Super A+ Grade: Strider Combo Thread

strider-hiryu

#387

Are there any tricks to doing the wall cling combos without having formation B ready? I can do most the BnBs with it prepped, but doing hard knock down, back dash, form B (x2), wall cling feels so inconsistent i’m questioning if it’s practical. Anyone help guide me through this? Been in training mode for hours.


#388

Remember that the further away you are when you shoot the satellite makes it easier for the wall cling to connect. Too close and you won’t be able to link the wall cling L. I tend to not go for wall cling combos if I don’t already have a satellite ready since damage wise it won’t be much of a difference and it takes them out of the corner which is where you want them for Strider’s strong resets.

And if you’re dark, you wouldn’t go for them anyway.

If you do have a satellite learn the midscreen Gram L loops. Really ups Strider’s damage.


#389

I kind of disagree, if you have a satelite ready I would go for the Birdbomb wall cling extension. Really brings out his damage.


#390

You posted it in the Jill forum, but I’m having trouble calling the bird bomb > otg satellite. It never hits. Any tips for that?


#391

Call Birdbomb after your hard-knockdown and delay the Satelite shot a bit then immediately cancel into wallcling


#392

Gram Loop actually does more damage.


#393

Marvelo, you have a midscreen gram loop combo? I’ve tried to do it with one of the longer Strider videos posted here a while ago, but I can’t seem to get the second gram off. Is there a trick or timing to it or is there a specific version of that combo that you use?


#394

Here’s one. At 5:55 in the video. http://www.youtube.com/watch?feature=player_detailpage&v=7Ot2dhn4eLc#t=357

You can experiment with what you do after the 2nd Gram. You can TK a Gram H, do a Dash Slice H, or Wall Cling combo. What’s optimal all depends on your assists.


#395

Since its a pain in the ass to edit my post because SRK switched to another forum service, i’m just gonna post and repost all of my strider xf3 combos here.
**
strider xf3 combos**
**
Main b&b: ~1.121 million to 1.203 million***

c.l, c.m, c.h, s, sj forward h xx l excalibur, j. h xx l excalibur, s, sj forward, j.m, j.m, j.h, j.s, satellite charge, satellite release, dash forward, h, s, j.m, j.m, j.h, j.s, bomb drop, satellite charge, satellite release, qcf+m, dp+m, dp+l, tiger, slide
*
this combo is the to go combo after you land a clean hit. it builds roughly over 2 meters and kills every character in the game except thor, . for thor, cancel into legion after the dp+l for the kill.

-you can add a f+h after the first c.h. that’ll knock the opponent higher in the air so you’ll have to adjust the timing. doing a sj.m before your first sj. h makes it easier to time.

-if your opponent is in the corner after the satellite, you have to skip the dash h and go straight into s. Or you can quickly dash backwards to do the satellite, the dash forward h, s.

-however if the opponent already hit the corner after the second s relaunch, you can neutral sj the next sequence (neutral sj into j.m, j.m, j.h, j.s). this will let you follow up with a stand h before the third relaunch.

-the last part of the j.mmhs combo requires some timing. you have to delay it slightly so there is enough time to summon the bomb and satellite shot/release. do it too fast, the opponent recovers before the satellite shot hits. do it too slow, the qcf+m will cross up and possibly mess up your input. you can still salvage the combo if it crosses up but you have to know whether it crosses up or not before hand and omit the dp+m.

-(UPDATED) to get the qcf+m not cross up, buffer the input for qcf+m as soon as possible after the satellite release. it seems like the bigger characters are more likely to get crossed up by his qcf+m.

-(UPDATED) you can substitute the last part of the combo [qcf+m, dp+m, dp+l, tiger, slide] with qcf+s, follow up l,m,h, air dp+h, land, dash, dp+, tiger, slide. it does noticeably more damage and might even kill thor. i’ll check on the damage next time.

