Strider
"Either life or death awaits....A Strider is never sure."


When alien invaders attack the earth, the military is usually enough to handle the emergency. However, there are certain instances when even the great armies of the world fall. In situations like these, the Earth's last line of defense must be summoned. Hiryu is a specially trained ninja. He is a Strider and is the greatest warrior that his universe can muster up. Once again, the world is in danger and Hiryu's gotta jump into action and kick Onslaught's ass. His strength and speed make him one of the best characters in the game.

Move Commands

Ame No Murakamo +P
Strider rushes at his opponent and takes a big slash with his sword after a certain distance. The punch button used determines the distance he dashes. Make sure to link it into a combo coz Strider's recovery on this move is horrible. It OTG's and is safest when used after a knockdown. Be careful cause Strider takes hits like a wuss.

Air Ame No Murakamo (air)+P or K
In the air, Strider makes himself into a flying projectile that hits multiple times. It is a very quick attack and it's useful for dive bombing your opponents or as an AC finisher. However, like the ground version, he takes forever to recover from it. If he's not careful, his opponent will land before he does and giving them a free shot at him. The punches make him fly upwards while the kicks make him fly downward.

Ghram +P or K
Strider slashes with his upgraded Cypher, reaching all the way across the screen with it. Wether you use a kick or a punch determines the hight of the attack. It can be done in the air and is generally a better AC Finisher than an Ame No Murakamo. This is a great move for catching your opponents napping cause it will connect if they're not paying attention. The problem is that it takes him a while to actually slash, making him vulnerable in close combat. Treat it like you would Gambit's Kinetic Card.

Formation A +K
Strider calls a mechanized leopard to attack his opponent. It's sort of a projectile move but the Leopard can be seen coming from a mile away and is always blocked. It's main use is for chipping damage. Try not to do it too often because it loses it's effectiveness if it gets predictable.

Formation B +K
One of Strider's mechanical eagles flies overhead and drops a bomb on a parachute. The bomb will explode after a few seconds doing a lot of damage. Most of the time, the opponent will not know what that parachute is until it's too late. The kick button used determines where the bomb falls. Short has it fall right next to Strider, Forward is half a screen away and Roundhouse has it come down on the other side of the screen.

Formation C +P
Strider calls an Orb to revolve around him. It does nothing while in this form, but repeating the motion will have it rush forward as a fireball. It's about the size of Ryu's Hadoken but it moves much faster. It can also be thrown at the opponent while Strider's in the air, but don't expect to win too many fireball fights with it. It's main use is as a surprise attack.

Wall Cling +P
Strider hops onto the wall and clings to it with a hook. While up there, he can freely move up and down. Hitting a punch button makes him lash out with his sowrd, allowing him to hit people that are trying to attack. Hitting any kick will make him quickly come down with his foot sticking out. Quickly tapping back then forward will make Strider jump to the opposite corner. Keep in mind that he can't block while on the wall so beware of beam supers and other projectiles.

Vagula +K
Strider splits into five images. They then reform near the opponent and Strider jump kicks them. It's useful as yet another surprise move but you shouldn't rely too much on it.

Teleport +any button
Strider disappears and teleports to a designated position. The position of the button used determines where he appears. For example, Jab will make him appear high in the sky to the left, while Roundhouse will make him appear on the ground to the right.

Supermove Commands

Ouroburos +2P(Level One)
Strider calls several satelites to orbit around him. They help him do extra damage by hitting his opponent as they orbit and they will also shoot out rings of energy as he attacks. This super is extremely useful against people that like to dash in a lot and use variable crosses cause Strider needs to just sit back and block while the fools run into the satellites.

Legion +2K(Level One)
A whole bunch of mechanical leopards and eagles leap onto the screen to attack Strider's opponent. It does good damage and generates a lot of hits, but it's start up delay makes it almost impossible to connect with this move unless it's set up with a helper or used as a counter attack. However, it's his best chipping super, so use it when you've got an opponent near death. There's really no escape from this move's chipping damage because the eagles will track even a super jumping opponent.

Ragnarok +2P(Level One)
After initiating this super, Strider slowly dashes forward and grabs his opponent. He then jumps up into the air as four Strider images slash at the hapless victim. It does incredible damage but it is very difficult to actually connect with this move. It's best to use it as a counter attack for missed moves. Also you can try pulling it off while the Ouroburos is activated.

Team Counter

Ame No Murakamo HP+HK(Level One)
He does the jab version of it. A useful counter because it is quite quick, has ok range and does good damage.

Team Super

Legion HP+HK(Level Two)
An excellent chipping team super. The leopards and eagles will protect both Strider and his partner from counter attack. Don't count on it connecting for full damage though because it simply takes forever for this move to actually hit. It's best to have Strider as a back up character.

Combos Strategies

� 1998 Migs Rustia: [email protected]
I need your feedback, contributions and suggestions! Help me out so we can make the best MVC site on the net!
Capcom characters trademark of Capcom, Marvel characters trademark of Marvel Comics
1

Hosted by www.Geocities.ws