If you’re x-factored, stay with just using heavy attacks. He’s so fast when he’s dark that you should constantly be frame trapping with heavy + satellite anyway!
I have a quick question. What normal chains should I be using with strider after a L or M teleport to j.H or j.HS normally and in XF? A lot of times my cr.H or s.S will whiff.
With the midscreen after the off the wall divekick. I do air SRK H, than call formation B, the SRK L after that keeps whiffing. What am I doing wrong? Is it spacing specific?
lol thats my video. Ive posted it multiple times all the combos are basically one week combos, i try to send all my videos to SRK but genearlly they refuse to post them for whatever reason so I guess I shouldnt be suprised it might be new to some.
Are there any tricks to doing the wall cling combos without having formation B ready? I can do most the BnBs with it prepped, but doing hard knock down, back dash, form B (x2), wall cling feels so inconsistent i’m questioning if it’s practical. Anyone help guide me through this? Been in training mode for hours.
Remember that the further away you are when you shoot the satellite makes it easier for the wall cling to connect. Too close and you won’t be able to link the wall cling L. I tend to not go for wall cling combos if I don’t already have a satellite ready since damage wise it won’t be much of a difference and it takes them out of the corner which is where you want them for Strider’s strong resets.
And if you’re dark, you wouldn’t go for them anyway.
If you do have a satellite learn the midscreen Gram L loops. Really ups Strider’s damage.
Marvelo, you have a midscreen gram loop combo? I’ve tried to do it with one of the longer Strider videos posted here a while ago, but I can’t seem to get the second gram off. Is there a trick or timing to it or is there a specific version of that combo that you use?
You can experiment with what you do after the 2nd Gram. You can TK a Gram H, do a Dash Slice H, or Wall Cling combo. What’s optimal all depends on your assists.
Since its a pain in the ass to edit my post because SRK switched to another forum service, i’m just gonna post and repost all of my strider xf3 combos here.
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strider xf3 combos**
**
Main b&b: ~1.121 million to 1.203 million***
c.l, c.m, c.h, s, sj forward h xx l excalibur, j. h xx l excalibur, s, sj forward, j.m, j.m, j.h, j.s, satellite charge, satellite release, dash forward, h, s, j.m, j.m, j.h, j.s, bomb drop, satellite charge, satellite release, qcf+m, dp+m, dp+l, tiger, slide
*
this combo is the to go combo after you land a clean hit. it builds roughly over 2 meters and kills every character in the game except thor, . for thor, cancel into legion after the dp+l for the kill.
-you can add a f+h after the first c.h. that’ll knock the opponent higher in the air so you’ll have to adjust the timing. doing a sj.m before your first sj. h makes it easier to time.
-if your opponent is in the corner after the satellite, you have to skip the dash h and go straight into s. Or you can quickly dash backwards to do the satellite, the dash forward h, s.
-however if the opponent already hit the corner after the second s relaunch, you can neutral sj the next sequence (neutral sj into j.m, j.m, j.h, j.s). this will let you follow up with a stand h before the third relaunch.
-the last part of the j.mmhs combo requires some timing. you have to delay it slightly so there is enough time to summon the bomb and satellite shot/release. do it too fast, the opponent recovers before the satellite shot hits. do it too slow, the qcf+m will cross up and possibly mess up your input. you can still salvage the combo if it crosses up but you have to know whether it crosses up or not before hand and omit the dp+m.
-(UPDATED) to get the qcf+m not cross up, buffer the input for qcf+m as soon as possible after the satellite release. it seems like the bigger characters are more likely to get crossed up by his qcf+m.
-(UPDATED) you can substitute the last part of the combo [qcf+m, dp+m, dp+l, tiger, slide] with qcf+s, follow up l,m,h, air dp+h, land, dash, dp+, tiger, slide. it does noticeably more damage and might even kill thor. i’ll check on the damage next time.
**
combo after a ground throw during x factor: 1.05 mil to 1.09 mil**
his main b&b throw combo. very similar to his b&B, but its adjusted to compensate for the hit stun deterioration from throws.
*
after throw, satellite charge, satellite release, dash forward, j.m, j.h xx l excalibur, j.m, j. h xx l excalibur, s, m, m, h, s, satellite charge, satellite release, dash h, s, sj. m,m,m,h,s, bomb, satellite charge, satellite release, qcf+m, dp+m,dp+l, tiger, slide*
-if you are having trouble getting the dash forward j.m to connect after the satellite release, just remember to do that part quick. strider’s dash covers a large distance and its amplified during x factor.
