Marvel vs Capcom/Strider

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Introduction

Move List

Launchers: c. FP

Magic Series

Ground Magic Series: Hunter Series

Jump Magic Series: Hunter Series

Super Jump Magic Series: Hunter Series

AC Finisher

FP, RK, Body Slash (if enough hits connect), Ghram

Bomb Drop (ground)

CBF + kick

Strider will call one of his eagles to come by and drop a bomb. The location it is dropped depends on the kick used. The bomb takes a while to hit the ground and explode and Strider is fairly vulnerable during it. However, it has a few effective uses. One is keep away. Just do the SK version and if your opponent tries to come in and combo you, during the combo they'll probably be nailed by the bomb which does high damage.

Another is leading into attacks. Call the bomb to drop wherever you think your opponent will be when it comes and then rush up and attack. Another is cross up. Try calling it land on one side of your opponent and then at the last second, teleport to the other side of them! Basically, this move is about timing so try different things.

Satellite Orbit (ground): To make CBF + punch To shoot CBF + punch also. However he can shoot them off in the air. Strider creates a satellite that revolves around him. He can shoot it off just and it acts just like a regular fireball. Honestly, I think they give him this move just to screw up his combos every once in a while. I mean, I always come out of a blocking position and try to attack with a punch, but accidentally do this move instead! Still, you should try and constantly have a satellite orbiting you so you have some quick long distance move available.

Ame No Murakamo (ground): QCF + punch Strider will rush forward and take a big slash at his opponent. The distance gone depends on which punch used. This move has horrible recovery time and can be seen coming fairly easily so try not to use it too much. However, it OTG's.

Body Slash (air): QCF + punch/kick This move makes you fly forward quickly at a certain angle depending on what button used. Punch buttons will make you go up while kicks will make you go down. The weak buttons will make you go almost completely vertical while the FP/RK will make you go practically in a straight line. Bad recovery time if you don't hit but the JP version is an awesome looking AC Finisher (don't do against good rollers though!). Good surprise move in jumping and quickly pulling off either the JK or FK version.

Ghram (ground, air): DP + punch (or kick in air) Strider will, after a quick sec, take a huge slash forward that covers almost the entire width of the screen! The punch version goes above waist level while the kick version strikes below waist level. The kick version also need to be blocked low! Treat it like you would a shorter range Cap Com's Captain Fire in that you have some recovery time from it and it can be jumped over.

Vagula (ground): QCF + kick Strider points forward while calling a mechanical tiger to rush along the Groun d and attack. Works fairly well as a "fireball" except that it is just a lower one.

Wall Cling (ground): QCB + punch B, F quickly to switch walls F or kick to get off wall Strider jumps on to wall and clings to it with some sort of grappling device. He can move up and down while on the wall. He can also attack with his Cypher sword using a punch or jump kick off using a kick. The kick button used determines where he jump kicks down at. Pushing forward just makes him drop straight down. However, he can't block while doing this.

Formation A (ground): QCB + kick Strider disappears and then reappears in four images. The real Strider will kick down. The location Strider kicks down is determined by the kick used. Just another one of Strider's unnecessary moves. It's got it's uses though. Good surprise attack and if you hit the opponent (blocking or not), you don't have to worry much about counter attack. If an opponent jumps in on you, try anticipating it and do this move to disappear just as they attack you and then reappear kicking them in the head! Basically a show off move.

Teleport (ground): RDP (reverse of DP) + any button Strider disappears and then reappears. Magic! The button used determines where he reappears. Just imagine placing the buttons on the screen and you'll know where he'll reappear for which button (yeah I know, bad explanation). Don't do this move randomly as it has recovery time, but use it as a cross up move or as an escape move.

Sliding Kick (ground): OC + RK Good quick surprise move. Strider slides along the floor foot first and will knock down his opponent. Use it when you are about ½ of the screen away as it has recovery time.


SUPERS: Uroburos (ground): QCF + PP One of the most useful frigging supers in the whole game. Strider forms two satellites that revolve around him. The satellites will pull in opponents and you can't launch them or knock them away so keep doing chain after chain of hits and specials on them! When Strider attacks, the satellites will also shoot out rings of energy but the satellites themselves are the only ones that will do chipping damage. The satellites will stop or trade hits with everything except for beam-type supers! For example, I walked next to a downed Ryu while this super was activated. He did the Shin-Shoryuken as he got up and hit me once but the Uroburos stopped him from pulling off the rest of the hits! Another Strider tried to do his Legion move on me while it was activated and the tigers and animals just bounced off!

This stopped Ryu in mid Shoryu Reppa!  My best advice is that if you don't 

have a beam super, just super jump and keep away while he's got this super activated! If your opponent doesn't super jump and just sits there and blocks, try teleporting right behind them to cross them up. If you connect, try timing it so that when the Uroburos disappear, you've called a helper character that can keep hitting them while you call another Uroburos or another super! Or, you could just simply do another super while this is activated! Frigging incredible! Hulk's the only one who can get through because he's got super armor so be careful around him.

Legion (ground): QCF + KK Strider points and many, many mechanical tigers and eagles rush forward filling up the entire screen. The eagles can even slightly track the opponent if they super jump straight up. Basically, it's his chipping super although if timed right, you can cross up an opponent with this by calling this just as they are jumping behind you. Comes out a bit slow though so don't expect to hit many people with this.

Ragnarok (ground): DP + PP His auto-combo super. Looks awesome but is hard as hell to connect. Strider will pose and then run forward and try to grab his opponent. If he connects, then he flies straight up while holding them and then proceeds to quickly disappear and reappear in different places while doing many Body Slashes on his unlucky foe. Fun to watch but to hard to connect since it comes out slowly.

Team Super: He does the Legion super

Variable Counter Move: He does his JP Ame No Murakamo

  • He has double jump ability and can jump off wall

COMBOS Easy Combos: 1) c. FK, c. RK, cancel JP Ame No Murakamo (OTG)

Intermediate Combos 1) j. SK, j. FP, SP, FK, FP, RK, cancel Ghram Way too much damage done here!

2) j. SK, j. FP, SP, c. FP, sj. JP, sj. SK, sj. SP, sj. FK, AC Finisher

Hard Combos 1) j. JP, j. SK, j. FP, dash, JP, SK, SP, FK, FP, RK, cancel Ghram Even more damage done here!

2) j. SK, j. FP, dash, JP, SK, SP, c. FP, sj. JP, sj. SK, sj. SP, sj. FK, sj. JP, double jump, sj. JP, sj. SK, sj. SP, sj. FK, AC Finisher After the first sj. FK, wait a split second and then add on the JP and then quickly double jump and keep going! It can be hard to get the double jump to work after the extra JP though. Try different variations of the combo.

3) Uroburos, JP, SK, SP, FK, FP, RK, Ghram, repeat, Ragnarok/Legion Depending on how early you hit them with the Uroburos, hit them with as many attacks as possible before doing another super at the very end of the Uroburos! Or, if you have a helper like Colossus or Psylocke, call them just as the Uroburos ends and then while your helper is hitting your opponent, call another Uroburos and repeat! If that helper part actually works (seems plausible). Super death combo!