Marvel vs Capcom/Strider: Difference between revisions

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


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


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


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


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


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


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


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


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




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


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


Legion: QCF + Kx2:
Legion: QCF + Kx2
 
Strider does a modified extended version of his Formation
Strider does a modified extended version of his Formation
A as a barrage of leopards and eagles rush in covering
A as a barrage of leopards and eagles rush in covering
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opponent, call another Uroburos and repeat!  If that helper part actually  
opponent, call another Uroburos and repeat!  If that helper part actually  
works (seems plausible).  Super death combo!
works (seems plausible).  Super death combo!
[[Category:Marvel vs Capcom]]

Revision as of 06:07, 3 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!