Can somebody here spell out just how to do this trap? Do you activate orbs and then call out Doom rocks, and then teleport behind? I’ve looked a bit, and I’m not sure what I’m doing here exactly. Videos on the subject? Harder to do than an Aegies reflector unblockable? Is it for chip damage, or is it an unblockable glitch? Little help?
There is no set pattern for the trap like Spiral/sent trap or anything like that. Ideally the trap is to pin with doom rocks and then have strider teleport to the other side to start a ground chain, then cancel into orbs when doom’s rocks are done chipping. Keep on the opponent with orbs, when orbs run out call doom to cover, chip, and give strider a chance to runaway/build meter/start trap again. Sometimes the teleport doesn’t exactly put you on the other side to create the ideal situation but it’ll help keep you on the opponent.
There is no unblockable for strider/doom (although doom does have an unblockable technically), the trap helps keep a lockdown on the opponent so he can’t do anything, no one has a perfect defense and will eventually forget to block low or block the other direction and the orbs will connect for a damaging combo. Chip damage will keep the opponent sweating and make them try something risky if they fear being chipped to death.
he’s right. expect losses pretty much early on. to admit, strider is kinda weak, but that makes up for it through his commands and his combos with doom. in short [dont get hit = no damage]. and also unknownenemyzero is correct, chipping them to death will make them think twice on what to do, which in turn causes flaws in their defense which means = combo = damage.
Thanks a lot for the tips. Very nice. Stuff like this is why I come here in the first place.
this would be way too much to type out and no striders play exactly the same anyway. general tips i guess could help
when you activate the orb super, you get a nice little bar that lets you know how much time you have till the orbs run out. every repeat trap I’ve seen, you have to call doom around the time that the meter is near the word “time”. a rule of thumb is that you generally want to call doom around that point.
not all block stuns are created equally. when your opponent blocks a strider dog or doom rock, it keeps them in place longer than if they blocked something like striders charged fireball ,orb rings or any other crap. all true repeat traps where
opponent can’t escape or has a very hard time escaping all end with them blocking the dog or doom rocks when the timer is almost running out, then you cancel to orb super.
when the orb super finishes, they have to leave strider and walk off the screen before you can activate another super. if your back is to the edge of a screen, the orbs will leave immediately allowing for quick reactivation. if your opponents back is to the edge of the screen and you are in their face, it will take the orbs a longer time to walk off.
that should get you a good understanding of how things work. a good exercise is to go to practice mode, just pick a character like magneto. program him to block all attacks and constantly regular jump. try to see if you can keep him from jumping around too much once you got him pinned and then not all all. at least you don’t want him to be jumping at any point during the orb super when you’ve got him pinned or when doom is out. if magneto can jump while you’re up close trying to trap him, an AA could be in your face, and strider, doom, or both could be dead. anytime you mess up a warp and go to a wall, strider could be dead. dealing with push blocks, countering in assists comes with real time game experiance.
hope that helps
Alright, to help out watch some videos. then go try it out for yourself. I have a video I posted in the other thread, but I’ll but it here too. I’m a little rusty, but I think you can get a couple of ideas from it.
By the way, how’ve you been doing Devil X? Haha, when’re you comming back to NY? Next boxing match? Hah
been playing casually again. remembering how fun it is to lock down people :wgrin:
NY was the shit when I went, had a lot of fun clubbin , bar hoppin and playing games. Gotta go back soon, but Imma probably end up in Hawaii this year.
I’ve been using sent rocket punch assist a lot except against msp. I like the combos and assist punishing from it, especially against cable squads when you have doom with sent-a he has a much easier time with cable than doom/sent Y. sent -Y assist is useless against cable. its pretty much useless against storm too, it isnt keep her out and she can go right under it. she can punish it all day with hail also. she aint going under rocket punches to the mouth though :karate:
good basics. I’d like to see you fight a good magneto though. Lets see strider panic a little and see what you do then. sent beasted some of those rounds too. That 50\50 behind doom rocks is good.
were all those fights against the same person?
some of that was pretty solid though. I really liked that j.lk for instant overhead behind drones then qcf + lk. I got a varation to that but its still the same thing.
when you tried that bomb on the incoming character (i think it was storm) if you time the incoming animation with the explosion sprite, you have more time to teleport and have it xup. When it parachutes like that and you try to that teleport xup, it rarely hits as xup.
