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ThE CRoW
04-15-2003, 04:15 PM
was wondering if storm would be good as a third char, cuz i cant really get the hang of sent, and is there anyone else i could try as a third char? and how does one play a solo strider?

DarkZero
04-15-2003, 05:53 PM
Yeah, storm could be a good third character. She could build meter for Strider, DHC into Hailstorm, she has good assits, you can chip with doom, and runaway if you have the lead. You still have no vertical AAA which could help you stop a flying Sent or another runaway storm. Have you tried CapCom or Cyc as a thrid character or even Cable? You can try cable but the whole team could guzzle down the meter quickly. To me playing a solo strider would depend on the situation, but usually I would rush down with strider by using teleports safely and dashing in. If I was winning with strider and time was short, I would runaway by sj and wall jump straight up, or you can call orbs and throw tigers and birds.

ThE CRoW
04-15-2003, 07:33 PM
nope have not tried that setup at all, but ive tried using, strider/storm/cammy before , but yeah i might need the aaa, i keep getting smacked by sents stomp when he's on fly mode, oh yeah, when fighting cable, ive heard this but never succesfully done it, about his charge move with the bird that drops a bomb, how do u know which one to use? i mean cant cable just jump in to get closer , and when is a safe time to do it?

FOBio
04-15-2003, 11:39 PM
in my experience (which isn't a lot), the all-around best team is strider/cyke/doom. cyke/doom can dish out good chipping. with doom/cyke, it's safer since people who rushdown would be apprehensive of cyke's AAA. it's a well-rounded team. the only downfall i can see is that if/when doom dies, it falls apart. with strider/sent/doom, you can still keep an effective lockdown with just strider/sent. but, the lack in AAA really does hamper the team.

Goofy
04-18-2003, 09:56 AM
sent/strider/doom

AudioProject
04-18-2003, 03:07 PM
Magneto/Strider/Doom:evil:

BshidoHEAT
04-20-2003, 08:00 AM
Omega/Strider/Doom

Team Clockw0rk.

Omega builds meter, then get Strider in there to finish everything.

Storm/Strider/Doom

I've played this team before, it's really good but you gotta run with Storm to build meters for Strider. The only problem with his team is, Storms assist is not Sentinels assist. She doesn't cover areas that Sentinels assist would, which means Strider gets rush the fuck down.

Cable/Strider/Doom

Meter HUNGERY!!! But Cable/Doom is very effective.

Strider/Cyke/Doom

I played this team once... and it's not the greatest it's effective.

Sentinel/Strider/Doom

MUST LEARN THIS TEAM
No other Strider team is as effective as this. Sentinel provides the muscle that this team really needs. Also Sent's assist REALLY helps Strider w/ resets, set ups, also is good for keep away with Striders' Zoo.

If anything, Sentinel is the MUST learn character now... so go out and learn him. He's not that hard to fight with, start out very basic. c.fp xx fly xx unfly, c.fp xx fly, fly back frying pan.... stuff like that is the roots of basic Sentinel zoneage. From there you may learn as you go.

ThE CRoW
04-20-2003, 12:56 PM
how do u play sent though? the guy is powerful as fuck, but i have no clue what to do with him, im not used to playing his speed, and is there any way to combo into a launch? clock uses OR? would it be possible to fit cammy in this team as a aaa?

Goofy
04-20-2003, 01:55 PM
Strider/Doom teams need someone that can do most of the job, that's were Sent comes in, he can get maybe 60% of the job done, then Strider/Doom finishes...that's also the reason why Strider/Doom/AAA teams don't work too well.

Also, Strider benefits(needs) from a battery(Sent in this case)...in a Strider/Doom/AAA team, Strider doesn't have a battery character.

So to answer your question: Yeah, Strider/Doom/Cammy is an ok team, but you will have to work ever so much for your wins...maybe TOO much.

ThE CRoW
04-20-2003, 07:03 PM
hmm., guess ill have to try both teams, but to play with cammy is still winable right?

BshidoHEAT
04-21-2003, 06:12 AM
Originally posted by ThE CRoW
how do u play sent though? the guy is powerful as fuck, but i have no clue what to do with him, im not used to playing his speed, and is there any way to combo into a launch? clock uses OR? would it be possible to fit cammy in this team as a aaa?

start out slow

c.fp, xx fly, xx unfly or c.fp, xx fly, flyback fierce, unfly assist. These are effective moves but also useful to practice to get a hang of fly xx unfly. Start from there, hell... I suck w/ Sentinel, but learning him pays off because he is the best character in the game.

ThE CRoW
04-21-2003, 01:10 PM
..i thought storm was....

