Marvel vs Capcom/Strider: Difference between revisions

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= Introduction =
{{MVC1 Character Subnav|name=Strider}}


=Move List=
[[File:mvc1strider.gif|right]]
Launchers:
{{TOClimit|3}}
c. FP
 
==Introduction==
Needs updated pros/cons.
{{ ProConTable
| pros =
* Tons of combo finishers
* Can double jump during Aerial Rave
* Blade Specials can OTG
* Fast, mobile, and overall great rushdown pressure
* Very nimble
| cons =
* Very low stamina
* Lower than average damage, particularly Hyper Combos
* Projectile specials can be evaded easily
* Steeper learning curve
}}
 
= Move List =
==Normals==
===Ground Normals===
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">s.LP</font>
{{MoveData
|image=
|subtitle=
|caption=
|name=s.LP
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">s.MP</font>
{{MoveData
|image=
|subtitle=
|caption=
|name=s.MP
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">s.HP</font>
{{MoveData
|image=
|subtitle=
|caption=
|name=s.HP
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">s.LK</font>
{{MoveData
|image=
|subtitle=
|caption=
|name=s.LK
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">s.MK</font>
{{MoveData
|image=
|subtitle=
|caption=
|name=s.MK
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">s.HK</font>
{{MoveData
|image=
|subtitle=
|caption=
|name=s.HK
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground, Launcher
|description=
}}
}}
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">c.LP</font>
{{MoveData
|image=
|subtitle=
|caption=
|name=c.LP
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">c.MP</font>
{{MoveData
|image=
|subtitle=
|caption=
|name=c.MP
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">c.HP</font>
{{MoveData
|image=
|subtitle=
|caption=
|name=c.HP
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">c.LK</font>
{{MoveData
|image=
|subtitle=
|caption=
|name=c.LK
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}
 
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">c.MK</font>
{{MoveData
|image=
|subtitle=
|caption=
|name=c.MK
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}


Magic Series
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">c.HK</font>
{{MoveData
|image=
|subtitle=
|caption=
|name=c.HK
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}


Ground Magic Series: Hunter Series
===Air Normals===
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">j.LP</font>
{{MoveData
|image=
|subtitle=
|caption=
|name=j.LP
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}


Jump Magic Series: Hunter Series
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">j.MP</font>
{{MoveData
|image=
|subtitle=
|caption=
|name=j.MP
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}


Super Jump Magic Series: Hunter Series
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">j.HP</font>
{{MoveData
|image=
|subtitle=
|caption=
|name=j.HP
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}


AC Finisher
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">j.LK</font>
{{MoveData
|image=
|subtitle=
|caption=
|name=j.LK
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}


FP, RK, Body Slash (if enough hits connect), Ghram
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">j.MK</font>
{{MoveData
|image=
|subtitle=
|caption=
|name=j.MK
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}


Bomb Drop (ground)
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0">j.HK</font>
{{MoveData
|image=
|subtitle=
|caption=
|name=j.HK
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}


CBF + kick
===Command Normals===
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|subtitle=
|caption=
|name=Wall Jump
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Air
|description=
}}
}}


Strider will call one of his eagles to come by and drop a bomb. The location
===== <span class="invisible-header"></span> =====
it is dropped depends on the kick used. The bomb takes a while to hit the
<font style="visibility:hidden" size="0"></font>
ground and explode and Strider is fairly vulnerable during it.
{{MoveData
However, it has a few effective uses. One is keep away. Just do the SK
|image=
version and if your opponent tries to come in and combo you, during the combo
|subtitle=3HK
they'll probably be nailed by the bomb which does high damage.   
|caption=
|name=Sliding Kick
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
  |Active=
  |Recovery=
|Total=
  |Hit Adv=
  |Block Adv=
|Property=Ground
|description=Strider does a mini-flip into a sliding kick during his crouch position.
  }}
}}


Another is leading into attacks.  
===Throws===
Call the bomb to drop wherever you think your opponent
===== <span class="invisible-header"></span> =====
will be when it comes and then rush up and attack. Another is cross up. Try
<font style="visibility:hidden" size="0">Normal Throw</font>
calling it land on one side of your opponent and then at the last second,
{{MoveData
teleport to the other side of them! Basically, this move is about timing so
|image=
try different things.
|subtitle=4/6 + MP/HP
|caption=
|name=Normal Throw
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
  |Total=
|Hit Adv=
  |Block Adv=
  |Property=Ground
|description=
  }}
}}


