Marvel vs Capcom/Strider: Difference between revisions

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m (→‎Team Setups: Striderine team added, plus one additional team.)
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= Introduction =
= Introduction =
Pros:
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* Tons of Normals and Aerial Specials for combo finishers
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* Can Double Jump in Aerial Rave
! Pros !! Cons
* His Blade Specials can OTG Finish
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* Tons of combo finishers
Cons:
* Can double jump during Aerial Rave
* He had weak stamina
* Blade Specials can OTG
* Hyper Combos don't make too much damage
* Fast, mobile, and overall great rushdown pressure
* Projectile and Missile Specials can be evaded easily
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* Very low stamina
* Lower than average damage, particularly Hyper Combos
* Projectile specials can be evaded easily
* Steeper learning curve
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=Move List=
=Move List=

Revision as of 17:22, 26 December 2020

Mvc1strider.gif

Introduction

Pros Cons
  • Tons of combo finishers
  • Can double jump during Aerial Rave
  • Blade Specials can OTG
  • Fast, mobile, and overall great rushdown pressure
  • Very low stamina
  • Lower than average damage, particularly Hyper Combos
  • Projectile specials can be evaded easily
  • Steeper learning curve

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

Normals

Ground Normals

s.LP

s.LP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

s.MP

s.MP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

s.HP

s.HP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

s.LK

s.LK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

s.MK

s.MK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

s.HK

s.HK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground, Launcher

c.LP

c.LP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

c.MP

c.MP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

c.HP

c.HP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

c.LK

c.LK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

c.MK

c.MK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

c.HK

c.HK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Air Normals

j.LP

j.LP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

j.MP

j.MP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

j.HP

j.HP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

j.LK

j.LK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

j.MK

j.MK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

j.HK

j.HK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - 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.

Strategy

Basic Tips

Advanced

Team Setups

Striderine

Pros Cons
  • Double the rushdown
  • Consistent, high damage
  • Constant blockstring pressure
  • Almost no long ranged zoning
  • Meter hungry team

Probably the single most popular team in the competitive sphere, even more popular than Double War Machine. Both characters are strong at constant pressure, and one hit can lead to huge chunks of health gone. It's the combination of the two best rushdown characters in the game (other than Carnage), so while the zoning game will be weak outside of Oruboros, you'll pretty much always get to do something. Your opponent will have to eat this team's pressure at all times, although it's also just as easy for the team to lose all the meter they build.

Strider X Morrigan

Pros Cons
  • Capable of both rushdown and zoning
  • Great mobility at all times
  • Solid pokes
  • Good Duo Team setups
  • Damage is often low
  • Meter hungry team
  • Steeper learning curve
  • You'll probably use Strider more, anyways

This is an uncommon team, but a team that I (Lichmassacre) like to use when I play this game, however terrible an idea it might be. Morrigan allows for zoning with Soul Fist while Strider lays on rushdown pressure. Both characters can pretty much move wherever they want, as well. Strider is a very mobile character naturally whereas Morrigan can play the air game with Soul Fist and fish for damage. The team's idea is for a hit-and-run playstyle, as a result. Duo Team setups are also pretty decent when done well as both characters can litter the screen with super attacks, where Strider can blockstring the opponent to oblivion and Morrigan sits comfortably at a distance zoning. The team can be hard to learn in general, though. Even then, Strider is so much better that you'll likely prioritize him anyways.

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