DarkZero
04-21-2003, 05:28 PM
Some see it as Storm others see it as Sent and yes having cammy is still winable. BshidoHEAT: Whats wrong with cyke being on the team? I think this is a real good team.

ThE CRoW
04-21-2003, 07:25 PM
say ur fighting sent, do u mix up the dog and bird? btw if i do use sent, should he be my second char or last? same question for storm

BshidoHEAT
04-21-2003, 08:18 PM
Originally posted by DarkZero
Some see it as Storm others see it as Sent and yes having cammy is still winable. BshidoHEAT: Whats wrong with cyke being on the team? I think this is a real good team.

The thing about Strider/Doom, is that Strider is so fragile, and easy to kill... if you kill Strider a massive come back is needed from X person and Doom. This is also why Sentinel is the best character for this team.

He can get you in the lead, or take it back, he's the work horse of the team.

The problem with Cyc/Doom is

1. Sharing meter between chipping MOB, or Ourbs
2. Comebacks.
3. Cable whores.

Like I said, it's a good team, I don't think it's the greatest.

DarkZero
04-22-2003, 07:09 AM
Yeah, I see. I just keep switching between cyc and Sent all the time.

ThE CRoW
04-22-2003, 07:40 AM
u guys by any chance have any vids of clocks team, using sent, or OR or using anyone else?

BshidoHEAT
04-22-2003, 08:17 AM
Originally posted by ThE CRoW
u guys by any chance have any vids of clocks team, using sent, or OR or using anyone else?

There's some in the MVC2 media section of SRK, other than that not too much footage you can get online.

ThE CRoW
04-22-2003, 01:42 PM
really sorry i keep asking questions, but for sent, how do i use his assist? do i use it to chip?

BshidoHEAT
04-22-2003, 02:24 PM
Originally posted by ThE CRoW
really sorry i keep asking questions, but for sent, how do i use his assist? do i use it to chip?

If I tell you anymore, you'll be limiting your game by what I say....
It's best if you try some stuff out on your own, but the general strategy for Strider/Sent is to ward people off with the Zoo Animals and Drones and Bombs.

ThE CRoW
04-22-2003, 04:50 PM
yeah true, never played as that team before so i just needed a basic idea, but i seriously dont get the whole fly/unfly, ive tried reading the guid in srk but dont get whats the advantage of doing it

FOBio
04-22-2003, 06:17 PM
just my opinion...

i still think stri/cyke/doom is an effective team. sent IS a really good character, but if you're centering your team around strider/doom, then i think it's cyke.

and fly/unfly has numerous uses. if you're talking about being in unfly mode, it allows you to fly, attack your opponent with kicks, unfly, kick once or twice, fly again, and then continue. also, unfly mode allows you to fly around, then when you see your opponent attack (assist or something), you unfly and block on the way down. if you're talking about c. fp xx fly xx unfly, it's to cut the delay of the c. fp. let's say you do a c. fp on a blocking cable from all the way across the screen. cable can AHVB you when you're recovering from your c. (or standing) fp. but you're fly/unfly shortens it so you can block if your opponent retaliates.


am i right here? i've been asking throughout this thread, so i wanted to help somebody else.

ThE CRoW
04-23-2003, 10:44 AM
so it cuts the lag time for sents normal moves? and can help add more combos in his ac right? tnx

FOBio
04-23-2003, 03:31 PM
if you're talking about FAST FLY, then it adds more hits in your air combos, along with assist. that's a reason why sent/capcom is so damaging. personally, i'm not able to fast fly, so i don't really know the air combos for this. it also works with sent/doom.

unfly mode allows chipping damage to be more effective with doom. have your opponent in the corner, fly, lk, fk, drop doom, lk, unfly, lk, fk, fly, lk... something like that. try out something for yourself, what works for you.

fishjie
04-29-2003, 12:52 AM
Err, i need help wit the strider/doom trap. what's the timing on the thing?

because right now, i play strider, i've got the dude pinned down with orbs, i call out doom right before the orbs run out, and then i try to do the orbs again, but instead he always does that retarded move where he dashes foward and slashes with the sword (the game registers my qcf + 2 punches as just a qcf punch). soooo is there a timing to calling out the orbs a second time? how long do i have to wait before i can legally call out the orbs again?

also what are some good combos with strider ie, what should i do if i manage to hit them with the orbs.

what is his double jump air combo.

any strategies too? kthx

ThE CRoW
04-29-2003, 07:29 AM
just call out a bird or dog when ur orbs run out, then cancel to another orb super, i think when doom goes away is when u can cancel to another orb, correct me if im wrong about that one

fishjie
04-29-2003, 07:36 PM
oh so you have to wait for doom to go away before you can call out the orbs again? that's what was wrong. i was assuming you could go orbs while doom assist was still in action. otherwise how could you make sure your trap was tight enough that they couldn't escape. cause if you waited for doom to go away they would no longer be in block stun, you'd have to time the dog just right to keep em in block stun long enough to orb and teleport on top of em.

tricky.

any good strider combos?

