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primarily, strider is a trap character. Most people aren't willing to deal with 40% chip for 2 bars. Thats rediculous for just standing still and blocking. So your opponents are inclined to get away from his bullshit. Ideally, you want to trap, and keep trapping. Learning his trap is '''VERY''' important for beginners. If you want to play strider, this is a fundamental of making him effective. | primarily, strider is a trap character. Most people aren't willing to deal with 40% chip for 2 bars. Thats rediculous for just standing still and blocking. So your opponents are inclined to get away from his bullshit. Ideally, you want to trap, and keep trapping. Learning his trap is '''VERY''' important for beginners. If you want to play strider, this is a fundamental of making him effective. | ||
'''how do I setup the trap?''' | '''how do I setup the trap?''' | ||
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'''easy setups:''' c.fp, all though it can be dodged, this will help you understand that you don't need to create block stun to trap someone. | '''easy setups:''' c.fp, all though it can be dodged, this will help you understand that you don't need to create block stun to trap someone. | ||
calling drones, dog, orbs | calling drones, dog, orbs | ||
calling drones, bird, orbs | calling drones, bird, orbs | ||
magic series + drones, activate | magic series + drones, activate | ||
calling doom, magic series, activate | calling doom, magic series, activate | ||
again, anything can setup the trap. You're main goal is to keep them in place so your rings will make contact immediately afterwards. | again, anything can setup the trap. You're main goal is to keep them in place so your rings will make contact immediately afterwards. | ||
'''wave orbs''' | |||
A very useful strider trick that is manadatory to create perfect block strings. Due to a glitch in the game, you can cause striders first ring from his activation to be faster than any of others that will come out. This is called a wave orb. It usually comes out in the middle of his sprite and its easy to tell when you've done it because there is a pretty decent gap between the wave orb, and the orb after it. | |||
'''trap into trap...''' | |||
another basic fundamental. Your goal here is to pin someone once with orbs. When the orbs are about to end, your do a pattern+doom to get your chip and reactivate again. This alone can win you games when mastered. | |||
anything works for a retrap string but I'll give a few easy ones out. | |||
When you activate with strider, there's a meter telling you how much time you have left before it ends. In that bar, there is a 4 letter word "time." When it reaches the lettering, this is your cue that you're time is almost up and you should think about using your relayer. The main goal is to use the last little bit of your orb time, call doom, rechain, and orb again. | |||
'''retrap chains:''' | |||
assuming that have orbs the first time, these are some easy strings to go into your 2nd trap and so forth. When the your meter reaches the lettering, "time" | |||
s.lp+doom, s.mp, dash in s.fp, s.rh, dog, activate. | |||
s.lp+doom, s.mp, dash in s.lk, s.fp, s.rh, dog, activate. | |||
these should be fairly simple to use. I will explain more when I have free time. There is no such thing as a 1 trap chain that suits all. Because of push blocks, the retrap chain is based upon what your opponent push blocks, then you chain accordingly to keep him in place. | |||
'''shoultzula''' | |||
= Advanced Strategy = | = Advanced Strategy = |
Revision as of 06:37, 26 December 2007
Introduction
Colors
LP http://i11.photobucket.com/albums/a154/magnetro/LP-25.jpg HP http://i11.photobucket.com/albums/a154/magnetro/HP-24.jpg A1 http://i11.photobucket.com/albums/a154/magnetro/A1-26.jpg
LK http://i11.photobucket.com/albums/a154/magnetro/LK-25.jpg HK http://i11.photobucket.com/albums/a154/magnetro/HK-26.jpg A2 http://i11.photobucket.com/albums/a154/magnetro/A2-26.jpg
Special Moves
qcf+p: aka running slash. Strider runs forward and slashes towards the enemy. Never use in block strings unless canceled into orbs. Has a wide cancel window. Has a pretty bad startup.
srk+p and can be performed in the air, gram. A very far poke that can be canceled into orbs. Basically, its 90% screen. iirc, the lp\lk versions are the easiest to cancel into orbs. Comes out fairly quick.
qcf+lk, dog\tiger. Strider summons an animal that comes running in from behind the screen and the out towards the enemy covering the ground. Pretty decent hit box on this thing. Much taller than it appears and has a wide cancel window. Quick startup.
qcf+rh, bird\eagle. Strider summons a bird that comes from behind the screen again. Except, this version comes on top of his head and forms a wide arching "U" on the screen. Quick startup.
air, qcf+lp, lk, fp, rh. Strider kinda just goes flying around. The lp version is good for air combo's seeing how it does pretty solid life. The lk version during orbs can be used to combo into his instant overhead and his fp\rh version can be used to capture assists during funny bounces in order to land assist kill oppurtunites. Each has a unique purpose. Note, the lp version creates OTG properties.
sonic boom + p. One of striders least used moves while ironically its his fastest projectile. Strider summons a tiny machine with the first sonic boom. Upon the summon, the machine will hang around w\him until you tag or dhc out, if he dies or he throws it w\ another sonic boom input + p. Can be canceled orbs for practical setups. Also can be used in the air but not really recommended. The air version leaves him in a very vulnerable state since it has bad recovery frames. Bad block stun frames.