Satellite Orbit (ground):
==Special Moves==
To make CBF + punch
===== <span class="invisible-header"></span> =====
To shoot CBF + punch also. However he can shoot them off in the air.
{{MoveData
Strider creates a satellite that revolves around him. He can shoot it off
| name    = Formation A
just and it acts just like a regular fireball.  Honestly, I think they give
| input    = QCF + K
him this move just to screw up his combos every once in a while. I mean, I
| subtitle =
always come out of a blocking position and try to attack with a punch, but
| image    =
accidentally do this move instead! Still, you should try and constantly have
| caption =
a satellite orbiting you so you have some quick long distance move available.
| linkname = QCF
| data =
  {{AttackData-Marvel vs Capcom
  | subtitle    =
  | Damage      =
  | Guard      =
  | Startup    =
  | Active      =
  | Recovery    =
  | Total      =
  | Hit Adv    =
  | Block Adv  =
  | Property    = Ground
  | description = Strider summons his leopard to run towards the opponent that can act as a ground projectile.
  }}
}}


Ame No Murakamo (ground):
===== <span class="invisible-header"></span> =====
QCF + punch
{{MoveData
Strider will rush forward and take a big slash at his opponent. The distance
| name    = Formation B
gone depends on which punch used. This move has horrible recovery time and
| input    = [4]~6 + P
can be seen coming fairly easily so try not to use it too muchHowever, it
| subtitle =
OTG's.
| image    =
| caption =
| linkname =
| data =
  {{AttackData-Marvel vs Capcom
  | subtitle    =
  | Damage      =
  | Guard      =
  | Startup    =
  | Active      =
  | Recovery    =
  | Total      =
  | Hit Adv    =
  | Block Adv  =
  | Property    = Ground (Summon); Ground/air (Fire)
  | description = 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.
  }}
}}


Body Slash (air):
===== <span class="invisible-header"></span> =====
QCF + punch/kick
{{MoveData
This move makes you fly forward quickly at a certain angle depending on what
| name    = Formation C
button used. Punch buttons will make you go up while kicks will make you go
| input    = [4]~6 + K
down. The weak buttons will make you go almost completely vertical while the
| subtitle =
FP/RK will make you go practically in a straight line. Bad recovery time if
| image    =
you don't hit but the JP version is an awesome looking AC Finisher (don't do
| caption =
against good rollers though!). Good surprise move in jumping and quickly
| linkname =
pulling off either the JK or FK version.
| data =
  {{AttackData-Marvel vs Capcom
  | subtitle    =
  | Damage      =
  | Guard      =
  | Startup    =
  | Active      =
  | Recovery    =
  | Total      =
  | Hit Adv    =
  | Block Adv  =
  | Property    = Ground
  | description = Strider commands his eagle to drop a bomb to the ground. K strength varies on where the bomb will be dropped.
  }}
}}


Ghram (ground, air):
===== <span class="invisible-header"></span> =====
DP + punch (or kick in air)
{{MoveData
Strider will, after a quick sec, take a huge slash forward that covers almost
| name    = Ame No Murakumo
the entire width of the screen!  The punch version goes above waist level
| input    = QCF + P
while the kick version strikes below waist level. The kick version also need
| subtitle =
to be blocked low! Treat it like you would a shorter range Cap Com's Captain
| image    =
Fire in that you have some recovery time from it and it can be jumped over.
| caption  =
| linkname = QCF
| data  =
  {{AttackData-Marvel vs Capcom
  | subtitle    =
  | Damage      =
  | Guard      =
  | Startup    =
  | Active      =
  | Recovery    =
  | Total      =
  | Hit Adv    =
  | Block Adv  =
  | Property    = Ground/air
  | description = Strider rushes forward as he does a standing HK right after. Strength changes how far Strider runs.
  }}
}}


Vagula (ground):
===== <span class="invisible-header"></span> =====
QCF + kick
{{MoveData
Strider points forward while calling a mechanical tiger to rush along the  
| name    = Excalibur
Groun d and attackWorks fairly well as a "fireball" except that it is just
| input    = Air QCF + P/K
a lower one.
| subtitle =
| image    =
| caption  =
| linkname = QCF
| data  =
  {{AttackData-Marvel vs Capcom
  | subtitle    =
  | Damage      =
  | Guard      =
  | Startup    =
  | Active      =
  | Recovery    =
  | Total      =
  | Hit Adv    =
  | Block Adv  =
  | Property    = Air
  | description = Strider does a dash in the air that does multiple hits. The strength of the button changes the angle of the dash. P rushes up and K rushes down.
  }}
}}