FOBio
04-29-2003, 09:48 PM
no, it's not when doom leaves, it's when the orbs walk away. you can't call out another orb super when the previous orbs are literally walking off the screen. once they leave, you're able to do the super once more. if you jump/teleport to the other side of the screen (usually that's the side that's closest to the end of the screen) before orbs end, then they'll crawl to that side. lag some hits before, during, and after doom leaves, dog/bird, cancel into orbs. problem is...how long should you lag and what moves do you use for the lag? i mess up and just s. lp, s. lk, dash in, s. lp, s. lk, followed by more hits. but the dash in causes enough break to allow them to drop an assist. any suggestions...unless somebody posted on what to do when they drop doom.

Deathfist
05-02-2003, 08:39 AM
How good is Storm, Strider, Doom?

iMPULSZE
05-06-2003, 03:55 AM
good teams:

bh, stri, dd
sent, stri, dd
spi, stri, dd
storm, stri, dd
cyke, stri, dd

Another thing, if you play against Cable...always call long bomb then cancel into orbs. It will neutralize his AHVB since he cant shoot the bomb away. If he does manage to hit you, it would only prolly be like 3 hits max, cause the bomb will drop on him. Once it does, teleport next to him since your orbs are activated. Remember, the 3 hits from AHVB that you might take are not very damaging since orbs are taking some of the damage.

And, the timing for the stri/dd trap:
--do normal series, call orbs, do normal series while orbs are activated, just before the meter ends teleport above the character and as you fall, press j.fp and DD, do normal series ending with dog, then either do another dog or bird, then activate orbs again. Practice the timing, and it will all make sense.

Also to note: you shouldnt start stri. He is too fragile, and needs more than 1 meter to be effective. Any stri/dd team is built knowing that strider must kill 1.5 characters minimum to be effective. By starting with stri first, you greatly limit his chances to dish enough damage, and build enough meter to do anything really useful.

IronThread
05-06-2003, 08:23 AM
Originally posted by iMPULSZE


And, the timing for the stri/dd trap:
--do normal series, call orbs, do normal series while orbs are activated, just before the meter ends teleport above the character and as you fall, press j.fp and DD, do normal series ending with dog, then either do another dog or bird, then activate orbs again. Practice the timing, and it will all make sense.




i'd have to disagree with you. this imo is one of the more inefficient ways to do the trap. the point of the trap is to get the opponent between strider and doom. for what reason? so they can't push block. the way you stated above allows the opponent to push block, and once they do, one super jump and the orbs time is over, and 1 wasted meter.

the way i do it is, call orbs, dash in and series while hammering doom assist button, then teleport above behind them. you wanna get the timing down so that once doom comes in, you are teleporting to the other side. come down with a slash, and do series for more meter building, or birds and dogs for chip. the orbs have now run out, and now they have about 3 or 4 slashes to pushblock you, until you call doom again and teleport, slash down xx orbs etc etc.

the strider doom trap has no pattern, which makes it fun. the point of it is to put the opponent between strider and doom so they are trapped and they can't pushblock.

and another thing, if you don't put them between strider and doom, you will be eating a lot of cannon spikes and shoryukens

iMPULSZE
05-06-2003, 11:38 PM
Originally posted by IronThread



i'd have to disagree with you. this imo is one of the more inefficient ways to do the trap. the point of the trap is to get the opponent between strider and doom. for what reason? so they can't push block. the way you stated above allows the opponent to push block, and once they do, one super jump and the orbs time is over, and 1 wasted meter.

the way i do it is, call orbs, dash in and series while hammering doom assist button, then teleport above behind them. you wanna get the timing down so that once doom comes in, you are teleporting to the other side. come down with a slash, and do series for more meter building, or birds and dogs for chip. the orbs have now run out, and now they have about 3 or 4 slashes to pushblock you, until you call doom again and teleport, slash down xx orbs etc etc.

the strider doom trap has no pattern, which makes it fun. the point of it is to put the opponent between strider and doom so they are trapped and they can't pushblock.

and another thing, if you don't put them between strider and doom, you will be eating a lot of cannon spikes and shoryukens

There is/are patterns to the stri/dd trap. The way I described is just a simplied version, since it was meant for someone learning the team. If you want to get into it, then you should activate orbs, and wave dash. But, you didnt post that either. Also, if you just mash on DD, you run the risk of misplacing his rocks and your orbs. That is what separates the good stri/dd teams and the great stri/dd teams. Because, you SHOULD be able to manipulate the patterns in a way where you know where orbs or rocks will be. Why do you think its possible to s.fk(storm) in between orbs and connect on strider...because there is a pattern. Another thing, is that the real point of stri/dd is not to just keep the opponent pinned between them, but, rather to maintain space in order to repeat the process. If you are only "trying" to keep me pinned between them, then I could always just use advanced tactics and pushblock-sj that shiet. But, if you are trying to maintain space, then you couldnt effectively pushblock-sj out of it...unless you were Genghis.

