Try to keep a projectile out on him so he can’t just call sentinel. If you see sent get called, either be doing hadangeki, call dante or vergil into it, buster it on reaction, or whatever. As long as Skrull doesn’t have sent drones behind him when he meteor smashes, he’s unsafe. Then just stand at neutral and look at what direction your character is facing so you can know where he’s coming down. Skrull is annoying no doubt and I have very little respect for the character, he pretty much just does the same thing all the time regardless of who he’s fighting. Either rush him down and keep him from doing his mixups, or bait and punish meteor smash and he should be out of there. If you really wanna get rid of him you can XFC one of his j.2H’s and punish that.
What do you guys do to defend against a Strider constantly in your grill with teleports? Assume this is point Strider also and these teleports are often always covered with Drones and Plasma Beam, because I had to deal with this for like 30 games and got bopped like 20 times
This might seem silly but I’ve been having trouble against my friend’s team of Haggar/Shuma/Firebrand. He puts on A LOT of pressure with Haggar/Shuma Mystic Ray assist and converts into a ToD easily off a hit of any sort. I never knew Haggar could relaunch so many times. I haven’t ever played someone who was actually good with Haggar/doesn’t spam pipe all day. I have had success with zoning him out with Buster canceled Raikousens/Sougenmu Hadangeki walls but its extremely inconsistent since he doesn’t usually let me get too far.
I’ll be playing him in person in a couple weeks so I’ll get some footage then.
^lol seriously thanh? Team low tier. Ok let me stop trolling.
Um I think that at least for me after you get hit by mystic ray 1 or 2 times try to play more of a ground game and buster the assist only if haggar isn’t close because then he can do larriat on reaction.
If you see the animation for the teleport start you can jump up and grab him before the drones or plasma beam teleport hit you leading to a full combo. If not just stay in the air blocking and aproach slowly. If he isn’t in your view try not to press many buttons that way you don’t get caught in a vajra or something. Also striders ground game also really isn’t that good compared to zero’s so you can easily approach from the ground and buster goes through his animals.
He’s going to be at CEO Winterfest. I’d like to see you play him and figure out some stuff to use. Believe me, I’ve been mindblown about how I have such a bad ratio against him (1/4 ish)
really? Is he from ocala too?
No, he’s from Bradenton (not too far from Tampa)
There’s my problem, grabbing his teleports was scary because he’d occasionally go for the dive kick which either trades or beats out j.H on startup. It was really hard with Drones cover to even stop him getting close. Eventually the match got to the point where I was literally running from Strider. I’ll try to keep the fight on the ground like you said, sounds easier said than done, but I haven’t really been prepared for a proper point Strider before. He has better runaway than I had first thought also, he managed to stay at a range where I couldn’t convert Buster into a combo, and he was at that range all day till he had the necessary assist cover to move in
how do u guys deal with Dante + drones? some dude has been giving me troubles by calling drones and just teleport j.S.
how do i counter this?
First try to hit sent out of startup with buster or if you are really close you can just normal him out, if you fail don’t get caught in/under drones, super jump above them lightning / buster / teleport down or whatever works for you in the air until they go away, If he’s teleporting right as he calls them and you’re around full screen hit S n.jump 2c falling c or 2c combo to combo, if he teleports slightly after but still before drones are close go for an air throw, you’ll most likely be forced to block drones after but you should be at advantage or around even on wakeup. If he teleports when drones are about to hit you you failed to super jump out and have to block a stupid mixup. Sometimes you just have to block.
Alternatively Doom beam counter picks drones when he calls drones just hit beam and it will go through, punish Dante if he does a raw teleport and just control the neutral game.
My zero got bodied hard by wesker on point backed with striders vajra assist. If I did any air dash, teleport, lightning, or whatever, I would get tagged by vajras hard knockdown and get full combo’d by wesker. If I stayed on the ground I would get left/right mixed up all day with wesker teleports + vajra. I tried chicken blocking when I knew he would call strider but I would get thrown or I would be forced to do a ridiculous guess block.
I don’t have much experience against that assist. Can I hit it out of the air without trading with it or something?
Anyone had any experience playing this deadly duo? What do you guys suggest?
when you’re in the air, try not to preemptively command dash/air dash or whiff jump H’s/ try to anticipate the assist and block it first before you start throwing out anything. i try to stay out of the air most of the time and play footsies/poking games with wesker. you can also beat the assist on start up by shooting buster at the right time or if close enough, throwing out a standing H with the cover of an assist; i tend to happy birthday wesker and strider quite alot with standing H’s alot since a lot of weskers love to dash/teleport straight into the normal without expecting it. the key to this match up is patience!
i consider this an extremely annoying counterpick team against zero since it cuts off a huge chunk of zero’s air game but with correct spacing and well-timed assist cover/lvl 3 busters, you can get the job done. one thing that helps me alot is my drones assist; the drones eats up the strider’s assist (on startup) and allows me to safely jump in with a lightning/buster cancel mixup or throw out a standing H if i’m in range. i honestly think people neglect zero’s awesome ground normals and tend to rely on command dash/jump H or lightning shenanigans a lil too much. anyways i think i rambled a lil too much haha hope i helped in some way :x
From my experiences with Clockw0rk, Strider is one of the toughest matches for Zero. When he’s in your face and you happen to have a buster charged, sometimes it’s probably best you sacrifice your charge while in blockstun simply because I’ve been caught by frametraps when the buster is released. Zero’s most advantageous position is probably from mid to 3/4ths screen tossing projectiles or up in strider’s face when you’ve forced him into blockstun. Avoid zoning from sj height as that leaves you open to a Vajra.
Dante w/ Sentinel I just keep raining busters on him. The match is in your favor if you have a high priority projectile, beam, or expansion assist that sweeps the ground plane, pretty much making Drones irrelevant. At that point, he’s gotta come in or do something that puts him at risk if he wants to do damage to you.
I’ve yet to play a Strider in person - Have you ever tried punishing Strider’s TP with a grab? If so, is it a reliable tactic if you know it’s coming?
This is exactly… like my post… (top of the page)
Well, needless to say it is a matchup problem I’m uncertain how to deal with. And Strider in general
Strider assist is very punishable with sj.H. You can hit him before he has a hitbox while super jumping out of weskers down gun angle. Don’t commit to something in the air until you feel he’s not calling strider or even just guess a j.H sometimes to discourage him from calling Strider. With buster charged you can punish strider even more and likely stay safe, depending on Wesker. Something like j.H, S, lighting, buster release. Best is j.H, s, teleport down, into anything provided Wesker isn’t making trouble. As an aside, Doom can Anti Air strider assist with f.H to launch infinitely while being able to cancel that into any super/special/dash-block for safety from the point character. Zero can probably do an infinite jump loop relatively safely as well.
You can also bait Strider with super jump, teleport down. Strider has terrible vertical tracking and is vulnerable until he hits the ground. Super jump, dash forward will avoid strider calls completely as well but you can’t punish strider assist in this situation but can move forward against wesker if your goal is to move in. Super jump dash back does NOT avoid strider.
I’ve been able to pull it off on occasion, but in hindsight, it’s way too risky. you don’t know if he’s going to do a teleport or vajra. if he does the latter, you’re spiked into a free otg combo.
Worth noting is that blocking Vajra (not covered by an assist) nets you a guranteed punish with either air-throw or j.H if you’re already in the air, or c.L or throw if you’re on the ground.
You’re talking about Tom right? I haven’t played him in ultimate, but I did in vanilla and he’s the only one person I know who plays haggar / shuma.