No edit summary |
Waffles ns (talk | contribs) (slight fixing for right now) |
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|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= {{hk}} Vajra. Useful inside of blockstrings and combos. This is his most useful assist. | |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> | }}<br> | ||
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|name= Medium Kick | |name= Medium Kick | ||
|linkname= 5MK | |linkname= 5MK | ||
|input= 5{{lk}} after a | |input= 5{{lk}} after a {{lk}} or {{mp}} connects | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
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|name= Crouching Medium Kick | |name= Crouching Medium Kick | ||
|linkname= 2MK | |linkname= 2MK | ||
|input= 2{{lk}} after a | |input= 2{{lk}} after a {{lk}} or {{mp}} connects | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
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|name= Air Medium Kick | |name= Air Medium Kick | ||
|linkname= j.MK | |linkname= j.MK | ||
|input= {{ | |input= {{lk}} after a j.{{lk}}, or j.{{mp}} connects | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
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|Adv. Guard= - | |Adv. Guard= - | ||
|Adv. Pushblock= - | |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 | |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> | }}<br> | ||
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|Adv. Guard= - | |Adv. Guard= - | ||
|Adv. Pushblock= - | |Adv. Pushblock= - | ||
|description= Strider kinda just goes flying around. The lp version is good for air | |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> | }}<br> | ||
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|image= | |image= | ||
|caption= | |caption= | ||
|name= Gram | |name= Gram (Air OK*) | ||
|linkname= Gram | |linkname= Gram | ||
|input= {{dp}}+{{p}} or {{k}} | |input= {{dp}}+{{p}} or {{k}} | ||
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|Adv. Guard= - | |Adv. Guard= - | ||
|Adv. Pushblock= - | |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. | |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> | }}<br> | ||
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|name= Warp | |name= Warp | ||
|linkname= Warp | |linkname= Warp | ||
|input= | |input= 421+{{p}} or {{k}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
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|Adv. Guard= - | |Adv. Guard= - | ||
|Adv. Pushblock= - | |Adv. Pushblock= - | ||
|description= Strider teleports to a part of the screen based on the button. {{p}} buttons go in the air and let you | |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> | }}<br> | ||
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|Adv. Guard= - | |Adv. Guard= - | ||
|Adv. Pushblock= - | |Adv. Pushblock= - | ||
|description= Primarily, you don't want to do this move. However, it happens to every strider from time to time. Its | |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. | 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. |
Revision as of 02:04, 17 July 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 |
---|---|
|
|
Character Summary
- Ame no Murakumo
+
- Excalibur
- Gram
+
- Low Gram
+
- Warp
+
or
- Vajra
+
- Formation A
+
- Formation B
- Charge
,
+
Do again to release (Release is
)
- Formation C
- Charge
,
+
- Kabe Hari Tsuki
+
During Kabe Hari Tsuki: /
,
,
,
+
, or (
,
)
- Double Jump
- Wall bounce
- Ouroboros
+
+
- Ragnarok
+
+
- Legion
+
+
- Type α - Ground Type
- Assist:
Ame no Murakumo
- Counter:
Ame no Murakumo
- Combination: Legion
- Type β - Variety Type
- Assist:
Vajra
- Counter:
Vajra
- Combination: Legion
- Type γ - Projectile Type
- Assist:
Formation A
- Counter:
Formation A
- Combination: Legion
Moves List
Assists
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Strider does |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
|
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Strider gives them the bird ( |
Normal Moves
-When grounded, Strider has the Hunter type Magic Series, meaning they can follow the >
>
>
>
>
cancel tree.
Ground Normals
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Excellent priority at the tip. |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Excellent priority at the tip. |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
VERY difficult AA to stop. |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
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 >
>
>
>
>
cancel tree.
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
j.lk is an instant overhead. |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Command Normals
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | None | - | - | - |
Universal Mechanics
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Launcher (high) | - | - | - | - | |
Strider's crouching |
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. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Strider tosses the opponent forward. |
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. |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Strider's |
Special Moves
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. |
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. |
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. |
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. |
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. |
Tiger![]() |
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![]() |
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. |
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. |
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
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. |
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. |
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.