IronThread
05-07-2003, 07:45 AM
point taken :-D

AudioProject
05-17-2003, 11:49 PM
Originally posted by iMPULSZE


But, if you are trying to maintain space, then you couldnt effectively pushblock-sj out of it...unless you were Genghis.

If u teleport fast enough then pushblock -> sj out cant work on u....period...(yes i've played genghis recently, no i didnt own him with my trap, but i was able to keep him from pushblock -> sj'ing out of it)

iMPULSZE
05-18-2003, 12:40 AM
Yes you can. Ask the Stri/DD grandmaster Cl0ck about it...

AudioProject
05-18-2003, 02:25 PM
i've played clock and genghis before (moreso clockw0rk) and maybe they were messing up or something but when trapping them they pushblock -> sj'ed alot vs my strider/doom (clock seemed especially good at escaping, slippery punk :mad: ) but eventually i saw that i wasnt teleporting quick enough, and when i started telelporting as fast as possible (after pushblocks) they werent superjumping out anymore...

Hmm...I havent been the the arcade in a couple weeks so I dunno...maybe they've gotten even faster at it recently :sweat: , but from my experience vs them teleporting the instant u see strider starting to be pushed away works well, however difficult.

-Jeremy

ParryPerson.
12-01-2005, 01:33 PM
He's right, you can't. You just have to have very good reaction time on the teleport.

SuicidalGrandpa
12-02-2005, 04:01 PM
I tried Jin out and was amazed at him. You might try it.

Blazn
12-03-2005, 11:09 PM
I use strider captain commando and doom

I dunno I always start with strider.. I dont see why not.. I really need those 2 assists to back strider up. I can do fine most of the time..

and cap with dd assist can be deadly as well..

ParryPerson.
12-03-2005, 11:19 PM
Thats why you put sent on point and DHC out, I guess if you have troubles with rushdown, I guess having a AAA like Capcoms/Cykes would be an advantage.

SNAKESHOTPEOPLE
02-14-2006, 11:22 PM
aaa Will just delay what;s comming, but having a sold character like Sentinel will really make the final judgment. He is without a doubt the best character for this team. No contest.

Storming Flower
02-14-2006, 11:47 PM
strider/im/doom, get orbs to hit, tag im in into infinite, kill them, guard break, infinite to 40, fierce, proton cannon, orbs=gg.

if you mess up, im/doom isn't too shabby.

ParryPerson.
02-15-2006, 04:50 AM
That team depends on ALOT of luck.

gouki10
02-15-2006, 11:28 AM
not even, strider/im/doom, sounds good to me, really good at taking down sentis in the the air, thanks to ironman's AAA.

ParryPerson.
02-15-2006, 11:33 AM
...




ok bud.

box
02-16-2006, 03:27 PM
IM/Strider/Doom.

Doom's rocks help IM land his infinite, which charges tons of meter. When strider comes in he'll have a tons of levels to work with.

ParryPerson.
05-01-2006, 08:55 AM
It's ok, but it's no Sent/S/D. Sorry.

If IM doesn't get in, guess what, that whole team is fucked. Sent/S/D is the best team, hands down. And if you want a AAA then S/D/Cyke is the best one after that, only because Cyke can build meter like crazy and his AAA, but I've only seen and used this to counter another team with Doom AAA assist.

And there are 2 ways to do the S/D trap that work really well, which is orbs, get them caught, wait until orbs is about to run out, call Doom, teleport to the other side, j.hp, lp, tiger, orbs.

The other way is when you have about right under 1/4th of orbs left, call doom, but rush the char away a little with dash lp dash lp, then Cr.LK Cr.HK call tiger XX orbs

When you dash lp you move the char further away, but also you move closer to one side, allowing your orbs to leave the screen faster, so you can activate quicker. The rocks should still be hitting when you activate orbs, the tiger should be right behind.

(I know this is basic knowledge but I've seen some people ask about it.)