I should post some up of me vs mixup. now thats a magneto to fear
well i’m a noob who just loves the whole strider/doom thing, just damn fun to use, but I like to use Magneto instead of Cable, which sucks because you no longer have an AAA but if doom dies i use Mags as sort of a bootleg doom(using the EMD) and I still got a damn good character if strider dies so it’s ok I guess, but then i guess wouldn’t Sent be better for the replacement of doom purpose.
if you have a one hit kill magnus, you can make it work. I’ve seen it done. No AA like you said but magneto can win the game a few ways. Plus animals with magneto beam works pretty well. Also mag doom still works pretty good.
You might sneak a few games in here and there but as far as winning at a high level, it probably wont work. sent\stri\doom barely wins already.
Yeah, this is pretty old fotage. About the time I started gettting back into Marvel. My game play is double that pace now. It was three different people I was playing. The names are up, but they’re a little hard to read. Their Magnto’s are pretty good, all these guys play down in CF, NYC with me. I’d like to see some of those mixup matches man : )
Well, I’ll put up some time in the future when I record again and you can see the classic rogaine “before and after” effect.
Haha,
SNAKE
hey what are the chances of winning when you are fighting a spiral player since they both basically rely on traps?
dont know. You really dont see that fight often. I say spiral has the upper hand here because she can trap w\o meter and cable can win the game off one mistake. Cable with meter is just bad news for s\d. A wrong move, doom at the wrong time, wall climb etc all means game over.
I’d pay to see duc vs clock\kai or duc vs eddie lee. Just to see who would really win.
sent/strider/doom has the advantage over spiral/cable/sentinel.
doom is a great assist when fighting spiral, the rocks absorb knives so it allows sentinel to get out of a lot of traps. and sentinel can be a true battery in this fight. you can build a shit load a meter fighting spiral .
then you have strider vs cable, cable has absolutely nothing to help fight strider. no aa and no alpha counter, no really fast beam assist. if i was the spiral /cable/sent user id get in sentinel/cable to fight strider.
I did not know that. Theres only 1 spiral player around here and he doesnt play much. Gotta remember that.
It only takes one ahvb and a small combo to kill strider with cable. If strider tries to wait him out and try the bomb, dash throw into drones ahvb. done.
You can alpha counter sent against strider. Whenever strider goes for his re-orb chain, sent can alpha counter plasma ball. Thats 60% right there. I used to think the same thing. " I got the AA in now I can really do the lock down." It dont work like that.
Do the rocks beat the swords while they’re spinning around doom? if it does, stider defintely has the advantage then. That means sent can get mobile behind doom and build that meter.
If spiral gets rolling and she ends up in the rainbow, its a problem. I dont care who you are cable with 5 meters is just deadly. He doesnt need the AA then.
ive never been countered into the sent ball super. i guess that could work but on an extremely tight trap i just dont see where it could happen. anytime someone has every tried countering in sentinel against me 1 of 2 things happened. they either got hit by rocks or got put in the infinite.
you cant really be afraid of cable doing anything. you cant think “if i fuck up imma die” because most likely you will fuck up in that case. your mentally should be if you get close to him, hes going to be in deep shit. you don t really have to go for bombXX super all the time either, kinda see what theyre trying to do to keep you out. if hes using fierce gun+assist, warp to the other side and attack. if youre close enough you can df+rh slide under the gun shots and hit him as well. if theyre doing those quick sj cancelled jab viper beams, thats when you wanna go for bombs. that is pretty much the extent of what cable can do to strider with those assists other than hoping strider fucks up. once he gets near him with orbs theres nothing he can do. if cable super jumps while youre orb-ed, wait on the ground, if he does anything to stall in the air, immediately super jump with fierce/rh. if done properly you will hit him no matter what he tries to do, throw grenades or viper beams, and cause flying screen but still keep cable close in orbs. if he comes down like a good boy then just start trapping. also something good to note is, when cable is at the apex of his normal jump, he cant ahvb strider trying to warp because striders too small. if you can anticpate a cable jumping , you can warp for free.
yes, rocks take in the swords while theyre spinning around doom. sometimes a knife can get through and hit doom, around the head area. for the most part he will suck them in allowing for sent to at least low mouth lazer and break up a trap. you have to keep calling doom as much as possible vs spiral and rush her down .
Yeah, this match is in "Sent/Strider/Doom’s favor. Cr HP+DoomXXHK drones destroys and possability of a sword getting by. Just repeat and Spiral can’t do anything about it. Be prepaired for a telport, but it’s most likely going to be behind you because the front is covered so well. In this case, since she lags after her teleport, you can do something really good about it. Also, you can really hurt spiral’s assists for free with all these chaotic things flying around the screen.