-against a cornered opponent neutral jump m after the first excalibur.
-this works for any throw EXCEPT when strider is cornered. see the combo below for a cornered x factored strider combo
-see the last five notes from the first b&b
**
combo after an air throw throw during x factor: 1.014 mil**
*
after throw, satellite charge, satellite release, dash forward, j.m, j.h xx l excalibur, c.h, s, m, m, h, s, satellite charge, satellite release, dash h, s, sj. m,m,m,h,s, bomb, satellite charge, satellite release, qcf+m, dp+m,dp+l, tiger, slide*
basically the same thing as the combo above, but you’re omitting the second j.m, j.h xx excalibur loop due to HSD
**
xfactor ground/air throw combo when strider is cornered: 950K**
*
throw, satellite charge, satellite release, dash, l, m, h, s, sj forward mmhs,
satellite charge, satellite release, dash h, s, sj. m,m,m,h,s, bomb, satellite charge, satellite release, qcf+m, dp+m,dp+l, tiger, slide*
since strider is cornered, the opponent wont be bounced back as far for you to use his main throw combo. this combo does inferior damage but its better than nothing and its the most reliable. the combo also works from any throw situation too but the above one is better.
-after the throw, wait a split sec. this will leave the opponent at the perfect position for you to juggle them
-if you’re starting from the air throw, you’ll have less leeway due to HSD. don’t stall too long doing the first sj.mmhs
-see the last two notes from the first combo
**
normal ground throw into x factor combo: 1.057 mil**
*
throw, slide, xfactor, h,s, sj forward m h xx l excalibur, j. h xx excalibur, s, m, m, h, s, satellite charge, satellite release, dash h, s, sj. m,m,m,h,s, bomb, satellite charge, satellite release, qcf+m, dp+m,dp+l, tiger, slide*
There are easier variations, but this one is the most consistent.
-see the last five notes from the first combo.
**
air throw into x-factor combo: ~905K to 970K**
*
after throw, x-factor, satellite charge, satellite release, dash forward, j.m, j.h xx l excalibur, c.h, s, m, m, h, s, satellite charge, satellite release, dash h, s, sj. m,m,m,h,s, bomb, satellite charge, satellite release, qcf+m, dp+m,dp+l, tiger, slide*
very similar to x-factor throw combo.
-like the x-factor throw combo, this does NOT work when strider is cornered. see the bottom combo
-see the last five notes from the first combo.**
air throw into x factor combo when strider is cornered: 907K**
-almost identical to the cornered x-factor throw combo.
-see the last five notes of the first combo.
**
anti air x-factor combo: ~ 1.0 million**
*
l,m,h,s, sj forward mmhs, satellite charge, satellite release, dash forward, j.m, j.h xx l excalibur, s, sj. m,m,h,s, satellite charge, satellite release, qcf+m, dp+m, dp+l, tiger, slide *
this is the combo to use when you catch an opponent in the air with your anti air standing l, off a l excalibur (usually buffered from a jumping h) or off a teleport into j.h.
-you can even add an additional j.m, j.h xx l excalibur after the first one but that really depends on the HSD.
consistent? It seems the dpf+:l: is very finicky over if it will reach or not. Ant tips on this or ways to visually confirm if you should attempt it? I’ve tried letting the dive kick fall closer, but it still seems inconsistent.
Also, what is the shortest way to achieve a hard tag without sat B charged? Right now I’m sitting a 1mil + combo with 1 meter Strider/vergil, but right now I need the sat B charged. Longer combos with strider often mean vergil can’t connect s.:h: on hard tag to do anything.
(charge sat B) c.:l::h: f+:h:, dpf+:l:, qcb+:s:, qcf+:s:, wc.:l::h:, hard tag vergil, s.:h: f+:h:, qcb+:m:, s.:h:+:a1: :s:~RT (TK cancel), crouch, :s::h: qcf+:l: (c.:h: optional), sword loop till out of meter (small back dash if starting with dpf+:m:).
While on topic…I should state no one should really be doing df+:h:, call strider, df+:h: as a vergil ender if they can avoid it. There are so many better options that will get you way more damage and meter. You can also do hightime, strider, into swords too.