I am cross posting what I wrote in the discussion thread.
Strider is uniquely in need of a good reset thread. Someone not me should make it. Here are the kind of things I mean. All of the following assumes standing opponent.
m h f.h +assist(zero shippuga) teleport M (reset) j.H (left/right) ground combo. The assist recovers so you can use assist 2 for another reset.
m h f.h +assist(iron man beam) f.h teleport M (reset) j.h(left/right) ground combo. need a long combo before assist 2 is ready.
The combo before the reset is about 200k.
Those two are both unjumpable after the reset. This means you can opt for a similar reset attempt into another ground combo. If they do jump you can still do a damage combo but will need to reset differently.
Spencer grapple deserves a long look because you can do nearly any combo for 400k, stand them up, and try to setup bad situations. I haven’t nailed post spencer set ups.
Assists that look promising for this type of reset must keep the opponent standing :sent drones, ammy cold star.
Strider can put alot of shit on screen. I suspect the right way to play him is to lock down the screen so no assists can be called, and if they do call assists kill it with Gram H into repeated orb shots. Then you run mixup into resets on the point character, after one or two resets do a full 500k combo. Next character get orb super’d and killed. Then full screen lockdown on third character and GG.
Against a cornered sentinel after a air combo : Call drones, call WW2 bomb.Teleport left/right for 50/50 mixup.
against medium height(skrull) : call drones , call WW2 Bomb. pause, c.L to catch no roll, teleport left/right, bomb hits for 50/50. If they roll backward c.l whiffs. but they wakeup into bomb. if they roll forward into drones, the teleport still 50/50.
against dog: the above should still work, but you also get to teleport divekick and setup a high/low/jump left/right. Its actually worse to be short, but harder to perform.
Some funny combos if you teleport early instead of using the c.L (and if they don’t jump) against skrull height characters. You teleport behind, and mixup with double jump forward. If you stay in the corner and simply land you can call another WW2 bomb and dash under. That will either reset or combo. Hit them with a gram L, orb shot, relaunch combo. Looks sick and if it resets the whole thing is ridiculous damage. That path through the chain is 400k ,reset, 200k, reset, 400k if you don’t burn meter.
Midscreen after an air combo, calling one dog locks down neutral and back roll,two dogs covers all roll techs. Sentinel covers the forward rolls to let you call one dog and teleport.
None of the above has been tried with assists. I’m sure calling them to take dog hits will complicate matters some but its still not even release day.
I’m pretty sure few if any assists will get through the WW2 bomb setups. I’ve tried some things. You should always catch the assist with the bomb. The point character is usually shielded from the drones and bombs if they crouch. If they jump the bomb will hit stun or hit them. So you are proteced from jump throw. You should be able to j.h the point character though and keep him in block stun. Now this is the decision point: attack or run away. I think priority should be given to staying safe to live another day. but if you can do damage to the assist that is awesome. If have three meters call Orb super. Make the opponent feel stupid for not blocking.