SNAKE
strider vs cable
teleport at the wrong time and cable can jump jap gun ahvb strider all day. Strider has nothing to stop the jump jab if cable times it right. Also sometimes when strider teleports its hard to tell which way strider will face because the point character is right underneath strider. Cable can take advantage of this and xup jump jab gun ahvb. Doesnt happen much but occasionally it does. Cable can mix up the gun gun lockdown with gun grab cancel or gun gun grab cancel. It lets cable get free faster and pull off that jump jab if strider is a little late on the teleport.
gun gun gun vs slide. grab cancel ahvb (range dependant) or simitar that slide and re-zone with cable or simitar ahvb before slide hits.
if cable sees strider going for the bomb certain cable teams can take advantage of this like team RO. If cable sees that strider is only going to bomb during tigerknee vipers, cable can go for it but call sent. Even though the bomb is on the way strider eats a some ahvb and rocket a punch. quick 40% on strider. Even magnus beam will work for a quick hit on strider. You can even time sentinel right to absorb the bomb hit and cable can ahvb for free. That one is a little tougher to time but it has happened to me.
I took some of your advice though. It seems like you know what your talking about devil x. Unfortunately my only competition is mixup. He thinks of millions of ways to stop strider. Its a good thing for me though because my strider is beastly because of his beat downs. I only play ssd or scd so he knows every nook and crany behind strider.
fighitng a good cable is different from fighting a good cable that knows how to beat s\d.
what do you think the hardest match up for ssd is devil? I say its storm\sent\cyke because of that godly alpha counter. If storm doesnt burn her meter on typhoon hails, once strider is in you can just alpha counter him for fun.
striders broken:sad: :lovin: :sad:
Ive faced some of the most brutal Strider killing Cables. The biggest problem for me is cable having a more effective battery and coming in with more meter than I do. the #2 problem is falling into patterns with Strider. If youre predictable at what youre going to do and they have a set plan on how to counter you, Strider is going to get hurt. This happens a lot at full screen away, instead of making cable act first, Strider will act and let cable react to him. This is not what should be happening imo. I try to make cable start committing to defending himself in some fashion and then try to react to what hes doing. If cable is just sitting there waiting I will run right at him and make him do something instead of just trying to warp/bomb immediately. These are times I talk about warping in on him jumping. Lets say youre playing cable/Cyc/whoever. Hes full screen waiting for you to do something to react to, instead you just run up at him. Now hes most likely going to call Cyc to stop you, and to protect him he will jump back. That is a great time to warp on cable since he cant ahvb you from this height. Make cyc assist whiff and warp. Now you will be point blank range air to air, where you can get throw attempts on Cable. i’m pretty damn sure in this situation an air jab isn’t going to win, since throw attempt is zero frames and cables jump jab is 3 frames. I should test it better tonight though to be 100 percent sure.
If someone ground gun shots they usually call assist with it, in which case you can warp attack the assist even if cable is able to block and lock him down without worrying about anti airs. In this instance I would definitely warp and just call Doom first and then proceed, I do that the majority of the time anyway unless Im going for a throw. Theres no way to warp too late cause if you warp late you will get hit by gun shots. You have to warp before the gun starts, unfortunately trying to warp through them is possible but extremely difficult. If hes just throwing gun shots by itself (this rarely happens) or just calling a projectile assist by itself, you can get around those easily without warp. Strider can cover ground extremely well with quick dash forward and jump upforward, gives him more range. I use that a lot to catch flying sentinel. With bombXXorb, If youre calling your sentinel assist, you should be ok. You should only bomb full screen away vs cable and Im about 99 percent sure rocket punch assist does not reach full screen. Cable should only get the best of this if hes got a good DHC like hail storm. a lot of times If I have a healthy Sent and cable only has 1-2 meters, I call Sent drones and wait a split second, then bomb orb. allowing any projectile to pass or any set up aimed to hurt strider before I throw the bomb. I dont recommend if your sent is low on life or if cable is loaded.
If you bring a lot of pressure a lot of ways and youre good at mixing your approaches, they should have a hard time just countering what you do. Trust, I know how difficult it is but I honestly believe Strider with meter to burn should always beat cable. And most of the difficultly comes from not having enough meter with strider. Cable with a lot of meter definitely beats Strider with no meter/1 bar.
I think the most difficult matches for Sent/strider/doom are sent/storm/cyc (obvious) and scrub/scrub clops is also brutal. When facing team scrub/scrub clops, your sentinel is almost worthless. sent/doom cant fight sent/aa. The other sent has complete air control and you cant stop him from stomping you like a cockroach. Sent/doom definitely cant fight cable either. He cant build meter for Strider, so there is a big issue here. Many times in that fight Strider is coming in the match with little meter and Cable is loaded.