Strider by Psyduck228

Updated: 05/21/99 | Printable Version

Date: Fri, 21 May 1999 17:17:00 PDT

By: Psyduck228
MY E-Mail:

Table of Contents
     1.   Introduction
     2.   Moves
     3.   Combos
     4.   Helpers
     5.   Strategies
     6.   Cheap tactics
     7.   How to fight other characters
     8.   Partners
     9.   Awards
     10. Special Thanks
     11. Conclusion

1. Introduction
     This is my first FAQ, so please excuse all the mistakes. I wrote this 
because there is
just not enough information on Strider on the Internet or anywhere. This FAQ 
is written in
a way that it assumes that you already know all the basics of the game, and 
know the
combo system. (you should know it very well to play Strider.) This was 
written with a
sense of humor as well, so donít take offense for anything on here. After 
all the point of
playing a game is to have fun right? None of the things written on this FAQ 
was meant
hurt anybody's feelings, please don't take insults seriously. Oh yeah, 
please don't sell this
FAQ for profit.

2. Moves

SJ=super jump
DPB=dragonpunch backwards
QCF=quarter circle forward
HCB=half circle back
AP=any punch
AK=any kick
SJ=super jump

Lets start with strider's basic commands:

standing 1: basically just a short range attack, not too useful, except for 
to start dash-in
combos. There are better choices, if you want to inflict more damage.

standing 2: a straight sword swipe, great to catch people when they are 
dashing at you.
Also very quick and has decent range.

standing 3: a long sword swipe upwards, and it has great range. Can reach 
quite far to
surprise people.

standing 4: a basic kick, not much use, except maybe in combos.

standing 5: a sword swipe downwards, also great to catch people while they 
are dashing.
Good to hit shorter opponents, such as Megaman, and Wolverine. Also has 
decent range.

standing 6: a sword swipe downwards with great range, good to beat sweeps.

crouching 1: same as standing, but it is crouching.

Crouching 2: same as standing, but it is crouching.

crouching 3: a sword swipe upwards, uppercut type of an attack. This is 
launcher, it has great range. Can be used as an anti-air move if the 
distance is right. I'll
explain how to use it as an anti-air move later.

crouching 4: same as standing, but it is crouching, this is a low hit, so 
this can surprise
people when you dash-in.

crouching 5: same as standing, but it is crouching.

crouching 6: a swipe at the opponent's legs. This is strider's sweep move. 
Has good range,
but has a little bit of a lag time.

jumping 1: same as standing, but it is jumping.

jumping 2: same as standing, but it is jumping.

jumping 3: a slash downwards, has good range and priority. This is the move 
to use most
often when in the air.

jumping 4: same as standing, but it is jumping.

jumping 5: same as standing, but it is jumping.

jumping 6: same as standing, but it is jumping, this also has good range and 
priority, but I
rather use jumping 3.


Now lets move on to the special moves. Strider has many special moves and 
all of them
(except maybe that stupid hang on wall move.) have a right moment to use. 
Which I will
talk about later. I don't know the names to the moves, so I will just 
describe them. You
can send me the names to them, but I probably wouldn't put it in.

A slash downwards: QCF+AP
the punch will determine the range. This move Strider goes towards the 
opponent and
slashes downwards. Can be used to OTG combo. Has no really good use, can be 
put into
combos, but thatís about it. Don't think too hard about this move, it is 
almost useless.

Strider flys across the screen: QCF+AP or AK in the air
Strider flys a certain direction and hits you multiple times. The button you 
push will
determine the direction he goes. It is ideal if you want more hits at the 
end of your air
combo, just use jab, but your opponent can roll, and hit you before you 
recover. Use this
move with caution.

A slash across the screen: DP+AP or AK
use kick for low attacks, and punch for high attacks. This is an ideal combo 
ender, it has
range, and does great damage. Can also be done in the air. Reach is great 
for this, so
maybe you can use it for a projectile type move.

