User:Hypergrav/sandbox: Difference between revisions

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;Double Jump
* While in the air: {{u}} {{air}}
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Revision as of 18:09, 16 July 2024

MvC2 Character Wiki Page Template

Introduction

Strider for the most part is not for beginners or for those with limited execution. He takes a very deep understanding of the engine to manipulate his trap to perfection. On top of that, its very easy to cancel a dog\bird into a grab super w\o perfect buffers and all teleport inputs must be put in precisely. Other wise, he'll end up on the wall and that's not a place where you want to be as a Strider player.

Aside from execution, he doesn't play quite like anyone else. He doesn't have an air dash so he can't overhead all that well, only when he has orbs can he do this and be truly effective. His biggest problem is constantly gaining bar to perform his trap so essentially, your goal is build bar while trapping.

Usually, Strider based teams are Doom-centric for their assists. Meaning that the entire team revolves around Doom as your only useful assist. Coming from a few years of Strider experience, Striders assists are damn near useless to an extent. You don't really want to use him because for starters, his assists suck ass. Secondly, if he gets glanced, he's bleeding and in the hospital. Its just not worth the risk to get him hurt because he IS the team. All Strider teams for the most part are there to help aid Strider to become purely effective @ the expense of the other 2 characters.

strider\sent\doom seems to be the strongest version of a Strider team in the game. Since doom is the main assist and IS NOT invincible. Its inevitable that he will lose cleanly to those assist who have it or can extend a hit box into his sprite box. In the scope of top tier play, this is mainly quite a few characters. You'll have to play very sneaky and smart to make up for this handicap.

Strider really shines because of the complexity of dealing with all his options. Its very easy to overwhelm someone who is not accustomed to a competent s\d. He literally shuts the game down with his super. Add to the fact that you can't name more than 3 well known Strider players and the amount of players that are able to really fight s\d are rare. IMO, it has a value to it that's not easily accessible to most people because most people aren't willing to play s\d because it's too hard.

shoultzula

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, 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.


Vareity 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.


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


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

Excellent priority at the tip.


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


Medium Kick
5Lk.png after a Lp.png, Lk.png, or Mp.png connects
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Heavy Kick
5Hk.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
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
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


Crouching Heavy Punch
2Hp.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
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


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


Crouching Heavy Kick
2Hk.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
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
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -


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


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

j.lk is an instant overhead.


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


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


Command Normals

Slide
Df.png+Hk.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) - - - -

Jill's crouching Hp.png but 1 frame faster.


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

Jill grapples her opponent and pulls out a knife, slashing them while jumping back. Throws 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
- - - - -

Same as Jill's standard throw.


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
- - - - -

Jill's standing Hk.png. Jill's snapback is very fast.

Special Moves

Charging STARS
Qcf.png+P.png
Lp.png Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Jill does a quick shoulder tackle, travelling about half screen.

Useful as a combo filler or to stay in. Hits otg.

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

Jill does her shoulder tackle, going full screen. Can work as a pseudo air dash, though the recovery is long.

Hold Hp.png to charge, the Hp.png always comes out when charging unless it was cancelled into or negative edge was used. Just a weird quirk of the move.

Does 2 hits uncharged, requires ~3 seconds to start adding hits. No exact numbers but seems to have diminishing returns on the charge. 1 hit a second for first 3, 1 hit every other second for 6, then 3 seconds a hit. It maxes out at 26 hits, which takes maybe 45 seconds to build; does 46 damage to Cable.

This move requires that you hold Hp.png the whole time, so you can't use your standard launch combo while charging. It is also difficult to combo into.


Return Fire
Hcb.png+P.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Counters non-projectile physical attacks. Jill will counter attack with a push. If the push hits, she pulls out a gun and shoots up to 10 times. Mash P.png for more hits.

This is a high risk, low return move. Can be useful if you predict someone will mash out but be aware that even if it triggers you are not always guaranteed to get the push to work. Extremely funny if you finish someone with this move.


Grenade Launcher
Dp.png+P.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

Jill pulls out a grenade launcher and fire it in an arc. Lp.png is a lower shot and Hp.png goes higher up. Hold P.png to delay the explosion.

The explosion has 2 hits, the first does almost no damage and the center of the explosion does the rest. The actual area covered is small, so this attack is more about controlling space than doing damage.

Hp.png version used on point or as an assist are useful for creating a guard break scenario in the corner.


Zombie Escape
Qcb.png+K.png
Grab Zombie
Lk.png
Damage Startup Active Recovery Guard
- - - - -
Special Property Cancel Adv. Hit Adv. Guard Adv. Pushblock
- - - - -

A zombie is on the loose! This zombie will walk forward half the stage's length and will grab an opponent and hold them there if it gets close enough. Jill can attack the zombie to knock it down, knocked down zombies still grab but are immobile.

The zombie always appears at the end of the screen behind Jill, this makes it a useful way to catch a rolling opponent. Zombies are not durable, they are easily stopped by enemy attacks or projectiles. The grab zombie is more of a setup tool than a zoning tool. Knocked down zombies can discourage dashing in.

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

A zombie is on the loose (and it is on fire)! This zombie will walk forward half the stage's length and explode when close to the opponent; the explosion is unblockable.

The zombie always appears at the end of the screen behind Jill. Zombies are not durable, they are easily stopped by enemy attacks or projectiles. The flame zombie is useful for setting up unblockable reset sequences.


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

A zombie dog is on the loose! The dog will run from the back of the screen. Jill sees the dog and jumps over it.

Jill will wait the full distance for the dog to run by her, she will recover much faster if she is close to where the dog appears.

Fast enough to be a useful harassment tool.


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

A crow is on the loose! The crow flies forward in a downward arc. Jill sees the bird and crouches under it.

Jill will wait the full distance for the crow to pass her, she will recover much faster if she is close to where the crow appears.

Hits most characters standing, making it a useful harrassment tool. Also good for guard breaks on incoming.


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
Qcb.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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