Third character for S/D Thread... take a look, you know you're curious

cable can work for strider/doom because why? he can build meter himself.

juggs doesn’t work because it takes him the entire duration of a match to get to 5 meters.

i listed spiral/sent as an example of a duo that doesn’t require any meter at all but can deal lots of damage.

I was wondering…

Would Rogue go well w/ Strider and Doom? She and Doom work pretty well together, and she builds meter at an average speed. The only thing would be how Rogue and Strider work…

Just a question.

-NinjMai

EDIT: I also realized: Rogue also dishes out good damage, so meter for her may not be as important as for S/D.

Strider/Rogue isn’t bad. Her super is a good way of DHCing into orbs. And she can work pretty well with Doom’s assist pinning them down. There’s also a whole mess of stuff you can do after landing her throw assist. You can hit them with a bomb or a bird into a crossup and combo it into a full legion for some decent damage as well.

nawww my bad picks jugs and glitch his ass safely than build meter with strider

and not earthquake assist
dash

Rogue is okay but I’ve always felt that she needs an AA (a true AA, sorry but Doom doesn’t count) to make up for her poor air game. Strider’s projectile assist might lend and occasional hand but he can’t be abused as an assist for obvious reasons. I think with a lot of work it could be made to work though; and that throw assist is pretty sweet both Strider and doom.

Yeah.

I’ve been playing more with Rogue as of recently, and she can be a good second character.

Thanks for the input. I might start learning Strider so that I can have him and Rogue and Doom together…

-NinjMai

You have to know how to use Spiral REALLY well to use Spiral/Strider/Doom. What I love about that team is the safe tag outs from either strider or Spiral. Spiral throws swords, tags in strider, five meters for trap.

Man I tried spiral for a bit but she is so hard.

YOu really need to know your shit if your gonna play spiral.

But I do love the way she really builds some ass kicking meter.

spiral/strider/doom gets rushed down for free and for fun :frowning:

You’d have to be some kind of Spiral god to use that team. You can build meter almost as fast though by just calling doom and doing mouth beam flight cancelling.

What’s the ideal way to build meter with Spiral using that team?

Sword summon and jumping jabs to throw swords doesn’t work anymore (because of counter xx HC), right? So… Then what?

Sword summon, jumping back, qcf+lk?

And what assist should she be set to? gamma assist (ground) seems like an obvious choice, but if you’re already using doom for the trap, then why bother with that? In case doom dies?

Also, what about juggs gamma assist (variety: body splash)? It’s an overhead attack and will hit even if the opponent pushblocks. Any use?

Rogue doesn’t seem too useful to me. Her throw assist (gamma I think), won’t grab an opponent during blockstun. And if the opponent pushblocks, then it won’t even connect. On point, I think her air game is too weak. Maybe I’m missing something?

What I do with Spiral/doom is pretty much what i do w/ Strider. w/ swords on, wait for them to get in close and call doom, teleport to the other side and throw swords. I’m not an avid spiral user though.:o
As for her assist, i like ground 'cause it will hold them down to start the trap.
I don’t like variety w/ juggs cause it gets him horribly torn up; especially against the god-tier characters.
I like rogue, but not w/o an AA because of that weak air-game. so i don’t think she goes too well w/ strider/ doom.

Marrow + S/D

Well, here’s a crazy thought :

What about Marrow + Strider/Doom ?

Marrow has some really interesting pressure/block strings that chip pretty well. She also has that really nice air super (homing knives).

I was playing around with it today and tried this :

A) jumping bonerang (qcf+HP), land, call Doom, dash JP, SK, SP, FK, FP, bonerang (qcf+JP) – Doom taunts/leaves – dash JP, SK, SP + call Doom, FK, FP, bonerang (qcf+JP), slight pause (while doom rocks+bonerang hit), FP, bonerang (qcf+JP), dash, JP, SK, SP, FK, FP [insert ending here]

OR

B) jumping bonerang (qcf+HP), land, call Doom, dash JP, SK, SP, FK, FP, bonerang (qcf+JP) – Doom taunts/leaves – dash JP, SK, SP + call Doom, FK, FP, bonerang (qcf+JP), [slight pause (while doom rocks+bonerang hit), FP, bonerang (qcf+JP), dash, JP, SK, SP + call Doom, FK, FP, bonerang (qcf+JP)]]xN

Note: both of these are block strings. I tested them in the corner. Can anyone confirm if it works out of corner?

