Marvel vs Capcom 2/Strider: Difference between revisions

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= Introduction =
{{MVC2 Character Intro|char= strider|full=Strider Hiryu|short=SRD|content=
== Introduction ==


= Moves List =
Strider Hiryu is a ninja from the Capcom game Strider. He wields a long plasma sword called Cypher and summons many robot animal helpers. In keeping with his ninja theme, he is very mobile and can teleport around the screen. He seems like he could zone with his animals but his biggest strength comes from his Ouroboros super (aka Orbs), which allows him to put out projectiles while he attacks and lockdown the opponent.


== Normal Moves ==
Strider is not an easy character to pick up because of his low health and tricky execution and he also needs a team built around him to get the most out of his orbs super. Strider is a great pick if you want a cool, tricky character that has a very unique playstyle.


== Special Moves ==
'''TO-DO''': Add frame data, as well as missing sprites
== Gameplay ==
{{2 Column Flex|flex1=6|flex2=4
|content1=
{{Content Box|content='''Strider''' is a rushdown/trap character who can use his Ouroboros super to lockdown the opponent. His main strengths is his relentless pressure but his weakness is his reliance on meter and his health.
{{ProConTable
|pros=
* '''Orbs:''' Ouroboros gives control of the screen and huge pressure while active.
* '''Sword normals:''' Strider has amazing hitboxes and good range.
* '''Mobility:''' Strider doesn't have airdashes but he has quick dashes, a double jump, and teleports to move around.
* '''Trap lockdown:''' With the right assists, Strider can force opponents to block indefinitely.
|cons=
* '''Paper health:''' Strider has a 125% damage modifier, a solid hit will make his health bar disappear.
* '''Execution required:''' Strider's motion inputs overlap in awkward ways. Accidentally doing the wrong teleport, wrong super, or wrong special can open him to a big punish.
* '''Strict team composition:''' Strider needs Doom rocks to really bring out his trap potential.
}}
}}
|content2=
{{Content Box|content=
<center><youtube>https://youtu.be/GGm1u-uPeyg?si=owhi_XgLIOKCnY-o</youtube></center>
}}
}}
}}


== Super Moves ==
== Character Summary ==
{{3 Column Flex
|content1=
{{Content Box|header=Special Moves|content=
;Ame no Murakumo
*{{qcf}}+{{p}}
;Excalibur
*{{qcf}}+{{p}} or {{k}} {{air}}
;Gram
*{{dp}}+{{p}} {{airok}}
;Low Gram
*{{dp}}+{{k}}
;Warp
* {{rdp}}+{{p}} or {{k}}
;Vajra
* {{qcb}}+{{k}}
;Formation A
*{{qcf}}+{{k}}
;Formation B
*Charge {{b}},{{f}}+{{p}} Do again to release (Release is {{airok}})
;Formation C
*Charge {{b}},{{f}}+{{k}}
;Kabe Hari Tsuki
* {{qcb}}+{{p}}
During Kabe Hari Tsuki: {{u}}/{{d}}, {{p}}, {{k}}, {{d}}+{{k}}, or ({{b}},{{f}})
;Double Jump
* While in the air: {{u}} {{air}}
;Wall bounce
* While touching a wall: {{f}} (away from the wall). {{air}}
}}
|content2=
{{Content Box|header=Hyper Combos|content=
;Ouroboros
*{{qcf}}+{{lp}}+{{hp}}
;Ragnarok
*{{dp}}+{{lp}}+{{hp}}
;Legion
*{{qcf}}+{{lk}}+{{hk}}
}}
|content3=
{{Content Box|header=Assist Types|content=
;Type α - Ground Type
*Assist: {{hp}} Ame no Murakumo
*Counter: {{hp}} Ame no Murakumo
*Combination: Legion
;Type β - Variety Type
*Assist: {{hk}} Vajra
*Counter: {{hk}} Vajra
*Combination: Legion
;Type γ - Projectile Type
*Assist: {{hk}} Formation A
*Counter: {{hk}} Formation A
*Combination: Legion
}}
}}


