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

Strider/Cable/Doom always work well for me, just got some problem in DHC.

^^who do you primarily give meter to? also who do you generally start? I’m curious b/c I never had meter back when used that team. :wasted:

how’s megaman with doom? i know he’s better with sent proj or something like that, but if he can work with doom, that’d be a great battery, no? rockball trap with strider/doom trap… that’d be cool.

Strider/Cable/Doom with Strider first.
Hard to say primarily give meter to who, just depending to the situation. (some time Strider accidently KOed in a lomg combo…:sad:

Normally ill start super orbs and continue after Strider’s vital < half, or when meter come to 3.
Each super orbs will build back ~ half of meter or more, just depend to opponent’s position.
Even the opponent run away like sent or storm, ill just teleport to below them and continue j.hp/hk, it will build meter too. with super orb, the assist will get hit (included capcom AAA), just watch out the position.

The problem is, may be i haven’t met a really good opponent in my local arcade loh… so it just work well for me.

I want to try Strider/Doom/Capaom, but just worry snap back by opponent to Capcom, it is really a nightmare… :devil: :devil:
With Strider/Cable/Doom team, either one getting snap back is still a good team. (to me)

(sound of gun shot) (sound of gun shot) (sound of gun shot) (sound of gun shot) VIPER BEAM!
(sound of gun shot) (sound of gun shot) (sound of gun shot) (sound of gun shot) VIPER BEAM!
(sound of gun shot) (sound of gun shot) (sound of gun shot) (sound of gun shot) VIPER BEAM!
(sound of gun shot) (sound of gun shot) (sound of gun shot) (sound of gun shot) VIPER BEAM!
(sound of gun shot) (sound of gun shot) (sound of gun shot) (sound of gun shot) HYPER VIPER BEAM!(sound of gun shot) (sound of gun shot) (sound of gun shot) (sound of gun shot) HYPER VIPER BEAM!(sound of gun shot) (sound of gun shot) (sound of gun shot) (sound of gun shot) VIPER BEAM!(sound of gun shot) (sound of gun shot) (sound of gun shot) (sound of gun shot) VIPER BEAM!(sound of gun shot) (sound of gun shot) (sound of gun shot) (sound of gun shot) VIPER BEAM!(sound of gun shot) (sound of gun shot) (sound of gun shot) (sound of gun shot) VIPER BEAM!(sound of gun shot) (sound of gun shot) (sound of gun shot) (sound of gun shot)…

its like im the only strider player that doesnt use doom.

MAG,strider,cyke. Id say cyke helper plus strider tele is almost all I need. but im getting a little rusty while every1 is getting better.

someone’s a Cable hater :rolleyes: . Hey is it easy to ROM off a tag in to mag from strider’s orbs?

Depends what assist you use. Have we mentioned Collusus yet?

^^why would that combo depend on your assist? :wtf: I mean like when you have strider out, orbs are on and you tag out to magneto. I’m wondering if you have enough time to just ROM right off of that or would you have to go through the standard set-up.

what assist would you use for collosus?

as for MM… I don’t know haw to do anything but jump around and shoot :lame:

advice from a strider/doom master (why blackheart is best)

first, if you’re using strider/doom, it is for THE trap. otherwise, there are many characters that cover strider better. so since you’ve already picked your strategy, either catching the opponent in the trap, or keeping him on the defensive by constantly threatening the trap, let’s base the selection of the third character off of that.

first, the trap, to truly be effective, MUST catch the opponent while he is on the ground. NOT AIRBORNE! blackheart’s AAA brings them down. or, if they are already down, makes them block. in fact, they block so long that speedy little strider is able to activate the super AND teleport on top of them. begin the trap, chipping the hell out of them. Blackheart’s AAA tracks the opponent, do not forget. no other assist effectively tracks, brings them to the ground, and makes them block long enough, all in ONE PUSH OF THE BUTTON. (less=more!)