Bomb drop: Charge B then F+AK
Strider calls for a bomb that floats across the screen. The kick will 
determine the length.
Mainly used if you feel over confident, your opponent is an idiot, or feel 
it will trade hits.
Don't use this move much, it leaves you open to many supers.

Call for a leopard: QCF+AK
Strider calls for a leopard and it will run and attack the opponent. Has a 
major delay time,
and people will almost always see it coming, so use with caution.

tip: If you call for a leopard from across the screen, and if your opponent 
jumps then grab
them for a air throw. Thanks goes to for this tip.

Orb ball: Charge B then F+AP
Strider charges for a Orb ball to rotate behind him. Do this move again to 
fire the Orb ball.
This is a better choice for a projectile than calling a leopard, but still 
use with caution, as
this move also leaves you open to attacks. Can also be done in the air.

Disappear then dive kick: HCB+AK
Strider disappears then reappears to do a dive kick. Maybe use this as a 
surprise move.
Not much use.

Teleport: DPB+AP or AK
Punch will be higher than kick. The punch or kick you push will determine 
where you
teleport to. I'll explain the use of this move later. Has a really bad 
recovery time when
your done teleporting.

Hang on wall: QCB+AP
Strider will jump back and hang on the wall. You can move up and down. Push 
down to
come down. Push punch for a sword swipe, and press kick to dive kick down, 
the kick
pushed will determine the range. Has no real purpose. If anybody has any use 
for this
please tell me. What kind of moron put this move in the game. It often will 
get you killed
in a close match. However by accident I did this move when megaman was doing 
his beat
plane super and I avoided the whole super, I am still not sure if the 
computer was too
stupid to hit me, or did was this move really meant to be used to avoid that 

Double Jump: Jump and then Jump again
Strider has the ability to double jump, this can be very useful so don't 
forget about it.

Super moves:

Now on to the super moves. Strider doesn't have really good super moves, but 
they can do
some major block damage.

Ragnarok: DP+two P
Strider will grab the opponent and jump into the air and slash them in a X 
form. Takes
decent damage, but is really hard to hit somebody with it. Major delay at 
the start of the
super, and normally can't be comboed. You can however combo it when you have 
Uroburos super on, but then that takes 2 bars of super and doesn't do that 
much damage.
So it is not really worth it.

Uroburos: QCF+two P
Strider charges to get a two orb balls to surround him, the orb balls will 
hit the opponent
and shot rings out when you attack with punch buttons. Start this super and 
jam on the
punch buttons really fast to get alot of rings coming out, this often 
catches people off
guard. Can take a lot of damage when you hit somebody with this super. This 
super can
cancel into any other super. You can use this and then the legion for some 
major blocking

Legion: QCF+two K
Strider calls for all his birds and leopards to attack the opponent. You can 
hold up to
make the birds fly higher. Use this for block damage. Also watch for when 
this super will
end to learn how to combo after it ends. Watch for the last bird, the last 
hit is always that
bird, but for some reason sometimes only a few dogs come out, can somebody 
please tell
me why?

3. Combos

This is where Strider really shines. Strider has many different kinds of 
combos, so just use
your imagination to think up some really good ones. I will give you some 
examples below.

1. J4,J3,S1,S4,S2,S5,S3,S6,DP+AP or AK(This combo doesn't take that much 
damage, it
is strange how you get lower hits and higher damage, with different combos, 
that involve
the same moves.)

2. S2,S5,S3,S6,DP+AP or AK(This combo takes more damage than the above one.)

3. S1,S4,S2,S5,C3,then just do any air combo, you can end with and special 
move, do the
orb ball to look cool.

4. C3,J1,J4,J2,J5, then double jump and J1,J4,J2,J5, and end it. The key to 
this combo is
to do it slowly, and it takes a lot of practice, so have fun. Once you 
master this combo try
to do it fast. I have got so good at it now that when I do it, it doesnít 
even look like I
jumped twice. Super jump and keep pushing up to see what I mean. I even got 
this combo
to go off screen.

