I avoid playing clockwork even though I like all three toons… but after years of playing against it… i can offer…
just practce engaging orbs, calling your doom assist and then teleport behind them… once you’ve got the timing for this down and can do it safely you’ve got 3/4 of the battle done and can beat many teams through shear chip dmg. It’s way easier than it should be.
Other than that master sent… in cases where your low stamina strider gets iced quickly… we all know sent can come in and even the score quickly… or… since you are starting him… just keep him in and create a decent lead + some bars… and strider can take over and just chip dmg it the rest of the way out.
If you love chipping people down with doom rocks… then stider doom is all kinds of for you. If quick and slick strider combos are your thing and your playing clockwork w/out much love for sent or doom… not a good team for you. Those clockwork highlight combo reals are the rarity… engage orbs… call rocks… teleport behind… short block string… repeat… is more the norm. Combo’s with clockwork are just sorta bonus, and/or taking advantage of opps mistakes (and they DO make a decent amount trying to keep outta the chip dmg lockdown.)
“3) When Orbs actually hits what should I be doing?”
Depends… On grounded opp do the norm of mash punch and finish with launch as the orb timer runs out… if you catch someone in the air with orbs… you can jump up, j.lp orb, j.lp orb, j.fp, j.fk, falling.lp orb xx d,df,f + lk, repeat from start… then as the series ends… launch to aircombo… can net like 75ish dmg if you get it all out and follow the launch with striders best air bnb… (thats w/out any type of corner follow up situation.)
^This stuff is what I do using strider with strider teams I use. A stridoom player might pass by chances to extend combos or add hits/dmg if it helps ensure their lockdown.