Cisco
05-01-2006, 09:31 PM
just my opinion...

i still think stri/cyke/doom is an effective team. sent IS a really good character, but if you're centering your team around strider/doom, then i think it's cyke.

and fly/unfly has numerous uses. if you're talking about being in unfly mode, it allows you to fly, attack your opponent with kicks, unfly, kick once or twice, fly again, and then continue. also, unfly mode allows you to fly around, then when you see your opponent attack (assist or something), you unfly and block on the way down. if you're talking about c. fp xx fly xx unfly, it's to cut the delay of the c. fp. let's say you do a c. fp on a blocking cable from all the way across the screen. cable can AHVB you when you're recovering from your c. (or standing) fp. but you're fly/unfly shortens it so you can block if your opponent retaliates.


am i right here? i've been asking throughout this thread, so i wanted to help somebody else.


Erhh,i think Strider/Cyke/Doom << clockwOrk. Strider/Sent/Doom is the best Strider team and it can not have an equal or anything else above it. The ground assist is one of the best rushdown assists and subsitutes well when you are limited in using dooms assist. It has the chip factor and the screen control w/c is a very good asset for strider. Sentinel's ground assist works well against rushdowns anyway + strider has enough priority in his fierces so he doesn't really need an aaa. plus the dhc factor.

You can also do a double rocket punch into hsf with strider's assist.
Sent: c/s.hp, rocket punch, hsf, c/s.hp+strider, rocket punch, strider hits, c/s.HP, rocketpunch xx HSF. Very damaging.

Or you can. Sent c.lk,c.lk+strider[b],lp-rocket punch, strider hits, [launch, ac] or [hp, hp-rocket punch xxhsf]

Ironman is another good 3rd member (Strider[y]/IM[B]/DOOM[B]. IMO, he can be better than cyclops. First you have the frame killing DHC, then you have a much deadlier ouro. You catched the opponent blocked, you set them for the trap; you catch the opponent open, tag IM in and go for the infinite, then GB+Strider'sassist the next character and infinite. also, there are times when the eagle knocks out approaching opponents, you can start off the infinite after that if your reaction skills are good. I've seen sentinel's try to fly in and wound up getting hit by an eagle then getting their asses infinited.

Cable.... neh.. i don't go for it anymore. It's just too hard to use, i'd give it this though. Cable is the best assist utilizer so, your 3rd character isn't as handicapped, but it's just the meter. It's very important for both strider and cable. You really don't want to dhc strider when there is only 1 meter bar left against Sentinel or magento. It's just way too difficult and slow.

Storm is probably the best substitute for Sent, Typhoons plow through anything, you have a good alpha counter & dhc, strider's assist doesn't suck too much for her, and there is no match she can't handle. It's just, yeah.. the lack of protection. and the fact that both storm and strider have poor vitality. But i would consider it tied with Kaisings team.

IM, Storm, Cyke... there is no better third member,all three of them have great pros for the S/D team; it's just depends on where/who you're better with.
If you are better using storm, then you would do better with her as your third character. Below them it's either, Omega red, Psylocke, Cammy, BH, cable... yah yah, it's just IM, Storm, and Clops make the best non-sent third character for s/d.
But i strongly say that Strider/Sent/Doom is the best strider team, because the chemistry strider has with these two characters is way above average. You have the all around chipping, all around defense, all around power and above average screen control.

Cisco
05-02-2006, 04:33 AM
BBHOOD,imo, is the best non-top tier 3rd character for s/d. The damage she gives is just.. wtf.

UnknownEnemyZero
05-12-2006, 12:15 PM
About starting out Strider on the start, it really depends on a lot of things. It's an advantage at the start if you can get yourself going and keep the pressure, but once you let up and give the opponent some breathing room it kind of seems to fall apart. But there are some problems when Strider needs to tag out and since he started the match he probably doesn't have any meter to DHC out of. I think it was Kai who did orbs keep distance throw lp rings and then once the orbs were about to end he'd tag out and the rings would keep the opponent from punishing the tag lag it works pretty well but not sure if this is the best way besides DHCing. Any other decent tag out strats?

s/d/tron is a good team for me. Still lacks a AAA, but her assist is really good at punishing wiffed assists and dealing some damage. My tron/doom still needs a lot of work, but I haven't really gotten some of the corner combos for tron, all I've been able to do is just drill doom drill and such. But I'm sure there's potential just because of what doom/tron is capable of or maybe I'm just crazy, :looney:

StiltMan
05-19-2006, 04:24 PM
I don't get why people would say Cyclops is so much better than Commando if you're doing Strider/Doom/AAA. I can understand why one would say that Sent/Strider/Doom is better than the others but why Cyclops over Commando? The sheer space control with Commando is so good for Strider, why would you want to give it up?