second, strider takes damage like a bitch. sometimes, due to the fortunes of war or your own lack of ability, you have to switch out. doom is strong on point, so long as he has someone to protect him from rushdown. with Blackheart, you have someone who not only protects him from rushdown, but also traps the opponent on another side of the screen so that doom can attack in relative safety. (covering the horrible recovery time of doom’s moves) sure, people may call you cheap for using the doom/blackheart traps, but hell, if your ego is so fragile that you can’t handle that, then you shouldn’t be attempting to use the strider/doom trap, because then you will REALLY be thought of as “cheap”!! in other words, get over it! they attack your ego because they cannot get to your character. it is their weakness, not your’s.

third, blackheart on point is also a threat. with a REALLY simple infinite and the blackheart/doom traps, you can reak havoc. blackheart also has devastating corner and wake-up traps. finally, if you hit them with the HK demons, cancel it into (or land and then…) Heart of Darkness. (not the normal Inferno–>HOD, because the Inferno releases the opponent from the HK demons) sure, that wastes a super meter, but it does damn good damage for such a simple move, and that brings me to the next reason for blackheart.

fourth, the huge demon is an excellent battery, one of the very beest in the game. that is something you REALLY need, because both strider and doom are meter-hogs.

fifth, the safest way to switch out characters is DHC. all 3 of these characters have supers that work well together, and you can work it one way or another depending on whether or not the opponent blocks or not.

sixth, their triple-super is great, especially against jump-ins. and after trapping them with the slow and brutal doom and blackheart traps for half the game, and locking them down with the strider/doom trap for half of the game, most everyone you ever face will be desperate for some payback, and what do people do when they want to pay you back? that’s right, they attempt rushdown! so, trap them and back up, trap them and back up, trap them and back up… then when they have you are in the corner (and they think they have the advantage, their mouths watering for a hammer & anvil attack) suddenly falter and let them out of the trap. they are released! they must get you now before you shut them down again! what they don’t know is that you have your back to the corner, which means no cross-up attacks. even if they manage to block the triple super, they will still be chipped pretty damn well from blackheart and strider, at the least. note that this is NOT a speed attack. the slow start up allows some (AHVB, etc) straight-in and low attacks to stop it. in other words, cause your opponent a moment of weakness (best to draw him into that moment of weakness) and then unleash the attack.

the point is, Blackheart is the only character that works REALLY well, not only with the strider/doom trap, but with the individual strider & doom, and in the connection of their supers.

couple more points: when you are going to utilize the strider/doom trap, START with the blackheart AAA. it is also good for ending the trap if strider happens to hit, because it launches the opponent… just when he thought he knew when he was going to have control of his character again, he has to guess again! also, for strider’s assist, most people use projectile, but that really leaves him open for punishment. (though good for guard breaks) instead, i like to use his variety assist. why? because when strider or doom is on point, they have blackheart use as an assist all the way to the other side of the screen. but blackheart doesn’t, and he sometimes needs one. both of strider’s other assists start on one side of the screen and travel accross it, somewhat slowly i might add. with his variety assist, i have even been able to learn to time it to take out AVHB scrubs, which is blackheart’s main weakness. (though it is still weak against a REAL cable user)

and for those who keep claiming felicia is great against strider/doom, which is really not all that true, blackheart not only defends them well, but he also murders her when he is on point.

this concludes my 3-year study of the strider-doom trap. sorry it took me so long to shut-up.

easily predicted? hell yes. but just because you know what’s about to happen to you, that doesn’t mean you can stop it!

I’m not gonna try and counter all of your arguments but here’s a few counter examples…

pushblocking inferno at sj height means it ain’t bringing anyone that can do something in the air down… which is basically everyone…

bh aaa is terrible at stopping rushdown its startup lag is horrendous.

other random things like commando blasting BH repeatedly because of how long he stays on the screen if you rely on him so much might play a factor as well.

BH aaa has its good points but I think you’re overrating it.

No offense but for a “3 year study” these tips don’t sound very in depth at all… more like the basic first things you think about for a team that make you think the team is great, but when you go against someone really good, you’ll soon realize the weaknesses that you never thought about initially.

