Strider's Beta vs. Strider's Gamma assist

Strider’s Beta vs. Strider’s Gamma

Pros of Beta

  • allows for another Sentinel c. hp xx qcf HP if Sentinel is in c. hp xx qcf HP pattern
  • while in HSF, you can DHC after the first set of drones to kick Sentinel in the face
  • if Storm’s hailstorm is predicted, you can have Strider kick Storm out of it before she can complete it

Cons of Beta

  • Long start up time
  • Sometimes places Strider in a bad position if called incorrectly

Pros of Gamma

  • if Sentinel is point, he can protect Strider with his big body
  • protects against square air dashing when Sentinel does c. hp xx fly
  • easier to DHC in and do ouroburos

Cons of Gamma

  • when called in while dashing away, he’s left in the middle of the screen, easy target

As you see, I don’t have a big list of pros or cons for either assists. Though I would like to determine which assist is better where and when.

To me, Gamma seems good against Magneto’s sj xx ad forward, throw/attack. I’m not sure though.

ALL of striders assists suck ass.

the purpose of sent is to help strider build meter as well as provide drones. You want strider to come in stocked with full life. Its bad enough that strider is wussy. The last thing you want is 50% strider with 1-2 bars…

striders best assist type is** ground**. Hands down. Even though they all suck this is his best one.

BETA

  • hangs out too long.

  • will more than likely land in front of the opponent and strider will take easy damage that will HURT him.

  • you can activate off the alpha but strict timing. I dont think you can activate during striders teleport kick when strider is point. Not really that useful but still cool.

  • the only good thing about it, is that it tracks. If you call him and the opponent dashes over you, it will follow him backwards.

gamma

  • using as a semi AA isn’t that practical since you can basically bait yourself. If you fuck up the way you call him, you’re inclined to protect him because he’s that important to to the team.

  • good alpha

  • if you use your sent to protect strider, you risk your sent getting fucked up. Sent with no AA and a sitting duck is magnus\storm\sents best chance to fuck him up. Doom is almost non existent as an AA when your opponent knows how to hit him as he’s out.

ground type

I have my reasons why this is the best assit type for him. Comparing it to the other 2, this is easily better by far.


theres only a few ways that sent can cover strider. A stom pattern which makes you risk getting close and eating easy life. Spit check, RP which could anticapted and sent will die against a majority of the teams. Last but not least HSF.

when you burn bar to cover strider. Your doing the total opposite of what your goal is. IMO, the only time you should ever burn a bar for HSF is on a connected combo, rp HSF, chip a character to death or kill an assist. Thats basically it. Using it to cover strider is just stupid. Your better off never calling him the first place.

the goal when playing s\d is for strider to come in with 5 stocks, 100% life, and you get him in safely. If you can do that, your in good shape to win.

striders kick thing hits way more often than it should

and his teleport kick is best just for the 100 damage HSF for 1 super… other than that you shouldn’t even be calling strider in the first place

What do you guys think about the assist where he calls out his bird? That’s the assist that I use, but whenever I see someone play strider they always pick the anti air assist of strider, where he does that dive kick thing.

the bird assist would be his gamma - projectile assist. The dive kick is his beta assist. and it’s a rotten anti air, only really useful against grounded opponents.

now, if capcom had given Strider his FP Ghram (his DP long slash) for ground assist and the bomb for projectile assist he’d be a useful assist char.

The bird is best. Alpha counter into orbs. But only for that. Never risk assisting with Strider.

well. that clears up almost everything i think.

yeah. the bird assist is the best IMO

The bird can also be use for guard breaking an incoming character. Another thing about it is that Strider has almost no lag time meaning he enters and exit extremely fast unlike his other assists.