5. You must have three levels of super charged for this combo. Have opponent 
in the
corner, Jump in with 3, dash-in with 1,S3,cancel into the Uroburos(this has 
to be really,
really fast.) and jam on the punch buttons really, really fast. now dash in 
and keep
attacking with whatever you want. Now as the Uroburos is about over throw a 
legion out,
then throw a colossus(do this fast, if you donít it will still OTG, but then 
your opponent
can roll away) and do another Uroburos(the little balls have to have walked 
off the screen
already or you canít do another Uroburos). Keep attacking when it is almost 
over throw a
colossus and then by this time you should have another super charged up, you 
can either
throw another legion or do a Ragnarok. You can get 99 hits with this combo.

OK that combo thatís quite a bit of skills and timing so donít expect to get 
it right away.
Here it is again: J3 dash-in S1,S3, Uroburos, jam on the punches, dash-in
S1,S2,S1,S2,S1,S2,S1,S2, Legion, colossus, Uroburos, 
Legion, colossus, C3, J1,J4,J2,J5,double jump1,J4,J2,J5, QCF+1 rack up to 99 
hit with
this combo.

Tip: Here is a combo from
Uroburos, dash-in with S1,S4,S2,S5, dash-in S1,S4,S2,S5, Michelle heart, 
teleport and repeat. Also can get 90+ hits with this combo, thanks goes to for this one.

Now that I got you started just go ahead and think of the rest yourself. I 
always believed
that the best combos are your own. feel free to E-mail me about combos.

4. Helpers

Helpers can change the whole outcome of the game. You can pick which one 
suites you
the best. Way too many people pick Psylocke, Colossus, and Lou. Try to break 
away from
these helpers to be more respected. Here is how to pick certain helpers:

you'll have to hold start and the specific buttons until you get the helper 
you wanted

Colossus: 2,3,6

Lou: 2

Psylocke: 5

Unknown soldier: 1

Storm: 1,3,4

Saki: 3

Devilot: 2,3

Pure and Fur: 4

Jubille: 2,3,4

Michelle Heart: 1,4

Cyclops: 1,2,4

Iceman: 2,5

Thor: 2,4

Magneto: 3,4

Arthur: 1,2

Anita: 1,2,3

U.S. Agent: 2,3,6

Rogue: 1,2,3,4

Ton-Pooh: 1,3

Juggernaut: 1,5

Shadow (hidden)    1,5,3

Sentinel (hidden)  2,5,3

If you donít want to remember all those buttons just remember that jab will 
equal 1,
strong will equal 2, fierce will equal 4, short will equal 8, forward will 
equal 16, and
roundhouse is not used. See how the numbers double. So if you want lou he is 
number 2
so just hold strong, if you want colossus he is number nineteen, so hold 
jab, strong, and
forward. 1+2+16=19, so do you basically get it, hope I didnít confuse you.

5. Strategies

Well here comes the good stuff. The ways of winning (not being cheap, thatís 
covered in
the next section.) Some strategies you may not understand until you actually 
go to the
arcade and play Strider for a while. Well here goes.

The importance of knowing when to push the right attacks are very important. 
wolverine is dashing at you from a distance with a ducking 1 or something. 
Use a standing
5 to counter it, and continue on with the combo of standing 3, standing 6, 
and some kind
of ender. I usually like to end it with the slash across the screen. That 
takes the most life,
so why not?

Keep attacking with Strider, don't play defensive with Strider, or you'll be 
killed. Strider
was never meant for turtle players. Constantly dash in with attacks, jump 
Sometimes jump in and block if you know they will do some kind of anti-air 
attack. Use
the double jump to confuse the opponent, so they wouldn't know when to do an 
That works well with captain commando when he uses that helicopter helper on 

So your asking how to use the crouching 3 as an anti-air move. Well I'll 
tell you...... now.
If the opponent jumps in at you from a distance, just throw a crouching 3 at 
him. It usually
will hit them, and they wouldn't touch you. Since it has a long distance 
from the sword and
Strider. You'll have to try it to see what I mean.