That does kind of make me want to use BH as an alternate for my team. So right now, for me anyway, it looks like I’m going to use Sentinel,Storm, or BH. It just depends on what kind of teams I’m going up against. Also, that “easy infinite” w/ BH is easy for a reason. You can mash out of the demons :wasted:

blackheart/strider/doom can only be played one way, with strider on point. and once strider dies this team is in serious trouble because blachkheart/doom or doom/blackheart gets rushed like no tomorrow. m/s or sent/storm are this teams worse nightmare, too bad those also happen to be the most popular duos in the game. this team was good back in the days before mag/storm/sent got so fast. blacky needs a good aa to defend himself. sent has a better natural defense and can handle some magneto teams, any storm, most sents.

jake, yes, there are counters for it all… duh, there are counters for everything. there are also ways to stop those “counters”, or at least draw them out at a time and place of your choosing, then counter-counter them. and no i did not post anything with depth, because so far my other posts in these forums that had any depth were lost on the readers. yes BH AA is has slow start-up, use that to your advantage instead of letting your opponent use it to his.

hoOvman, yep, the infinite doesn’t work on everyone, but the THREAT of it is always there. do it a couple times, make them mash out of it. you are controlling the match, making them do something they don’t want to have to do. then, you “let” them out of it, and hit them with something else as they changes their own pace, or after they make their attempt to re-gain initiative, you shut that down, too. :karate:

devilx, sorry but i just do not agree. everybody in the world uses magneto and storm, so everyone should know by now how to avoid their rushdowns, and it is very easy to do short-term traps for chipping damage against them when they start flying games or runaway. as for other rushdown characters, well, if you are really having trouble with a good rushdown-player in your area, just pick MZ and destroy them LOL.

EVERY team has it’s weaknesses. that is the whole point of conflict: prevent the opponent from using his strengths against your weaknesses, while you do the same to him.

it seemed to me sort-of like a question from someone who just picked-up the Strider/Doom team, and so i answered it as such. from years of using this team, in my experiences Blackheart has the most to offer in various situations. all other characters (that i have tried seriously with, ie no joke characters like servbot or megaqueer) will help out in a some situations, sometimes even better than Blackheart. as a matter of fact, i normally use ken’s invincible AAA when i want to use strider/doom against any killer sentinal player. ken can also make good use of Doom’s rocks, as most any character can, but then the whole gameplan reveloves around rushing with Doom’s cover, and i don’t have the ability to make the opponent switch back and forth between my slow control (blackheart/doom traps, leading into a slow, frustrating hammer & anvil) and my killer rush (strider/doom trap, leading into a frustrating “ma-giri”)

in truth, the biggest real weakness, which most people never realize, is that this team is powerful for one reason: it’s ability to chip and frustrate the opponent into making mistakes. despite the extreme aggressiveness, hitting the opponent with supers is relatively difficult, so creating quick damage as in magneto or storm combos (aerial raves xx supers) is just not there, and that is a major weakness. therefore, the strider/doom/blackheart team’s best use is against people with truly strong defenses. you switch back and forth between fast-rushing-shut-downs and slow-traps, drawing-counters…and frustrate the opponent into making mistakes that you can continue to punish with slow, steady damage. VERY frustrating. you will know you are doing it right when the best players in your area pound the buttons, take their hand off their controller, call you long-stringed insults that revolve around the words “cheap” and “scrub”… and even when really great players beat you, they have to wipe the sweat from their forheads, and sigh deeply whenever you pick the team.

and obviously, if you don’t have a VERY strong defense yourself, then you won’t live long enough for ma-giri to work. it is a powerful strategy that cuts deeply into your opponent’s mind, but it takes time to take effect.

hmmmm, this BH/Doom trap interest me… How does it work?

I’m currently only playing three strider/doom teams seriously right now. They are Storm/S/D, Sent/S/D, and Black Heart/S/D. All of the teams have their strong points but still are not entirely balenced.