**
combo after a ground throw during x factor: 1.05 mil to 1.09 mil**

his main b&b throw combo. very similar to his b&B, but its adjusted to compensate for the hit stun deterioration from throws.
*
after throw, satellite charge, satellite release, dash forward, j.m, j.h xx l excalibur, j.m, j. h xx l excalibur, s, m, m, h, s, satellite charge, satellite release, dash h, s, sj. m,m,m,h,s, bomb, satellite charge, satellite release, qcf+m, dp+m,dp+l, tiger, slide*

-if you are having trouble getting the dash forward j.m to connect after the satellite release, just remember to do that part quick. strider’s dash covers a large distance and its amplified during x factor.

-against a cornered opponent neutral jump m after the first excalibur.

-this works for any throw EXCEPT when strider is cornered. see the combo below for a cornered x factored strider combo

-see the last five notes from the first b&b
**
combo after an air throw throw during x factor: 1.014 mil**
*
after throw, satellite charge, satellite release, dash forward, j.m, j.h xx l excalibur, c.h, s, m, m, h, s, satellite charge, satellite release, dash h, s, sj. m,m,m,h,s, bomb, satellite charge, satellite release, qcf+m, dp+m,dp+l, tiger, slide*

basically the same thing as the combo above, but you’re omitting the second j.m, j.h xx excalibur loop due to HSD
**
xfactor ground/air throw combo when strider is cornered: 950K**
*
throw, satellite charge, satellite release, dash, l, m, h, s, sj forward mmhs,
satellite charge, satellite release, dash h, s, sj. m,m,m,h,s, bomb, satellite charge, satellite release, qcf+m, dp+m,dp+l, tiger, slide*

since strider is cornered, the opponent wont be bounced back as far for you to use his main throw combo. this combo does inferior damage but its better than nothing and its the most reliable. the combo also works from any throw situation too but the above one is better.

-after the throw, wait a split sec. this will leave the opponent at the perfect position for you to juggle them

-if you’re starting from the air throw, you’ll have less leeway due to HSD. don’t stall too long doing the first sj.mmhs

-see the last two notes from the first combo
**
normal ground throw into x factor combo: 1.057 mil**
*
throw, slide, xfactor, h,s, sj forward m h xx l excalibur, j. h xx excalibur, s, m, m, h, s, satellite charge, satellite release, dash h, s, sj. m,m,m,h,s, bomb, satellite charge, satellite release, qcf+m, dp+m,dp+l, tiger, slide*

There are easier variations, but this one is the most consistent.

-see the last five notes from the first combo.
**
air throw into x-factor combo: ~905K to 970K**
*
after throw, x-factor, satellite charge, satellite release, dash forward, j.m, j.h xx l excalibur, c.h, s, m, m, h, s, satellite charge, satellite release, dash h, s, sj. m,m,m,h,s, bomb, satellite charge, satellite release, qcf+m, dp+m,dp+l, tiger, slide*

very similar to x-factor throw combo.

-like the x-factor throw combo, this does NOT work when strider is cornered. see the bottom combo

-see the last five notes from the first combo.**

air throw into x factor combo when strider is cornered: 907K**

air throw, x-factor, satellite charge, satellite release, dash, l, m, h, s, sj forward mmhs,satellite charge, satellite release, dash h, s, sj. m,m,m,h,s, bomb, satellite charge, satellite release, qcf+m, dp+m,dp+l, tiger, slide

-almost identical to the cornered x-factor throw combo.

-see the last five notes of the first combo.
**
anti air x-factor combo: ~ 1.0 million**
*
l,m,h,s, sj forward mmhs, satellite charge, satellite release, dash forward, j.m, j.h xx l excalibur, s, sj. m,m,h,s, satellite charge, satellite release, qcf+m, dp+m, dp+l, tiger, slide *

this is the combo to use when you catch an opponent in the air with your anti air standing l, off a l excalibur (usually buffered from a jumping h) or off a teleport into j.h.

-you can even add an additional j.m, j.h xx l excalibur after the first one but that really depends on the HSD.