== Assist Moves ==
== Moves List ==


= The Basics =
=== Assists ===
{{MoveData
|image=
|caption= Type α
|name= Ground Type
|linkname= 
|input= A1 // A2
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard= 
|Special Property= 
|Cancel= 
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Strider does {{hp}} Ame no Murakumo.
}}
}}<br>
{{MoveData
|image=
|caption= Type β
|name= Variety Type
|linkname= 
|input= A1 // A2
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard= 
|Special Property= 
|Cancel= 
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= {{hk}} Vajra. Useful inside of blockstrings and combos. This is his most useful assist. you won't be calling strider as an assist much to begin with thanks to his low health, but this can be a very useful asset mid combos thanks to its high damage & pop-up -> knockdown hitstun
}}
}}<br>
{{MoveData
|image=
|caption= Type γ
|name= Projectile Type
|linkname= 
|input= A1 // A2
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard= 
|Special Property= 
|Cancel= 
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=Strider gives them the bird ({{hk}} Formation A).
}}
}}<br>


= Advanced Strategy =
=== Normal Moves ===
-When grounded, Strider has the Hunter type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}} > {{lk}} > {{mp}} > {{mk}} > {{hp}} > {{hk}} cancel tree.




[[Category:Marvel Vs. Capcom 2]]
==== Ground Normals ====
[[Category:Strider]]
 
{{MoveData
|image= MVC2_Strider_5LP_01.png
|caption=
|name= Light Punch
|linkname= 5LP
|input= 5{{lp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
 
{{MoveData
|image= MVC2_Strider_5MP_01.png
|caption=
|name= Medium Punch
|linkname= 5MP
|input= 5{{lp}} after a {{lp}} or {{lk}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
 
{{MoveData
|image= MVC2_Strider_5HP_01.png
|caption=
|name= Heavy Punch
|linkname= 5HP
|input= 5{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=Excellent priority at the tip.
}}
}}<br>
{{MoveData
|image= MVC2_Strider_5LK_01.png
|caption=
|name= Light Kick
|linkname= 5LK
|input= 5{{lk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
 
{{MoveData
|image= MVC2_Strider_5MK_01.png
|caption=
|name= Medium Kick
|linkname= 5MK
|input= 5{{lk}} after a {{lk}} or {{mp}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
 
{{MoveData
|image= MVC2_Strider_5HK_01.png
|caption=
|name= Heavy Kick
|linkname= 5HK
|input= 5{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=Excellent priority at the tip.
}}
}}<br>
 
{{MoveData
|image= MVC2_Strider_2LP_01.png
|caption=
|name= Crouching Light Punch
|linkname= 2LP
|input= 2{{lp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
 
{{MoveData
|image= MVC2_Strider_2MP_01.png
|caption=
|name= Crouching Medium Punch
|linkname= 2MP
|input= 2{{lp}} after a {{lp}} or {{lk}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
 
{{MoveData
|image= MVC2_Strider_2HP_01.png
|image2= MVC2_Strider_2HP_02.png
|caption=
|name= Crouching Heavy Punch
|linkname= 2HP
|input= 2{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=VERY difficult AA to stop.
}}
}}<br>
{{MoveData
|image= MVC2_Strider_2LK_01.png
|caption=
|name= Crouching Light Kick
|linkname= 2LK
|input= 2{{lk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
 
{{MoveData
|image= MVC2_Strider_2MK_01.png
|caption=
|name= Crouching Medium Kick
|linkname= 2MK
|input= 2{{lk}} after a {{lk}} or {{mp}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
 
{{MoveData
|image= MVC2_Strider_2HK_01.png
|caption=
|name= Crouching Heavy Kick
|linkname= 2HK
|input= 2{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
 
==== Air Normals ====
-When in the Normal Jump state, Strider has the Hunter type [[Marvel_vs_Capcom_2/System#The_Magic_Series|Magic Series]], meaning they can follow the {{lp}} > {{lk}} > {{mp}} > {{mk}} > {{hp}} > {{hk}} cancel tree.
 
