Strider Hiryu

Strider has to be one of the best characters in the game. His comboing abilities aren't topped by anyone in this game. He can also play it cheap by playing keep away and doing some serious chip damage with his Legion. There is one down side though. If you use his fierce attacks, they have a slightly longer recovery time than most other people have. His Ame No Murakamo has a horrible recovery time also. These 2 things can be a problem, but if they are used in the right situation, these problems won't be there at all.


Special Attacks

Ame No Murakamo - QCF+P
Air Ame No Murakamo - (in air)QCF+P or K (WP - 30 degree angle upwards, MP - 50 degree angle upwards, FP - 80 degree angle upwards, WK - 30 degree angle downwards, MK - 50 degree angle downwards, FK - 80 degree angle downwards.)
Ghram - DPM+P or K (P -� High Slash, K - Low Slash)
Formation A - QCF+K
Formation B - [B], F+K (WK - Drops bomb in front of Strider, MK - Drops bomb in the middle of the screen, FK - Drops bomb on the other side of the screen.)
Formation C - [B], F+P (First time is the activation. The second time is the firing. It's good to keep one of these activated just for keep away or quick use purposes.)
Wall Climb - QCB+P (After he grapples to the wall - U = Scale upwards, D = Scale downwards, B,F = Switch sides, F = Drop down, P = Slash, K = Flying Kick off the wall.)
Teleport - RDPM+Any Button (WP - High Left of screen, WK - Low Left of screen, MP - High Middle of screen, MK - Low Middle of screen, FP - High Right of screen, FK - Low Right of screen.)


Super Attacks

Ouroboros - QCF+2P (Hit any button to fire the Ouroboros ring lasers)
Legion - QCF+2K
Ragnarok - DPM+2P


Combos

D+FP, U+WP, WK, WK, U+WP, WK, MP, MK, WP, MP, QCF+WP
This is a basic air combo that requires an air jump. This is an easy combo to do and it'll do enough damage to make them think that a beam super had hit them. This starts off with a launcher and then one WP then 2 WKs. Then you double jump and do your normal air combo, only at the end, try to throw in the next WP and MP, it does link, and it hits for some good damage.

QCF+2P, WP, WK, MP, MK, FP, FK, DPM+2P
This is a nice combo to use when you can. It does take 2 supers though, so watch the meter. First, you have to catch them with the Ouroboros. While they're getting hit, use a standing combo, which does extra hits and damage since the ring lasers are flying out. Once you do the 6 hits, use the Ragnarok immediately or it may not do full damage.

D+FP, U+WP, WK, WK, U+WP, WK, MP, MK, WP, (U+WP, MP, U+WP, WK, MP, MK)
This is a nice infinite that requires no super levels at all, and it's also a nice way to build supers. Launch them then hit them with the double jump air combo, but instead of ending it, use a WP instead. Be sure to do the combo somewhat slowly after the air jump to ensure that the opponent is low enough to be hit by then next part. Once you've hit them with the WP, then jump off the ground and hit them with the 2 hit part, then air jump into the 4 hit part. Slow down the timing between the MP and MK to hit them up far enough to jump back up and repeat. Be sure to repeat what's in the brackets. You can re-launch them and restart the combo, but it's funner to hit them with the jumping parts over and over. Sometimes that combo meter may break, but the opponent still won't be able to block the next repeat of the infinite. If this is timed wrong just like all of the other infinites, the opponent will be able to block. One other thing that I forgot to mention, you don't have to have them in the corner for this infinite. It works when you are in the corner, or anywhere else for that matter. But it's fun to pull out an infinite when you break out of a corner trap.

D+FP, U+WP, WK, MP, MK, U+WP, WK, MP, MK, WP, MP, QCF+WP
This is a very useful combo, but it's hard to pull off. FIrst you launch and do your normal 4 hits in the air, then you double jump and hit them with another 4 hits. From there, try for the WP and MP which once again do link in because of Strider's speed. Then finish it off with a 30 degree angle upwards Air Ame No Murakamo.

WP, WK, MP, MK, FP, FK, QCF+WP
This is a nice 7 hit combo that takes no skill at all to use. Use this when ever you can since it does do some good damage, and they can't avoid the Ame No Murakamo, so the recovery time isn't much of a problem after this.

WP,WK, MP, MK, FP, FK, DPM+P or K
This is the same thing as the last combo only a bit more difficult. This is a nice thing for show and it also has a better recovery time just incase the opponent decides to roll after being hit down. Use the 6 hit combo then use a Ghram after it to hit them when they are farther away. If it's done quick enough, it looks like the Ghram was an auto hit after the 6 hits, it links in smoothly so there's no sight of a breaking point. The smoothness is for graphic enjoyment only. It doesn't do anything special.


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