Strider bringing the doom!

let me @ the goods peeps!

anyone got any decent things they wanna post up? FR is coming up and the s\d players gotta be on point.

I’ll point some things out.

Strider has a triple fierce combo, all though I’ve only done it twice, I don’t know how to get it consistently.

Part of his triple fierce revolves around strider being able to create a neutral FS, meaning no FS animation. Just the knockdown itself.

while in orbs, df+fp doesn’t throw any rings. You can use this to setup FSD breaks in the air for potential deadly ground mixups upon landing.

2-5 frame mixups are very hard to stop. IMO, beyond human reaction time and forces guesses. All though a single 2-5 frame mixup can be anticipated, repeated 2-5 frame mixups = free hit eventually.

twitch guard, auto guard and the sliding back from block play a role into striders instant overhead :shake:

strider has more than one double orb combo.

controlling orb tempo will control what pattern you throw. In the future, people will be able to throw striders rings based on ring patterns rather than just mashing it as of now, then looking for the right pattern before the teleport.

Bird guard break is guaranteed OS. If you have drones, you can actually do a quite bit more life into an acitvation. If they take the hit, combo into drones\doom setup. If they push block it, free c.fp. If they just block it, GB with teleport lk+doom. Pretty simple and clock has been doing it for a while. There are more options but triple OS should be good enough. You would probably want to do as much life as possible for each OS. Mid screen with the bird, you want your opponent to be in the screen as the bird makes contact. In the corner, having the bird hit off screen is the better option imo.

and how come strider doesn’t have any unblockables. Thats bullshit. The ninja needs them!

interesting post. What’s Striders’ double orb combos? I didn’t even know such a thing existed.

And what’s the triple fierce combo?

As far as controlling orb tempo is the future of Strider, I don’t think so. There’s way too much precision needed for that… maybe if I see Clockwork do it, then I’ll believe it. I have greater chance to believe I’ll see Chun Li’s infinites in a real match than see Strider’s rings being controlled…

The real future of Strider is Strider/Tron due to the same 50/50 mixups you’re talking about. When you learn the sequence so that you’re on the other side of the opponent in between the break of the 2nd and 3rd ring on tron’s assist, then you’re talking about a REAL scary mixup.

The strider\sent double orb combo was created by devil x and its on youtube. I don’t think many s\d players know about devil x but he’s came up with some dope shit. iirc, he came up with the reset bomb on helpers with strider\doom. If you dig through the strider archives and read his old post, you’ll know he knows what he’s talking about.

anyone can have their opinion on strider ron. I could list why I think it sucks but it would take a while to type out but as far as my 2 cents are worth, I don’t like it and probably never will.

now about controlling strider’s orbs. Its not that hard to do, the reason why we, we as in strider players, still mash out rings is when we have enough orb time, we will eventually get the perfect block stun orb setup. Why time it when it will come out right? depending on your scenario, you NEED to time it to create your setup perfectly. Sometimes, there isn’t enough time to actually set it up by mashing and thats when timing it comes into the picture. I’ve known about timing it for about 2 years and I’m sure the elder s\d players have known about it for longer.

Whats with the whole, " I gotta see clock do it" thing. I don’t understand that. yea clockw0rk basically created the team to the point where its pretty competitive but that doesn’t mean that the other s\d players can’t be on an entirely different innovation level. Why can’t other s\d players come along and do things that can improve the team? clock isn’t the only one with a brain and 2 hands…think for yourself and don’t let someone else make up your mind about why is something good or bad. Thats how you come up with new shit. If you can understand why something is good or bad, you can constantly innovate and you won’t need the majority to tell you whats good or bad.

people are behind thats all, even clock.

lol clock is a rapist that is why we let him be the leader!!

Strider/Tron is hot, just hard to play!! SHOULT STOP THE HATE!!

When you got the perfect block stun and they pushblock. GOOD CHANCES YOU WON’T MOVE!

Jump forward @ point blank close range and you’ll see yourself still in front of them!

It’s hard to add anything anymore. People need REALLY strong basics to be able to keep up with this game these days. I guess working on team dynamics won’t hurt either. Well, I guess I have to hit the danger room again.

There was a unblockable showcase in one of the the Tricks of the Trade Chapters.

[media=youtube]mbnTwHXWhXo[/media]

There’s a Strider unblockable at 5:03. Looks useful, but only after a landed snapback in the corner. Never tried it in a normal game yet.

y0

The unblockable ia very useful. You can do it after you kill off a character as well. Unblockable, tag into Sentinel, launch, lk, lp, RP OTG HK, unblockable = dead character. Or tag into Doom for infinite into some DHC. It’s guaranteed damage, I’ll take it!