For example, Black Heart/Stider/Doom in my opinion is especially good against Sent-Storm teams. This is largely due to striders weak points aginst storm. As soon as Orbs are attempted she will run away if not properly locked down. Thus nullifying about 60% of the general strider stradegy. BH aa really shines here locking her down, and her rush down isn’t nearly as fast as say Mags so Doom AA is good enough to keep her out of your face when needed. This team overall in theroy and general gameplay does well against Santhrax Storm/Sent/Capcom.BH/Stirder/Doom traps that team really well due to the tracking AA, and since doom beats out commando. Team has problems against Mags and better cables, BH just can’t take them. BH should start first, build meter, trap with doom, and then DHC.

Storm/Strider/Doom is an awesome team and currently my favorite, however not my best. Storm works awesome with Doom since she is really quick in the air. She can even build decent meter while trapping with him. A basic stradegy would be to rush in, call doom in their face and j.fp air dash the other side and continue to j.fp. Builds decent meter, and chips like hell as usual with doom. Another great thing to do is rush in, throw some punches so they think you are tyring to rush down, call doom, and then go right into lp.typhoons xx hail storm. Either will cause great chip, or will bait your opponents AA into the hail storm. Overall probably one of the best s/d teams since typhoon assist also helps strider, and storm/doom is nice combo since storm really has no bad match ups. One big problem though, Storm and strider take damage sooo bad that your team is just really weak stamina wise to have the two together. Its not even worth playing if your opponent is a monster cable player or storm player. Even if your strider is really good, one bad storm assist call and she’ll eat hail or ahvb, which will most likly kill her unless you start strider first. Even worse if strider eats it also since it might kill him also, so one super leading to two dead characters.

Sent/Strider/Doom, what more can I say. Probably the most well balenced team. Sent assist is great for going into the trap, and beefs up the team so much stamina wise since he takes the least damage in the game. Also Sent kicks ass on point, just has problems against cable. Just got to try and match strider up with him.

I dont know, just some thoughts cause there was alot of serious talk about BH. Storm and sent are overall better aditions to the team IMO though.

chickenbonz, damn “server busy” bullshit… i just wrote out everything you ever need to know about BH/Doom trapping, and now i lost it. sorry, will do it again tomarrow or something, i don’t feel like typing it out again.

kidtoucher, sentinal is another great and powerful choice for helping out strider and in the strider/doom trap. the reason i prefer blackheart is that he works with Doom better. storm is also a great choice, but she must rushdown when she wants to cause high damage, and that is a major part of her game. strider cannot cover her hardly at all, and Doom cannot cover her forever. not only that, but always using Doom to cover your rushdown character becomes very easy to get past… blackheart just provides better mix-up games. while it is always good to have such powerful characters in your team, from all my experiences i am lead to believe that blackheart just “fits” so much better, and in so many more ways.

chickenbonez, well i’m not pist as i thought, so i will type out the “bare bones” of the Blackheart/Doom trap that i prefer to use here. feel free to ask questions like, (what if he tries this?) or poke holes in my trap (like, there’s no way that will work, they could just AHVB you, you stupid scrub!), and i will respond with what i do, but i’m not going to risk typing out the whole damn thing again and getting it erased from two “server busy try again later” messages in a row.

the trap has main two purposes: major chip damage, and major frustration.

it is a corner-trap. that does not mean “wall” trap as many people read it and then fail to use it, and decide it doesn’t work. corner means CORNER. against the wall AND the floor. it works by restricting the opponent’s motion. you cannot ever completely control the opponent without throwing him, which is temporary, or pressing his controller and buttons, which makes it harder to press your own. (although pressing start and making him taunt probably works well…) seriously, you cannot “control” your opponent directly, but you CAN control him indirectly, by restricting his motion. because you cannot control all space everywhere around him at once, it is best to add the wall and floor to your team! (then mvc2 becomes a game of 5 vs 3!)

