Marvel vs Capcom/Strider: Difference between revisions

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==Hyper Combos==
==Hyper Combos==
===== <span class="invisible-header"></span> =====
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{{MoveData
|image=
|subtitle=QCF + PP
|caption=
|name=Ouroboros
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground super
|description=Strider summons two satellites that surround him for a short amount of time and every time he attacks, the satellites throw out sharp circular rings until time is over.
}}
}}


Ouroboros: QCF + Px2
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{{MoveData
|image=
|subtitle=DP + PP
|caption=
|name=Ragnarok
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground super
|description=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.
}}
}}


Strider summons two satellites that surround him for
===== <span class="invisible-header"></span> =====
a short amout of time and everytime he attacks, the
<font style="visibility:hidden" size="0"></font>
satellites throw out sharp circular rings until time is
{{MoveData
over.
|image=
 
|subtitle=QCF + KK
Ragnarok: F, D, DF + Px2
|caption=
 
|name=Legion
Strider runs forward with a command grab and once it
|data=
connects, four other Striders doing two Excalibur's and
{{AttackData-Marvel vs Capcom
finishes it off witha Formation A.
|Damage=
 
|Guard=
Legion: QCF + Kx2
|Startup=
 
|Active=
Strider does a modified extended version of his Formation
|Recovery=
A as a barrage of leopards and eagles rush in covering
|Total=
the screen.
|Hit Adv=
|Block Adv=
|Property=Ground super
|description=Strider does a modified extended version of his Formation A as a barrage of leopards and eagles rush in covering the screen.
}}
}}


= Strategy =
= Strategy =

Revision as of 03:07, 15 January 2021

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

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

Wall Jump
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Air

Sliding Kick
3HK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Strider does a mini-flip into a sliding kick during his crouch position.

Throws

Normal Throw

Normal Throw
4/6 + MP/HP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

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 + PP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground super

Strider summons two satellites that surround him for a short amount of time and every time he attacks, the satellites throw out sharp circular rings until time is over.

Ragnarok
DP + PP
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground super

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 + KK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground super

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

Move List

Launchers: c.HP

Magic Series: Hunter Series across all moves

AC Finisher: HP, HK, Body Slash (if enough hits connect), Ghram

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

Combo Damage Notes
Easy Combos - -
c.MK, c.HK, LP Ame No Murakamo (OTG)
dash LP, s.LK, s.MP, s.MK, s.HP, c.HK , LP Ame No Murakamo (OTG)
Moderate Combos - -
j.LK, j.HP, j.MP, j.MK, j.HP, j.HK, Ghram
j.LK, j.HP, j.MP, c.HP, sj.LP, sj.LK, sj.MP, sj.MK, AC Finisher
j.LP, j.LK, j.HP, dash, s.LP, s.LK, s.MP, s.MK, s.HP, c.HK, Ghram
j.LK, j.HP, dash, s.LP, s.LK, s.MP, c.HP, sj.LP, sj.LK, sj.MP, sj.MK, sj.LP, double jump, sj.LP, sj.LK, sj.MP, sj.MK, AC Finisher
Uroburos, s.LP, s.LK, s.MP, s.MK, s.HP, c.HK, Ghram, repeat, Ragnarok/Legion

Game Navigation

General
Controls
Notation
HUD
Assists
System
FAQ
Capcom Characters
Captain Commando
Chun Li
Jin
Lilith
Mega Man
Morrigan
Roll
Ryu
Shadow Lady
Strider
Zangief
Marvel Characters
Captain America
Gambit
Gold War Machine
Hulk
Hyper Venom
Orange Hulk
Spider Man
Venom
War Machine
Wolverine