 
{{MoveData
|image= MVC2_Strider_j.LP_01.png
|caption=
|name= Air Light Punch
|linkname= j.LP
|input= j.{{lp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
 
{{MoveData
|image= MVC2_Strider_j.MP_01.png
|caption=
|name= Air Medium Punch
|linkname= j.MP
|input= {{lp}} after a {{lp}} or {{lk}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
 
{{MoveData
|image= MVC2_Strider_j.HP_01.png
|caption=
|name= Air Heavy Punch
|linkname= j.HP
|input= j.{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
 
{{MoveData
|image= MVC2_Strider_j.LK_01.png
|caption=
|name= Air Light Kick
|linkname= j.LK
|input= j.{{lk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=j.lk is an instant overhead.
}}
}}<br>
 
{{MoveData
|image= MVC2_Strider_j.MK_01.png
|caption=
|name= Air Medium Kick
|linkname= j.MK
|input= {{lk}} after a j.{{lk}}, or j.{{mp}} connects
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
 
{{MoveData
|image= MVC2_Strider_j.HK_01.png
|caption=
|name= Air Heavy Kick
|linkname= j.HK
|input= j.{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
 
==== Command Normals ====
{{MoveData
|image= MVC2_Strider_3HK_01.png
|caption=
|name= Slide
|linkname= Slide
|input= {{df}}+{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel= None
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
 
=== Universal Mechanics ===
 
{{MoveData
|image=
|caption=
|name= Universal Launcher (Punch)
|linkname= Universal Launcher (Punch)
|input= 3{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property= Launcher (high)
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Strider's crouching {{hp}}
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Throw (Punch)
|linkname= Throw (Punch)
|input= 6{{hp}} // 4{{hp}} near opponent
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Strider does the ninja throw on the opponent into the floor.
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Throw (Kick)
|linkname= Throw (Kick)
|input= 6{{hk}} // 4{{hk}} near opponent
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Strider tosses the opponent forward.
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Air Throw (Punch)
|linkname= Air Throw (Punch)
|input= j.6{{hp}} // j.4{{hp}} near airborne opponent
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Strider does the ninja throw on the opponent into the floor.
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Variable Attack (raw tag)
|linkname= Variable Attack
|input= {{lp}}+{{lk}} // {{hp}}+{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description=
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Snap Back
|linkname= Snap Back
|input= {{qcf}} + A1 / A2
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit=
|Adv. Guard=
|Adv. Pushblock=
|description=Strider's {{hk}}
}}
}}
 
=== Special Moves ===
{{MoveData
|image=
|image2=
|caption=
|name= Ame no Murakumo
|linkname= Ame no Murakumo
|input= {{qcf}}+{{p}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Strider runs forward and slashes towards the enemy. Never use in block strings unless canceled into orbs. Has a wide cancel window. Has pretty long startup, but knocks down.
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Excalibur
|linkname= Excalibur
|input= {{qcf}}+{{p}} or {{k}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Strider kinda just goes flying around. The lp version is good for ending air combos in cases where j.HP or j.HP>j.HK won't kill. The lk version during orbs can be used to combo into his instant overhead and his hp\hk versions can be used to clip assists during funny bounces in order to land assist kill oppurtunites. Each has a unique purpose. Note, the lp version can create OTG properties with the right hit setup if strider can meet them at the floor.
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Gram (Air OK*)
|linkname= Gram
|input= {{dp}}+{{p}} or {{k}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= A very far poke that can be canceled into orbs. Basically, its 90% screen. iirc, the lp\lk versions are the easiest to cancel into orbs. Comes out fairly quick. LK and HK versions hit lower, but arent lows. Kick buttons don't work while in the air.
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Warp
|linkname= Warp
|input= {{rdp}}+{{p}} or {{k}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Strider teleports to a part of the screen based on the button. {{p}} buttons go in the air and let you act on the way down, {{k}} buttons put you very close to the ground. {{lp}} and {{lk}} are the left side of the screen; {{hp}} and {{hk}} are the right side.
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Kabe Hari Tsuki
|linkname= Kabe Hari Tsuki
|input= {{qcb}}+{{p}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Primarily, you don't want to do this move. However, it happens to every strider from time to time. Its unlikely you'll input that teleport perfectly every time, so its still good to know how the wall climb works when you do get it on accident. First off, once you get stuck on the wall there are 4 things you can do. You can hit P to slash at your opponent, hit K to jump off the wall and kick someone, hit d+k to slide down the wall and kick down and lastly, b-f input to sling to wall opposite of strider. the kick button used changes the angle he goes at
 
