in turns slide the screen back so the machines have even more distance to cover. They either should be gone, or will be gone w\in a second.

man, I love s/d more than any other team in mvc2. I have a question though, has the team been completely wiped off high level tournament play. I can’t find many mvc2 videos (that aren’t 3 years old) of s/d in higher level tournament matches. Is s/d dead from REAL competitive play?

s\d has steadidly been declining from tourney play over the last few years. Its not that s\d sucks or s\d can’t compete. Its just to play s\d @ that level to actually compete against top players who will run top teams is very hard to do. IMO, to actually get to that level is a 2 year process with tons of expierinece under your belt and probably regular practice weekly. Ontop of that, you have to be surrounded around the right kind of people who will run multiple teams against s\d so you can understand the matchups.

Most people are usually turned off by the teams lack of functionality and insanely hard team dynamics. Its a master level team and its only when the full team dynamics are mastered that the teams strengths can be used properly. Until that day though, its an uphill battle that just have fight against. I had to lose for months straight before I even got anywhere w\ it.

but to answer your question, yes, s\d is probably dead from competitive play. There aren’t as many s\d players as there was 3 years ago and 3 years from now, there will probably be less. But those who still run strider these days and have tourney exp under their belt usually have a high level s\d.

hey shoult, i’m having problems landing the instant overhead consistently not due to my execution but more to the fact that the opponent constantly pushblocks strider off when i get close. I need to have steady footing and put the stick to neutral before I attempt the overhead, and the pushblocking makes it hard to do. Even if they do go into neutral state after pushblocking, the orbs are almost done and the overhead is pointless. The only way I can get the overhead off is if i activate right next to the opponent like clock did in the vid vs. justin wong but those are rare instances. Any tips ?

are the people you playing experienced against the trap? playing anyone who’s played clokc\kai\devil more than 20 times? how often are you trapping people? how often are they getting out?

the trap is everything against a decent opponent since its used to setup almost everything strider can do.

you can tell when people understand the trap a little because they can bait orbs, know when you fucked up and they can get away for free, actually guard cancel you. I always say striders trap can’t be guard cancelled but only if you do it right. Try not to fuck it up.

Its tricky fighting experineced players because you have to see what they know and do things they don’t know,

my trap is going fine, I just can’t land the overhead… I don’t know how experienced the guys I play are, but a bunch of them play strider/doom as a second team but not as seriously as I do so in that sense I think they understand the trap better than most. I’m constantly adjusting my trap to fit their style so I guess it’s good for me.

I’m kind of glad you erased your thread because I’ve heard them talking about things that you were covering in your thread and applying it against my trap 0__0

hmmm.

you can really do alot right there but as far as landing the overhead, your screwed. The most effective way to work the overhead in there is to have different looks. Like doom+orb counter, mini assist punish, wave dashing to overhead, nj land overhead, dj, teleport> land > 1 dash > jupfwd+lk. You gotta set it up from anything. The overhead is just like the trap. If you only have 1 way of setting it up, you’re going to pushblocked.

theres different kinds of pushblocks that require strider to do different things. If they push block while maintaining block, teleport onto them for a mixup. If they pushblock to guad cancel, see if you can make it to them and mix them up or let them guard cancel and get away. Then when they come back down, have a bomb counter ready so you can land some life on the assit or point. Just keep annoying them and let them know that you have an answer for everything they will try. You’ll eventually get something beacuse of all the options your working. Some people get lost in all those options and start to choke a little.

theres also the guard cancel assist call. Alot of people like this because certain assits will interupt doom. Just bait it out and fuck up the assits.

also, you want the opponent to push block you. The way I see it, as long as they’re doing something they don’t want to do, its what I want. Your opponent is automatically playing from a defensive perspective instead of an offensive one which means he has very few options to try and strider can usually counter 90% of those options easy. When they get trapped they only have the option to guard cancel something or alpha counter. Thats pretty much it.

who cares if you fucked up the setup or if you can’t get close for an overhead. There doing something just to stop you and you still get free easy pressure w\ options to reposition or re-orb.

theres TONS you can do right there. Its an entire new option tree with different options. How you play as an s\d player will decide which options you follow but you can really do anything you want. IMO, the only strategy thats ever worth it, is directly countering what your opponent is doing.

This is a really bland post but its the idea you wan to understand. Once strider creates a pin scenario, all you want to do is play options. Just keep playing safe options over and over till they get frustrated and fuck up. If you mixup orb patterns and how you call your assits, you’re bound to get a disireable scenario and if you can’t abuse striders scenarios, you’re not playing options. That even includes the overhead scenario. Even though you may not land it often, its the actual threat of it that creates bad scenarios for your opponent.

It begins…