i’ve been messin with clockw0rk for a while and I’m startin to get the hang of the team.
But, in contrast my Sentinel is completely horrible.
I thought my sent was good, until I started playing people like Pigadoken and Duc on a regular basis.
So I came up with Rogue/Strider/Doom.
My argument for this team is that Rogue/Doom has some mad easy lockdown game.
Plus Rogue doesn’t need meter, so when she is taken out Strider should have enough meter to do what he wants.
I’m still kind of a n00b in Marvel in terms of gameplay.
hmmm, speaking from the perspective as a s\d player myself, I can tell you that I’ve practically tried every possible angle of s\d as far as team chemistry is concerned and for the most part, I consider ssd the best variation of strider\doom.
You also have to take into account matchups. Sent can basically fight everyone as well as give strider what he needs to be effective. Rogue doesn’t do that. Yes, strider needs bar to be effective but if you’re going to take away from one aspect of his game, horizontal space controlling, you should offer something else of some advantage that your other character can’t. A give and take scenario. Your excuse is that rogue can build bar but sent does the same thing AND sent fights better overall as well as gives strider his space controlling option.
For instance, lets take s\cable\d as an example and compare it to ssd aka team clockw0rk. I’m taking away strider’s ability to dump bar by starting him first, I’m also taking his horizontal space controlling too but in return, I gain basically 1 touch 1 bar assist kill and a true AA. I’m taking away things but @ the same time, I’m giving him things he wouldn’t have with ssd. A give and take scenario. I’m taking away his bar and ability to control horizontal space easily and replacing it with proper AA and the ability to kill any assist off 1 counter call for the price of 1 bar. If I kill my opponents AA off one bar, I don’t need multiple bars to trap anymore because I have the team chemistry advantage. Playing smart will more than likely guarantee you a win. Its just a tiny example showing that strider doesn’t truly need hella bar. He just needs enough bar to give him an advantage and from there, use his team chemistry to win the game.
you could say I’ve tried a lot of variations, but I mainly just do that because my Sent is horrible.
Ever since I’ve moved to the high desert I’ve had no Marvel comp, so I rarely get practice.
Yeah I know Rogue’s assists are shit, but I have no plans of her not being on point, I find that I rarely get Rogue snapped out cause the higher level players thinks they can take her on easier than Doom (which I think is the easiet way to take out SSD)
I am also Marveless now because a friends borrowing it, so no training mode for me:sad:
I’ve never really considered Sent to be a good battery because he has possibly one of the best supers in the game.
I know Strider doesn’t hafta have full meter, but I think it’s just useful to have enough meter to afford a mess-up, especially since people just SJ when they find an opportunity and I have to waist at least 70% of the super’s time to get them down.
But if my Sent keeps getting raped for free (seriously, no1 doesn’t even have to put out any effort to take out my Sent) I’m gonna need some good replacement for him. (since the only other team I can play well is MSP)
EDIT: srry if I sound like I’m defending that team, I just need another solution besides Sent until my Sent gets better, otherwise it’s just a 2-man team.
What Shoult said is all true-- he’s proven again and again that he knows S/D. That said, remember to play what’s fun too. There’s the competitive sphere of marvel and the fun/exploration sphere as well. Mixing and matching what works at a competitive level with the lesser characters can yield really fun results. You can build some really bizarre niche-teams that can be extremely effective in specific scenarios. Learn S/D. It’ll teach you a lot about the lockdown side of the game-- I bet in a couple months you’ll find ways to get Rogue into the equation. Or maybe not. Or maybe you drop Strider, and run a Rogue/Doom/XX squad. Better yet, play through the whole cast. It’ll take awhile, but that’s what keeps marvel fun. What you learn with one character, you apply to the next. My bet is at some point you find the perfect fit for your Strider/Rogue squad. The whole world plays Sentinel, but you don’t have to.
Thats a pretty bad strategy. Once your rogue gets good enough that you start beating people, they’ll start snapping you out. Any competent player could possibly just snap you out regardless of your skill level, kill your assist and beat you based upon you not having proper team chemistry anymore.
quite true. HSF is beastly. However, if sentinel were to dump bar constantly strider would never have any. You can still do HSF with ssd but make sure its a hit confirm and try to stay away from using it as a chip pattern if your strider is still in the game. hit life > chip. Thats pretty much the rule when it comes down to ssd.