With option A) the opponent can escape before the next bonerang hits, so a super jump FP might catch them by suprise or even throw them if timed/placed right.

With option B) it looks like the whole process can be looped infinitely if timed perfectly (can anyone confirm this?).

The loop begins with the slight pause in option B), since after that pause, you do a FP, then a jab bonerang. Rush in and call doom during her chain combo, ending with another bonerang while doom rocks hit. Slight pause, FP, then bonerang, chain + doom + bonerang, pause, etc etc.

Push blocking won’t effect this block string (even if they get a chance to push) because it won’t push the bonerang away, and Marrow has an insanely speedy and full screen dash.

The only way I think they can break option B) is if they Counter->HC. Can some one confirm this?

Marrows bonerang only does 3 ticks of chip damage per toss, but doom does sick chip damage.

I think marrows best assist is her alpha assist (bonerang), for this team. Sets up some nice stuff for strider and/or doom. Her gamma assist might be nice for strider, but I doubt doom could make use of it at all (or could protect her).

Her beta assist sucks soooo bad. Leaves her very vulerable and her hitbox is like the size of her bones (meaning you can hit the bones and hurt her).

Her air super (qcb+2P) can punish assists really well from anywhere on the screen, and can stuff quite a few supers. It’s also a really great way for her to come in (DHC or AC->HC).

She builds super really well, and is freaking fast. Her jumping FP as sick priority too (and breaks super armor).

The only problems I see with her in this team is her low stamina and crappy specials. Her bonerang seems to be her only good special.

Comments? Thoughts? Corrections?

[Edit]: PLUS, if Strider gets wasted, you still have a marrow/doom trap that doesn’t take any meter. If marrow gets wasted, then at least you still have the strider/doom trap. If doom gets wasted, I guess you could do a ghetto strider/marrow or marrow/strider trap.

Hmm… No anti-air with that team though. Since marrows AAA sucks and dooms AAA isn’t really an AAA. :expressionless:
Unless you count striders gamma assist an AA (laugh)

[Edit2]: It looks like option B) only works in the corner. But, option A) looks like it works out of the corner.

i’ve been trying that marrow thing for some time now, but it seems (to me at least) it doesn’t work. at least, against human opponents. pushblock REALLY messes it up. then agian, i typically use doom as variety with marrow, not rocks. i’ll have to try it again with the different assist. you have to take into consideration a lot of things when trying that “indefinite” string. from the way you’re describing your method (at least for me), the other person can punish your last bonerang. there’s an opening between fp and bonerang. you really need the assist to be in there to cover that spot. i trying using doom’s variety (photon shot) in hopes to block that little hole but can’t seem to get it right.

and i think marrow uses up too much meter to be good with strider/doom. even though she builds it up pretty quickly, you have to be conservative with her in order to be effective with this team. but if you are, you lose a key aspect playing with her… the stinger super. but if you can cope with that, i guess it works. also, this team would rely in doom a little too much. with strider/sent, you can do an okay rep for a cycle or two. strider/cyke, cyke can still build meter and use it to chip. strider/spiral, runaway and build meter for whatever the hell you can do. legion over and over again, i guess.

Marrows dash is pretty great. I’ve been able to rush in a few times and continue the string even after the opponent pushblocks when I screw up. However, I’m taking 2 things into consideration here :

  1. I’m just now trying to get this to work. So I suspect if I get more proficient with it, I could cover the pushblocks more easily.
  2. I’m still working on the timing. Assuming I can get it down pat, it will leave a lot less room for the opponent to pushblock in the first place (hopefully).

The great thing about it is, if you can compensate for the pushblocks then it actually seems to work in your favor. Since it seems to me like when the opponent pushblocks, they are stuck in blockstun for longer than if they hadn’t. Thus, giving you the opportunity to advance and try to re-set the trap. If they don’t pushblock though, the best they could hope for is a large enough window to counter with an invulnerable move manually or super jump out.

