Strider/Doom/???

yeah true, never played as that team before so i just needed a basic idea, but i seriously dont get the whole fly/unfly, ive tried reading the guid in srk but dont get whats the advantage of doing it

just my opinion…

i still think stri/cyke/doom is an effective team. sent IS a really good character, but if you’re centering your team around strider/doom, then i think it’s cyke.

and fly/unfly has numerous uses. if you’re talking about being in unfly mode, it allows you to fly, attack your opponent with kicks, unfly, kick once or twice, fly again, and then continue. also, unfly mode allows you to fly around, then when you see your opponent attack (assist or something), you unfly and block on the way down. if you’re talking about c. fp xx fly xx unfly, it’s to cut the delay of the c. fp. let’s say you do a c. fp on a blocking cable from all the way across the screen. cable can AHVB you when you’re recovering from your c. (or standing) fp. but you’re fly/unfly shortens it so you can block if your opponent retaliates.

am i right here? i’ve been asking throughout this thread, so i wanted to help somebody else.

so it cuts the lag time for sents normal moves? and can help add more combos in his ac right? tnx

if you’re talking about FAST FLY, then it adds more hits in your air combos, along with assist. that’s a reason why sent/capcom is so damaging. personally, i’m not able to fast fly, so i don’t really know the air combos for this. it also works with sent/doom.

unfly mode allows chipping damage to be more effective with doom. have your opponent in the corner, fly, lk, fk, drop doom, lk, unfly, lk, fk, fly, lk… something like that. try out something for yourself, what works for you.

Err, i need help wit the strider/doom trap. what’s the timing on the thing?

because right now, i play strider, i’ve got the dude pinned down with orbs, i call out doom right before the orbs run out, and then i try to do the orbs again, but instead he always does that retarded move where he dashes foward and slashes with the sword (the game registers my qcf + 2 punches as just a qcf punch). soooo is there a timing to calling out the orbs a second time? how long do i have to wait before i can legally call out the orbs again?

also what are some good combos with strider ie, what should i do if i manage to hit them with the orbs.

what is his double jump air combo.

any strategies too? kthx

just call out a bird or dog when ur orbs run out, then cancel to another orb super, i think when doom goes away is when u can cancel to another orb, correct me if im wrong about that one

oh so you have to wait for doom to go away before you can call out the orbs again? that’s what was wrong. i was assuming you could go orbs while doom assist was still in action. otherwise how could you make sure your trap was tight enough that they couldn’t escape. cause if you waited for doom to go away they would no longer be in block stun, you’d have to time the dog just right to keep em in block stun long enough to orb and teleport on top of em.

tricky.

any good strider combos?

no, it’s not when doom leaves, it’s when the orbs walk away. you can’t call out another orb super when the previous orbs are literally walking off the screen. once they leave, you’re able to do the super once more. if you jump/teleport to the other side of the screen (usually that’s the side that’s closest to the end of the screen) before orbs end, then they’ll crawl to that side. lag some hits before, during, and after doom leaves, dog/bird, cancel into orbs. problem is…how long should you lag and what moves do you use for the lag? i mess up and just s. lp, s. lk, dash in, s. lp, s. lk, followed by more hits. but the dash in causes enough break to allow them to drop an assist. any suggestions…unless somebody posted on what to do when they drop doom.

How good is Storm, Strider, Doom?

stri/dd

good teams:

bh, stri, dd
sent, stri, dd
spi, stri, dd
storm, stri, dd
cyke, stri, dd

Another thing, if you play against Cable…always call long bomb then cancel into orbs. It will neutralize his AHVB since he cant shoot the bomb away. If he does manage to hit you, it would only prolly be like 3 hits max, cause the bomb will drop on him. Once it does, teleport next to him since your orbs are activated. Remember, the 3 hits from AHVB that you might take are not very damaging since orbs are taking some of the damage.

And, the timing for the stri/dd trap:
–do normal series, call orbs, do normal series while orbs are activated, just before the meter ends teleport above the character and as you fall, press j.fp and DD, do normal series ending with dog, then either do another dog or bird, then activate orbs again. Practice the timing, and it will all make sense.

Also to note: you shouldnt start stri. He is too fragile, and needs more than 1 meter to be effective. Any stri/dd team is built knowing that strider must kill 1.5 characters minimum to be effective. By starting with stri first, you greatly limit his chances to dish enough damage, and build enough meter to do anything really useful.

stri/dd

i’d have to disagree with you. this imo is one of the more inefficient ways to do the trap. the point of the trap is to get the opponent between strider and doom. for what reason? so they can’t push block. the way you stated above allows the opponent to push block, and once they do, one super jump and the orbs time is over, and 1 wasted meter.

the way i do it is, call orbs, dash in and series while hammering doom assist button, then teleport above behind them. you wanna get the timing down so that once doom comes in, you are teleporting to the other side. come down with a slash, and do series for more meter building, or birds and dogs for chip. the orbs have now run out, and now they have about 3 or 4 slashes to pushblock you, until you call doom again and teleport, slash down xx orbs etc etc.

the strider doom trap has no pattern, which makes it fun. the point of it is to put the opponent between strider and doom so they are trapped and they can’t pushblock.

and another thing, if you don’t put them between strider and doom, you will be eating a lot of cannon spikes and shoryukens

Re: stri/dd

There is/are patterns to the stri/dd trap. The way I described is just a simplied version, since it was meant for someone learning the team. If you want to get into it, then you should activate orbs, and wave dash. But, you didnt post that either. Also, if you just mash on DD, you run the risk of misplacing his rocks and your orbs. That is what separates the good stri/dd teams and the great stri/dd teams. Because, you SHOULD be able to manipulate the patterns in a way where you know where orbs or rocks will be. Why do you think its possible to s.fk(storm) in between orbs and connect on strider…because there is a pattern. Another thing, is that the real point of stri/dd is not to just keep the opponent pinned between them, but, rather to maintain space in order to repeat the process. If you are only “trying” to keep me pinned between them, then I could always just use advanced tactics and pushblock-sj that shiet. But, if you are trying to maintain space, then you couldnt effectively pushblock-sj out of it…unless you were Genghis.

point taken :smiley:

Re: Re: stri/dd

If u teleport fast enough then pushblock -> sj out cant work on u…period…(yes i’ve played genghis recently, no i didnt own him with my trap, but i was able to keep him from pushblock -> sj’ing out of it)

uhmm yes, you can

Yes you can. Ask the Stri/DD grandmaster Cl0ck about it…

i’ve played clock and genghis before (moreso clockw0rk) and maybe they were messing up or something but when trapping them they pushblock -> sj’ed alot vs my strider/doom (clock seemed especially good at escaping, slippery punk :mad: ) but eventually i saw that i wasnt teleporting quick enough, and when i started telelporting as fast as possible (after pushblocks) they werent superjumping out anymore…

Hmm…I havent been the the arcade in a couple weeks so I dunno…maybe they’ve gotten even faster at it recently :sweat: , but from my experience vs them teleporting the instant u see strider starting to be pushed away works well, however difficult.

-Jeremy

He’s right, you can’t. You just have to have very good reaction time on the teleport.

I tried Jin out and was amazed at him. You might try it.

I use strider captain commando and doom

I dunno I always start with strider… I dont see why not… I really need those 2 assists to back strider up. I can do fine most of the time…

and cap with dd assist can be deadly as well…

Thats why you put sent on point and DHC out, I guess if you have troubles with rushdown, I guess having a AAA like Capcoms/Cykes would be an advantage.