I wasn’t sure if it could be done with a dead character, doesn’t the dead body block being able to place Strider correctly to create the unblockable? Some crossup’s won’t work because of a dead body vs snapback.

reading shoultzula posts always makes me want to fire up marvel practice mode and try shit :nunchuck: lol

anyway, here’s that vid

[media=youtube]twWil2XVJpg[/media]

not just the combo but this also to people who don’t think ring control is possible. just watch when the rings come out, I’m getting the ring pairs that I want. It’s not vastly important but it is useful since I was tired of some of my traps not being as tight as I wanted them to be when ring throwing was random to me.

:karate:

Consistent Strider Triple Fierce Combo (with a possible chain into 5-6 hits after drones):
Launch, superjump early canceled into double jump, fierce>roundhouse. If you knock them into drones, you can relaunch into it again.

Orb patterns all depend on satellite positioning when you hit punch. The satellites that rotate around strider go around like a Clockw0rk (no pun intended). You generally want to hit jab when the satellites are at the 3 and 9 o clock positions for an ideal lockdown. It’s really not that hard, but I really don’t get too deep into it though as an imperfect blockstun allows for you to land an easy crossup at times. Also, my strider was built on random rings, forcing me to make my patterns outside of the rings more perfect. (in essence, I found ways to adapt to the things I was lacking) But just for anyone else out there who wants to try to perfect it.

You can do it that way but I when I said triple fierce combo, I meant to say that it was strider solo.

and yea, 3 and 9 o’clock sounds about right for that specific orb timing and 4 and 7 o’clock are also perfect ring layers. I wasn’t aware that other players knew about the orb cross ups due to improper orbs not layering right. :looney: You can set someone up BIG time with that knowledge. Throw the correct layer with the timing. Then time the next few by throwing the rings so thats its broken up allowing you to get a teleport cross up orbs. Its a perfect lock down sequence into a cross up.

You know, I’ve been looking for a way to describe ring patterns for quite some time now and I never thought about describing the positioning based around a clock. It should be MUCH easier to talk about it now.

since we’re talking about orb sequences, has anyone else noticed that you can get 2 rings stuck together in the same spot? I’ve seen 3 rings right behind each other before. I’ve been trying to pay attention to it for quite some time but those in particular just seem random.

Another question I have is if you time your rings, every time you hit the button, only 2 come out. But when you mash on them, sometimes you can get 3 to come out. Anyone know whats up with that?

Yeah, I know. If you take out the drones, you get a triple fierce combo in itself. I find it more useful if you chain it into something else to follow up:nunchuck:

With getting more than two rings at once, this is my theory:
every time the satellites are in a certain position, any time you press a punch, it’ll launch rings from that position. To my knowledge, there are 3 positions:

12 and 6
3 and 9
and everything else in between.

My theory is that if you manage to launch a ring at the last possible moment in one of those positions, you can immediately launch another one once the satellite moves into the next position.

wooops, I should of been more specifc when I said triple fierce. I was trying to relate the wordage to the magneto one but thats kinda moronic to call it a triple fierce when its really more than that.

Anyway, its like jump in j.fp, j.rh, dash in c.lk, c.fp, sj.jab, sj.fp, neutral FS happens meaning no FS dash, falling sj.rh, c.fp.

Its very hard to get and I think it may be character specific. Never gotten it on cable but I have gotten it twice on ruby heart. and to boot, I think its a screen dependent combo as well.

not really useful unless I find some use for it and it would suck if it IS character specific. I really gotta fuck around w\ it some more to see whats going on.

Thnx for the theory marvel kai. I’ve never been able to really break down what causes those weird ring patterns but @ least I have something to fuck around with in training mode.

since we’re talking about some pretty deep stuff here lets keep the ball rolling seeing how there isn’t much to talk about on the marvel forums. Has anyone else notice that the little machines that throw the orbs have different walk off times? You can speed up their exit speed once they leave strider. Orbs are just broken. It seems you can control almost every aspect of it. I kinda believe strider will head toward this direction when its compeltely figured out. Since its striders goal to orb as quickly as possible to minimize his chain time, this seems like it would be vital in the long run.

also, I’ve noticed that if you wave orb, it takes you out of the super recovery faster. Can anyone confirm that? If I get in a tight spot where something could hit me, I wave orb, wiggle the stick left and right like I’m mashing to get out of HG, tempest, then block. Usually works too but that could be just a little marvel magic.

wave dash orbs is nice

what’s wrong w/ strider/tron Shoult?
oh and if possible dont delete or edit your messages the first time around :smiley:

I’ve been that marvel lab aka danger room allll day today. I got some hot shit I need to master before FR.

hmm, strider ron. Where to start…

I guess I can do the inverse first so it becomes obvious. Again, this is strictly my 2 cents. You shouldn’t stop playing strider ron because of what I say.

