Virtual-On Oratorio Tangram/Apharmd S
Introduction
Virtuaroid with high power launchers mounted on the right arm and left shoulder. Mobility and defense are average.
Its tracking and cancellation performance are a bit weak, so it becomes required to use napalm to neutralize your opponent's attacks and get into mid-range firefights. Melee attacks using the knife are also strong.
Character Traits
See Notation / Character Descriptions
Strengths | Weaknesses |
---|---|
|
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General
Unique playstyle with focus on fundementals which can be good for learning the game.
Commonly Used Attacks
See Notation / Common Attack Descriptions
Neutral projectile attacks
cRW / RW |
Movement check |
Ground dash attacks
GD8: cRW |
Punish, Knockdown |
Air dash attacks
AD8: LW |
Punish, Erase |
Jumping attacks
jLTCW [Left half-cancel] |
Prediction |
Special attacks
Air tackle (AD8: CW 100% gauge) |
Prediction, High damage |
Melee attacks
CW melee |
General purpose |
Strategy
General gameplan
Matchup strategy
Advanced Techniques
Apharmd S Half-cancels and CW properties
Striker has a variety of half cancels with CW, cLTCW, RTCW etc. Mastering these is central.
For CW and dash CW variants the left side is a heavier type missile projectile. This deals high damage but moves more slowly. The right side is the faster, sniper type projectile. When fired without half-cancels they rarely both connect at once, but there is a chance to get a double hit at close range.
- Learn to choose which missile to use in each situation.
- With CW left half cancel by holding the left trigger you can fire three of the heavy missiles.
One very unique tool to Striker is cLTCW left half-cancel. This deploys small missiles in place that will a few seconds later fire at the opponent. Can be used to control areas and restrict the enemies movement.
Apharmd S dash cancel movement
Striker has very little recovery on ground dash cancels. You can use it to throw out neutral attacks in rapid succession.
Things like Attack (cancel) -> Double tap Dash -> Attack are viable.
- Example 1: cLTLW (single shot) -> Dash -> Dash cancel -> cLTRW (single shot) -> etc.
- Example 2: cLTCW [Left HC] -> Dash -> Dash cancel -> cLTCW [Left HC] -> etc.
Firing dash cRW late into dash
Common technique with Striker. Let ground dash run ~1.5-2 seconds of its duration, then do dash cRW.
The attack will only fire a single shot, making the attack end very quickly and be much safer to throw out. This means heavy use of Vertical Turn until the given time to avoid getting hit during the dash.
- The single shot deals the same damage as a full volley in many situations.
Apharmd-series crouch walk
Start walking, then hold the crouch input. You will continue walking with drastically increased speed. Can be combined with walking attacks by inputting crouch after the walking attack has begun.
RTRW Cancel
RTRW has a window during the attack to input normal RW. You can use this to reduce recovery time.
RW can be held to get this window immediately. If you input dash on the first possible frame you can dash from holding RW. Jump input can be done at any time.
Defensive barrier
When behind a wall..
Alternate between firing RTCW [Left half cancel] and cLTLW at a wall. Constantly defend yourself with explosions.
God Launcher
Melee combo
LW or RW melee -> RT horizontal dash (hold RT) -> dash cancel -> RTRW melee
Swallow blade
Melee combo
LW or RW melee -> down quickstep -> GD8:CWCC
Additional Resources
External Guides
Frame Data
Rough data collection by Porcupine. Startup frames, duration and forced recovery times. No data on melee attacks.
Notable Players
Apharmd S / アファームドST / ストライカー
- Shiningstone
- yamada / ymd
- Yoo
- nakajimaster / なかじますたー