Marvel vs Capcom 2/Strider

From SuperCombo Wiki

Introduction


Colors

LP http://i11.photobucket.com/albums/a154/magnetro/LP-25.jpg HP http://i11.photobucket.com/albums/a154/magnetro/HP-24.jpg A1 http://i11.photobucket.com/albums/a154/magnetro/A1-26.jpg

LK http://i11.photobucket.com/albums/a154/magnetro/LK-25.jpg HK http://i11.photobucket.com/albums/a154/magnetro/HK-26.jpg A2 http://i11.photobucket.com/albums/a154/magnetro/A2-26.jpg

Special Moves

qcf+p: aka running slash. Strider runs forward and slashes towards the enemy. Never use in block strings unless canceled into orbs. Has a wide cancel window. Has a pretty bad startup.

srk+p and can be performed in the air, gram. 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.

qcf+lk, dog\tiger. 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.

qcf+rh, bird\eagle. 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.

air, qcf+lp, lk, fp, rh. Strider kinda just goes flying around. The lp version is good for air combo's seeing how it does pretty solid life. The lk version during orbs can be used to combo into his instant overhead and his fp\rh version can be used to capture assists during funny bounces in order to land assist kill oppurtunites. Each has a unique purpose. Note, the lp version creates OTG properties.

shoultzula

sonic boom + p. 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.

sonic boom + lk\rh. 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 dissappeared, there are still active hit box frames for 2-3 frames estimating after that.

shoultzula

Super Moves

ouroboros: qcf+pp,aka orbs, striders best super for the most part. Upon activation, he gets 2 machines that rotate around him. As the punch buttons are pressed, each of the machines will throw 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 shot from.

Ragnarkok: srk+pp, His 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.

Animal super: qcf+KK. Never knew the name of this super but I just called it the animal super or the animal farm. To an extent, striders 2nd best super. All though, 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 shoultzula

The Basics

Advanced Strategy

Super Moves

ouroboros: qcf+pp,aka orbs, striders best super for the most part. Upon activation, he gets 2 machines that rotate around him. As the punch buttons are pressed, each of the machines will throw 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 shot from.

Ragnarkok: srk+pp, His 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.

Animal super: qcf+KK. Never knew the name of this super but I just called it the animal super or the animal farm. To an extent, striders 2nd best super. All though, 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 shoultzula