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View Full Version : Mag vs. Strider/Doom


j1lLFaN
03-14-2004, 04:33 PM
WtF? I cant move!?! Any suggestions on assists, strats, quick combos to do on Doom when he's unprotected would be appreciated.

What I usually do is try to stay in he air when I'm not rushing or trying to keep Strider in blockstun so he cant call Doom. that my friends, i all I can think of doing...still a noob, yes, I know. And when Doom is out un guarded, the most useful thing I've found is to launchxxTempest. If Strider teleports behind you to knock you out of it, he'll get hit too and if he doesnt roll, you can OTG him and do whatever. If anyone knows any tips/strats, I sure could use em, cuz Im fresh out.

hadoken king
03-14-2004, 04:59 PM
get some videos of clockwork vs ppl that use magnus... like taiji or soo... you should learn a few things there

sorry my advice isn't that great... i'm east coast... not alot of good s/d players here..

da_dragon
03-14-2004, 05:52 PM
like hadoken king sed ec dont got too much s/d...but all i can say is...try use cyc as an assist and counter call him when doom comes out....sj ad df fp rh snuffs doom everytime he comes out so thats usually helpful...when ouroboros is activated sj ad all the way to the top of the screen and do a tempest...it should run out by then...hit him and kill him..thats all i kno:(

hypermegachi
03-14-2004, 11:23 PM
yeah cyke is a really good anti S/D...and with magnus after cyke hits should lead to infinite leading to unmashable tempest == dead strider.

or at the very least a very weakened strider. the outcome of the match depends on how well they execute the trap, if they can fill in the holes or not, and how well you can punish them when you hit them during a hole.

50mOrEcEnTz
03-15-2004, 05:57 AM
im from the east coast but i still think the same thing holds true...even though we don't see strider/doom often.

if he is starting strider out on point you should win if you have a good magneto. one hit should equal death against strider easily.

if he is playing like sent/strider/doom, that makes it tougher, you have to fight sentinel...but i mean hell, if you hit sentinel snap doom in, at worst he is gun dhc out to strider which takes two meters, and s/d is all about meter management. (knowing when to use it and when to save it)

anyways...if your having a real real hard time u could just pick row...cable's AA trades with doom, so that will take doom out of the picture, pushblock strider, tah dah, now strider has to re-trap you

edit: i said im from east coast, fuck that, im from the south

CapCom_jeff
03-15-2004, 08:20 AM
definitely................

j1lLFaN
03-15-2004, 02:18 PM
Okay, for the record....

Row = ?
Santhrax = ?
Team Scrub = ?
Combofiend = ?

and a lot of others I dont know. Wait, I know combofiend is Mag/IM/Sent right? That's the only one I know

sHiNeRiK
03-15-2004, 05:20 PM
Strider/Doom fucks me up so bad.. Even though I try and counter with Cammy. =(

da_dragon
03-15-2004, 05:26 PM
Originally posted by j1lLFaN
Okay, for the record....

Row = mag/cable/sent-a
Santhrax = storm/sent/capcom
Team Scrub = sent/cable/capcom
Combofiend = mag/sent/IM

and a lot of others I dont know. Wait, I know combofiend is Mag/IM/Sent right? That's the only one I know

Filled in the blanks:D

CrimsonSouls
03-15-2004, 06:13 PM
Originally posted by 50mOrEcEnTz
im from the east coast but i still think the same thing holds true...even though we don't see strider/doom often.

if he is starting strider out on point you should win if you have a good magneto. one hit should equal death against strider easily.

if he is playing like sent/strider/doom, that makes it tougher, you have to fight sentinel...but i mean hell, if you hit sentinel snap doom in, at worst he is gun dhc out to strider which takes two meters, and s/d is all about meter management. (knowing when to use it and when to save it)

anyways...if your having a real real hard time u could just pick row...cable's AA trades with doom, so that will take doom out of the picture, pushblock strider, tah dah, now strider has to re-trap you

edit: i said im from east coast, fuck that, im from the south

Whats wrong with east coast?

__mAyA__
03-15-2004, 06:58 PM
can somebody pls tell me what does those teams mean? i know what santhrax and combofiend is but what does row,jesus,scrub mean? and if there are other code names for teams that you think people should know of, kindly fill me in..thanks in advance..

hadoken king
03-15-2004, 08:02 PM
Originally posted by __mAyA__
can somebody pls tell me what does those teams mean? i know what santhrax and combofiend is but what does row,jesus,scrub mean? and if there are other code names for teams that you think people should know of, kindly fill me in..thanks in advance..

row = rowtron aka rodolfo castro
scrub = team scrubs and top players can use... it's a good overall team

j1lLFaN
03-15-2004, 08:50 PM
okay.... back to S/D. Is there anyway to reliably get out of the trap once ur in? I would think a good way would be to counter canel into super. but is there a way to cancel out w/out using meter?

