Keep at it. S/D is all about experience.
I have trouble playing with Storm/Strider/Doom. For some reason, even though storm always builds me up a lot of meter, she almost always dies just 30 or so seconds into the game
Storm/Doom has kind of a steep learning curve. It seems more about turtling, chipping w/ Doom’s rocks, and putting them in between Storm and Doom AAA for a high/low mixup. Basically the only time I rush w/ Storm/Doom is when they’re blocking the rocks. It’s a pretty simplistic strategy, but it worked for me when I was semi-hardcore into using Storm. (Haven’t used her in months. I’m afraid to see the results of when I use her again. :sad: ) I’m no expert though and I’ve never seen Storm/Doom used in high level play.
I see no true advantage to using Storm with S/D then Sent. As far as I can see, Storm adds about three aditional strengths to the team:
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Her runaway combined with Doom AA builds good meter and can do some damage here and there.
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Chipping, chipping and chipping. Storm/Strider/Doom may be the most powerful chipping team in the game. Rush in with storm, call doom in their face, and go right into typhoon xx hail storm does really good chip. In terms of just using one level, it does more chip than HSF with Doom AA.
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The DHC, either way into strider or into Storm. If Storm starts and you get an air combo with two levels you can connect Lighting Storm and DHC in Stirder to connect with orbs, mash the shit out of it and its good damage.
Still, Sent just bulks up the team 10 fold with the ground assist and stamina/super armor. Choice between the two I suppose would be which ever character you play better. Are there any other real advantages to playing Storm/Strider/Doom rather than sent?
I rely on trapping because
1)It does damage and its hard to escape.
2)When I land it hit, it does barely anything, except the infinite on sentinel
3)Strider’s attacks do very little damage
So I would like to know what you guys do if you land a hit, or want to land the hit, what do you do that takes away alot of life? What I do, and I hardly use this team, is, launch (wait a .4 of a sec) call commando, sj.hp, (commando corridor hits), hk. Thats the only thing i’ll try to do, and thats when I’m using doom and commando as asssists. What would you do with team Clockw0rk or storm?
Strider combos usually don’t do much w/o an assist in there so keep that in mind. The combos are mainly for building meter so go for long combos unless you think you can get a kill out of your next combo. This is a copy of a post I made a few pages back. They’re all after orbs.
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Toward the end of orbs, call Sent or Storm’s assist and dash so as to push them into the corner.after you dash and the drones are done hitting: jab, strong, launch, and we all know what to do after that.
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Toward the end of orbs, teleport + Doom. Come down from the teleport with fierce, roundhouse. Rocks send them into your fierce and the roundhouse send them back into the rocks. It should all combo up to the roundhouse. If you have another bar, after the roundhouse when you hit the ground, you can go straight into the orbs again. Getting the second round of orbs to combo is hella hard to do, so I generally just trap. Since it sets up so perfectly for a trap at this point.
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When I land the orbs, I wave dash all the way to the corner. The orbs don’t do all that much damage when you do this, but then you can set up the OTG roundhouse combo and go for the corner trap. And if you’re really awesome like me, you’ll mess up that combo EVERY TIME YOU TRY TO DO IT! (This combo is more so for fun than anything else)
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at the end of orbs, jab, strong, launch teleport + Doom and go for the airthrow into rocks.
Also, it’s beneficial if you know how to do the fierce roundhouse AC. Also you could try that one combo Devil X posted a while back. When someone tags in on you, call Sentinel’s or Storm’s assist then cr.short, st.jab, st.strongxxorbs (drones or typhoon hits) dash in, orbs to AC. Does like 70 damage and you build back almost all the meter you spend. That’s just some of the many things you can do. After a while, everything is so second nature, it’s becomes very hard to describe what you’re doing when you play Strider.
hey hoov-man, what’s the timing on that solo air combo that ends with sj. fp and sj. fk? i’ve seen clockwork do it and i vaguely remember hearing about it. it’s mainly used in the corner (if i’m not mistaken) but can also be done mid screen. i don’t know the button imput nor the timing. do you know it?
do the magic series slower.
i guess if landing a hit gives your alot more meter, then you guys are correct on trying to land it. but I always have strider 2nd so it shouldnt be an issue, at least before strider runs out of meter, mine, usually runs out of vitality
it’s not mainly used in the corner. it’s mainly used all the time. the timing can be annoying at first, but after a while it’s not that bad. It’s magic series–>hp, hk plain and simple. There’s a variety of ways to do it. I find it easier to kind of slow down the magic series a little bit and sort of “lean into” the combo. I try to position Strider so the fierce hits the opponents feet which will make the roundhouse hit their face (or somewhere around those areas. it doesn’t have to be too specific) I also find myself skipping the mediun kick a lot in the magic series and going straight to the fierce, but that’s just how I do it personally. Try practicing it on bigger characters first like sentinel and Blackheart and work your way down to Hulk and Colossus and then Cable and Magneto and then Strider. Practice makes perfect. Try watching a Clockw0rk vid to figure out the timing.
www.zachd.com/mvc2 just recently uploaded a buttload of classic Clockw0rk vids, and you can see this AC repeatedly. Good stuff to study.
:sad:
I feel nostalgic. Haven’t seen these in so long. My dad reloaded my hard drive and deleted all my old Marvel vids.
That collection doesn’t have the sick video of Clock playing on team San Diego at Evo though. Probably the coolest, if not one of the coolest vids of Clock playing.
good battery for strider:
venom. can chip with doom rocks and cross em up and do jab venom splash. and when you build up 3 or 4 meters do death bite dhc ourobos. or if you happen to catch em in venom web super when theyre on the ground you can dhc into orubous or fdf super. venom expansion is a good assist. also, venom and doom both have above average defense, so that helps balance out striders weak stamina
ruby heart. ruby heart plus doom rocks chips a lot and builds meter for strider. you can do qcf+lk and call doom when theyre next to you, then you can jump up and qcf+p move to cross em up so that they cant punish doom, then do crouching RH XX qcf+lk again. then when you want to tag in strider safely, call doom and while theyre in blockstun from rocks do qcb+2k super its the super with the ghosts, right when the ghosts are about to come out DHC to ourobos. the ghosts will still be on screen and they chip pretty good, strider can teleport and call doom rocks and start the trap.
You talking about the one w/ the comeback against Josh Wigfall?
Hey guys. I’m thinking about making a Strider combo vid with some basic combos and setups for the trap. Granted it won’t be anytime soon what with school and my intense laziness. I’ll prolly get around to it sometime this summer. So how’s about you guys post some of your favorite combos and setups? Also, I’ll need a little time to get back in the game again. Take like six months off from the game and you’ll notice Strider dies a lot quicker than usual. :wasted:
uh… how’s abouts the corner combo where you otg the opponent with a falling sj. fk, then standing jab into kick throw w/ sent’s drones so you chuck them into the corner and they land on drones into more goodness?
Putting a combo so easy in the video would just insult everyone. :rolleyes: (It would be so cool if someone believed me.)
Yeah thats the one I was talking about. That video is sick.
Yeah, that video against Josh was nice, I wonder if they still have it somewhere?
Anyway I have little secret recipe’s that I came up with that help Strider so much. Useing the projectile orb, linking the bomb, 1-hit death resets, etc. I don’t think I can explain my stuff now, I’ll have to get back to this later because it’s a little complicated to explain.
SNAKE
share that shit, i’m curious…