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=
}}
}}


Magic Series
===== <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=
}}
}}


Ground Magic Series: Hunter Series
===== <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=
}}
}}


Jump Magic Series: Hunter Series
===== <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=
}}
}}


Super Jump Magic Series: Hunter 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=
}}
}}


AC Finisher
===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=
}}
}}


FP, RK, Body Slash (if enough hits connect), Ghram
===== <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=
}}
}}


Bomb Drop (ground)
===== <span class="invisible-header"></span> =====
Command Normals:
<font style="visibility:hidden" size="0">j.HP</font>
Sliding Kick: DF + HK:
{{MoveData
Strider does a mini-flip into a sliding kick during his crouch
|image=
position.
|subtitle=
|caption=
|name=j.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">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=
}}
}}


Special Moves:
===== <span class="invisible-header"></span> =====
Formation A: QCF + K:
<font style="visibility:hidden" size="0">j.MK</font>
Strider summons his leopard to run towards the opponent
{{MoveData
that can act as a ground projectile.
|image=
|subtitle=
|caption=
|name=j.MK
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}


Formation B: Charge B, F + P then Charge B, F + P:
===== <span class="invisible-header"></span> =====
Strider summons a satellite to be around him. Once you do
<font style="visibility:hidden" size="0">j.HK</font>
the motion the second time, Strider summons the satellite
{{MoveData
to launch out as a projectile.
|image=
|subtitle=
|caption=
|name=j.HK
|data=
{{AttackData-Marvel vs Capcom
|Damage=
|Guard=
|Startup=
|Active=
|Recovery=
|Total=
|Hit Adv=
|Block Adv=
|Property=Ground
|description=
}}
}}


Formation C: Charge B, F + K:
===Command Normals===
Strider commands his eagle to drop a bomb to the ground.
===== <span class="invisible-header"></span> =====
K strength varies on where the bomb will be dropped.
<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=
}}
}}


Ame No Murakumo: QCF + P:
===== <span class="invisible-header"></span> =====
Strider rushes forward as he does a standing HK right after.
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|subtitle=3HK
|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.
}}
}}


Excalibur: QCF + P/K (only in air):
===Throws===
Strider does a dash in the air that does multiple hits. The
===== <span class="invisible-header"></span> =====
strength of the button varies on the angle of the dash.
<font style="visibility:hidden" size="0">Normal Throw</font>
P rushes up and K rushes down.
{{MoveData
|image=
|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=
}}
}}


Ghram: F, D, DF + P/K (also in air; P version only):
==Special Moves==
Strider does an extended version of his MP as it can reach
===== <span class="invisible-header"></span> =====
near full-screen. P version aims standing and can be used
{{MoveData
on the air and K aims crouching only.
| name    = Formation A
| input    = QCF + K
| subtitle =
| image    =
| caption  =
| 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.
}}
}}


Vagula: QCF + K:
===== <span class="invisible-header"></span> =====
Strider teleports to the middle of the screen as four other
{{MoveData
illusion Strider's do a diving kick at the same time.
| name    = Formation B
| input    = [4]~6 + P
| subtitle =
| 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.
}}
}}


Wall Cling: QCB + P:
===== <span class="invisible-header"></span> =====
Strider jumps back to the wall behind him as he can climb
{{MoveData
and slash from there. Pressing K does a diving kick from
| name    = Formation C
there too.
| input    = [4]~6 + K
| subtitle =
| image    =
| caption  =
| linkname =
| 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.
}}
}}


Teleport: B, D, DB + P/K:
===== <span class="invisible-header"></span> =====
Strider teleports from various parts of the screen.
{{MoveData
| name    = Ame No Murakumo
| input    = QCF + P
| subtitle =
| image    =
| 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.
}}
}}


===== <span class="invisible-header"></span> =====
{{MoveData
| name    = Excalibur
| input    = Air QCF + P/K
| 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.
}}
}}


Hyper Combos:
===== <span class="invisible-header"></span> =====
Ouroboros: QCF + Px2:
{{MoveData
Strider summons two satellites that surround him for
| name    = Ghram
a short amout of time and everytime he attacks, the  
| input    = DP + P/K
satellites throw out sharp circular rings until time is
| subtitle =
over.
| image    =
| caption  =
| linkname = DP
| 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.
}}
}}


Ragnarok: F, D, DF + Px2:
===== <span class="invisible-header"></span> =====
Strider runs forward with a command grab and once it
{{MoveData
connects, four other Striders doing two Excalibur's and
| name    = Vajra
finishes it off witha Formation A.
| input    = QCB + K
| subtitle =
| image    =
| caption  =
| linkname = QCB
| 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.
}}
}}


Legion: QCF + Kx2:
===== <span class="invisible-header"></span> =====
Strider does a modified extended version of his Formation
{{MoveData
A as a barrage of leopards and eagles rush in covering
| name    = Heki Hari Tsuki
the screen.
| input    = QCF + P
| subtitle =
| image    =
| 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.
}}
}}


Team Super:
===== <span class="invisible-header"></span> =====
He does the Legion super
{{MoveData
| name    = Warp
| input    = RDP + P/K
| 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.
}}
}}


Variable Counter Move:
==Hyper Combos==
He does his JP Ame No Murakamo
===== <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.
}}
}}


* He has double jump ability and can jump off wall
===== <span class="invisible-header"></span> =====
<font style="visibility:hidden" size="0"></font>
{{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 do Excaliburs on the opponent coming from all sides and they finish it off with a Vajra and a Warp down to the opponent.
}}
}}


= COMBOS =
===== <span class="invisible-header"></span> =====
Easy Combos:
<font style="visibility:hidden" size="0"></font>
{{MoveData
|image=
|subtitle=QCF + KK
|caption=
|name=Legion
|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.
}}
}}


1) c. FK, c. RK, cancel JP Ame No Murakamo (OTG)
= Strategy =
==Basic Tips==
=Move List=
Launchers: c.HP


Intermediate Combos
Magic Series: Hunter Series across all moves


1) j. SK, j. FP, SP, FK, FP, RK, cancel Ghram
AC Finisher: HP, HK, Excalibur (air qcf +P/K) (if enough hits connect), Ghram (air dp + P)
Way too much damage done here!


2) j. SK, j. FP, SP, c. FP, sj. JP, sj. SK, sj. SP, sj. FK, AC Finisher
==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
|-
|}


Hard 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.


1) j. JP, j. SK, j. FP, dash, JP, SK, SP, FK, FP, RK, cancel Ghram
'''Unconventional Team: Strider Morrigan'''
Even more 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, dash, JP, SK, SP, c. FP, sj. JP, sj. SK, sj. SP, sj. FK, sj.  
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.
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
= Combos =
quickly double jump and keep going!  It can be hard to get the double jump to
{| border="1em" cellpadding="3" cellMPacing="0"
work after the extra JP though. Try different variations of the combo.
| 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)


3) Uroburos, JP, SK, SP, FK, FP, RK, Ghram, repeat, Ragnarok/Legion
|
|
|-
|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)
|
|
|-
|}


Depending on how early you hit them with the Uroburos, hit them with as many
{{Navbox-MVC1}}
attacks as possible before doing another super at the very end of the
[[Category:Marvel vs Capcom]]
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