very basic method: jump with Blackheart, HP demons to cover your landing, and AT THE SAME TIME call Doom’s AAA assist. because of the delay in Doom’s rocks, the Hp demons should hit first. then the rocks. then you land, short but time consuming combo such as LP, LK, Doom taunts and starts to leave screen, HK stomp & demons with Blackheart, calling Doom as soon as possible (should now be close enough so that the rocks hit as soon as Doom starts making them fly around him) HK stomp and demons again, pause while Doom makes the rocks fly into the blocking opponent, jump and HK demons to threaten as Doom taunts and leaves screen, short combo such as LP,LK as you land, call Doom back as you do the LK, HK demons… anyway, things like that, in random order to keep the opponent guessing when he should try to counter or pushblock. sometimes pauses work better than constant pressure because a steady stream of constant pressure, even high-powerful-great-deadly pressure, (such as the strider/doom trap itself) can be adapted to. varying the amount of pressure and leaving false escapes, however, is VERY frustrating for your victim. remember, the key point is to shut-down the opponent and control the space in front of the character with Doom’s brutally chipping rocks, and the space on top of the character with Blackheart’s HP and HK demons. (HP lasts longer in case he has a real chance to counter, HK is easier to aim so that you can keep him in blockstun longer)

whoa ok enough for now, lets see if it works this time.

damn! again! ok, third time’s a charm…

finally! ok then, there are a few ways out of the trap of course, but the advantage is that you now know how and what the opponent is going to try, and more importantly, WHEN he is going to try it. the key to making his escape attempts fail is to remember that you are still at least a half-count ahead of him (a full beat, if you released the trap at a time and place of your own choosing) so don’t have the mindset of “countering his counter” but rather the mindset of crushing his rebellion. LOL seriously, there is a major difference between desperately trying to counter his counter, and shutting it down as soon as it starts. (because you LET it start, anyway! he only THOUGHT he was getting out)

the most common escape-attempt is a super-jump. my most common way to crush that attempt is with Blackheart’s meteor super. speaking of supers, any time the HK demons hit, instantly (or land, and then “instantly”) Heart of Darkness. do not do the Inferno xx Heart of Darkness combo, because the Inferno releases him from the HK demons and the Heart of Darkness super will not connect. although this is all well-known, remember to abuse it as a constant threat… that way, the opponent will always worry about the HK demons, making your trap even more effective.

anyway, at basic level, you should just learn to make the trap work. throw/lure/force him into the corner and use it. then learn to crush any counters people attempt, such as rushdowns, stop-hits, supers, super-jumping and pushblocking, even simply switching the characters out. any questions or comments here, let me know, i’ve seen most of them and have ways to deal with them.

intermediate level, learn to use the THREAT of the trap. your opponent will now make constant attempts to AVOID the walls and floor, and that in itself is a subtle form of control.

advanced level, learn to use this slow, steady trap with the Doom/Blackheart traps, which are slightly faster and much more random in terms of space and overall movement, and the Strider/Doom trap, which is brutally fast. use the different speeds to make your opponent constantly have to adjust his game. along with the different speeds of the traps, they all have different qualities. that is to say that even though they are all designed to chip the opponent to death, they do so in different ways. Strider/Doom shuts the opponent down and threatens constantly with a powerful high/low game and cross-ups. Doom/Blackheart traps control massive portions of the screen/arena, and instead of being rushdown traps like Strider/Doom, the Doom/Blackheart traps are more of a keep-away game. Blackheart/Doom is also very different, using the Hammer & Anvil attack. Should you somehow lose Doom or sacrifice him, Blackheart can still cover Strider decently, and Strider’s projectile assist sets up Blackheart’s guard-break, or Strider’s expansion assist gives Blackheart a sneaky surprise & luring attack all the way across the screen.