useful tip: if you ever get stuck on the wall, you can use the b-f twice. Once you do this, you will be immediately released from the wall and you will be able to attack and call your assist as you're falling.
 
essentially, when wall climbs happen, you have to try your best to out smart your opponent to get down safe. Strider has no advantages while on the wall. Everything has to be done in reaction to your opponents move. Since striders teleport is a staple point of his game play, this is something that every s\d player has learned to deal w\ over time because it happens.
}}
}}<br>
 
{{MoveData
|image=
|image2=
|caption=
|name= Formation A
|linkname= Formation A
|input= {{qcf}}+{{k}}
|data=
{{AttackData-MVSC2
|Damage=
|version=Tiger
|subtitle={{lk}}
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Strider summons an animal that comes running in from behind the screen and the out towards the enemy covering the ground. Pretty decent hit box on this thing. Much taller than it appears and has a wide cancel window. Quick startup.
}}
{{AttackData-MVSC2
|Damage=
|version=Eagle
|subtitle={{hk}}
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= Strider summons a bird that comes from behind the screen again. Except, this version comes on top of his head and forms a wide arching "U" on the screen. Quick startup.
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Formation B
|linkname= Formation B
|input= Charge {{b}},{{f}}+{{p}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description= One of striders least used moves while ironically its his fastest projectile. Strider summons a tiny machine with the first sonic boom. Upon the summon, the machine will hang around w\him until you tag or dhc out, if he dies or he throws it w\ another sonic boom input + p. Can be canceled orbs for practical setups. Also can be used in the air but not really recommended. The air version leaves him in a very vulnerable state since it has bad recovery frames. Bad block stun frames.
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Formation C
|linkname= Formation C
|input= Charge {{b}},{{f}}+{{k}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup=
|Active=
|Recovery=
|Guard=
|Special Property=
|Cancel=
|Adv. Hit= -
|Adv. Guard= -
|Adv. Pushblock= -
|description=  The bombs. A very useful tool and from my experience, its useful in all of his fights. Some more than others but very useful none the less. Can be canceled into orbs, average\great block stun time, horrible recovery unless canceled into. Strider summons a bomb from off the screen. The lk version lands next to him and the RH version goes 90% screen. When you summon the bomb, it cannot be destroyed. It can only be destroyed when the bomb has the parachute on it as its descending. The best feature of the bomb is its explosion animation which lasts for a quite a while. Even once the animation has totally disappeared, there are still active hit box frames for 2-3 frames estimating after that.
}}
}}<br>
 
=== Hyper Combos ===
 
{{MoveData
|image=
|caption=
|name= Ouroboros
|linkname= Ouroboros
|input= {{qcf}}+{{lp}}+{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard=
|Special Property= 
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Striders best super. Upon activation, he gets 2 machines that rotate around him. As the punch buttons are pressed, each of the machines will shoot 1 projectile in the form of a ring. Depending where they are in relation to strider as the spin, determines where the rings will be released from.
}}
}}<br>
 
{{MoveData
|image=
|caption=
|name= Ragnarok
|linkname= Ragnarok
|input= {{dp}}+{{lp}}+{{hp}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard=
|Special Property= 
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= Strider dashes forward and does a hit grab super. Nothing too much to report. Yes there are some setups but for the most part, you don't want to use this seeing how you need bar for his orbs.
 