Kenzilla
05-19-2006, 10:24 PM
I don't get why people would say Cyclops is so much better than Commando if you're doing Strider/Doom/AAA. I can understand why one would say that Sent/Strider/Doom is better than the others but why Cyclops over Commando? The sheer space control with Commando is so good for Strider, why would you want to give it up?

well, I think cyke is a better character than commando personally. If he gets snapped in you stand a pretty good chance of keeping him alive. More of a chance than commando would IMO. Cykes jumping RH is good. Its like you cant touch him when hes doing it. Capcom doesnt have a move like that. He also has an infiinte. Which isnt that tough to learn and it can be done from any of his launchers. If you can do 3 reps thats more than enough. You can get mixups from his infinite and call doom for chip.

Strider doesnt need a great anti air but he does need one(unless you got sent.) The only real person that can get away from him is storm. Strider can chase the rest down and still call doom for chip if your fast enough. When you play against storn and you have s\d\cyke just do unescapable setups. You wont have to worry about her running away then. You can also get a setup off of cyke. Cyke orb setup is free. Counter assist w\cyke, orb and punish. If cyke orb isnt as free as i think it is. You can just work the bird\dog to make it free.

Cyke also adds another dimension of orb setups. When most people play against s\d there main goal is to take out strider. This mean your going to be rushed down by most. It also means instead of rushing down w\strider, you can bait and counter or play defensive and still get an orb setup. Since you have cyke, you get the benefit of invincible anti air. You counter the rush w\cyke and orb back for free. I've seen people kick command for free when you try to counter with him. Cyke doesnt have that problem. His anti air hits midsceen and it gives you alot of room to counter.

Theres also the problem of when strider dies. I'd rather have cyke\d over capcom\d. Cyke can just do more offensively than capcom can.

Your sacrificing capcoms space controlling for cyke's invincibilty. I think its a good trade. As i said, strider doesnt need to control that space. Hes fine w\o it IMO. He just needs an anti air. Thats why you can run cable with s\d. Cykes anti air is used more as a counter because you dont have sent to go on a offensive spree with.

s\d\aa = no meter. Its flawed from the start. s\s\d 4 life!

StiltMan
05-19-2006, 11:06 PM
Yeah, but the floor-to-ceiling space control still isn't a bad thing for Strider, since his main worry is the vertical game. Commando keeps people from going vertical as effectively on him and he's not exactly bad for setting up orbs with either. Blocked Commando, dog, orbs... done. I'm not sold that Commando isn't better at stopping the rush than Cyclops, though -- it isn't the invulnerability, it's the angles of attack. Commando doesn't just stop the close-to-the-ground stuff, he also stops the ways you can get in on him, whereas Cyclops is only much good for the close-to-the-ground stuff, and if you have to call Cyclops you've already conceded the close-up game to get him out there. Granted, blocked Cyclops into orbs isn't so bad, which is the main saving grace here. But I'd personally rather not give up that close range shot in the first place.

Yes, it's probably true that <i>Doom</i> likes Cyclops better than Commando, and there might be a marginal improvement of Cyclops/Doom over Commando/Doom, but Commando/Doom is hardly a bad thing either. If you're used to playing Commando with other teams, having Doom behind him is hardly going to upset you.

Yes, Strider/Doom/Commando has to build its own meter, but it's probably best at controlling space and letting Strider fight on his own without the orbs. If the only game you have is the orbs, well then sure, you want all the meter you can get, but if you have a better rounded Strider than that I'd still take Commando over Cyclops.

gouki10
05-20-2006, 05:59 AM
heres alittle something my friend plays and it seems to be sweet.

STrider-B/Iceman-A/Doom-B


it's soooooooo sexy.

ParryPerson.
05-20-2006, 08:38 AM
After much playing of S/D/Cyke and S/D/Capcom I've come to this conclusion.

Look, if you have Strider and Doom dead, it doesn't really matter what AAA char you have, the chances of you wining are slim if they have 2 char's left. Having commando is GREAT since Striders NO.1 worst match up is run away Storm, commando helps alot more than cyke.

It all depends on if you want a great AAA that will help Striders game at the sake of having a weaker char, or a much weaker (and useless IMO aginst a runaway Storm) AAA at the sake of *maybe*(and thats a BIG maybe) making a big comeback or stalling if you're in the lead to win.

I'm not saying Cyke's AAA is useless, but vs a Storm, who cares? Storm is S/D's biggest problem. Having Commando covers Striders weakest point.

StiltMan
05-20-2006, 12:46 PM
Well, ultimately the third character on a Strider/Doom team has only two possible functions. 1. Battery. 2. Assist. As a battery, you're going to have to compromise a bit because the battery character is only going to be able to really assume that Doom is back there; calling Strider is too great a risk to really be worth it, so even the battery characters are mostly going to be there for their assists. (This is assuming you're not willing to take the risk of using Doom himself as the battery, which is usually not really worth it.)