Lets look @ s\d first and the 50\50 concept. If I activate orbs and get a free pin, I’ll wait to about a little under half of orb time to try my overhead. By doing it that way, I force something to happen. My opponent has 2 choices to make right here. Block a 50\50 that is beyond human reaction time. A 2 frame low and a 4 frame high. The 2nd choice my opponent has is to push block me. Blocking the 50\50 isn’t going to happen consistently, its just too fast.

By waiting @ that specific time to do my 50\50, I force a 2nd deeper part of the game plan. By waiting to overhead right there, if my opponent decides to push block to stop the 50\50, he now has to time a JFRAME push block to get out of my retrap sequence. Its kinda like a dual purpose strategy.

Block a 50\50 that does solid life into a 50\50 reactivation sequence that can be VERY random to block. If they pushblock to stop the 50\50, they have to jframe push block AND GC, which means its a free low, to stop the retrap which can do 15-20% chip per trap sequence back into the same shit. By using both strategies @ the same time, I get to do something. Either 50\50 during trap thats safe on block outside of alpha counter, or a another trap sequence. The biggest advantage on doing strider’s trap into trap patterns is knowing when your opponent will push block. If my opponent decides to push block my 50\50 attempt during orbs, I basically know when they will try to push block to stop my retrap sequence. This is how I force a GC when I want it to take place.

Now lets look @ strider ron. You do have 50\50 game but whats stopping your opponent from simply push blocking you the entire time? You have to throw orbs to create that pin first. If you don’t, they’ll run away easy. So you throw the rings to setup a sequence. All they have to do is just push block you every time you get next to them. Since you don’t have devastating chip output, you don’t have the same type of 50\50 game plan I do. Theres no reason why your opponent will not push block you. Yes, teleport+tron is a good crossup but thats the problem. Its a crossup thats based upon screen positioning. Any decent player will adapt to that in NO time @ all. Where’s the original side attack that will still let you combo? there is none. If you decide to fake that teleport and go original side, there’s no way to combo it. You simply have to take that 1 hit of trons rings IF your rings don’t cause auto guard to begin with. Then there’s problem if you didn’t land a hit. There’s nothing to threatening about your offense now. Unless you care to explain how you would try to set it up. I would really like to know why you play s .

The reason I broke it down like this is because I have tried MANY versions of strider. Which is probably why I know a great deal about him and his team chemsitry. Including strider ron and strider\sent\mando. They both suffer from the same exact thing. There’s nothing stopping your opponent from push blocking to stop anything strider may try. I did think about how good strider’s 50\50 was and just negating doom out of the picture. But when you take doom out of the picture, you realize how important he is to 50\50 process. He’s actually the reason why the 50\50 is so effective. Its just not the hi\lo. Its also forcing that first push block to happen to get a beat on that 2nd push block which is they key to strider. Knowing when your opponent will push block is a plus in my book.

The last tourney I was @, I was down 0-1. The 2nd game comes around and I get into a bad spot. Behind on life and my opponent killed my team in 1 hit the game before. I played him the night before a few times and managed to get a few strider\sent come backs on him so I know he didn’t know strider all that well. Anyway, to make a long story short, I turned 3 bars into 9 or 10 and killed him in one hit. I don’t think I hit him till like the 5th rotation and that was because he lost 50% life due to block stun which forced him to do something. There’s no way tron would of worked in that scenario imo. Having that ability to do insane amounts of chip w\o landing a hit is such a HUGE benefit that strider can’t ignore.

my hands and brain hurt now. I think I played \ read too much marvel today lol.

if you call tron while you are close to them and they push block, they eat tron or they eat your teleport j. slash.

They can’t simply push block everytime you get close.

And with the 50/50 mixups, they are bound to get hit one way or another. And 1 successful hit from tbon can equal 2 meters of block damage from doom… and unfortunately, strider doesnt’ alway have 2 meters to work with.

try (s. fierce/c. fierce/s. rh) + tron xx teleport behind. it’s stupidly simple yet nasty.

IM WAY more scared of stri/doom the stri/tron, it just simply doesnt give strider the same options as doom, you can not assume that someone will just get hit and youll get a shit load of meter from connecting tron, the whole point of stri/doom is to be able to damage the opponent severely even if they block all your shit, and since strider has to plan out what hes going to whiff to gain meter, he can do it safely with doom, trons block stun just doesnt compare to dooms for strider.

strider/tron is weak as fuck.

who’s the pussy thats neg reppin me for having an opinion?

speak up a lil louder on the forums next time:nunchuck:

btw, i’m positive that people other than clock have tricks/setups that nobody has seen. I’ve simply never seen him even attempt half the shit that i’ve watched in person.

strider screen lock glitch is broken as fuck