sonic boom + lk\rh. The bombs. A very useful tool and from my experience, its useful in all of his fights. Some more than others but very useful none the less. Can be canceled into orbs, average\great block stun time, horrible recovery unless canceled into. Strider summons a bomb from off the screen. The lk version lands next to him and the RH version goes 90% screen. When you summon the bomb, it cannot be destroyed. It can only be destroyed when the bomb has the parachute on it as its descending. The best feature of the bomb is its explosion animation which lasts for a quite a while. Even once the animation has totally dissappeared, there are still active hit box frames for 2-3 frames estimating after that.
shoultzula
Super Moves
ouroboros: qcf+pp,aka orbs, striders best super for the most part. Upon activation, he gets 2 machines that rotate around him. As the punch buttons are pressed, each of the machines will throw 1 projectile in the form of a ring. Depending where they are in relation to strider as the spin, determines where the rings will be shot from.
Ragnarkok: srk+pp, His grab super. Nothing too much to report. Yes there are some setups but for the most part, you don't want to use this seeing how you need bar for his orbs.
Animal super: qcf+KK. Never knew the name of this super but I just called it the animal super or the animal farm. To an extent, striders 2nd best super. All though, most of his supers are supposed to be used for his orbs, this super has very quick activation time. Since strider is often paired with sentinel, you can use it to dhc combo into hsf very easily off a magic series, s.fp shoultzula
The Basics
Strider in mvc2 is usually associated with doom. Why? we'll strider's ability to activate orbs, locks down the screen. There are simply too many projectiles to deal with and in the hands of experienced player, there's just no avoiding it @ times.
So why is doom there?
Strider isn't magneto or storm. His overhead doesn't quite exactly work like theres. Since he can basically control the screen @ will, he needs some type of offensive pressure to make the enemy react. This is where doom comes into the picture. Doom chips like a mother fucker. With orbs and healthy doom rock pattern, which is random, one chip pattern can equate to 15-20% chip into another trap pattern for the same amount of chip.
so how does he play?
primarily, strider is a trap character. Most people aren't willing to deal with 40% chip for 2 bars. Thats rediculous for just standing still and blocking. So your opponents are inclined to get away from his bullshit. Ideally, you want to trap, and keep trapping. Learning his trap is VERY important for beginners. If you want to play strider, this is a fundamental of making him effective. how do I setup the trap?
anything can setup the trap. What you want to aim for is putting your opponent in a position where he has to block, then activate. You want your rings to relayer right after the block stun you used to set it up.
easy setups: c.fp, all though it can be dodged, this will help you understand that you don't need to create block stun to trap someone.
calling drones, dog, orbs calling drones, bird, orbs magic series + drones, activate calling doom, magic series, activate
again, anything can setup the trap. You're main goal is to keep them in place so your rings will make contact immediately afterwards.
wave orbs
A very useful strider trick that is manadatory to create perfect block strings. Due to a glitch in the game, you can cause striders first ring from his activation to be faster than any of others that will come out. This is called a wave orb. It usually comes out in the middle of his sprite and its easy to tell when you've done it because there is a pretty decent gap between the wave orb, and the orb after it.
trap into trap...
another basic fundamental. Your goal here is to pin someone once with orbs. When the orbs are about to end, your do a pattern+doom to get your chip and reactivate again. This alone can win you games when mastered.
anything works for a retrap string but I'll give a few easy ones out.
When you activate with strider, there's a meter telling you how much time you have left before it ends. In that bar, there is a 4 letter word "time." When it reaches the lettering, this is your cue that you're time is almost up and you should think about using your relayer. The main goal is to use the last little bit of your orb time, call doom, rechain, and orb again.
retrap chains:
assuming that have orbs the first time, these are some easy strings to go into your 2nd trap and so forth. When the your meter reaches the lettering, "time"
s.lp+doom, s.mp, dash in s.fp, s.rh, dog, activate. s.lp+doom, s.mp, dash in s.lk, s.fp, s.rh, dog, activate.
these should be fairly simple to use. I will explain more when I have free time. There is no such thing as a 1 trap chain that suits all. Because of push blocks, the retrap chain is based upon what your opponent push blocks, then you chain accordingly to keep him in place.
shoultzula
Advanced Strategy
Super Moves
ouroboros: qcf+pp,aka orbs, striders best super for the most part. Upon activation, he gets 2 machines that rotate around him. As the punch buttons are pressed, each of the machines will throw 1 projectile in the form of a ring. Depending where they are in relation to strider as the spin, determines where the rings will be shot from.
Ragnarkok: srk+pp, His grab super. Nothing too much to report. Yes there are some setups but for the most part, you don't want to use this seeing how you need bar for his orbs.
Animal super: qcf+KK. Never knew the name of this super but I just called it the animal super or the animal farm. To an extent, striders 2nd best super. All though, most of his supers are supposed to be used for his orbs, this super has very quick activation time. Since strider is often paired with sentinel, you can use it to dhc combo into hsf very easily off a magic series, s.fp shoultzula