Marvel vs Capcom/Strider: Difference between revisions

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Bomb Drop (ground)
Bomb Drop (ground)
Command Normals:
Sliding Kick: DF + HK:
Strider does a mini-flip into a sliding kick during his crouch
position.


CBF + kick


Strider will call one of his eagles to come by and drop a bomb.  The location
Special Moves:
it is dropped depends on the kick used.  The bomb takes a while to hit the
Formation A: QCF + K:
ground and explode and Strider is fairly vulnerable during it.
Strider summons his leopard to run towards the opponent
However, it has a few effective uses.  One is keep away.  Just do the SK
that can act as a ground projectile.
version and if your opponent tries to come in and combo you, during the combo
they'll probably be nailed by the bomb which does high damage.


Another is leading into attacks. 
Formation B: Charge B, F + P then Charge B, F + P:
Call the bomb to drop wherever you think your opponent
Strider summons a satellite to be around him. Once you do
will be when it comes and then rush up and attack. Another is cross up.  Try
the motion the second time, Strider summons the satellite
calling it land on one side of your opponent and then at the last second,  
to launch out as a projectile.
teleport to the other side of them!  Basically, this move is about timing so
try different things.


Satellite Orbit (ground):
Formation C: Charge B, F + K:
To make CBF + punch
Strider commands his eagle to drop a bomb to the ground.
To shoot CBF + punch also.  However he can shoot them off in the air.
K strength varies on where the bomb will be dropped.
Strider creates a satellite that revolves around him.  He can shoot it off
just and it acts just like a regular fireball.  Honestly, I think they give
him this move just to screw up his combos every once in a while. I mean, I
always come out of a blocking position and try to attack with a punch, but
accidentally do this move instead!  Still, you should try and constantly have
a satellite orbiting you so you have some quick long distance move available.


Ame No Murakamo (ground):
Ame No Murakumo: QCF + P:
QCF + punch
Strider rushes forward as he does a standing HK right after.
Strider will rush forward and take a big slash at his opponent.  The distance
gone depends on which punch used.  This move has horrible recovery time and
can be seen coming fairly easily so try not to use it too much.  However, it
OTG's.


Body Slash (air):
Excalibur: QCF + P/K (only in air):
QCF + punch/kick
Strider does a dash in the air that does multiple hits. The
This move makes you fly forward quickly at a certain angle depending on what
strength of the button varies on the angle of the dash.
button used.  Punch buttons will make you go up while kicks will make you go
P rushes up and K rushes down.
down.  The weak buttons will make you go almost completely vertical while the  
FP/RK will make you go practically in a straight line. Bad recovery time if
you don't hit but the JP version is an awesome looking AC Finisher (don't do
against good rollers though!).  Good surprise move in jumping and quickly
pulling off either the JK or FK version.


Ghram (ground, air):
Ghram: F, D, DF + P/K (also in air; P version only):
DP + punch (or kick in air)
Strider does an extended version of his MP as it can reach
Strider will, after a quick sec, take a huge slash forward that covers almost
near full-screen. P version aims standing and can be used
the entire width of the screen!  The punch version goes above waist level
on the air and K aims crouching only.
while the kick version strikes below waist level. The kick version also need
to be blocked low!  Treat it like you would a shorter range Cap Com's Captain
Fire in that you have some recovery time from it and it can be jumped over.


Vagula (ground):
Vagula: QCF + K:
QCF + kick
Strider teleports to the middle of the screen as four other
Strider points forward while calling a mechanical tiger to rush along the  
illusion Strider's do a diving kick at the same time.
Groun d and attack.  Works fairly well as a "fireball" except that it is just
a lower one.


Wall Cling (ground):
Wall Cling: QCB + P:
QCB + punch
Strider jumps back to the wall behind him as he can climb
B, F quickly to switch walls
and slash from there. Pressing K does a diving kick from
F or kick to get off wall
there too.
Strider jumps on to wall and clings to it with some sort of grappling device.
He can move up and down while on the wall. He can also attack with his
Cypher sword using a punch or jump kick off using a kick.  The kick button
used determines where he jump kicks down at.  Pushing forward just makes him
drop straight down.  However, he can't block while doing this.


