STRIDER HIRYU
Special Moves
Ame No Murakano (g/a)- QCF+P/K
Ghram (g/a)- F,QCF+P/K
Air Ame No Murakamo commands:
Punch- Makes Strider go up
Kick- Makes Strider go down
Note:The ground Ame No Murakamo is a ground slash and it's attacking speed depends on the punch button you press. The air version does more hits and its used for AC Finishers.
Formation A (g)- QCF+K
Formation B (g)- B-(charge)-F+P
Formation B Fireball (g/a)- B-(charge)-F+P
Formation C (g)- B-(charge)-F+K
Vagula (g)- QCB+K
Teleport (g)- B,QCB+P/K
Hyper Combos

Ouroborous (g)- QCF+PP
Combos
Ground Magic: Zigzag
Air Magic:Zigzag
Super Jump Magic: Zigzag
Aerial Rave Launcher: C.Fierce
Best Combo Helpers:
Psyclocke/Colossus/Unknown Soldier/Juggernaut
AC Finishers:
1)FP or FK
2)Ame No Murakamo
3)Ghram
Easy Combos
1)S.LP, S.LK, S.MP, S.MK, S.FP, S.FK or C.FK XX Ghram or Light Ame No Murakamo
2)S.LP, S.LK, C.FP /\ SJ.LP, SJ.LK, SJ.MP, SJ.MK XX AC Finisher
Basic air combo for Strider! Use the light Ame No Murakamo for 6 hits!
3)HA (any), Legion
4)Formation B, C.LK, C.MK, C.FP
The eagle's bomb will hit your opponent once you launch them into the air!
5)Ouroborous, Vagula
Simply start the Ouroborous and then do the teleport kick!
6) In the corner:HA (Rogue), Ouroborous, S.LP, S.MP, S.LP, S.MP, HA, Legion
Although it looks complicated, it is still a simple combo! Just have Rogue lift your opponent up a little and then juggle him with the Ouroborous. Then call Rogue in again and do Legion.
7)In the corner:Ouroborous, S.LP, S.MP, S.LP, S.MP, S.LP, S.MP, HA (Unknown Soldier), Legion XX Ragnarok
I don't know, you figure it out! The combo works though!
8) In the corner: J.FP, J.FK \/ D.S.LP, S.LK, S.MP, S.MK, S.FP, S.FK XX Light Ame No Murakamo or Ghram
If you're fighting against average sized characters, just do the jump-in shown in the combo. If you're fighting characters like Zangief, you can do J.LK, J.MP, J.MK for a 3 hit jump-in!
9)
Hard Combos
1)J.LK, J.MP, J.MK \/ D.S.LP, S.LK, C.FP /\ SJ.LP, SJ.LK, SJ.MP, SJ.MK XX Light Ame No Murakamo
2)In the corner:Ouroborous, S.LP, S.LK, S.MP, S.MK, S.FP, S.FK, S.LP, S.LK, S.MK, C.FP /\ SJ.LP, SJ.LK, SJ.MP, SJ.MK XX AC Finisher
You can start your zigzag chain over again once during the Ouroborous. It's really hard to get the launcher to hit by itself after the Ouroborous has ended, but it is not impossible, I'll let you know that!
3)In the corner with Juggernaut as your helper:Ouroborous, J.LK, J.MP, J.MK \/ D.S.LP, S.MP, S.FP, S.LP, S.MP, S.FP, HA XX Legion, HA, Legion, HA, Legion XX Ragnarok
You can make Juggernaut hit right after each of the Legions by performing the assist command right before the last hit of the supers. I don't know how many times you can keep going with this sequence, but you can find out on your own!The Ragnarok wiill connect only if you ex cancel the last Legion and also if you still have enough super energy left (at least 1 level).
4)In the corner:HA (Unknown Soldier), Ouroborous, Legion, S.LP, S.MP, S.LP, S.MP, HA, S.LP, S.MP, S.FP, S.LP, S.MP, HA XX Legion XX Ragnarok
Same concept as in the combo above, only one thing changes and that is you have to call in your helper before the Ouroborous! After the 4 button presses during the Oroborous, call in your helper again and then do the rest. But right after the Oroborous ends, you have to call in your helper again to setup the Legion into the Ragnarok.
5)In the corner:J.FP, J.FK \/ D.S.LP, S.FK XX Ouroborous, S.LP, S.MP, S.FP, S.LP, S.LK, S.MP, HA (Lou), J.LK, J.MP, J.MK \/ D.S.LP, S.LK, S.MP, S.MK, C.FP /\ SJ.LP, SJ.LK, SJ.MP, SJ.MK XX Light Ame No Murakamo
The Ouroborous will only connect if you dash in after the jump-in and act quickly. After a few hits during the Oroborous, you must call in Lou to keep your opponent in place so that you can jump in again with a different combo. You will also have to take out some of the hits against smaller characters. This combo could lead to one I saw in the Shoryuken.com Multimedia section!