Wall Cling (ground):
===== <span class="invisible-header"></span> =====
QCB + punch
{{MoveData
B, F quickly to switch walls
| name    = Ghram
F or kick to get off wall
| input    = DP + P/K
Strider jumps on to wall and clings to it with some sort of grappling device.
| subtitle =
He can move up and down while on the wall. He can also attack with his
| image    =
Cypher sword using a punch or jump kick off using a kick. The kick button
| caption  =
used determines where he jump kicks down at.  Pushing forward just makes him
| linkname = DP
drop straight down.  However, he can't block while doing this.
| data  =
  {{AttackData-Marvel vs Capcom
  | subtitle    =
  | Damage      =
  | Guard      =
  | Startup    =
  | Active      =
  | Recovery    =
  | Total      =
  | Hit Adv    =
  | Block Adv  =
  | Property    = Ground (P/K); Air (P)
  | description = 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.
  }}
}}


Formation A (ground):
===== <span class="invisible-header"></span> =====
QCB + kick
{{MoveData
Strider disappears and then reappears in four images. The real Strider will
| name    = Vajra
kick down. The location Strider kicks down is determined by the kick used. 
| input    = QCB + K
Just another one of Strider's unnecessary moves. It's got it's uses though. 
| subtitle =
Good surprise attack and if you hit the opponent (blocking or not), you
| image    =
don't have to worry much about counter attack.  If an opponent jumps in on
| caption =
you, try anticipating it and do this move to disappear just as they attack
| linkname = QCB
you and then reappear kicking them in the head!  Basically a show off move.
| data =
  {{AttackData-Marvel vs Capcom
  | subtitle    =
  | Damage      =
  | Guard      =
  | Startup    =
  | Active      =
  | Recovery    =
  | Total      =
  | Hit Adv    =
  | Block Adv  =
  | Property    = Ground/air
  | description = Strider teleports to the middle of the screen as four other illusion Strider's do a diving kick at the same time.
  }}
}}


Teleport (ground):
===== <span class="invisible-header"></span> =====
RDP (reverse of DP) + any button
{{MoveData
Strider disappears and then reappears. Magic!  The button used determines
| name    = Heki Hari Tsuki
where he reappears. Just imagine placing the buttons on the screen and  
| input    = QCF + P
you'll know where he'll reappear for which button (yeah I know, bad
| subtitle =
explanation). Don't do this move randomly as it has recovery time, but use
| image    =
it as a cross up move or as an escape move.
| caption  =
| linkname = QCF
| data  =
  {{AttackData-Marvel vs Capcom
  | subtitle    =
  | Damage      =
  | Guard      =
  | Startup    =
  | Active      =
  | Recovery    =
  | Total      =
  | Hit Adv    =
  | Block Adv  =
  | Property    = Ground/air
  | description = Strider jumps back to the wall behind him as he can climb and slash from there. From here, Strider has several actions he can do:
* He can move up or down the wall at will. (8/2)
* He can jump to the other side of the screen and besides traveling, this will refresh the time he remains on the wall. (46)
* He can jump off. (6)
* He can slash away similar to how he does in Strider 2 and remain stationary. (P)
* He can kick downwards from the wall while still clinging to it, although he will slide down. (2 + K)
* He can kick on an angle, jumping off the wall in the process. Kick strength changes how far he goes to kick.
}}
}}


Sliding Kick (ground):
===== <span class="invisible-header"></span> =====
OC + RK
{{MoveData
Good quick surprise move. Strider slides along the floor foot first and will
| name    = Warp
knock down his opponent. Use it when you are about ½ of the screen away as
| input    = RDP + P/K
it has recovery time.
| subtitle =
| image    =
| caption  =
| linkname = RDP
| data =
  {{AttackData-Marvel vs Capcom
  | subtitle    =
  | Damage      =
  | Guard      =
  | Startup    =
  | Active      =
  | Recovery    =
  | Total      =
  | Hit Adv    =
  | Block Adv  =
  | Property    = Ground
  | description = Strider teleports to various parts of the screen. Strength changes where Strider teleports. P goes high and K goes low.
  }}
}}


