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=== Normal Moves === | === Normal Moves === | ||
-When grounded, | -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. | ||
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|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |description= | ||
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|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
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|Adv. Guard= | |Adv. Guard= | ||
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==== Air Normals ==== | ==== Air Normals ==== | ||
-When in the Normal Jump state, | -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. | ||
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}} | }} | ||
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Revision as of 17:53, 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 |
---|---|
|
|
Character Summary
- 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 |
- | - | - | - | - |
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 |
- | - | - | - | - |
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 |
- | - | - | - | - |
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 |
- | - | - | - | - |
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 |
- | - | - | - | - |
Universal Mechanics
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Launcher (high) | - | - | - | - | |
Jill's crouching |
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. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Same as Jill's standard throw. |
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 | |
- | - | - | - | - | |
Jill's standing |
Special Moves
![]() |
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. | ||||||
![]() |
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 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 |
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 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. |
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. 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.
|
Grab Zombie![]() |
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![]() |
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. |
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. |
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
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
45 | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Jill does a bigger version of her tackle. 10 hits. Contrary to popular belief, this move is not mash-able. Part of Jill's staple combo, her most consistent route to damage. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Jill pulls out a giant rocket launcher and fires multiple times. Close up, the rocket appearing will hit opponents into the air for a juggle. The damage on this is pretty variable, if the initial hit puts them airborne it will typically do much less damage. Needs a stable route to ensure damage but this is Jill's only real long distance attack. |
Damage | Startup | Active | Recovery | Guard | ||
---|---|---|---|---|---|---|
- | - | - | - | - | ||
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | ||
- | - | - | - | - | ||
A hole appears in the ground. If the opponent is hit, Tyrant Zombie is on the loose and rampages, hitting the opponent for a lot of damage. This move is difficult to hit with (it is blockable) but it is Jill's strongest super. Easiest used as a DHC. | ||||||
During last hit of Tyrant Escape:![]() ![]() |
Damage | Startup | Active | Recovery | Guard | |
- | - | - | - | - | ||
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | ||
- | - | - | - | - | ||
Jill fires one last rocket at Tyrant, blowing up the zombie and the opponent at the same time. This move costs a whole super and does barely any damage. Use it to secure a kill if possible, but mostly it's just a cool hidden super. |
Other
Colors
First row: LP, HP, A1. Second row: LK, HK, A2.