So if you're going to use a battery, your game plan for the team as a whole is battery-and-use. Sentinel is used often because he is, no-arguments, the best character in the game at fighting with only one assist character without using the meter. At least, that's the theory on paper. The reality is, that works a lot better when the assist character is Commando than it is when it's Doom. Be real: Sentinel/Doom is not going to scare anybody into thinking they're about to eat an OCV, while Sentinel/Commando can ruin an entire team by itself. There is a very good reason you never see anybody who knows what they're talking about suggest that Sentinel's going to win the game for you on a Strider/Doom team.

Another compromise candidate is BH, who will have even less offense on this team than Sentinel will but will give you the best vertical assist in the game when he's off point, which is a bigger help to Strider than Sentinel is for stopping people from running away from him at the cost of forcing Strider to play on his own for stopping the rush. He's not just awful at doing that, but it's still a risk. Also, don't do this if your BH can't pass a "How to tell if your BH sucks..." test. For that matter, if your BH can pass that test, you're probably better off playing BH/Doom/Commando than you are playing BH/Strider/Doom anyway.

If you're going for primarily an assist character though, then you need to get over the illusion that you're putting the character there primarily for their value on point. Strider/Doom/AAA is the chip damage parallel to MSP: the first character's job is to kill as much of the opposing team as possible, the second character's job is to stall on the lead, and the third character's job is to help the first two do their jobs. It doesn't matter who the AAA is in this model, if you're going to run with it, you need to be operating on this mindset or you are doomed.

And in that respect, Commando is simply far superior to Cyclops against any real team. Either they have a plan to deal with Strider or they don't, and the plans that work against a decent Strider usually involve running from him. Cyclops doesn't help with this. Commando does. End of story.

Kenzilla
05-22-2006, 01:13 PM
commando cant counter. Any decent player will kick him in the knees constantly. It might work on scrubs\good players but if you play someone who can expolit it, your in bad shape. Wong, sanford, wigfall, they all kick capcom most of the time when he comes in. His space control is good but not if he cant get in the game. The only time capcom is effective is when you can use him as anti air. Even then all your opponents are going to do is SJ block and punish the fuck out of capcom. Your not going to stop that.

and cyke as an assist can beat storm. She has to rush you eventually to do damage. Who cares if shes in the air. Cyke can use his little beam at the end of his anti air to do control space. Besides strider can use it as air support when hes chasing her.

and in 1v1 scenario cyclops would win. Capcom cant do the damage like cyke can. I've seen so many cyke comebacks its not even funny.

sentinel wont win with a strider doom team? I could of sworn clockwork got 8th or 9th at EVO last year. Not just because s\d is good. Its because sentinel does alot of work for that team. Beastly strider with a beastly sent = problems. s\d will never be #1 ever but clockwork has really maxed out his squad. I never thought I would see s\d reach that level.

when you play anything other s\s\d or s\c\d, chances are your going to get raped against someone experienced. your running s\d\capcom. Strider dies now what? your fucked thats what. He will die cause of no meter. hes done. This is where sentinel comes in. He has lots of life, he can do big fucking damage, and sentinel doom can kill an assist in one setup.

wtf BH get that shit out of here.

NO you dont run from strider. You bust him out as soon as possible. Who cares if it takes a character and a half. S\D is team based. Destroy the team and its almost done. Running from him only allows strider to setup traps. If your running s\d\capcom that shit is going to get rushed down. Kick capcom in the knees all day and reset strider once. DONE. He cant take any damage. It just takes one scenario to kill strider.

"There is a very good reason you never see anybody who knows what they're talking about suggest that Sentinel's going to win the game for you on a Strider/Doom team."

haha wow.^^^^^ all i have to say is clockwork. You have just discredited yourself.

ParryPerson.
05-22-2006, 06:35 PM
Spoken like someone who has never played S/D.


I don't see how you can take yourself seriously after a huge rant that doesn't make any sense.


Join date + red bar = No one cares.


EDIT: Just noticed your title is "smoke weed", at least you have an excuse I guess.

Tam
05-23-2006, 09:57 AM
it's been a while since I've posted

Just before I begin my reasoning for posting which teams I think are viable for people.
I have to say that Strider/Doom isn't all about chip damage or any sort of thing like that

Sure, the chip damage is nice! But it still leaves room for the opponent to fuck you up with LIGHTNING ATTACK XX LIGHTNING STORM XX DHC HSF.

I have to say for people to really play Strider, they have to know these certain things.

