Tuesday, December 27, 2011

Strider TLDR

Standing Startup Active Recovery On Hit On Block
St.L 4 2 11 0 -2
St.M 6 3 15 0 -2
St.H 9 4 23 -4 -6
SF.H 10 4 22 -3 -5

Crouching Startup Active Recovery On Hit On Block
Cr.L 5 2 11 0 -2
Cr.M 8 3 15 0 -2
Cr.H 10 3 26 -- -8
DF.H 9 10 22 -- -11

Jumping Startup Active Recovery On Hit On Block
J.L 5 3 15 +11 +9
J.M 7 3 21 +16 +14
J.H 9 4 23 +18 +16

Launchers Startup Active Recovery On Hit On Block
St.S 9 4 29 -- -12
J.S 10 3 26 +14 +12

I wanted to try something new with this article in terms of format, comment if you don't like it and I'll go back to what I was doing.

Strider's normals need to take advantage of his range to stay relatively safe. Ending your chains in a F.H leaves you at -5 which is punishable by faster characters.  You also have the option of canceling into a Formation B shot to keep it safe but that requires a little bit of prep.  However like many other characters with weapons Strider has the option of using the edge of his normals' hitboxes to create a gap that makes punishing either difficult or impossible.

On the other side of things, using Strider's sliding momentum can make things like his St.H have a little more range and at 4 frame startup it can be used as a punish tool into a combo.

Ame-No-Murakumo Startup Active Recovery On Hit On Block
Murakumo L 15 4 27 -- -10
Murakumo M
23 4 25 -- -8
Murakumo H
31 4 22 -- -5

Strider's running slash isn't really safe on block in any version (except maybe H) but using the running versions as a poke is vulnerable to projectile spam.  Murakumo L is really used as a combo utility after your standard ground series since it has no running startup, but M/H can be linked after a successful Formation B shot.

If you do want to use a running slash as a poke at any point (for some reason unknown to me) make sure you check up on who can punish which version. At -8 there are a number of even slow characters that get a free punish if blocked.  Just the same, using the L version as a hitconfirm is a bad idea as -10 assures that practically any character can punish you as long as they aren't pushblocking.

Excalibur Startup Active Recovery On Hit On Block
Excalibur L 10 15 11 (Or Until Grounded) +10 +8
Excalibur M 10 15 26 -9 -11
Excalibur H 10 15 26 -9 -11

The Excalibur worth looking at in terms of the data is the L version.  Excalibur L, outside of being used in certain combo strings, can be used as a divekick since it is +8 on block.  However you will need to pull it off closer to the ground so that the recovery is short enough to followup with a mixup or more pressure.

Wall Cling Startup Active Recovery On Hit On Block
Wall Cling Until Wall -- 1 -- --
Ladder Kick 8 11 16 -4 -6
Cypher Attack 6 3 23 -3 -5
Jump Kick 10 Until Grounded 10 +12 +10
Wall Exchange 27 -- 1 -- --

The wall cling moveset is a little odd to discuss from a frame data perspective, but here goes.

Ladder Kick, while relatively unsafe, can be canceled into air specials while Strider is up there.  What that means is that you can go from it to Excalibur L and be much safer.

Then we have the Jump Kick, which while amazing on paper (ground bounce vs air opponents, crazy positive on block) is punishable if your opponent jumps up to block it in the air.  If you catch your opponent holding Up-Back to avoid the high/low mixups (it's an overhead) then you might want to think twice about throwing this out to catch him.

Gram Startup Active Recovery On Hit On Block
Gram L 18 5 26 -- -10 (0)
Gram M 25 5 26 -- -10 (+8)
Gram H 33 5 26 -- -10 (+16)

Gram is probably Strider's best long range poke option with a couple of neat ways to keep is much safer.  Even at fullscreen though it is near impossible to punish normally.  Your first option to make a potentially disastrous Gram safe is to cancel it into Formation B (Shot, you can't cancel it into calling one up) which you can do at any time during the Gram.  The second option is to TK the Gram since that puts you at neutral or better frame advantage when you execute it right off of the ground.  The bonus?  They lead into combos on hit, which is always nice.

Formations Startup Active Recovery On Hit On Block
A1 21 -- 14 +13 +11
A2 Table Cell -- 14 +14 +12
C Table Cell -- 4 -- --
B Table Cell -- 9 -- --
B (Shot) Table Cell -- 18 +12 +8

These are really only effective as zoning tools, but since this is where Formation B is we should probably talk about that.

Formation B as a Shot can cancel anything Strider does, which means that so long as you have on out you have a fallback option to make yourself safe.  The only drawback is that getting hit nulls having it around but it does last a full 10 seconds upon activation.

Vajra Startup Active Recovery On Hit On Block
Vajra L* 12 9 10 -- --
Vajra M* 12 9 10 -- --
Vajra H** 33 Until Grounded 11 +2 -7
*Frames 12-20 Invincible.
**Frames 13-29 Invincible.

Like all other teleports, Strider is unsafe on recovery after he does his.  Even after a blocked Vajra H he can be punished if blocked in the air, so the general teleporting rule of thumb applies to him like everyone else.  Use an assist to cover it or you'll likely eat a solid punish.

Assists Startup Active Recovery Recovery (Other)
Murakumo M 47 4 116 86
Gram M 49 5 118 88
Vajra H 59 10 102 72

To be completely honest, you'll never see Strider use anything other than Vajra as an assist.  The only other assist that comes close to it in utility is Gram.  All three assists can be used to extend combos though so long as you don't eat your wall/ground bounce with your point character's own merits.  Just be careful in that each assist has the same drawbacks as they do on point, which means that Vajra can be punished if used on its own.

Hypers Startup Active Recovery On Hit On Block
Legion 9+1 -- 76 +12 +6
Ouroboros 13+2 -- 7 -- --
Ragnarok* 8+0 21 33 -- -33
*Frames 1-20 Invincible.

Legion is an interesting HC in that the animals come out once Strider points regardless of him being hit or not, but be warned that it can be jumped over and is slow to cross the screen.

The Orbs, once you get them going, actually have enough projectile durability (3 low points a shot) to eat through a character trying to spam a beam to knock Strider down.  Just be warned that beam Hypers will negate that entire strategy so keeping your opponent locked down is key if you're at long range.

Last but not least we have Ragnarok, which outside of combos can be used on reaction to punish pretty much anything at point blank range.  With 0 startup after the flash and full invincibility up through most of the active frames there is very little that can be done if your opponent isn't blocking in the first place.

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That brings us to a close on Strider.  Some general notes on keeping him safe in terms of frame advantage are to make use of the range on his normals during hitconfirms.  St.M/Cr.M/St.H/Cr.H/F.H as a series puts you far outside of punish range thanks to the range on Strider's own weapon.  If you're in a pickle using his specials for pokes (Gram) then you can make sure to have a Formation B on board to shoot off to keep you safe.

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That's it for today's article.  You can expect to see some changes (and a few edits across the articles, there will be a notice for what is changed and where after it's over) hopefully within a week of this post.  As always, feedback is appreciated and helps me make this a better source of information for everyone; you can find my contact info on the panel to the left.

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