-see the last 5 notes from the first combo

more to come later


Freedemonia in East bay!
#396

How do you make:

etc…, wall cling, wc.:l::m::h:, dpf+:h: (wall bounce), qcb+:s: (charge), dpf+:l:, qcb+:s: (fire), etc…

consistent? It seems the dpf+:l: is very finicky over if it will reach or not. Ant tips on this or ways to visually confirm if you should attempt it? I’ve tried letting the dive kick fall closer, but it still seems inconsistent.

Also, what is the shortest way to achieve a hard tag without sat B charged? Right now I’m sitting a 1mil + combo with 1 meter Strider/vergil, but right now I need the sat B charged. Longer combos with strider often mean vergil can’t connect s.:m::h: on hard tag to do anything.


#397

has anyone found a consistent way to raw tag from strider? more specifically with strange and Dante? I can’t find a easy way of doing it.


#398

Hi, could you give notations for your Strider/Vergil combo, pls?


#399

(charge sat B) c.:l::m::h: f+:h:, dpf+:l:, qcb+:s:, qcf+:s:, wc.:l::h:, hard tag vergil, s.:m::h: f+:h:, qcb+:m:, s.:h:+:a1: :s:~RT (TK cancel), crouch, :s::h: qcf+:l: (c.:h: optional), sword loop till out of meter (small back dash if starting with dpf+:m:).

While on topic…I should state no one should really be doing df+:h:, call strider, df+:h: as a vergil ender if they can avoid it. There are so many better options that will get you way more damage and meter. You can also do hightime, strider, into swords too.


#400

ibpwnstar! Strider guy! What’s up? On taking your advice to add Strider to my team, I came to this thread.

Anyway, this question is to you and all Strider players: Should this combo work without interruption from the opponent?

(corner) cr.L, cr.M, cr.H, S, forward jump, j.M, j.M., j.H, j.S, Orb charge, Orb shot, jump, front throw, qcf atk +atk


#401

I think it should but i wouldn’t go that route, missing lots of free damage and better set ups.

I’m still basic with my Strider combos, but I would do:

c.:l::m::h: f+:h::s:, sj.:m::m::h: qcf+:l: (land), j.:m::h: qcf+:l: (land), :s:, sj.:m::m: dj.:h::s: (land), qcb+:s:, qcb+:s:…now go for back throw, qcb+:s:, qcb+:s:, dash, :s:, combo…

Learn to pick up throws with Orb charge then fire. It seems hard at first, but you can pretty much buffer the charge before you land I’ve noticed. You can also do the throw set up by just doing hyper and they’ll air tech (instead of charge/fire orb ender). You’ll still need more mix up though as opponents will expect throw resets from striders. Mix in dash under :h:/:s:, block series jump and then mix up on the ground, call animal and mix up, etc…


#402

Thanks for the combo! I can’t execute it yet, but it helped me make a similar combo. Got some work to do.


#403

I’m having trouble getting the second S to connect in

cr.LMHS, sj.MMH, qcf+L (land) fj.MH qcf+L (land) S fj.MMdj.HS (land) qcf+atk atk

What should I be doing?


#404

Any good Level 1 X factor combos that kill? Preferably without meter


#405

So I still can’t land the combo piece:

…,fire sat B, wall cling, wc.LMH, j.dpf+H (land), arm sat B, dpf+L, fire sat B, dpb+H

The issue being the dpf+L. I can’t seem to make it land. Is it character dependent? Is there some trick to it? It just seems to whiff barely out of range.


#406

Hey guys, sorry to ask this scrubby ass question, but I’m tired of not being able to bird bomb loop lol. What’s the most beginner friendly variation of he lvl.3 bird bomb loop? As long as there are no instant overhead double jumps, I should be able to do it. I’ve been playing strider for almost a year now and have been putting this off for way too long. I’m going to final round so I’m trying to work out all the kinks in my gameplay so I don’t embarrass myself too badly.