==Hyper Combos==
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{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 which can hit the opponent and every time he attacks, the satellites throw out sharp circular rings until time is over.
}}
}}


SUPERS:
===== <span class="invisible-header"></span> =====
Uroburos (ground):
<font style="visibility:hidden" size="0"></font>
QCF + PP
{{MoveData
One of the most useful frigging supers in the whole game. Strider forms two
|image=
satellites that revolve around him. The satellites will pull in opponents
|subtitle=DP + PP
and you can't launch them or knock them away so keep doing chain after chain
|caption=
of hits and specials on them! When Strider attacks, the satellites will also
|name=Ragnarok
shoot out rings of energy but the satellites themselves are the only ones
|data=
that will do chipping damage. The satellites will stop or trade hits with
{{AttackData-Marvel vs Capcom
everything except for beam-type supers! For example, I walked next to a
  |Damage=
downed Ryu while this super was activated. He did the Shin-Shoryuken as he
  |Guard=
got up and hit me once but the Uroburos stopped him from pulling off the rest
|Startup=
of the hits! Another Strider tried to do his Legion move on me while it was
  |Active=
activated and the tigers and animals just bounced off!
|Recovery=
This stopped Ryu in mid Shoryu Reppa!  My best advice is that if you don't
  |Total=
have a beam super, just super jump and keep away while he's got this super
  |Hit Adv=
activated!  If your opponent doesn't super jump and just sits there and
  |Block Adv=
blocks, try teleporting right behind them to cross them up. If you connect,
|Property=Ground super
try timing it so that when the Uroburos disappear, you've called a helper
  |description=Strider runs forward with a command grab and once it connects, four other Striders do Excaliburs on the opponent coming from all sides and they finish it off with a Vajra and a Warp down to the opponent.
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):
===== <span class="invisible-header"></span> =====
QCF + KK
<font style="visibility:hidden" size="0"></font>
Strider points and many, many mechanical tigers and eagles rush forward
{{MoveData
filling up the entire screen. The eagles can even slightly track the
|image=
opponent if they super jump straight up.  Basically, it's his chipping super
|subtitle=QCF + KK
although if timed right, you can cross up an opponent with this by
|caption=
calling this just as they are jumping behind you. Comes out a bit slow
|name=Legion
though so don't expect to hit many people with this.
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|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.
  }}
}}


Ragnarok (ground):
= Strategy =
DP  + PP
==Basic Tips==
His auto-combo super.  Looks awesome but is hard as hell to connect.  Strider
=Move List=
will pose and then run forward and try to grab his opponent.  If he connects,
Launchers: c.HP
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:
Magic Series: Hunter Series across all moves
He does the Legion super


Variable Counter Move:
AC Finisher: HP, HK, Excalibur (air qcf +P/K) (if enough hits connect), Ghram (air dp + P)
He does his JP Ame No Murakamo


* He has double jump ability and can jump off wall
==Advanced==
==Team Setups==
'''Striderine'''
{|
|-style="text-align:left;"
! Pros !! Cons
|- style="vertical-align:top;text-align:left"
| style="width: 50%;"|
* Double the rushdown
* Consistent, high damage
* Constant blockstring pressure
| style="width: 50%;"|
* Almost no long ranged zoning
* Meter hungry team
|-
|}


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


Intermediate Combos
'''Unconventional Team: Strider Morrigan'''
1) j. SK, j. FP, SP, FK, FP, RK, cancel Ghram
{|
Way too much damage done here!
|-style="text-align:left;"
! Pros !! Cons
|- style="vertical-align:top;text-align:left"
| style="width: 50%;"|
* Capable of both rushdown and zoning
* Great mobility at all times
* Solid pokes
* Good Duo Team setups
| style="width: 50%;"|
* Damage is often low
* Meter hungry team
* Steeper learning curve
* You'll probably use Strider more, anyways
|-
|}


2) j. SK, j. FP, SP, c. FP, sj. JP, sj. SK, sj. SP, sj. FK, AC Finisher
This is an uncommon team, but a team that Lichmassacre (one of the main MVC1 wiki editors, however relevant that may be) like to use when he plays 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 - zone with Morrigan and move around fishing for hit confirms, while Strider rakes in the big damage with meter. 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.