Jump in with a weaker attack and while your still in the air continue with a 
heavier hit.
Let's say you jump in with 4, then you can push 3, and people sometimes will 
confused, because they are used to blocking down after they block a jump in 
attack, but
when you are pushing the 3 it is still be an air attack. This works well 
when you end a air
combo with 3, and your opponent will drop first, and you'll be dropping in 
after them.
When you are dropping down you can push 4, then 3, and then continue with 
your combo.
This a lot of times will screw people up.

Whenever you start the Uroburos always jam on the punch buttons, even though 
donít actually attack, a bunch of rings will come flying out, and if your 
close your
opponent is usually forced to block, or get hit. If your far away have the 
rings fly out and
teleport towards them. Also you can connect the Uroburos after a standing 3 
and keep on
jamming on the punch buttons. I can only do it if I have my opponent in the 
corner, but I
canít seem to get it to work in the middle of the screen, can anybody 
confirm that it works
from anywhere?

Picking a good help can mean a lot. I find Strider can use just about any 
helper. Heres
some tricks with them.

Lou: A very popular helper among the Strider crowd. Use Lou and then jump 
across your
opponent to get them confused. When you kill one guy, throw Lou out before 
the other
guy jumps out, and then dash behind your opponent, and they wouldn't know 
which way
to block. Lou can also be used defensively, but I don't like using him like 
that. Heres
something neat, use do Uroburos and keep pushing the punch buttons and send 
out Lou,
Strider doesnít have to move and he can get 30+ hits with this if the 
opponent doesnít

tip: Throw out Lou, and then teleport. You want to get it so you overlap 
them, so they
will not know which way to block. Then before they know it attack them, and 
there you
go you get a free combo. This trick also comes from

Devilot: Well, not too much use for Devilot, but I did find one useful thing 
with her. When
you kill off one of your opponents, put Devilot out, and then throw legion 
out. Your
opponent is forced to block and if they block Devilot will him them, because 
Devilot can't
be blocked. If they try to hit Devilot away, then they get hit by legion. 
After they get hit by
the legion use D3 to launch them and continue with a air combo. Some 
consider this
cheap, but I don't since you can only do this once. Well it's really up to 
you. Another thing
to do is when your opponent is in the corner, use Uroburos they dash up to 
them and if
they block throw a Delvilot out, and then theres nothing they can do to keep 
from getting

Colossus: The most popular help among everybody. I don't use him much 
because he is somewhat cheap. You can think up your own strategies with him, 
but one
interesting thing you can do is, when you hit Colossus, throw legion, and 
then keep
tapping 3 and 6 to switch characters. Your partner will fly out and hit your 
opponent as
part of the combo. One of the most useful ways to change out. This also 
works with

Well, I can't sit here and explain all the helpers so you'll have to think 
of somethings
yourself. Thatís right use your brain.

Remember to roll often, or be prepared to be OTG quite often. If you are 
somebody that rolls alot, try sweeping them and then throw legion, most 
likely they will
not know which way to block when they get up, or throw Lou our and they will 
roll right
into him.

Well thatís about it for the fair strategies. Just remember if you want to 
be an honorable
player, (if there still are any of these.) then prepare to lose often, as 
there are just too
many scrubs, and cheap players out there.

6. Cheap tactics
OK this sections is for all the people that just doesn't care about honor. 
That all they want
is to win. (these people should know that they suck) Or are just feed up 
with cheap players
and want to fight back. (which still doesn't make you an honorable player, 
because your
going to be doing cheap things.) Well here goes, on with the cheese.

Throwing...this may not be cheap when used mildly, but when abused, this can 
be the
cheapest thing in the game. Walk up and throw your opponents a few times. 
For some
reason I notice people get pretty pissed off when you do this. Now they try 
to be get you
back for throwing them. Now that you have thrown them off their game, stay 
on yours
and you'll do just fine. Forget about throwing, go after them with combos, 
dash into to
them with 2 or some kind of long range attack, so they are not in range to 
throw you.

