Marvel vs Capcom 2/Strider/Strategy: Difference between revisions

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(Created page with "{{MVC2 Character Subnav|char= strider|full=Strider Hiryu|short=SRD|sub=1}} == Strategies == 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...")
 
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{{MVC2 Character Subnav|char= strider|full=Strider Hiryu|short=SRD|sub=1}}
{{MVC2 Character Subnav|char= strider|full=Strider Hiryu|short=SRD|sub=1}}


== Strategies ==
==General==
Strider for the most part is not for beginners or for those with limited execution.  He takes a very deep understanding of the engine to manipulate his trap to perfection.  On top of that, its very easy to cancel a dog\bird into a grab super w\o perfect buffers and all teleport inputs must be put in precisely.  Other wise, he'll end up on the wall and that's not a place where you want to be as a Strider player.
 
Aside from execution, he doesn't play quite like anyone else.  He doesn't have an air dash so he can't overhead all that well, only when he has orbs can he do this and be truly effective.  His biggest problem is constantly gaining bar to perform his trap so essentially, your goal is build bar while trapping. 
 
Usually, Strider based teams are Doom-centric for their assists.  Meaning that the entire team revolves around Doom as your only useful assist.  Coming from a few years of Strider experience, Striders assists are damn near useless to an extent.  You don't really want to use him because for starters, his assists suck ass.  Secondly, if he gets glanced, he's bleeding and in the hospital.  Its just not worth the risk to get him hurt because he IS the team.  All Strider teams for the most part are there to help aid Strider to become purely effective @ the expense of the other 2 characters.
 
strider\sent\doom seems to be the strongest version of a Strider team in the game.  Since doom is the main assist and IS NOT invincible.  Its inevitable that he will lose cleanly to those assist who have it or can extend a hit box into his sprite box.  In the scope of top tier play, this is mainly quite a few characters.  You'll have to play very sneaky and smart to make up for this handicap.
 
Strider really shines because of the complexity of dealing with all his options.  Its very easy to overwhelm someone who is not accustomed to a competent s\d.  He literally shuts the game down with his super.  Add to the fact that you can't name more than 3 well known Strider players and the amount of players that are able to really fight s\d are rare.  IMO, it has a value to it that's not easily accessible to most people because most people aren't willing to play s\d because it's too hard.
 
'''shoultzula'''
 
== Basic Strategy ==
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.   
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?'''
'''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.
Strider isn't magneto or storm.  His overhead doesn't quite exactly work like theirs.  Since he can basically control the screen at 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?'''
'''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.
primarily, strider is a trap character.  Most people aren't willing to deal with 40% chip for 2 bars.  That's ridiculous 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?'''

Latest revision as of 01:54, 17 July 2024


General

Strider for the most part is not for beginners or for those with limited execution. He takes a very deep understanding of the engine to manipulate his trap to perfection. On top of that, its very easy to cancel a dog\bird into a grab super w\o perfect buffers and all teleport inputs must be put in precisely. Other wise, he'll end up on the wall and that's not a place where you want to be as a Strider player.

Aside from execution, he doesn't play quite like anyone else. He doesn't have an air dash so he can't overhead all that well, only when he has orbs can he do this and be truly effective. His biggest problem is constantly gaining bar to perform his trap so essentially, your goal is build bar while trapping.

Usually, Strider based teams are Doom-centric for their assists. Meaning that the entire team revolves around Doom as your only useful assist. Coming from a few years of Strider experience, Striders assists are damn near useless to an extent. You don't really want to use him because for starters, his assists suck ass. Secondly, if he gets glanced, he's bleeding and in the hospital. Its just not worth the risk to get him hurt because he IS the team. All Strider teams for the most part are there to help aid Strider to become purely effective @ the expense of the other 2 characters.

strider\sent\doom seems to be the strongest version of a Strider team in the game. Since doom is the main assist and IS NOT invincible. Its inevitable that he will lose cleanly to those assist who have it or can extend a hit box into his sprite box. In the scope of top tier play, this is mainly quite a few characters. You'll have to play very sneaky and smart to make up for this handicap.

Strider really shines because of the complexity of dealing with all his options. Its very easy to overwhelm someone who is not accustomed to a competent s\d. He literally shuts the game down with his super. Add to the fact that you can't name more than 3 well known Strider players and the amount of players that are able to really fight s\d are rare. IMO, it has a value to it that's not easily accessible to most people because most people aren't willing to play s\d because it's too hard.

shoultzula

Basic Strategy

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 theirs. Since he can basically control the screen at 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. That's ridiculous 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 on hit, activate 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.

shoultzula

Advanced Strategy

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 orbs pinned them the first time, these are some easy strings to go into your 2nd trap and so forth. When the 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.

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