Introduction
Pros:
- Tons of Normals and Aerial Specials for combo finishers
- Can Double Jump in Aerial Rave
- His Blade Specials can OTG Finish
Cons:
- He had weak stamina
- Hyper Combos don't make too much damage
- Projectile and Missile Specials can be evaded easily
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)
Move List
Normals
Ground Normals
s.LP
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
s.MP
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
s.HP
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
s.LK
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
s.MK
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
s.HK
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground, Launcher |
c.LP
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
c.MP
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
c.HP
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
c.LK
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
c.MK
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
c.HK
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Air Normals
j.LP
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
j.MP
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
j.HP
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
j.LK
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
j.MK
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
j.HK
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Command Normals
Sliding Kick: DF + HK: Strider does a mini-flip into a sliding kick during his crouch position.
Special Moves
Formation A: QCF + K
Strider summons his leopard to run towards the opponent that can act as a ground projectile.
Formation B: Charge B, F + P then Charge B, F + P
Strider summons a satellite to be around him. Once you do the motion the second time, Strider summons the satellite to launch out as a projectile.
Formation C: Charge B, F + K
Strider commands his eagle to drop a bomb to the ground. K strength varies on where the bomb will be dropped.
Ame No Murakumo: QCF + P
Strider rushes forward as he does a standing HK right after.
Excalibur: QCF + P/K (only in air)
Strider does a dash in the air that does multiple hits. The strength of the button varies on the angle of the dash. P rushes up and K rushes down.
Ghram: F, D, DF + P/K (also in air; P version only)
Strider does an extended version of his MP as it can reach near full-screen. P version aims standing and can be used on the air and K aims crouching only.
Vagula: QCF + K
Strider teleports to the middle of the screen as four other illusion Strider's do a diving kick at the same time.
Wall Cling: QCB + P
Strider jumps back to the wall behind him as he can climb and slash from there. Pressing K does a diving kick from there too.
Teleport: B, D, DB + P/K
Strider teleports from various parts of the screen.
Hyper Combos
Ouroboros: QCF + Px2
Strider summons two satellites that surround him for a short amout of time and everytime he attacks, the satellites throw out sharp circular rings until time is over.
Ragnarok: F, D, DF + Px2
Strider runs forward with a command grab and once it connects, four other Striders doing two Excalibur's and finishes it off witha Formation A.
Legion: QCF + Kx2
Strider does a modified extended version of his Formation A as a barrage of leopards and eagles rush in covering the screen.
Strategy
Basic Tips
Advanced
Team Setups
Striderine
Pros | Cons |
---|---|
|
|
Probably the single most popular team in the competitive sphere, even more popular than Double War Machine. Both characters are strong at constant pressure, and one hit can lead to huge chunks of health gone. It's the combination of the two best rushdown characters in the game (other than Carnage), so while the zoning game will be weak outside of Oruboros, you'll pretty much always get to do something. Your opponent will have to eat this team's pressure at all times, although it's also just as easy for the team to lose all the meter they build.
Strider X Morrigan
Pros | Cons |
---|---|
|
|
This is an uncommon team, but a team that I (Lichmassacre) like to use when I play this game, however terrible an idea it might be. Morrigan allows for zoning with Soul Fist while Strider lays on rushdown pressure. Both characters can pretty much move wherever they want, as well. Strider is a very mobile character naturally whereas Morrigan can play the air game with Soul Fist and fish for damage. The team's idea is for a hit-and-run playstyle, as a result. Duo Team setups are also pretty decent when done well as both characters can litter the screen with super attacks, where Strider can blockstring the opponent to oblivion and Morrigan sits comfortably at a distance zoning. The team can be hard to learn in general, though. Even then, Strider is so much better that you'll likely prioritize him anyways.
Combos
1) c. FK, c. RK, cancel JP Ame No Murakamo (OTG)
2) dash JP, SK, SP, FK, FP, c. RK , cancel JP Ame No Murakamo (OTG)
3) j. SK, j. FP, SP, FK, FP, RK, cancel Ghram
4) j. SK, j. FP, SP, c. FP, sj. JP, sj. SK, sj. SP, sj. FK, AC Finisher
5) j. JP, j. SK, j. FP, dash, JP, SK, SP, FK, FP, RK, cancel Ghram
6) 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
7) Uroburos, JP, SK, SP, FK, FP, RK, Ghram, repeat, Ragnarok/Legion