Random s\d thread

I think I’ve played clock like 30 times in the last week.

He knows pretty much how I react to situations and started developing tactics against them, for instance since I kept mashing up and flying and doing weird stuff with magneto, he calls sent and jumps up and does lk ---- into hp into relaunch into ac. I’ll try to record him playing since he’s really good and he shows up at a local arcade a lot.

That would be dope to see some new matches. Haven’t seen him play recently. I wonder how he’s playing s\d these days.

if there is any incentive to ever play strider, its too have people go nutty over your s\d play. Its a big crowd favorite especially when clock plays. It gets so hype…

1500$ on your strider?

theres a pre hype clock vs dark price match on youtube. Its only 1 game of the MM but dammit that shit is hype.

marvel is serious!!!

I saw the youtube match, lol they were both playing pretty bad but it must of been really stressful

they were missing shit left and right but hell they did get in some good shit like when Cable came in around 1:30 and Sent just BURNED THAT BITCH UP

Yea i saw that vid and it was nuts. looks like strider did his job
I would like to know what is the best attack string to build meter while you opponent is blocking and sandwich with doom. I often activate with 1 1/2 meter but i barely get the next meter and what is the best scenario for one or your team members to die

Your question is a big ambiguous but I’ll try my best to answer it.

The best attack string is the one that minimizes the time between the machines walking off the screen and when you re-orb. Depending on where you are on the screen and when you call Doom, you are gonna be mixing up your attack strings into the re-orb patterns. When you and Doom are sandwiching your opponent, which is the scenario in question…

It really depends. If Strider is close to the edge of the screen, most of the time, all it takes is a HP, HK, tigerXXreorb or even just a tigerXXre-orb. If the opponent is sandwiched in mid-screen or on the far side IMO it’s best to back off ESPECIALLY if they have a quick anti air. I don’t know what point in the trap you’re referring to when you talk about having the opponent being sandwiched, but i’m assuming that the bar has reached " Time" and you’ve called Doom, and you teleport to the other side and want to know what attack strings to do.

Just a general answer, try to maximize the amount of heavy attacks you do because those build the most meter. So if you’ve got the opponent sandwiched and the machines are walking off, Go with lp, HP, HK, TigerXXorbs as opposed to Lp, LK, Lp TigerXXOrbs. I don’t have a console copy right now to verify how much more meter you will build off heavy attack but I am sure that strider’s heavy attacks are hella fast and the HP version can be followed immediately by the HK version, so that’s a plus.

I wouldn’t worry about building meter as much as I would about keeping Strider safe. If you lag out your attack string till significantly past when Doom’s rocks are done chipping, expect a quick AA. It’s all about improvising, keeping an eye on the machines as well as strider’s position, and whether or not Doom assist is almost over or not to determine what the best re-orb pattern will be, if you should even re-orb for that matter.

As for the best scenario for one of your team members to die… I’m not exactly sure what you mean. Maybe someone else on these boards can help you answer that.

Hope this helps! Good luck out there!

man, I should be taking notes from locdown.:looney:

i’ll post some things up later about that. I gotta test some things out that i’ve seem to forgot already.

yo locdown, when you end an air combo and you get flying screen, how are you following that up?

sorry that i didnt explain it clearly but you got it exactaly cause i wanted to know about mid screen. as for the second question i hit submit too early :sweat: what i should have wrote is it better to save strider all cost or let him run wild or even run a few traps and get sent back in. I found my self at time having strider fight until he dies. I know this team is strider centered but is the risk of trying to get strider out and in at a later point worth it

IMO you should try to keep Strider alive as long as possible, even if it means spending meter to get him out and Sentinel in. There are many reasons behind this. First off, let’s look at Sentinel’s role on the team.

SSD is a Strider based squad, obviously, and because of that, Sent is quite handicapped. Because all the meter he gets should go to Strider to make your trap beastly, he can’t utilize some of his more useful tools like the HSF trap, first and foremost. Even if Strider is dead, the way I see it, you are playing with a gimped Sentinel squad. Sentinel/Doom has mad problems against any squad packing Cyclops assist or Cable on point. So all means should be taken to assure your victory, and that means keeping Strider alive.