This is a fancy finisher but beware of the motion overlap with Ragnarok and Ouroboros. You can lose entire games off of this missed input.
}}
}}<br>
 
{{MoveData
|image=
|caption= What's that?!
|name= Legion
|linkname= Legion
|input= {{qcf}}+{{lk}}+{{hk}}
|data=
{{AttackData-MVSC2
|Damage=
|Startup= 
|Active= 
|Recovery= 
|Guard=
|Special Property= 
|Cancel=
|Adv. Hit= 
|Adv. Guard= 
|Adv. Pushblock= 
|description= To an extent, striders 2nd best super. Although, most of his supers are supposed to be used for his orbs, this super has very quick activation time. Since strider is often paired with sentinel, you can use it to dhc combo into hsf very easily off a magic series, s.fp
}}
}}<br>
 
== Other ==
=== Colors ===
First row: LP, HP, A1. Second row: LK, HK, A2.
 
[[Image:Mvc2-strider.png]]
 
 
{{Navbox-MVC2}}
[[Category: Marvel Vs. Capcom 2]]

Latest revision as of 11:03, 15 October 2024

Introduction

Strider Hiryu is a ninja from the Capcom game Strider. He wields a long plasma sword called Cypher and summons many robot animal helpers. In keeping with his ninja theme, he is very mobile and can teleport around the screen. He seems like he could zone with his animals but his biggest strength comes from his Ouroboros super (aka Orbs), which allows him to put out projectiles while he attacks and lockdown the opponent.

Strider is not an easy character to pick up because of his low health and tricky execution and he also needs a team built around him to get the most out of his orbs super. Strider is a great pick if you want a cool, tricky character that has a very unique playstyle.

TO-DO: Add frame data, as well as missing sprites

Gameplay

Strider is a rushdown/trap character who can use his Ouroboros super to lockdown the opponent. His main strengths is his relentless pressure but his weakness is his reliance on meter and his health.

Strengths Weaknesses
  • Orbs: Ouroboros gives control of the screen and huge pressure while active.
  • Sword normals: Strider has amazing hitboxes and good range.
  • Mobility: Strider doesn't have airdashes but he has quick dashes, a double jump, and teleports to move around.
  • Trap lockdown: With the right assists, Strider can force opponents to block indefinitely.
  • Paper health: Strider has a 125% damage modifier, a solid hit will make his health bar disappear.
  • Execution required: Strider's motion inputs overlap in awkward ways. Accidentally doing the wrong teleport, wrong super, or wrong special can open him to a big punish.
  • Strict team composition: Strider needs Doom rocks to really bring out his trap potential.
MVC2 strider art.png

Character Summary

Special Moves

Ame no Murakumo
  • Qcf.png+P.png
Excalibur
  • Qcf.png+P.png or K.png Air.png
Gram
  • Dp.png+P.png Airok.png
Low Gram
  • Dp.png+K.png
Warp
  • Rdp.png+P.png or K.png
Vajra
  • Qcb.png+K.png
Formation A
  • Qcf.png+K.png
Formation B
  • Charge B.png,F.png+P.png Do again to release (Release is Airok.png)
Formation C
  • Charge B.png,F.png+K.png
Kabe Hari Tsuki
  • Qcb.png+P.png

During Kabe Hari Tsuki: U.png/D.png, P.png, K.png, D.png+K.png, or (B.png,F.png)

Double Jump
  • While in the air: U.png Air.png
Wall bounce
  • While touching a wall: F.png (away from the wall). Air.png
Hyper Combos

Ouroboros
  • Qcf.png+Lp.png+Hp.png
Ragnarok
  • Dp.png+Lp.png+Hp.png
Legion
  • Qcf.png+Lk.png+Hk.png
Assist Types

Type α - Ground Type
  • Assist: Hp.png Ame no Murakumo
  • Counter: Hp.png Ame no Murakumo
  • Combination: Legion
Type β - Variety Type
  • Assist: Hk.png Vajra
  • Counter: Hk.png Vajra
  • Combination: Legion
Type γ - Projectile Type
  • Assist: Hk.png Formation A
  • Counter: Hk.png Formation A
  • Combination: Legion

Moves List

Assists

Ground Type
A1 // A2
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Strider does Hp.png Ame no Murakumo.