THAT, my friends, is the reason that i strongly believe Blackheart is the best choice for Strider/Doom. he contributes to the team and the infamous trap in various ways. he makes a great battery to give Strider super meter for the trap, or Doom super meter for his powerful supers. most importantly, he has traps Doom as assist or on point, so that when you have to switch out Strider, you can continue the steady chipping traps and slowly kill your opponent. (or make him kill himself from frustration) people also tend to think of mix-up games only in terms of high/low, try this move, then that move, blah blah blah as when using Ryu. the game will not go to the next level until people learn to use mix-up games with their traps and other major strategies as well.

ok, i will shut-up now. i’m still not going to type the whole thing out again, but any specific questions or counters on my arguement i will happily answer.

do you know any in-depth stuff about the doom/bh trap? also…when it says the server is too busy; you know you can just hit “refresh” and then a window will ask if you want to “retry”. you can just do that untilit goes through… :rolleyes:

Doom/Blackheart traps

hoOvman, thanks for the tip on the refresh, i really appreciate the advice. the reason i don’t use it is because i am at work, and operations will bust me if i use that. (one of their own little traps) also, this program has nor “back” or “forward” buttons, so if i get “server busy” twice in a row, whatever i typed was lost.

i don’t know how well you know the Doom/Blackheart traps, so i will give you a general overview of the way i teach it. also, please remember that this is all coming from my experience. as always, take everything as nothing more than a guide for walking your own path.

key points: the basic purpose of the Doom/Blackheart traps is to “trap” the opponent on one side of the screen with Blackheart’s AAA while Doom prevents them from super-jumping, mostly with his jumping HP laser gun and photon shots from the air. with this method, you can limit their character’s mobility to the bottem-left or bottem-right side of the screen. now Doom can chip the opponent with photon shots, all in relative safety from behind Blackheart’s AAA. it is a sort-of “trap + keep-away.”

great theory, but there are some pretty big holes. this trap works easily against bigger and slower characters such as sentinal and juggernaught, but wolverine and storm, even magneto, can rush through it in different places. properly played shotokans will kill both of your characters. it is also obviously AHVB prone. so, once you can do the basic execution, learn to draw out their counters. also remember, you are not “countering their counters” but rather you are “crushing their rebellions.”

the first thing that you can obviously do against ground rushers while Doom is in the other side of the air is air-dash to the other side of the screen, and continue the trap from there. this works better than you might think, with a little practice. but ground-rushing is not the most successful way out of the trap. actually, super-jumping is. why? blackheart has to limit half of the screen, and Doom has to keep them from jumping. this can be done at the same time. but then, Doom must change his “restricting” movements and concentrate on chipping damage. during this moment of change, the opponent can escape with relative ease…

so on to intermediate use of the trap: trading damage is my favorite. the delay in Blackheart’s AAA is great for drawing out counters, and then hitting them in the middle of it. one of my favorite ways to stop AHVB when i see it coming is to make him think i am going to start the trap with blackheart, but instead super-jump into the air with Doom. he tries to hit Doom with it, but i have already cancelled into flying state and called Blackheart. the AHVB hits both of my characters, but BH’s AAA hits Cable at the same time. all three characters take about the same amount of damage. however! Doom and Blackheart both take better than Cable, and BH goes back off the screen to heal. on top of that, my opponent has basically wasted a super, and best of all i now have the intitiative yet again!!! the key to this trick is to make BH’s Inferno hit Cable AT THE SAME TIME he starts AHVB. if you hesitate because you are not willing to take the hit, or if you do it too soon because you are afraid of the speed of his AHVB, you will eat it and be fucked. i can not stress it enough: time BH’s AAA to hit AT THE SAME TIME that your characters get hit from the AHVB! because AHVB is such a powerful move, Cable users, even the good ones, expect you to defend, not counter or crush it. taking his AHVB away is like taking your opponent’s queen in chess… he just lost his best piece, and for a moment doesn’t know what to do. pressure him NOW, and don’t let him recover!! (until you choose to “let” him recover, of course! LOL)
anyway, at intermediate level, this is the key to stopping all “rushing” attempts to get past the Doom/BH trap. time the AAA to hit them and pin them back on the defense, then start it over with the movement restriction and chipping. as for those who try to jump up and attack Doom from the air, that is the only time i really use the HP laser very often. pressing one button is quicker than the motions for Iceman or Cable’s beams, so with the proper timing, you should be able to stay a step ahead. speaking of Iceman, this trap does not work against him very well, because Doom does not chip him, so unless you have a lead and time is running out, he will not feel the pressure of attacking like others would. at this level, you should also know where the weaknesses in your trap are, so that you know when and how the opponent will try to counter it. you should control when and where your own weaknesses are, so that you can draw them into attacking through those. (think of this example: you have to defend a building from a powerful opponent. your “keep-away” weapons are land-mines. if you surround your building with land-mines everywhere, the opponent will accept the loss and bust through it. on the other hand, if you leave an open space, where the land-mines will hardly damage his men, it is just too tempting to rush his men through that space. when they are half-way out, that is when your machine-gunners spring out of concealment and gun them down, slaughtering those who keep trying to run up to you, and chasing the rest into the mine fields!)
at intermediate level, you should also learn to vary the attacks and the timing with which you execute the Doom/BH trap.