Heres a major thing about this game that bothers me, block damage. I have 
never seen a
game where you can take so much block damage. You can be kill just from 
blocking. This
does put Strider at an advantage though. His legion super takes a grip of 
block damage.
Pick Psylocke for a helper, use Psylocke, throw legion and keep repeating 
until you are
out of supers. This can be jumped out of, but is quite hard for the bigger 
characters in this

2on1 are the cheapest thing in this game. Especially when you have Strider. 
Just about
anybody with a kick super will make this work. Say you have Gambit and 
Strider just keep
doing QCF with two kicks, and even if they block they will lose a lot of 
block damage. No
other combination is worst than a Strider and War Machine, there is no way 
to jump from
it, and blocking will at least take half life away, you just die or block, 
your choice.(insert
evil laugh here, waa, hahaha.)

Well now that I have thought about it, I am not going to tell you much more 
of these
cheap strategies. These cheap strategies will piss people off, so use at 
your own risk, and
watch out for your health and well being.

7. How to fight other characters

Here is where I explain how to destroy the competition. Usually Strider has 
a speed and
priority advantage, so use this to your wisdom. Remember Strider takes in a 
lot of
damage, so don't trade hits. However his combos do take off quite a bit of 
damage. I will
cover every character in this section, and character that have different 
forms of themselves
will have a different section for them. I will use all strategies in this 
section, including
cheap ones. After all this is to teach you how to win. It's obvious that the 
2on1 will work
on every single character, so I will not mention them. Well lets get 

Ryu: Well Ryu in his basic mode is not to hard to handle. Constantly dash in 
with combos.
Ryu players like to use there uppercut for an anti-air move, so remember to 
block, and to
double jump. Watch out for players that like to combo Ryu's super fireball, 
that combo
takes half life away, so two times and Strider is done for. A defensive Ryu 
player likes to
throw fireballs a lot, and these players are the easiest to beat. Constantly 
keep jumping and
double jumping to confuse them and once you have a chance combo them. An 
Ryu player is even easier, because you are better at it than he is. Keep 
yourself from a bit
of a distance from him, and use this to your advantage, because your sword 
will reach
him, and he can't reach you with his attacks. Also watch out for Ryu players 
who like to
throw, for some reason he has good throwing priority. A good helper to use 
would be

Ryu in ken mode: Wow this guy will give Strider problems. Watch out for his 
hurricane kick, because this takes so much damage. His air combo also takes 
a lot. Most
players keep on the offense with this mode. They will constantly attack you. 
So just follow
what I said about a offensive Ryu. Remember to watch out for the super 
super, it can catch anybody off guard, because it has so much speed, and at 
the start up it
is invincible. A defensive player is a different story. (why the hell would 
anybody want to
play defensive in this mode?) Just go ahead and attack them, his fireball is 
a joke, and they
are just sitting ducks for you to kill. Just beware of his super 
dragonpunch. A good helper
to use is Lou.

Evil Ryu: Although now as dangerous as in Ken mode, this is still a 
character to be reckon
with. His hurricane kick is nothing to worry about, but he has a full screen 
fireball, and a
diagonal direction air fireball. He can combo his air super fireball so 
watch out. Also
watch out for the people that like to rain on you with the air fireball 
super. Most of the
times they like to jump do it once, and then again to catch you off guard 
when you try to
attack them. Also watch out for the super dragonpunch as you would with Ken. 
He can
also combo his ground super fireball. This mode is not to be taken lightly. 
A offensive and
defensive player is hard to go against, and a mix is even worst. Just 
remember you have
speed, priority, and range on your side. A good helper to use is Lou.