Variety Type
A1 // A2
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Hk.png Vajra. Useful inside of blockstrings and combos. This is his most useful assist. you won't be calling strider as an assist much to begin with thanks to his low health, but this can be a very useful asset mid combos thanks to its high damage & pop-up -> knockdown hitstun


Projectile Type
A1 // A2
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Strider gives them the bird (Hk.png Formation A).


Normal Moves

-When grounded, Strider has the Hunter type Magic Series, meaning they can follow the Lp.png > Lk.png > Mp.png > Mk.png > Hp.png > Hk.png cancel tree.


Ground Normals

Light Punch
5Lp.png
MVC2 Strider 5LP 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Medium Punch
5Lp.png after a Lp.png or Lk.png connects
MVC2 Strider 5MP 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Heavy Punch
5Hp.png
MVC2 Strider 5HP 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Excellent priority at the tip.


Light Kick
5Lk.png
MVC2 Strider 5LK 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Medium Kick
5Lk.png after a Lk.png or Mp.png connects
MVC2 Strider 5MK 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Heavy Kick
5Hk.png
MVC2 Strider 5HK 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Excellent priority at the tip.


Crouching Light Punch
2Lp.png
MVC2 Strider 2LP 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Medium Punch
2Lp.png after a Lp.png or Lk.png connects
MVC2 Strider 2MP 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Heavy Punch
2Hp.png
MVC2 Strider 2HP 01.png
MVC2 Strider 2HP 02.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

VERY difficult AA to stop.


Crouching Light Kick
2Lk.png
MVC2 Strider 2LK 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Medium Kick
2Lk.png after a Lk.png or Mp.png connects
MVC2 Strider 2MK 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Heavy Kick
2Hk.png
MVC2 Strider 2HK 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Normals

-When in the Normal Jump state, Strider has the Hunter type Magic Series, meaning they can follow the Lp.png > Lk.png > Mp.png > Mk.png > Hp.png > Hk.png cancel tree.


Air Light Punch
j.Lp.png
MVC2 Strider j.LP 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Medium Punch
Lp.png after a Lp.png or Lk.png connects
MVC2 Strider j.MP 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Heavy Punch
j.Hp.png
MVC2 Strider j.HP 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Light Kick
j.Lk.png
MVC2 Strider j.LK 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

j.lk is an instant overhead.


Air Medium Kick
Lk.png after a j.Lk.png, or j.Mp.png connects
MVC2 Strider j.MK 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Air Heavy Kick
j.Hk.png
MVC2 Strider j.HK 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Command Normals

Slide
Df.png+Hk.png
MVC2 Strider 3HK 01.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- None - - -


Universal Mechanics

Universal Launcher (Punch)
3Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
Launcher (high) - - - -

Strider's crouching Hp.png


Throw (Punch)
6Hp.png // 4Hp.png near opponent
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Strider does the ninja throw on the opponent into the floor.


Throw (Kick)
6Hk.png // 4Hk.png near opponent
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Strider tosses the opponent forward.


Air Throw (Punch)
j.6Hp.png // j.4Hp.png near airborne opponent
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Strider does the ninja throw on the opponent into the floor.


Variable Attack (raw tag)
Lp.png+Lk.png // Hp.png+Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Snap Back
Qcf.png + A1 / A2
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Strider's Hk.png

Special Moves

Ame no Murakumo
Qcf.png+P.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Strider runs forward and slashes towards the enemy. Never use in block strings unless canceled into orbs. Has a wide cancel window. Has pretty long startup, but knocks down.


Excalibur
Qcf.png+P.png or K.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Strider kinda just goes flying around. The lp version is good for ending air combos in cases where j.HP or j.HP>j.HK won't kill. The lk version during orbs can be used to combo into his instant overhead and his hp\hk versions can be used to clip assists during funny bounces in order to land assist kill oppurtunites. Each has a unique purpose. Note, the lp version can create OTG properties with the right hit setup if strider can meet them at the floor.