6)In the corner vs. O.Hulk: HA (Unknown Soldier), Orouboros, S.LP, S.MP, S.LK, HA, S.LP, S.LK, S.MP, S.MK, S.FP, S.FK, HA, (Orouboros runs out), J.LK, J.MP,J.MK \/ D.S.LP, S.LK, S.MP, S.MK, C.FP /\ SJ.LP, SJ.LK, SJ.MP, SJ.MK XX Jab Ame No Murakamo
The trick to this combo is simple! Get O.Hulk into the corner and use the Unknown Soldier Assist. While US's assist is hitting Hulk, activate the Orouboros so that it also add hits. Now during the Orouboros, do S.LP, S.MP, S.LP, and call for another assist. During the assist, continue the combo with S.LP, S.LK, S.MP, S.MK, S.FP, S.FK to add on more hits. Each punch button will fire energy rings which give you 3 hits, but it will not reset the combo counter. Now before the Orouboros runs out, call for another assist from US, and do the jump-in combo followed by the ground hits into the launcher and follow with an air combo. You should get around 70-80 hits!
7)In the corner vs. Orange Hulk: HA (Unknown Soldier), Orouboros, S.LP, S.MP, S.LP, HA, S.LP, S.LK, SJ.MP, S.MK, S.FP, HA+ Legion, C.LK (OTG), C.MP, C.FP /\ SJ.LP, SJ.LK, SJ.MP, SJ.MK XX LP Ame No Murakamo
What you have to do in this combo is have Orange Hulk in the corner and since he has no armor, all of the hits from the Unknown Soldier's assist will connect. So during the assist, activate the Orouboros super and do a S.LP, S.MP, S.LP, and then call for another assist, and then do another S.LP, S.LK, S.MP, S.MK, S.FP, one more assist. But at the same time that US's assist is about to connect, do the Legion super. You must do this or else the Legion will reset the combo counter over. If you did right though, you should be at 40-55 hits by now. Now you must otg your O.Hulk with a C.LK, C.MP, and C.FP to launch him up into the air and do the air combo!
8)Multi Cross-Up Fun: Only on O.Hulk!!
In the corner: UK Assist, Ouroboros, S.LP, S.LK, S.MP, S.MK, cross up with J.LK, J.MP, J.MK \/ S.LP, S.LK, S.MP, cross up again with J.LK, J.MP, J.MK \/ S.LP, S.LK, S.MP, cross up one more time with J.LK,J.MP,J.MK \/ S.LP,S.LK,S.MP,S.MK,C.FP /\ SJ.LP, SJ.LK, SJ.MP, SJ.MK XX Jab Ame No Murakamo
Ok the trick to this combo is very simple, you have to be pretty quick!! What I do is I call in UK for an assist and immediately do the Ouroboros super. Then I do a few hits and cross up O.Hulk by jumping in to the other side with the 3 button jump-in. You may think that by doing this combo will have ended, but no!! The satellites spinning around Strider keep O.Hulk in place, so you can actually keep comboing him. Now once you're on the other side, do a few more hits and then cross him up by jumping to the other side (where you started from) and land to do a few more hits. Then right before the Ouroboros is about to end (3 seconds remaining), cross O.Hulk again by jumping to the other side with the same 3 button jump-in, land and do a few 4 more hits that lead to his C.FP launcher and then do his standard air combo ending with the Jab Ame No Murakamo!!
Battle/Training Mode Combo on Onslaught:
Note:You will need dashing helpers for this combo and 2 of the best ones are Colossus and Juggernaut. I suggest Colossus!
Helper Attack, Orouborous, S.LP, S.LK, S.MP, S.LP, S.LK, S.MP, S.FP, S.FK, helper attack, Legion, helper attack during the last hit of Legion, Orourborous, repeat...! You can also jump and do hits in the air to modify this combo and make it look great. However, I suggest you stay on the ground.
Well those are all of the combos I know for Strider Hiryu! Anyone who would like to submit combos for this character, please e-mail me at the addres shown at the bottom of my Fighting Game Realm main page.
Requirements:Unknown Soldier Assist (UK) and the Hyper Combo Gauge must be at least at Lev.1!
Yes! Strider Hiryu does have a very long combo to punish Onslaught with in both Battle and Training Mode! Since Strider will regain super energy levels during the Orouborous, you will be able to attack infinitely unless Onslaught teleports out of your combo. In training mode however, you will not have this problem and your super meter will refill automatically! Well enough blabbing from me, here's the combo!