Gambit: OK heres one thing you don't want to do is mess with, this guy's 
anti-air move. It
will beat any attack you have. So don't jump too often, instead dash at him, 
pressure him
into making mistakes. Run up and throw him. A defensive gambit is more 
dangerous than
a offensive one. So use Psylocke, throw legion, and uroburos to take block 
damage. Sure
you play like a bitch, but hey you win. Watch out when somebody picks Gambit 
and use
Colossus for a helper. If they decide to play offense, then show them what 
Strider is made
of. A good helper to use is Psylocke.

War Machine: Oh my god, this is the ultimate keep away character. Smart 
bomb, smart
bomb, smart bomb, smart bomb....oh sorry I was having one of bad memories 
again. Well
anyways, go attack War Machine, don't let up on it. Throw him. Don't let him 
get away.
An offensive War Machine is different. If he wants to come attack you let 
him, anything to
keep him from running away. Watch out for his 6 when he jumps on top of you, 
it is hard
to tell if it is a cross-up or not, so watch out. Do block damage, and stay 
on War Machine
if you want to win. Watch out for players who like to use his flight move to 
run away and
to use his diving knee. Those are the dangerous War Machine players, they 
can really mess
with you in the air.  He doesnít take damage all that well. A good helper to 
use is

Zangief: The throwing machine Zangief. Stay a distance away from Zangief, 
and play keep
away. Your sword will have the range you want. Keep this up and you'll win. 
Here a trick
you can do, jump in and use 3, then 6, and hold back and constantly tap 2. 
Most Zangief
players will try to throw you when you land, but they will get thrown 
instead. Strider
majorly overpowers Zangief in this game. You can't really lose if you play 
right, so don't
screw up. You'll make yourself look bad. A good Helper would be Lou.

Armor Zangief: Just play keep away from this guy. Stay a distance away from 
him and use
S3,S6 and repeat doing this until he is dead. Use legion to hit him, he 
really can't do
anything about it. A good helper to use would be Psylocke.

Spiderman: Heres a guy that will give Strider problems. He's short, so when 
he dashes in
use a 5 to hit him, and not 2. His attacks have priority over yours, so 
don't go at him to
often. Instead your going to have to play this one keep away style. Do a 
little hit and run.
If he throw spider webs at you then super jump. Watch out for his anti-air, 
it has extreme
priority. A Defensive or Offensive Spiderman is the same to me. play 
cheaply. Use block
damage, throw him, do whatever. You can almost call Spiderman the 
anti-Strider of this
game. A good helper to use is Colossus.

Wolverine: Somebody that can match the combo abilities of Strider, this is 
certainly not a
good thing. Wolverine players like to dash often, so use you 5 to stop them 
dead on there
tracks. Don't let him get too close to you. His combo's kill Strider 
extremely fast. Well
most Wolverines are offensive, so just one strategy will work here. Keep a 
safe distance,
don't let him cross you up. remember just a simple 4 can mean death. Use all 
the tricks you
got to beat him. Throw him, block damage, whatever. If you ever fight a 
wolverine player, then you'll have an easy time, because wolverine like 
Strider, was meant
to attack. Don't use Colossus on Wolverine, because when he dash at you with 
crouching 1, Colossus will miss him. For some reason he has really good 
throwing range,
almost as good as Zangief, anyways just watch out for this. A good helper to 
use is

Chun-Li: They certainly improved Chun-Li in this game. She has a lot of 
priority in most
of her moves. Her new air super takes way too much and can be comboed. So 
watch out
and don't get hit in the air. When you get swept always roll. When she 
combos her super
lighting kick, and the player keeps pounding on the buttons, it take a lot 
of damage. Well
as you can tell Chun-Li is a dangerous character. Keep on the offense and 
you should be
O.K., and go throw her a few times. Most Chun-Li players have a pattern, so 
watch for it.
She has a triple jump, so it can be quite confusing. Stay close to Chun-Li 
to get put more
pressure on. A offensive and defensive Chun-Li are the same really. Just go 
and attack
them before they attack you. A good helper to use is Michelle Heart.