In this predicament, you shouldn’t chase storm because its impossible to bring her down. Including myself, you will every S\D player try to bring her down. It works from time to time but its not scary to block his attempt first, then get away clean. When she flies away from you build some bar on the ground, then throw a LK bomb. If she floats away from you, you’re ok because of your zone. If she floats towards you to make contact for a mixup, the bomb is in the way for her to float into. By building that bar on the ground, most storms\mags\sents will come towards strider because your opponent doesn’t want you to have bar.
Sent\doom by comparison is one of the weaker sent duo’s around when compared to top tier sent\duo’s. Every sent\doom player will tell you they have been smoked and probably still do from time to time. You just have to be patient enough to take your loses and learn from your mistakes and nothing beats good old fashioned practice mode.
No offense taken and I too chose this way of thought when I first picked up s\d seriously. There’s no wrong to play but you can judge teams based upon their options.
here are some 3rds that work for s\d.
omega red - ala old school clockw0rk. He’s a good battery, works well with doom, dhc’s work and his assists are pretty good to use.
ruby heart - not common but every sj yields 33% bar. her sj.rh has amazing recovery and she works fairly well with doom. Dhc’s work clean and you have a frame kill dhc into strider for quick counters on assists.
chun li - I don’t think anyone has tried chun\s\d yet. Chun is basically a tiny magnus to an extent. She has an infinite, good priority, works well with doom, good dhc’s into strider, and she doesn’t need an AA to be effective. You can always call doom and use her srk+lk for your AA. Damn near impossible to fuck with. She also builds decent bar with repeated sj. d.rh.
storm - can work really with strider contrary to what I have said in the past. Its good but not as good as ssd. Try not to abuse hails seeing how strider needs it. Basics work. LA, dhc into orbs or grab super for big life. Typhoon will be of some use to strider, strom can run away as well as build bar and fight top tiers when paired with doom and again safe dhc’s into orbs.
guile - also works. He doesn’t need an AA since his c.fp is god like and damn near impossible to stop with doom. Instant flash kicks when paired with doom help him rush down. His AA is god like. He would probably have a hard time with cable but he can fight sentinel fairly well and you could probably knock storm out of the air with well placed sj.flash kicks. Dhc’s into strider combo easy. Guiles qcb+kk is 0 frame start up super so you can use that for a frame kill into strider and he also has an air super to help him get out of trouble and get strider in.
Just a few ideas for you to fuck with. Cammy\s\d is pretty damn good too. Definitely worth mentioning.
Well, i’m gonna definitely work on Sent (my marvel should be back tomorrow)
As a respected ssd player, does Sentinel fit in better on point or not?
I’ve seen countless vids of clockw0rk (mainly the one’s against DPC) and I always see him startin with Strider.
When I first heard of the Team’s existence I was told Sent was meant to be 1st.
I wasn’t really interested in the team yet because i had strong hatrid of Doom and my mind didn’t like the fact of a team that nearly relies on meter (so I took Duc instead)
I started playin MvC1 alot and really got into Strider. So that started my career with ssd.
but should I just look at the vids and think Strider does well 1st, or stick with Sent 1st?
EDIT: lol, I remember askin this ? when I 1st joined, but no1 answered me.
not to butt in or anything, but i think it really depends on your preference and what you feel comfortable with. Since my Strider is a lot more reliable than my Sentinel, my theory has been to always make sure my strider is alive to handle other guy’s best character or to put him first to avoid a tough matchup for Sent/Doom ( aka mag/cyke, mag/psy, cable/cyke, to name a few). Starting Sentinel first has the benefit of getting in Strider safely, and avoid getting owned right off the bat at the opening if the other guy starts Magneto. Not to mention he can walk away from a Storm/Sent Dhc, an AHVB or two, a few hails, or anything else, and if the match doesn’t go your way due to getting hit with any of these or just getting outplayed, you always have the option of getting Strider in and turning the tide of the battle.