50mOrEcEnTz
03-15-2004, 09:01 PM
Originally posted by j1lLFaN
okay.... back to S/D. Is there anyway to reliably get out of the trap once ur in? I would think a good way would be to counter canel into super. but is there a way to cancel out w/out using meter? no

hypermegachi
03-15-2004, 10:23 PM
against a good S/D trap once you're in, you're in for the entire duration. no way around it. pushblocking doesn't do shit cuz you'll push strider away, and into doom. so it won't do anything anyways, and you might lose your guard from pushblocking too much.

VC doesn't work too well either unless you time it extremely well because of orbs and rocks all over the place. but if you can manage to sneak it in, you have a good chance in kill strider. cyke and psylocke come to mind if they have lots of meter to spare (via DHC after VCxxHC)

a good tactic against S/D is to play the patience game. many players are always aggressive with S/D trappin a lot etc. but when you keep jumpin back and chargin meter strider has trouble catching you. he'll catch you eventually. but just the annoyance factor can throw them off and you can take them out when they make the mistake.

__mAyA__
03-16-2004, 06:59 AM
[quote]
row = rowtron aka rodolfo castro
scrub = team scrubs and top players can use... it's a good overall team
[quote]

wat i ment was what the team is composed of..like team combofiend-sent/magz/IM..like that stuff..

hadoken king
03-16-2004, 07:58 AM
oh

row = mag/cable/sent-a
scrub = sent/cable/commando, or cable/sent/commando
jesus = mag/cable/doom

__mAyA__
03-17-2004, 03:32 AM
thanks.. now i know..:)

MrJamie
03-18-2004, 05:03 PM
A note on playing vs S/D...

If you are using MSP, canceling in psylocke XX super XX storm works pretty well in helping to kill Strider.

Also, if you can catch doom out try to keep him out as long as possible. If you need ideas on how to keep assists out, check out sanford vs. desmond, and the breakdown finals, available at homepage.mac.com/mrjamie

As with all things, practice and patience are the best recipe for a win.

hypermegachi
03-18-2004, 05:47 PM
Originally posted by MrJamie
A note on playing vs S/D...

If you are using MSP, canceling in psylocke XX super XX storm works pretty well in helping to kill Strider.



you gotta do a quick cancel, if you wait you might get hit by a rock or orbs and you woulda wasted a meter, and you would have psylocke vs strider...which is a bad thing

j1lLFaN
03-19-2004, 07:16 AM
So basically, Doom:Srider/Sent/Doom as Psy:MsP? Well, not exactly a good analogy, but it's like that? B/c I've seen people who are killer with Mag/Storm on point get whomped b/c Psy was not there. Also, what about Sent? He's like the unstoppable patriarch of Strider Doom teams, and I cant stop him from getting enough meter for the trap. I've tried killing him, but I usually take quite a lickin my self, and then it's my 40-50% Mag and Storm/Psy against a full Strider and Doom with at least 3 bar.

MrJamie
03-19-2004, 08:50 AM
Originally posted by j1lLFaN
So basically, Doom:Srider/Sent/Doom as Psy:MsP? Well, not exactly a good analogy, but it's like that? B/c I've seen people who are killer with Mag/Storm on point get whomped b/c Psy was not there. Also, what about Sent? He's like the unstoppable patriarch of Strider Doom teams, and I cant stop him from getting enough meter for the trap. I've tried killing him, but I usually take quite a lickin my self, and then it's my 40-50% Mag and Storm/Psy against a full Strider and Doom with at least 3 bar.

As an assist, psylocke doesn't work much better than any other assists versus strider/doom. However, if you can cancel her in and then super to storm, she will definitely start to pull her weight vs. that team.

GUNZ
03-19-2004, 11:01 AM
I have only played against a few master S/D traps and there are three things that help me the most. An extremely well timed Ken AA, a well timed quick beam assist like Cyclops (p) and using Dhalsim or Spiral on point. I can runaway better with Dhalsim but it is so hard to find spots to catch an agressive S/D off gaurd that i ussually lose patients and make a mistake. With Spiral there is at least a chance of chipping an overly aggressive Strider esspecially if he tries to out telelport you. But you have to know your teleports well, and not give away any patterns like throwing knives forward aggressively. I have the best luck by trying to manage the whole center of the screen with Spiral, it is easier to make Strider screw up and eat a few QCF+lk after calling knives and jumping or teleporting, then immediately QCB+hk and call knives and repeat. IMO this is one of Spirals most reliable techniques because it happens quicker then most are prepared for and if you master this cycle it will really make most people try to get you where they think you are most vulnerable which is in and out of teleports, which happnes to be something that you completely control. I have eaten alot of aggressive tactics and strategies up like S/D by simply being a couple steps ahead with well placed teleports, but like i said i have only played a few really good S/D so mabey i am talking out of my ass. Lets hope not.

AudioProject
03-19-2004, 04:39 PM
Originally posted by hypermegachi
against a good S/D trap once you're in, you're in for the entire duration. no way around it.