Captain Commando: Another keep away character. His hits take quite a bit of 
and so does his special moves and supers. Try to stay close to him, watch 
out for players
that pick Colossus as a helper. Use your double jump often to confuse them 
on when to
use their moves, and try to be alert. His moves come out quite fast, and if 
he has Colossus,
it's even more dangerous. Go and throw him a few times, use block damage, he 
damage almost as bad as Strider does, so keep that in mind. A good helper to 
use is Lou.

Morrigan: This is who every turtler uses. Talk about playing like a bitch. 
Her air fireballs
are as annoying as hell. Try to stay close and donít let her run away. Watch 
out for
Colossus, thatís just about who every Morrigan player picks for a helper. If 
they hit you
with Colossus then a super fireball, that takes a little more than half of 
your life bar, so
you should really watch out. Double jump to avoid the Colossus. This is one 
where I like to throw. Just donít let up and keep the pressure on. Use the 
Uroburos super
often. A good helper to use would be Michelle Heart.

Venom: The ultimate turtler is here. Venom really gets on my nerves. That 
venom fang
move really sucks. (this is my opinion, but really it is a good move and 
beats just about
every regular and a lot of supers in the game.) Watch out for the venom 
fang, it has almost
no recovery. the only time you can really hit Venom after the venom fang is 
when you are
in the corner. If you block a venom fang you best bet is to use 3, 6 then 
swipe across the
screen. Thatís just about all you can do. Watch out for his standing, and 
crouching 3, it
reaches almost all the way across the screen. This is one character you 
should try to kill
with block damage. This is one character that doesnít have to move to beat 
you. A expert
Venom play is very hard to beat. Good luck with him. A good helper to use 
would be

Captain America: Hmmm.... is it just me or does all his hits take too much 
damage. Watch
out, three or four simple combos and your dead. Try to stay close to him and 
constantly. Strider can hit him after any of his supers, so remember that. 
Just dash in and
hit fast. Defensive and offensive Captain Americas are the same just keep on 
pressure on them. If he uses his cartwheel move, just remember to block the 
other way. A
good helper to use is Lou.

Jin: Donít underestimate Jin. he may seem like a joke character, but he 
really isnít. If
played correctly he can be a very powerful character. I have seen a few good 
Jin players
before. Watch out for people that like to combo his super, it takes over 
half of Striderís
life when he hits any kind of combo involving his super. Watch out when they 
have a
Michelle Heart, or Lou helper. Try to have Jin on the defense. Remember that 
all his hit
take block damage. I will say this for the last time try hard to not 
underestimate him, even
though there arenít all that many good Jin players out there. A good helper 
to use is Lou.

Hulk: Hulk is very slow, but not slow to the point were he canít fight back 
to Strider. use
stronger attacks against Hulk, forget about using 1, and 4, because Hulk can 
trade hits
with you, and you will always get the worst of it. Watch out for his Gamma 
Wave super,
that can take over 60% of your life. Also watch out for Colossus, when you 
are fighting
against Hulk, as that can set up for the Gamma Wave. Jump in with 3,6 and 
continue your
combo, constantly attack Hulk and youíll come out on top. A good helper to 
use is Lou.

Strider: Well use your imagination, just remember do unto others, what 
others do unto
you. (or something like that.) A good helper to use is Michelle Heart.

Megaman: Hmm...This little guy if played correctly can give Strider some 
trouble. If
played incorrectly, you can destroy him. Watch out for players that like to 
play block
damage. Watch out for players that send out Lou, kick a rock ball and use 
the mega
buster. You can get kill by just block damage. So watch out for it. If they 
donít do that
and like to attack with Megaman then you will have a easy time, he is no 
match for
Strider. Strider just destroys him. A good helper to use is Cyclops.

Roll (hidden): Now heres the joke character, if you canít beat her you 
shouldnít play
Strider anymore. Why make him look bad right? Use any helper it doesnít 

Gold War machine (hidden): Well, do what you would do with armored Zangief. 
keep away, use you Uroburos super, and remember you can block while you are 
using this
super. A good helper to use is Psylocke.