1. Strider, if hit, will die because he cannot sustain damage at all.

- One Magneto combo fucks him up so hard it's not even funny

2. Strider is a zone player

- Tigers, Birds, Teleports, Orbs. What's with all this stuff? It's to help Strider keep attacks on the screen constantly keeping the opponent at a disadvantage if played correctly

3. Since Strider is a Zone Player, eventually the opponent will be hit

- A long time ago, Clockw0rk posted in the Strider section about the mentality of the player and how it affects the way we play. We have to understand that if we consider Strider as a chip character, most of our attacks will be focused on keeping that lock and chipping away rather than trying to get a direct hit and a big combo afterwards.

BUT! It's also mentionable that the Strider/Doom trap is not a trap you can hold your opponent down forever. The opponent will be able to get out if s/he is blocking correctly against Strider's attacks.

4. But what if the opponent doesn't block correctly against Strider?

There's your chance to fuck up your opponent. Clockw0rk for one does not use the chip for the chip. He uses the chip to lock his opponent down then find more openings to break their guard and fuck them up even more.

The mentality of a true Strider player finds that the chip is not the #1 thing we're looking while the opponent is practically worried more about the chip and tries to pushblock over and over again.

Remember, Doom just enhances Strider's duration to keep an opponent in lock. That's all it really is.

Strider really is an all or nothing type of character. But there are more strengths to him than just orbs+doom.

Now after saying this...
I can say there are more options for players to use Strider other than Doom

Mag/Strider/Psy is one
I personally use Strider/Sent/Tron because I love the damage lol

gouki10
05-24-2006, 07:36 AM
Spoken like someone who has never played S/D.


I don't see how you can take yourself seriously after a huge rant that doesn't make any sense.


Join date + red bar = No one cares.


EDIT: Just noticed your title is "smoke weed", at least you have an excuse I guess.


then he wonders why people don't like him after making insults like that.:rolleyes:

CoosCoos
05-24-2006, 07:41 AM
then he wonders why people don't like him after making insults like that.:rolleyes:

You and Parry need a have a Clockwork money match to put this to rest....

And then I can bet on Parry ftw...

Anyway, a4relz's post sums it up to a tee. Read it over and over again.

Green
05-24-2006, 07:06 PM
You and Parry need a have a Clockwork money match to put this to rest....

And then I can bet on Parry ftw...

Anyway, a4relz's post sums it up to a tee. Read it over and over again.
I would be satisfied with the loser getting a dildo up the ass and being photographed.

FMJaguar
05-24-2006, 11:14 PM
wtf, it's time

strider/doom/* side tourney

any team as long as it has strider and doom in it

bet it bet it

gouki10
05-27-2006, 08:41 AM
Ok let me put it like this......if you are looking for a Good thrid character for S/D, then find it on your own. The Obvious choice would be Sentinel, but if you don't want him, then there are 53 other characters to choose from.

So start trying out teams....

StiltMan
06-11-2006, 01:02 PM
"There is a very good reason you never see anybody who knows what they're talking about suggest that Sentinel's going to win the game for you on a Strider/Doom team."

haha wow.^^^^^ all i have to say is clockwork. You have just discredited yourself.

Well, gee... I think I'm going to stand by the statement anyway. In which case, yeah, you don't know what you're talking about.

If you want to play a three-point team, then yes, Sentinel/Strider/Doom is probably your best shot. However, Sentinel/Doom is not going to beat anybody with a brain and a pulse by itself. Doom has basically no vertical reach, no invulnerability, no setups for any decent combos that Sentinel can do with any convenience at all, and although he does a lot of chip damage and stays out there a long time like IM-B, he has doesn't do much damage when he hits and has no quick horizontal reach.

It is also not to be missed that Clockwork's team loses in violently horrible fashion to almost any decent team that has Sentinel/Cyclops somewhere in the rotation. If you haven't seen Clock himself against Justin Wong's Storm/Sent/Cyclops at Evo2k2, you should watch that match. It's awful and brutal. Yes, Justin is better than Clock anyway, but Justin rather eloquently demonstrated just how terrible that matchup is for Clock's team, especially when Justin's Sentinel was on point. At a distance, Storm-A wipes out all the assists that team has and allows Sentinel to get close fairly trivially, and once the lugnut is in position overhead, Cyclops wipes out everything closer up. There's just no phase of this matchup that's good for Clockwork's team at all.

I'm starting to warm up a little to Strider/Doom/Cyclops though, mostly from playing against Spider-Dan. I think this team beats Clock's team head to head, and being able to teleport in with meter and knowing that Cyclops is back there to blow out any common assist the bad guys might call to stop him, and being able to go from that to orbs pretty much unbroken, is not a bad thing at all. And Cyclops is probably the best assist Doom could ask for in the modern era. In Valle's heyday, Strider/Doom/Commando was better; these days I'm starting to be sold that Cyclops is better.