It’s definately all about the rocks. Massive tick damage and huge ammount of time hitting with rocks.

My description is so ghetto. I wish I had the equipment to just make a video of what I’m talking about.

However, I’ll try to describe what happens a bit more.

After the first air bonerang, there’s a small window where marrow is dashing in to start her chain, but the whole chain doesn’t need to be started this way. It just seems like starting off with a jumping bonerang is going to happen a lot more often in actual play than to land a standing chain from out of nowhere.

At any rate, this window that happens in the beginning doesn’t really matter because all they can do is pushblock or AC->HC at that point (I think). If they pushblock, marrow will still have enough time to wavedash in and start the chain without throwing the timing too far off. And doom will be planted just outside of normal sweep distance so they won’t have much time to react and probably won’t hit doom or marrow who’re both under cover of rocks.

The loop part of the chain contains a slight pause with marrow, but there isn’t a window that is in there for the opponent to push/break out. This is because you call doom right as you’re hitting strong punch (at the same time). Thus, doom comes in right in the opponents face and starts smacking them with rocks WHILE marrow is just hitting with her fierce punch. The rocks stay there hitting for a pretty long period of time, and cover the gap between the FP and bonerang. The next window occurs between the time when the doom rocks stop spinning and start flying toward the opponent. However, that small window is completely covered by marrow and her second fierce punch and bonerang.

See, since doom is in the opponents face that the time, and marrow just called her bonerang the moment doom started hitting with spinning rocks, there is no window there (between FP and bonerang). The bonerang sits there for a short time while the rocks are hitting, no window. Right before the bonerang is about to end, marrow then does another fierce and throws another bonerang (covering the gaps). This occurs while the rocks are just about to stop spinning and start flying, so any window there might be in there is covered by marrows FP. The doom rocks then take flight and covers the window between the FP and bonerang.

Arrg… I don think I can explain it any better than that.

But basically it looks like they cover each others gaps quite nicely. Rocks to cover FP/bonerang and FP/bonerang to cover rocks.

If the block string works the way I think (and hope) it does, then marrow would be building up mad meter and she may actually end up being effective without meter. Sure, it’s nice to spend a lot of meter with her, but it might be possible to ration it out. Maybe just enough to scare your opponent into being cautious with assists and blind HCs so you can get in to start a block string and build more meter.

I’m sure she is an effective battery and I don’t think she needs to be played like a meter whore. Just a modest ammount of meter to either punish or to DHC over to strider.

My main concern is the lack of AAA with this team. I really want to start testing/practicing marrow-alpha, doom-beta, strider-gamma… Since strider-gamma is the closest thing he’s got to AA. :bluu:

i dunno about marrow man. im not going to sit here and claim to be an expert on her but i will say a few things

when creating a team, you have to really look at some issues like.

-can this team deal with sent/aa

-can they deal with cable keep away

-can they deal with mag/storms speed/priority

if marrow/doom can check off at least two out of 3 of those id say shes an ok battery. if not, time to start lookin for another character :slight_smile:

In theory she could check off #1 and #3. But I’d need to get better with her and find some real competition around here to be sure.

As for #2, my guess is that she would be able to build meter vs cable, but that’s probably all she could do. She might take a lot of chip damage in the process though.

Marrow/doom can handle cable pretty easily(in my opinion anyway). But as far as sent/AA, she ain’t got nothin’! I’m not exactly a Marro fan or any thing, but I can’t see her being able to do anything more than catching sent in a quick AC into that super. That will barely even do enough damage to piss him off. I think if you know what you’re doing w/ her though, Marrow/Doom can handle storm or mags; but it has to be an uphill battle for her against sentinel/commando.

I agree with storm and mags.

With run-away cable, I’m still trying to figure out how to get in there with her safely without getting my assist punished. Or how to build meter effectively with her without eating a lot of chip damage.

Then again, I’ve been concentrating mostly on marrow. Maybe I should concentrate on using her as an assist for certain situations and see if things work out better.

I really wish there was a marrow expert around that could drop some feedback.

so who’s a marrow expert around here? i heard zaza is crazy with her, but i haven’t seen his stuff.