Gram (Air OK*)
Dp.png+P.png or K.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

A very far poke that can be canceled into orbs. Basically, its 90% screen. iirc, the lp\lk versions are the easiest to cancel into orbs. Comes out fairly quick. LK and HK versions hit lower, but arent lows. Kick buttons don't work while in the air.


Warp
Rdp.png+P.png or K.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Strider teleports to a part of the screen based on the button. P.png buttons go in the air and let you act on the way down, K.png buttons put you very close to the ground. Lp.png and Lk.png are the left side of the screen; Hp.png and Hk.png are the right side.


Kabe Hari Tsuki
Qcb.png+P.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Primarily, you don't want to do this move. However, it happens to every strider from time to time. Its unlikely you'll input that teleport perfectly every time, so its still good to know how the wall climb works when you do get it on accident. First off, once you get stuck on the wall there are 4 things you can do. You can hit P to slash at your opponent, hit K to jump off the wall and kick someone, hit d+k to slide down the wall and kick down and lastly, b-f input to sling to wall opposite of strider. the kick button used changes the angle he goes at

useful tip: if you ever get stuck on the wall, you can use the b-f twice. Once you do this, you will be immediately released from the wall and you will be able to attack and call your assist as you're falling.

essentially, when wall climbs happen, you have to try your best to out smart your opponent to get down safe. Strider has no advantages while on the wall. Everything has to be done in reaction to your opponents move. Since striders teleport is a staple point of his game play, this is something that every s\d player has learned to deal w\ over time because it happens.


Formation A
Qcf.png+K.png
Tiger
Lk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Strider summons an animal that comes running in from behind the screen and the out towards the enemy covering the ground. Pretty decent hit box on this thing. Much taller than it appears and has a wide cancel window. Quick startup.

Eagle
Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Strider summons a bird that comes from behind the screen again. Except, this version comes on top of his head and forms a wide arching "U" on the screen. Quick startup.


Formation B
Charge B.png,F.png+P.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

One of striders least used moves while ironically its his fastest projectile. Strider summons a tiny machine with the first sonic boom. Upon the summon, the machine will hang around w\him until you tag or dhc out, if he dies or he throws it w\ another sonic boom input + p. Can be canceled orbs for practical setups. Also can be used in the air but not really recommended. The air version leaves him in a very vulnerable state since it has bad recovery frames. Bad block stun frames.


Formation C
Charge B.png,F.png+K.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

The bombs. A very useful tool and from my experience, its useful in all of his fights. Some more than others but very useful none the less. Can be canceled into orbs, average\great block stun time, horrible recovery unless canceled into. Strider summons a bomb from off the screen. The lk version lands next to him and the RH version goes 90% screen. When you summon the bomb, it cannot be destroyed. It can only be destroyed when the bomb has the parachute on it as its descending. The best feature of the bomb is its explosion animation which lasts for a quite a while. Even once the animation has totally disappeared, there are still active hit box frames for 2-3 frames estimating after that.


Hyper Combos

Ouroboros
Qcf.png+Lp.png+Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Striders best super. Upon activation, he gets 2 machines that rotate around him. As the punch buttons are pressed, each of the machines will shoot 1 projectile in the form of a ring. Depending where they are in relation to strider as the spin, determines where the rings will be released from.


Ragnarok
Dp.png+Lp.png+Hp.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Strider dashes forward and does a hit grab super. Nothing too much to report. Yes there are some setups but for the most part, you don't want to use this seeing how you need bar for his orbs.

This is a fancy finisher but beware of the motion overlap with Ragnarok and Ouroboros. You can lose entire games off of this missed input.


Legion
Qcf.png+Lk.png+Hk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

To an extent, striders 2nd best super. Although, most of his supers are supposed to be used for his orbs, this super has very quick activation time. Since strider is often paired with sentinel, you can use it to dhc combo into hsf very easily off a magic series, s.fp


Other

Colors

First row: LP, HP, A1. Second row: LK, HK, A2.

Mvc2-strider.png



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