Marvel vs Capcom/Strider: Difference between revisions

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=Move List=
=Move List=
Launchers:
Launchers:<br>
c. FP
c. FP<br>
<br>
Magic Series<br>
Ground Magic Series: Hunter Series<br>
Jump Magic Series: Hunter Series<br>
Super Jump Magic Series: Hunter Series<br>
<br>
AC Finisher<br>
FP, RK, Body Slash (if enough hits connect), Ghram<br>


Magic Series
Bomb Drop (ground)<br>


Ground Magic Series: Hunter Series
= Move List =


Jump Magic Series: Hunter Series
==Command Normals==


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:
Sliding Kick: DF + HK:
Strider does a mini-flip into a sliding kick during his crouch
Strider does a mini-flip into a sliding kick during his crouch
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Special Moves
==Special Moves==


Formation A: QCF + K
Formation A: QCF + K
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Hyper Combos:
==Hyper Combos==


Ouroboros: QCF + Px2
Ouroboros: QCF + Px2
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A as a barrage of leopards and eagles rush in covering
A as a barrage of leopards and eagles rush in covering
the screen.
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 =
= COMBOS =
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1) c. FK, c. RK, cancel JP Ame No Murakamo (OTG)
1) c. FK, c. RK, cancel JP Ame No Murakamo (OTG)
2) dash JP, SK, SP, FK, FP, c. RK , cancel JP Ame No Murakamo (OTG)
2) dash JP, SK, SP, FK, FP, c. RK , cancel JP Ame No Murakamo (OTG)
 
3) j. SK, j. FP, SP, FK, FP, RK, cancel Ghram
Intermediate Combos
4) j. SK, j. FP, SP, c. FP, sj. JP, sj. SK, sj. SP, sj. FK, AC Finisher
 
5) j. JP, j. SK, j. FP, dash, JP, SK, SP, FK, FP, RK, cancel Ghram
1) j. SK, j. FP, SP, FK, FP, RK, cancel Ghram
6) 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
Way too much damage done here!
7) Uroburos, JP, SK, SP, FK, FP, RK, Ghram, repeat, Ragnarok/Legion
 
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!


[[Category:Marvel vs Capcom]]
[[Category:Marvel vs Capcom]]

Revision as of 20:10, 28 December 2015

Mvc1strider.gif

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)

Move List

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.

COMBOS

Easy Combos:

1) c. FK, c. RK, cancel JP Ame No Murakamo (OTG) 2) dash JP, SK, SP, FK, FP, c. RK , cancel JP Ame No Murakamo (OTG) 3) j. SK, j. FP, SP, FK, FP, RK, cancel Ghram 4) j. SK, j. FP, SP, c. FP, sj. JP, sj. SK, sj. SP, sj. FK, AC Finisher 5) j. JP, j. SK, j. FP, dash, JP, SK, SP, FK, FP, RK, cancel Ghram 6) 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 7) Uroburos, JP, SK, SP, FK, FP, RK, Ghram, repeat, Ragnarok/Legion