advanced: this trap works on a somewhat slow speed. it’s whole point is a game of chipping-keep away. over-use of it tends to put you into a weak frame of mind, but it also tends to make your opponent over-extend himself in his attacks, which is what you really want to do. why? because out of Strider/Doom/Blackheart, Doom’s supers are the ones that are both damaging AND easy to land. (Striders are easy, but not damaging, Blackhearts are damaging, but not easy). this is the whole secret of the entire team: cut very deeply into your opponent’s mind using all of the different Strider/Doom/Blackheart traps. consider deeply that in the Strider/Doom trap, both of them chip, in the Blackheart/Doom trap, it is Doom as an assist that does the real chipping while BH holds him in place and threatens HK demons and supers, and in the Doom/Blackheart, it is the Blackheart assist that restricts movemnt and counters, while Doom chips and threatens supers, mostly from afar. also, because these traps work slowly, it is IMPERATIVE that you retain a heavy, powerful “attacking spirit” even though you are using weak, fast attacks from strider and keep-away tactics with Doom. the entire gameplan boils down to this: threaten to chip your opponent to death, while AT THE SAME TIME frustrating the living hell out of him. this will spread out his defense in different ways. for example, once severely frustrated, he will attempt to avoid the Strider/Doom trap with the same tactics he tried to use against the Blackheart/Doom trap, and attempt to avoid the Doom/Blackheart trap with the tactics he should be using for another trap. this is a very subtle way of making him play at less than his best, marching to the sound of YOUR drummer instead of his own, so to speak. the other way in which it screws up his defensive capabilities is that, again after he is severely frustrated, he will either cower and turtle (if he has a weak spirit) or attack from less than ideal conditions (if he has an aggressive spirit). turtlers are of course trap-prone, and people who attack before they are ready can be shut-down easily. even those who make powerful attacks, when they are frustrated, tend to get into a rush and over-extend themselves afterwards, EVEN IF THEIR ATTACK HITS YOU!!
so of course, patiently attack with methodical ruthlessness. chip them and frustrate them to spread out their defense with quick sharp attacks and brutal shut-downs to their counters. then, suddenly** hit them with a strong, focused attack, especially one of Doom’s supers. (the giant electric ball has great priority, and does good damage and chipping damage. it also “moves” the character even if they are blocking, which goes along with all your traps. his super photon shots chip wonderfully especially from up close, and can be used as part of the trap that restricts mobility, and for crushing rebellions. anyone in the air should fear a well-aimed d,df,f+KK from Doom, the super where he shoots a fireball upward. you can also do a short rush out of nowhere with Doom, launch them into the air with d+HP, and cancel into his rising fireball-super. then DHC in Blackheart!)

**i used the word “suddenly” here. how “suddenly”? the change from frustration tactics to high-damage tactics should be large and instant, like the differnece between the Mountains and the Sea, and as fast as turning on or off a light-switch. (this entire gameplan i borrowed from Musashi’s Book of Five Rings, you may have guessed by now. most people think of “combos” as chaining a jab into a rear cross… you should not stop there… learn a few, and then think of combining strategies themselves, like this use of Ma-giri small, frustrating cuts deep into the opponent’s mind, chained into Sankaikawari, a sudden and drastic change that destroys the opponent’s body. :karate: