Marvelo
14
You could also use it to extend combos and normalize them after a tag in the air. For example, if I do a basic air series with any character. RIght after the knockdown, I tag Strider and do ame-no-murakumo. This pushes the opponent closer to the corner and gives a solid extension opportunity.
MGS
15
Been trying to think of new stuff to do, i do have some combos already taped for a third video but I feel its to short to put out so still trying to come up wiht something but its been difficult. On a strange potentially buggy sorta note… I dont know if its the fact that legion itself is just random. But I did find recently that if the opponent starts in the center of the stage, and you run them into the corner while legion hitting, instead of legion just knocking down, it then wall bounces instead. Strange… doesnt seem to ever happen if the opponent is in the corner directly or in the middle of the stage. Has to be running them into the corner. So with that strange caviet I wonder if other moves have a buggy type property such as this? If it is a bug and its not just legion itself being random.
Anyone know if l.p. Excalibur is safe?
Just started playing strider/captain marvel about 2 weeks ago. There is alot of eagle bomb set ups that i’m trying to pull off. You can see a piece of it at 0:44
https://youtu.be/b4SWOtVQ5pA
It is. Feels like +1 or 2 on block
Any good strider/spiderman tech? Resets, mix ups, etc…
Ebbs
21
How do you guys feel about Orbs in this game? Doesn’t feel like they protect Hiryu at all
It’s offensive. I do wish they made it like MVC2.
MGS
23
the best tech is the taunt in the corner stuff. get the knockdown taunt…tag then free 50/50
Labbing out Strider/Strange/Mind here. Can someone explain how to do Gram loops (namely, where to dash and how far) and maybe some general Strider tips?
Dash distance isn’t super strict. On many characters the dash is unnecessary but should generally be done anyways just to corner push. Dashes are after the formation and before the gram. Btw if you want to setup gram loops after a strange confirm you pretty much have to do st.rh xx bolts xx tag without using an otg or impact palm on a grounded opponent.
Ending strider combos high up w/ excalibur xx super xx tag lets you dash back x2 put down two yellow graces and a eye. This can give you a lot of dirty teleport mixups and enough lockdown time for to get strider back in afterwards for a bolts xx tag mixup.
Tiger xx Vajra xx tag is an excellent way to set up a teleport mixup anywhere on the screen for strange. At near full screen the tiger will disappear if you teleport behind, as it will be too far off screen, so don’t count on it saving you if you do that.
If you do gram xx tag you can set up an eye and if the gram hits you’ll have enough time to teleport behind them and otg. It’s really easy.
I’ve been playing this team with Space stone, but have been considering mind stone for matchups where the box isn’t as effective.(zero, dorm, etc.)
So what’s the optimal strider solo bnb at this point?
thank you for this tech im actually also trying out strider/strange with soul stone I found this very helpful
Just for those that didn’t already know, Richard Nguyen does this thing where he’s able to lock you down with Strider’s orbs as an “assist”. Basically if you activate orbs, taunt and then tag out Strider does his taunt but the hit boxes stay around for you to lock someone down with.
MGS
29
too bad the duration on orbs is so damn short. by the time you go for a decent set up then taught they are basically over. do you have any decent situations to use this?
I have a BUNCH of tech for this team that is really dirty. When I get the time, I’ll try and add my 2cents plus provide some videos. If you are Xbox add me @ dirtybodega.
Any thoughts on adjusting for the patch? I’m addicted to Hiryu’s movement so I’m not dropping him because of no loops, but it was great to do a gram and start the loop to get close in response to unsafe moves and tags from mid-long screen. The obvious answer is to already have a satellite locked and ready in that scenario, but shit happens so I’m wondering if any of you have been pondering some tech.
Also, what is it that causes one to be able to do a magic series in the air after hitting with HK like I seem to be witnessing in some combo vids?
MGS
32
his bnb that leads to double jump hp…will still work. stray damage goes way down with the loss of gram loop. and solo strider will be a lot weaker.
So I have a situation for you guys: Strider is one of the few characters who gets meterless confirms off of Strange’s Spell of Vishanti hyper by clipping them with Vajra. Apparently, when Vajra connects that high up on the screen, it causes an utterly silly ground bounce. Like, you can actually activate an infinity storm when you land and still land a st.HP into combos. What is a good combo at this point (ground bounce used, 3000-3270 damage and Vajra is the 11th hit)?