Strider HAS a significant comeback factor. If you’ve ever watched Clockw0rk vs. Josh Wigfall from the EVO 2K4 tapes or Clockw0rk VS. Potter or Clock Vs. Deus from awhile back, Clock makes insane comebacks that resulted from either:

  1. Sentinel dying and all his meter being passed on to Strider. ( Vs. Wigfall)
  2. Strider being hurt, Clock tagging back out to Sent, letting Strider heal and doing some damage, and then bringing strider back in to seal the deal. ( VS. Potter, Vs. Deus.)

This is not to say that Sentinel is not essential to the team or he can’t make comebacks too.I am only saying that Strider is your main force of offense for the team, and you should decide whether or not to keep him alive based on such an idea. Strider benefits more from the team’s innate chemistry than Sentinel. Getting Strider out and IN again is worth it as far as I’m concerned.

As for what to do after a flying screen air combo- These are my setups: These are all relative to the people I play…

Drop Doom, teleport to the other side: This is my main one. It works well on teams with no quick and/or invincible anti-airs. Kaising does this right at the opening to his match against Josh Wigfall. If they do have Psy or Cyke, most people I fight will call them right on wakeup. What I do is on wakeup to counter that is to dash in a little, position strider just out of the range of the anti air that they’re mashing out, call Doom, and teleport. If the anti air comes out, it hits Doom and not Strider, and if they’re quick they can super jump and escape before rocks hit. But then strider can reposition and he’s safe. I prefer being safe to…

s. hp, s. hk ( or any suitable attack string), Drop Doom + Teleport: : IMO this is pretty risky against teams packing anti-airs. If the opponent calls Psy or Cyke on wakeup, Strider ( and possibly Doom too) are hit and can possibly followed up for a combo before Strider can even teleport, let alone finish his attack string. The payoff as opposed to the setup above is that you have a higher chance of pinning due to Strider and Doom’s closer proximity to the opponent as a result of the attack chain, leading into more trapping.

c. lk, c. hk+ Doom I’m surprised how many I fight don’t block low after flying screen. If my opponent is a sloppy blocker I’ll whip this out and maybe tack on a teleport at the end. Once again, it’s not safe if opponent has Psy or Cyke ( not sure about Commando- can someone verify that?)

**Nothing: **. Sometimes I don’t want to take the risk of being hit with any assists, so I just back off and wait for what their next move will be, maybe throw a few animals and build meter. This is good when one of the previous setups was already used in the match and the opponent would be expecting it again. Some Storms learn and typhoon hail on wakeup. In that case I think super jumping is the most conservative thing you can do.

** normal jump lk + Doom** : I only use this on Sentinel’s tall ass. I may follow up with a teleport sometimes.

Maybe I’ll post more later, I’m @ school right now. Feel free to add, in fact please do!! I’m pretty sure I barely scratched the surface and there’s a whole lot else out there.

ooo wahh

building bar:

gotta break it down first. Moves on block\wiff and hit or 2 different categories.
**
on block\wiff: **

blocked or wiffed fp\rh will build 5% bar.
lights build 1% roughly
dog\bird are 5%
**
on hit:**

fp\rh will build 11% bar.
lights are about 2%
dog\bird are 11%

random items****

teleport also does 1-2%. The moves doesn’t make contact or anything like that so it’ll always be 2.

bomb looks like 5%?. Don’t know what the satellite is. I dont feel like charging back and figuring it out.