Formation A (ground):
Teleport: B, D, DB + P/K:
QCB + kick
Strider teleports from various parts of the screen.
Strider disappears and then reappears in four images.  The real Strider will
kick down.  The location Strider kicks down is determined by the kick used. 
Just another one of Strider's unnecessary moves.  It's got it's uses though. 
Good surprise attack and if you hit the  opponent (blocking or not), you
don't have to worry much about counter attack.  If an opponent jumps in on
you, try anticipating it and do this move to disappear just as they attack
you and then reappear kicking them in the head!  Basically a show off move.


Teleport (ground):
RDP (reverse of DP) + any button
Strider disappears and then reappears.  Magic!  The button used determines
where he reappears.  Just imagine placing the buttons on the screen and
you'll know where he'll reappear for which button (yeah I know, bad
explanation).  Don't do this move randomly as it has recovery time, but use
it as a cross up move or as an escape move.


Sliding Kick (ground):
Hyper Combos:
OC + RK
Ouroboros: QCF + Px2:
Good quick surprise move.  Strider slides along the floor foot first and will
Strider summons two satellites that surround him for
knock down his opponent.  Use it when you are about ½ of the screen away as
a short amout of time and everytime he attacks, the  
it has recovery time.
satellites throw out sharp circular rings until time is
over.  


Ragnarok: F, D, DF + Px2:
Strider runs forward with a command grab and once it
connects, four other Striders doing two Excalibur's and
finishes it off witha Formation A.


SUPERS:
Legion: QCF + Kx2:
Uroburos (ground):
Strider does a modified extended version of his Formation
QCF + PP
A as a barrage of leopards and eagles rush in covering
One of the most useful frigging supers in the whole game.  Strider forms two
the screen.
satellites that revolve around him.  The satellites will pull in opponents
and you can't launch them or knock them away so keep doing chain after chain
of hits and specials on them!  When Strider attacks, the satellites will also
shoot out rings of energy but the satellites themselves are the only ones
that will do chipping damage.  The satellites will stop or trade hits with
everything except for beam-type supers!  For example, I walked next to a
downed Ryu while this super was activated.  He did the Shin-Shoryuken as he
got up and hit me once but the Uroburos stopped him from pulling off the rest
of the hits!  Another Strider tried to do his Legion move on me while it was
activated and the tigers and animals just bounced off!
This stopped Ryu in mid Shoryu Reppa!  My best advice is that if you don't
have a beam super, just super jump and keep away while he's got this super
activated!  If your opponent doesn't super jump and just sits there and
blocks, try teleporting right behind them to cross them up.  If you connect,
try timing it so that when the Uroburos disappear, you've called a helper
character that can keep hitting them while you call another Uroburos or
another super!  Or, you could just simply do another super while this is
activated!  Frigging incredible!  Hulk's the only one who can get through
because he's got super armor so be careful around him.
 
Legion (ground):
QCF + KK
Strider points and many, many mechanical tigers and eagles rush forward
filling up the entire screen.  The eagles can even slightly track the
opponent if they super jump straight up.  Basically, it's his chipping super
although if timed right, you can cross up an opponent with this by
calling this just as they are jumping behind you.  Comes out a bit slow
though so don't expect to hit many people with this.
 
Ragnarok (ground):
DP  + PP
His auto-combo super.  Looks awesome but is hard as hell to connect.  Strider
will pose and then run forward and try to grab his opponent.  If he connects,
then he flies straight up while holding them and then proceeds to quickly
disappear and reappear in different places while doing many Body Slashes on
his unlucky foe.  Fun to watch but to hard to connect since it comes out
slowly.