Naw, its EXTREMELY hard to do the trap without holes. But you're right about the patience thing. Main reason the trap fucks peole up is cuz they get impatient and pushblock like crazy, then get hit by crossup teleports and misblocked falls.

j1lLFaN
03-22-2004, 07:16 AM
So, in that case, what holes should I be looking for? When I'm stuck in the trap, and see a hole, I try to get out and get hit by a stray rock, thus back into the trap I go. What are some things to look for when attempting an escape?

j1lLFaN
03-22-2004, 09:22 PM
Another question, you know how you can pushblock AHVB w/ Cable? Well, I was wonderin that if you could do that, could I possibly call an assist during that broken blockstun period? Which would in essence mean I could push xx call an assist. Which would lead to a balancing of S/D's power via Push xx call an invincible AAA ( say, Ken?:cool: ). Is this pushblock thing possible? This may revolutionize they way S/D is played, so think carefully ladies and gents...

j1lLFaN
04-05-2004, 07:34 AM
or, maybe a CounterxxHeadCrush? What do you think?

MrJamie
04-05-2004, 03:31 PM
Originally posted by j1lLFaN
Another question, you know how you can pushblock AHVB w/ Cable? Well, I was wonderin that if you could do that, could I possibly call an assist during that broken blockstun period? Which would in essence mean I could push xx call an assist. Which would lead to a balancing of S/D's power via Push xx call an invincible AAA ( say, Ken?:cool: ). Is this pushblock thing possible? This may revolutionize they way S/D is played, so think carefully ladies and gents...

Because of the way AHVB hits you (that is, constant hits) you can not use guard canceling to escape an in-progress AHVB.

If you want to see this for yourself, have a friend AHVB you, block the first hit, pushblock, and then let go of the joystick. As long as he keeps the AHVB on you, you will block until the move is complete. I think.

CrimsonDisaster
04-05-2004, 04:47 PM
If you pushblock S/D, Strider teleports onto you, your guard breaks eventually and Strider gets hella meter. Nice.

If you pushblock AHVBs, either nothing will happen, or your guard will just stop and you'll eat it. Good stuff.

AudioProject
04-06-2004, 10:18 AM
Originally posted by j1lLFaN
So, in that case, what holes should I be looking for? When I'm stuck in the trap, and see a hole, I try to get out and get hit by a stray rock, thus back into the trap I go. What are some things to look for when attempting an escape?

Umm...well solid S/D's usually can keep the holes covered until strider is out of range of your AAA (if u dont know what i mean, pm me or aim). IMO the best way to disrupt the trap to pushblocking when strider's orbs timer is almost out. That's about the time when strider has to call doom anyways if he wants to continue the trap, and if u pushblock you open the possibility of him calling doom after the push, and thus doom will be too far. Then look for a chance to jump out, or to call ur assist and use them for a shield THEN jump out...whatever. OR if you mastered the timing for guard cancelling you can pushblockin the strider when he's locking you down with orbs (when doom's not on the screen) then superjump out (even if rings are coming at you you can still jump out). Strider can stop this by teleporting but he has to do it fast.

Also, even if you don't get the chance to superjump out, try to jump. It wont get u out but I like to do it cuz if strider pins you in the air you dont have to worry about his teleport->high/low game. And as soon as your feet touch the ground you can call your assist and use them as a shield.

Originally posted by j1lLFaN
Another question, you know how you can pushblock AHVB w/ Cable? Well, I was wonderin that if you could do that, could I possibly call an assist during that broken blockstun period? Which would in essence mean I could push xx call an assist. Which would lead to a balancing of S/D's power via Push xx call an invincible AAA ( say, Ken?:cool: ). Is this pushblock thing possible? This may revolutionize they way S/D is played, so think carefully ladies and gents...

You mean if your blocking strider/doom can you pushblock, wait to your guard stops, call an assist, then resume blocking? If thats what you mean then yea you can I've tried it...usually 1) I get crossed up by teleport during the brief period when I stop blocking 2) Hit by rings, therefore my assist comes onto the screen and does nothing 3) It'll work right, but my assist wont attack cuz they'll get hit by orbs.

I havent been too successful with it. But I suck so...


Originally posted by j1lLFaN
or, maybe a CounterxxHeadCrush? What do you think?

It'd be hard to time it cuz rocks would go through Jugg's super armor. Orbs too (not as fast as rocks tho)...so the headcrush would stop early

CapCom_jeff
04-13-2004, 06:47 AM
Is psy assist is good for strider/doom duo????

>thx men....ryt this is the hardest match aside from scrubs..

AudioProject
04-14-2004, 12:00 PM
Originally posted by CapCom_jeff
Is psy assist is good for strider/doom duo????

>thx men....ryt this is the hardest match aside from scrubs..

Ummm...if your gonna use an AAA I'd go with capcom or cyke (cyke works better against good players imo cuz people are learning how to avoid commando).