Introduction
Pros | Cons |
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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
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Air |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground | |
Strider does a mini-flip into a sliding kick during his crouch position. |
Throws
Normal Throw
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Special Moves
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground | |
Strider summons his leopard to run towards the opponent that can act as a ground projectile. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground (Summon); Ground/air (Fire) | |
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. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground | |
Strider commands his eagle to drop a bomb to the ground. K strength varies on where the bomb will be dropped. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground/air | |
Strider rushes forward as he does a standing HK right after. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Air | |
Strider does a dash in the air that does multiple hits. The strength of the button changes the angle of the dash. P rushes up and K rushes down. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground (P/K); Air (P) | |
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. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground/air | |
Strider teleports to the middle of the screen as four other illusion Strider's do a diving kick at the same time. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground/air | |
Strider jumps back to the wall behind him as he can climb and slash from there. From here, Strider has several actions he can do:
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Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground | |
Strider teleports from various parts of the screen. Strength changes where Strider teleports. P goes high and K goes low. |
Hyper Combos
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground super | |
Strider summons two satellites that surround him for a short amount of time and every time he attacks, the satellites throw out sharp circular rings until time is over. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground super | |
Strider runs forward with a command grab and once it connects, four other Striders do Excaliburs on the opponent coming from all sides and they finish it off with a Vajra and a Warp down to the opponent. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground super | |
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
Move List
Launchers: c.HP
Magic Series: Hunter Series across all moves
AC Finisher: HP, HK, Body Slash (air qcf +P/K) (if enough hits connect), Ghram (air dp + P)
Advanced
Team Setups
Striderine
Pros | Cons |
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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.
Unconventional Team: Strider Morrigan
Pros | Cons |
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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
Combo | Damage | Notes |
Easy Combos | - | - |
c.MK > c.HK > LP Ame No Murakamo (qcf + LP) (OTG) | ||
dash > s.LP > s.LK > s.MP > s.MK > s.HP > c.HK > LP Ame No Murakamo (qcf + LP) (OTG) | ||
Moderate Combos | - | - |
j.LK > j.HP, s.MP > s.MK > s.HP > s.HK > Ghram (dp + P/K) | ||
j.LK > j.HP > cr.LK > c.MP > c.HP, sj.LP > sj.LK > sj.MP > sj.MK, AC Finisher | ||
j.LP > j.LK > j.HP, dash > s.LP > s.LK > s.MP > s.MK > s.HP > s.HK > Ghram (dp + P/K) | ||
j.LK > j.HP, dash > s.LP > s.LK > s.MP > c.HP, sj.LP > sj.LK > sj.MP > sj.MK, sj.LP > double jump, sj.LP > sj.LK > sj.MP > sj.MK > AC Finisher | ||
Uroburos (qcf + PP), ( s.LP > s.LK > s.MP > s.MK > s.HP > c.HK > Ghram (dp + P/K)) x N, Ragnarok (dp + PP) / Legion (qcf + KK) |