Hard Combos
= Combos =
1) j. JP, j. SK, j. FP, dash, JP, SK, SP, FK, FP, RK, cancel Ghram
{| border="1em" cellpadding="3" cellMPacing="0"
Even more damage done here!
| align="center"|'''Combo'''
| align="center"|'''Damage'''
| align="center"|'''Notes'''
|-
| align="center"|'''Easy Combos'''
| align="center"|-
| align="center"|-
|-
|c.MK > c.HK > LP Ame No Murakamo (qcf + LP) (OTG)
|
|
|-
|dash > s.LP > s.LK > s.MP > s.MK > s.HP > c.HK > LP Ame No Murakamo (qcf + LP) (OTG)
|
|
|-
| align="center"|'''Moderate Combos'''
| align="center"|-
| align="center"|-
|-
|j.LK > j.HP, s.MP > s.MK > s.HP > s.HK > Ghram (dp + P/K)
|
|
|-
|j.LK > j.HP > cr.LK > c.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 > s.HK > Ghram (dp + P/K)


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
|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
work after the extra JP though.  Try different variations of the combo.
|
|
|-
|Uroburos (qcf + PP), ( s.LP > s.LK > s.MP > s.MK > s.HP > c.HK > Ghram (dp + P/K)) x N, Ragnarok (dp + PP) / Legion (qcf + KK)
|
|
|-
|}


3) Uroburos, JP, SK, SP, FK, FP, RK, Ghram, repeat, Ragnarok/Legion
{{Navbox-MVC1}}
Depending on how early you hit them with the Uroburos, hit them with as many
[[Category:Marvel vs Capcom]]
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!

Latest revision as of 01:41, 1 July 2024

Mvc1strider.gif

Introduction

Needs updated pros/cons.

Strengths Weaknesses
  • Tons of combo finishers
  • Can double jump during Aerial Rave
  • Blade Specials can OTG
  • Fast, mobile, and overall great rushdown pressure
  • Very nimble
  • 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
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Strider summons his leopard to run towards the opponent that can act as a ground projectile.

Formation B
[4]~6 + P
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground (Summon); Ground/air (Fire)

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
[4]~6 + K
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

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
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground/air

Strider rushes forward as he does a standing HK right after. Strength changes how far Strider runs.

Excalibur
Air QCF + P/K
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Air

Strider does a dash in the air that does multiple hits. The strength of the button changes the angle of the dash. P rushes up and K rushes down.

Ghram
DP + P/K
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground (P/K); Air (P)

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.

Vajra
QCB + K
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground/air

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

Heki Hari Tsuki
QCF + P
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground/air

Strider jumps back to the wall behind him as he can climb and slash from there. From here, Strider has several actions he can do:

  • He can move up or down the wall at will. (8/2)
  • He can jump to the other side of the screen and besides traveling, this will refresh the time he remains on the wall. (46)
  • He can jump off. (6)
  • He can slash away similar to how he does in Strider 2 and remain stationary. (P)
  • He can kick downwards from the wall while still clinging to it, although he will slide down. (2 + K)
  • He can kick on an angle, jumping off the wall in the process. Kick strength changes how far he goes to kick.
Warp
RDP + P/K
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Strider teleports to various parts of the screen. Strength changes where Strider teleports. P goes high and K goes low.

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 which can hit the opponent 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 do Excaliburs on the opponent coming from all sides and they finish it off with a Vajra and a Warp down to the opponent.

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, Excalibur (air qcf +P/K) (if enough hits connect), Ghram (air dp + P)

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 Ouroboros, 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.

Unconventional Team: Strider 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 Lichmassacre (one of the main MVC1 wiki editors, however relevant that may be) like to use when he plays 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 - zone with Morrigan and move around fishing for hit confirms, while Strider rakes in the big damage with meter. 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 (qcf + LP) (OTG)
dash > s.LP > s.LK > s.MP > s.MK > s.HP > c.HK > LP Ame No Murakamo (qcf + LP) (OTG)
Moderate Combos - -
j.LK > j.HP, s.MP > s.MK > s.HP > s.HK > Ghram (dp + P/K)
j.LK > j.HP > cr.LK > c.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 > s.HK > Ghram (dp + P/K)
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 (qcf + PP), ( s.LP > s.LK > s.MP > s.MK > s.HP > c.HK > Ghram (dp + P/K)) x N, Ragnarok (dp + PP) / Legion (qcf + KK)

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