alright, just to start off, i am no top player and i freely admit it, but i’ve been playing lots of strider/doom and i know of little things here and there that will help people get better.
and snake, post your shit in here too, and flamers screw off, at least i’m tryin to post some real stuff out here.
alright!..this assumes basic knowledge of how to execute the strider/doom trap, so really this thread will add on to the strats, not combos or stuff, but assist punishing things, miscellaneous things that overall make your team better etc etc.
for starters, i’d like the know the difference between magic series and just punches when you get the opponent in orbs. in my experience, the magic series will charge more meter than just punches. so far the only reason i can think of for people doing punches over magic is to reduce mistakes like switching off.
also, after the teleport, most people will come down with a slash. through experimenting, i now come down with the 2 weak kicks, and then the slash. the slash will not come out at all, but you will hear strider yell and see that bar at the bottom move a little. (by the way this is the teleport with orbs on…)
also, i’ve seen clock do the different launch combo, that is no excalibur, but he plays with the timing a little and gets the hk to connect after the hp…i still haven’t gotten it down yet, but it is much better than excalibur finish for reasons of 1) they can’t roll away, 2) you come down and you’re in their face again which is generally in your favour
my friend has been playin team scrub lately, and his AHVBs are really annoying now since he can chain and he can guardbreak (before he couldn’t so he’s not a cakewalk anymore)…i fair well against him, it’s not like he owns me. but this brings in the question, with mag/psy i just snap that bastard capcomm in and destroy him, and opportunities come a lot (even the juggle infinite comes in handle quite a bit), but not with strider doom.
the only time strider doom gets that snapback or infinite is when you hit them with orbs…which sucks becaue most of the good players know how to block so at most you’ll probably only get 1 chance a match. that and the problem of orbs and doom, you need to time it well so that nothing hits the point character after your snap back or you will have wasted a meter.
but if anyone has better strats for killing assists with strider/doom please share. cuz so far the only way i punish assists is catch them in orbs and call doom after to see their sorry asses scream in pain (which does decent damage mind you)
anyways enough from me l8r dud[e/ette]s