I don’t know what MP\MK do but if its going to follow the same path as the others, it should be 3-4% on block and maybe 5-8% on hit for each. Just guessing though.

calling the assists build bar. I don’t know if all assists build the same or what. its probably something someone should test.

usually when you activate it looks something like this and it gets blocked:

teleport(2), coming down j.lk(1), j.mk(3), s.lp(1)+doom(5), s.fp(5), s.rh(5), dog(5), activate.

add up the #'s and it should be 27% and if you test it for yourself in training mode. You can see that it builds about 25% bar.

like locdown said, the heavier attacks build the bar the quickest so a nice lock down string with a few series of fp\rh’s and you’ve built up quite a bit.

for the most part, an average strider re-orb pattern will build you about 40% bar. When you do it twice, 2 trap reps have build you 80% extra bar. A mini attack string after that and now you’ve just built 1 bar while you’ve locked down your opponent @ the same time.

strider only needs 2 bars to actually get to work. 2 bars should be enough to kill one character off because the whole re-orb process and mini reposition strings really stretches 2 bars into 3-6 depending on what you know.

its not impossible to build 1 bar during 1 orb pattern. The most i’ve ever done was 1.25 bar but I also had their assist on the screen. A great scenario for strider will usually give you about 60-80% after the re-orb process on point.

but yea, keep track of how much bar you have and try to calculate how many attacks you need before you reach the next one. I’ve made it a goal to play like this for quite some time now and it actually helps. I usually glance @ my bar the second I pin someone and i’ll immediately know how many attacks I’ll need. I’ll plan my next few steps according to how much bar I may need. If I don’t need many attacks to build the next bar, i’ll probably go for a mixup option or setup a bait. If I activate and don’t have much bar, i’ll probably build as much bar as possible and call doom early in orb time. This lets me get my chip as well as reposition for better bar building options.

Off an air combo, I generally backdash and start throwing tigers and birds if they have a fast AA.

That’s just how I play though

locdown, I pretty much do all those things already after knockdown. I’m just trying to see what players these days are doing. In one way or another i’m doing those exact same things but w\ my twist on it.

cool random useless trick:

activate, the once your bar starts going down hit df+fp. Strider throws no rings if this is the only move you’re doing. All of striders moves the require punch will throw a ring except this one. Maybe the developers just forget to add it in but w\e. It looks cool though.

if you mash df+fp in, you’ll get rings. If you hit df+fp after lp\lk\mp\mk you’ll get rings. You gotta just do it once then wait till its done and do it again. It has no significant value to it though other than some stylish combos.

activate, dash in c.lk, pause and link in df+fp to launch, sj, immediate DJ, sj.lp, sj.fp, sj.rh, and throw rings, you’ll cause FSD and strider is able to rejump and get the opponent. Just something flashy to pull off if your already beasting on someone.

does anyone know why when you split the orbs and they walk off in different directions, why it lets you reactivate even though 1 is on the screen? Sometimes it lets you and sometimes it doesn’t.

this thread needs more priority discussion

full of other good shit tho

what about scenarios vs re-positioning+counter hits, seems pretty uncommon on srk

What can you do when Magneto and Strider both land at the same time?

I need some new ideas. locdown, snake, got anything new?

Oh Shoult when you were talking about the bomb having an impact with the opponent flying really high into the sky sometimes. It’s because the bomb has sort of a fly mode effect.

You know how when the opponent is on the ground when your Sentinel is in fly mode, you can only go up so high. I figure it’s the same with the opponent getting hit by the bomb.

Depending on Strider’s height when the bomb hits or before it hits, will determine the height at which the opponent will go.

From Jump, to Above Jump height a little, and Super Jump height

you misunderstood my post.

I was talking about staying on the ground and making the opponents character go SJ height. Usually to get that, you have to sj to make the opponent explode that high. Staying on the ground and getting the SJ height exlposion goes against how it should work but I asked magnetro about it and he explained it to me. He knows too much.

in this post your referring to the tk orb super? thas how to do it? to make the bomb explode and send character high while ur on the ground? srry shoult, im noob to strider right now! i juss wanna make sure i understand this, it seems pivitol

call bomb, do whatever until bomb is about to hit then whatever xx tk orb

and that makes the assist pop up when bomb hits?

TK orbs makes no sense to me either. I don’t think that’s even possible in MvC2 or MvC1 for Strider. I don’t know, I’ll have Shoult explain it