Team Super:
Team Super:
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* He has double jump ability and can jump off wall
* He has double jump ability and can jump off wall


COMBOS
= COMBOS =
Easy Combos:
Easy Combos:
1) c. FK, c. RK, cancel JP Ame No Murakamo (OTG)
1) c. FK, c. RK, cancel JP Ame No Murakamo (OTG)

Revision as of 07:26, 2 May 2015

Introduction

Move List

Launchers: c. FP

Magic Series

Ground Magic Series: Hunter Series

Jump Magic Series: Hunter Series

Super Jump Magic Series: Hunter Series

AC Finisher

FP, RK, Body Slash (if enough hits connect), Ghram

Bomb Drop (ground) Command Normals: Sliding Kick: DF + HK: Strider does a mini-flip into a sliding kick during his crouch position.


Special Moves: Formation A: QCF + K: Strider summons his leopard to run towards the opponent that can act as a ground projectile.

Formation B: Charge B, F + P then Charge B, F + P: Strider summons a satellite to be around him. Once you do the motion the second time, Strider summons the satellite to launch out as a projectile.

Formation C: Charge B, F + K: Strider commands his eagle to drop a bomb to the ground. K strength varies on where the bomb will be dropped.

Ame No Murakumo: QCF + P: Strider rushes forward as he does a standing HK right after.

Excalibur: QCF + P/K (only in air): Strider does a dash in the air that does multiple hits. The strength of the button varies on the angle of the dash. P rushes up and K rushes down.

Ghram: F, D, DF + P/K (also in air; P version only): Strider does an extended version of his MP as it can reach near full-screen. P version aims standing and can be used on the air and K aims crouching only.

Vagula: QCF + K: Strider teleports to the middle of the screen as four other illusion Strider's do a diving kick at the same time.

Wall Cling: QCB + P: Strider jumps back to the wall behind him as he can climb and slash from there. Pressing K does a diving kick from there too.

Teleport: B, D, DB + P/K: Strider teleports from various parts of the screen.


Hyper Combos: Ouroboros: QCF + Px2: Strider summons two satellites that surround him for a short amout of time and everytime he attacks, the satellites throw out sharp circular rings until time is over.

Ragnarok: F, D, DF + Px2: Strider runs forward with a command grab and once it connects, four other Striders doing two Excalibur's and finishes it off witha Formation A.

Legion: QCF + Kx2: Strider does a modified extended version of his Formation A as a barrage of leopards and eagles rush in covering the screen.

Team Super: He does the Legion super

Variable Counter Move: He does his JP Ame No Murakamo

  • He has double jump ability and can jump off wall

COMBOS

Easy Combos: 1) c. FK, c. RK, cancel JP Ame No Murakamo (OTG)

Intermediate Combos 1) j. SK, j. FP, SP, FK, FP, RK, cancel Ghram Way too much damage done here!

2) j. SK, j. FP, SP, c. FP, sj. JP, sj. SK, sj. SP, sj. FK, AC Finisher

Hard Combos 1) j. JP, j. SK, j. FP, dash, JP, SK, SP, FK, FP, RK, cancel Ghram Even more damage done here!

2) j. SK, j. FP, dash, JP, SK, SP, c. FP, sj. JP, sj. SK, sj. SP, sj. FK, sj. JP, double jump, sj. JP, sj. SK, sj. SP, sj. FK, AC Finisher After the first sj. FK, wait a split second and then add on the JP and then quickly double jump and keep going! It can be hard to get the double jump to work after the extra JP though. Try different variations of the combo.

3) Uroburos, JP, SK, SP, FK, FP, RK, Ghram, repeat, Ragnarok/Legion Depending on how early you hit them with the Uroburos, hit them with as many attacks as possible before doing another super at the very end of the Uroburos! Or, if you have a helper like Colossus or Psylocke, call them just as the Uroburos ends and then while your helper is hitting your opponent, call another Uroburos and repeat! If that helper part actually works (seems plausible). Super death combo!