As for Sent on point, yes, he is good on this team. I agree with Shoultzula, he is the single best character for Strider/Doom. Given, other characters can work, they just dont bring as much to the table as Sentinel. Sent/Doom may not be the greatest duo, but it’s at the very least manageable once you get the hang of it. And the thing is, the better your Sentinel is, the better your Strider/Doom will be because Strider will have to work less. Shoult and I actually talked about this on Aim the other day, haha.
Also, dont forget to work on Doom too! there will be times where you will absolutely have to use Doom on point, whether it be he’s snapped in, or solo at the end, or needs to build bar to and it’s important that he can hold his own. And he can, if you play him right.
imo, there are only a few instances where you should start strider. When your opponent starts his cable, you start your strider. The one I’m about to mention is a last resort type of tactic. Against mag you can either start strider or sentinel. Both have can fight fairly well against him BUT you should always try to start your robot. Its only when your robot is getting utterly destroyed that you may try to think about starting strider against mag. IMO, other than that, start your sentinel all day.
lol Mixup all day on your nuts Shoultz
If you were execution crazy, I would try new shit such as Chun li/Strider/Doom. IT’S BANANAS
You can try Rogue/Strider/Tron! Vegita-X style
if you start Strider, you can get nasty by using orbs and get Rogue in with the assist throw.
Just remember to double jump/teleport first before you do it.
What about Storm/Sentinel/Wolverine [Wolvie’s assist where he attacks low]
rubyheart on point: launch call + doom assist, blah into air super xx first part into orbs, rocks hit, combo blah+ orbs, and then doom can be called again in the same combo.
There is lots of fancy stuff that can be done with this… like using ruby’s air combo to push them further out to bounce on different parts of the rocks(by letting her sail out before DHC from the first super hit or mashing more from the air super and getting real fancy).
Getting the DHC to come out from the other side is probably the best way to get the most rocks to hit and to keep them from bouncing away.
Im not sure if its the air combo + the air super that allows doom to be called twice or what…
i cant think of any other air supers that put strider in a similar situation…
anybody got any ideas?
There are definetly rules to it, at least in this case, i forgot to mention. Calling doom twice and comboing into the rocks are two different things. You can call dooms rocks out twice everytime if you dont combo the first set at all.
In order to combo into both sets of rocks…you have to make sure that the orbs combo into the falling character before the first set of rocks combo into the character.
You can be reasonably accurate in controlling the timing that the opponent falls just by XX at the right time with the bounce that occures from the opponent being hit by ruby’s super added in with factors like which side you want strider to DHC in from.
Other things, like were you able to push the opponet a little forward or did they move inbetween the split second you call doom and launch. alot depends on character you are dealing with, since biggers guys fall faster which could potentially lead to getting the orbs to hit before the rocks but big characters are also more likely to get knicked by random rocks on the way down because of body size.
Other things to consider, is how to use the wall to your advantage in this situation. If you can add to the level of accuracy in catching the character by making sure you DHC facing away from the wall, but this gives them a chance to escape the corner when the combo ends.
In the end, i think its probably safer to not risk combing them into the first set of rocks. Even if it all doesnt combo, your strider should still have enough time to call out dooms assist twice before orbs ends.
of course im not sure how hitting an assist with the first set of rocks but contiung the combo with the main character factors into all of this.
I love using rubyheart with S/D. even though ruby/doom has its limits against cable. Those disadvantages are offset by the fact that Ruby/doom can lead to really crazy DHCs into trap(not just with the fireball but with the ghosts), and Ruby/Doom can be pretty scrappy. Its a good comeback team.
I dont really play cl0ckw0rk all that much, but i do play iceman/sent/doom on occasion. I generally use icebeam like magz PA to do FF comboes, but ive been finding some pretty crazy shit is possible on the wall with Sent/Doom. Sents wall throw into doom is nice, you can start all his unfly combos by knocking them into doom from a launch, people get thrown all day long when the rocks are involved, and sent is certainly no exception!
I was wondering if any of the better S/S/D players out here had any outlandish sent/doom shit to share, as im starting to like this duo alot more than I origonally intended. Thanks in advance.