Anyone been able to use Strider’s beta as a setup for Sentinel’s unblockable?
I can chain in the corner Sentinel’s air combo with

Strider beta assist, 2 hits later unfly xx sj. hp, land, c. hp xx HSF

but I’m trying to figure out a way to time the beta assist to hold the opponent at a certain height for a period of time to do the unblockable

I don’t think the bird holds characters on the air for a long time. They get pushed back in the air if they blocked against the bird, but not as much as the kick would have it. Though it’s hard to time

Sorry if it doesn’t make any sense I’ll try to clean it up when I get home

you can set up IM’s infinite with strider’s kick assist

call strider, hp throw, dash infinite

if your using sent, you should use striders ground type. j. lk, j.rh, ff, hit confirm, f.lk+strider assist, j.rh, unlfly, refly, strider assist hits, f.lk, f.lk, rocket. Thats a half life combo thats hit confirmable so your never just throwing strider out there.

even c.rh, ff.lk, ff.rh, hit confirm, j.lk+strider assist, j.rh, unfly, refly, f.lk, f.lk, rocket is half life.

both versions give you half life. There is a range to it I believe so you can’t do it from a super far j.lk, j.rh but it does have some decent range and it is hit confirmable.

also that ground type knocks them down and you can get an unrollable OTG. Just like how like on msp and psy hits and magnus can do c.lk, c.rh for unrollable. Its the same thing but with sent\strider. All though it’ll put you full screen when you try it midscreen, you can still do quick cancel unblockable orbs. Works great in the corner since you get a free unblockable, RP, HSF.

you can also use it as a semi unblockable alpha counter or set it up for an assist kill. If you time your alpha vs an air move for instance magnetos j.rh, strider will run undernearth magnus and if you activate exactly right underneath him, its basically ambigous. Its damn near impossible to block when you do it right because the game can’t make up its mind. If you alpah counter off an AA and you wait a second for strider to run past that AA and activate, your in perfect position for an assist kill.

you still get alpha counter, orbs vs sents HSF with it too so your not losing that important part to it.

edit: I don’t think you can use an assist to guard break an incoming character. I remember there was something weird about that but i’ll check it out. I can’t remember if its your assist can’t cause it or if your assist can’t be on the screen.

nice post Shoult

What I mean is off any Sentinel air combo that involves fly, unfly, ending with unfly xx sj. hp

Afterward as the character is falling to the ground, they will bounce up once they hit the ground… this is where Strider’s beta assist comes in and hits them causing them to be in the air a bit longer so Sentinel can get the unblockable in

I know I’ve seen videos of it with Sentinel/Cykes, it’s sick

theres some random problems that come up with attempting something like that. Sent actually gaining unfly is going to be used mainly for unfly block only for ssd. Its much effective for that purpose alone than unfly strings unless an unfly string gurantees a dead character.

my biggest problem with unfly combos is that you can run out of juice randomly. You never have unfly for a set period of time. So if do that type of combo and call strider, you won’t have unfly and you’ll probably end up using a HSF to cover him which is the opposite of what your goal is. Save the bar. Ontop of that smart opponents can see that your out of juice and will take advantage of you instantly. When I think about a strat or trick I take into account that it’ll work on justin wong or any other top player there is.

anyways when you do get that unfly pan unblockable, it should be unfly pan, unblockable, doom, rp, hsf, doom rocks hit after hsf and it gives sent time to dash in and AC to the corner. Just don’t risk the ninja unless you have a hit confirmable option.

also unblockable timings are going to vary on each character. I don’t know how many people can pull off that unblockable consistently. Not to mention that storm\sent\cable\mag\psy\capcom\cyke\doom all can get out of that situation your going for. Thats pretty much 99.999% of the characters that are playble for top tier play. Its very easy to stop.

I see where you’re getting at but I still like to see it in action.
Either way, I play Sentinel as a defensive character than a offensive character in the first place. I just wanted to change up the way I hit them in the air with Sentinel.

For instance:

Sentinel
anywhere
sj. lk, fly xx fast fly lk, lk xx dp rocket punch

That’s what I generally did… but if it’s possible for me to go a little bit higher say…

Sentinel
anywhere
sj. lk, fly xx fast fly lk xx unfly xx frying pan, land, c. hp xx qcf HP xx HSF

That’s where I’m getting at