Red Venom (hidden): Well heres the fastest character in the game. Watch out 
for his
throw, and try to attack him before he attacks you. Just do something, he 
canít take
damage. If you canít hit him then use helpers and legion to kill him by 
block damage. he
canít even take block damage. All I have to say is, you either have a very 
hard time or a
very easy time. A good helper to use is Psylocke.

Orange Hulk (hidden): Well he is quicker, but he has no armor. So whatever 
you did to
Hulk will work with him, and he is easier because he has no armor, and he is 
not nearly as
quick as Strider. A good Helper to use is Lou.

Shadow Lady: Hmmm... havenít seen too many Shadow lady players. She isnít 
nearly as
dangerous as Chun-Li. Well I guess you can use your Chun-Li strategy against 
her. A
good helper would be Michelle Heart.

Lilith: Same damn thing as Morrigan. Except maybe a worst fireball, so 
overall is even
worst. Just stick with the same Strategies as Morrigan. Maybe she likes to 
attack a little
more, thatís about it. A good helper would be Michelle Heart.

8. Partners
In this section I will tell you who are good partners, who arenít, and what 
advantages you
would have. Also remember the 2on1 and what they can do with block damage 
together. I
will also give you some good combos with these other characters. With the 
combos I am
not going to include jump-in attacks, you can use what ever you want, and if 
I donít know
what the move is called, I will just put the motion for it down.
I will also rate them. It goes from Poor, O.K., Good, Great, and Excellent.

Ryu: Well, Ryu and Strider is a not that good of a combination. They both 
play a different
style of game. They just donít seem to mix together. Well maybe somebody can 
prove me
wrong, but if I was playing a game I wanted to win I wouldnít use them.
Rating: Poor

Combos to use:
1. S4,S3, super fireball (the combo of choice with Ryu, takes really good 
damage, also
works with evil Ryu.)
2. D4,D5, super dragonpunch (a very easy and effective combo to use in ken 
mode, and
evil mode.)
3. S4,S3, change into Ken or Evil Ryu, then super dragonpunch (Now this is a 

Gambit: Except for the 2on1 there really isnít too many other good things I 
can say about
this team.
Rating: O.K.

Combos to use:
1. Punch Throw, Royal Flush (this works anywhere on screen, and you canít 
roll after
Gambitís punch throw. If you have your opponent in the corner, you can do a 
D2,D3 and
do an air combo instead.)

2. Colossus, dash-in S3, Throw cards with 3, Royal Flush (you have to hit 
the S3 before
Colossus hits for the fifth time, so as he hits the fifth time you cards 
will connect.)

War Machine: Say cheese. All I have to say. (insert evil laugh here, waa, 
Rating: Excellent

Combos to use:
1. D2,S6,J1,J4,J2,J5,J+U3, flight,J1,J2,J+U3, shoulder cannon (this combo 
takes some
2. D2,S6, war destroyer (easy and takes a lot of damage)
Note: Remember to 2on1, and watch people get pissed.

Zangief: Use the 2on1, and have Strider throw legion and Zangief go grab. 
Zangief has
power, Strider has speed, so why not add this together. This is a deadly 
combination if
used correctly.
Rating: Great

Combos to use:
1. D2,J4,J5, short spinning closeline, as they drop down, do a J5, and then 
do somekind of
throw.(you can use 2 to throw them back up and repeat the combo, you can get 
out of this
since after the second J5 it is not a combo anymore, but is rather hard if 
playing against a
good Zangief player.)
2. S6, DP+4 to air grab(normally use a Jumping bodypress to hit them first 
and then use
this combo.)

Spiderman: Yes! This is a very good team. Spiderman has so much priority. 
These two
just seem to go together, give this combination a try and youíll know what I 
mean. The
2on1 is not too bad either.
rating: Excellent
Combos to use:
1. D4,D5,S6,J1,J4,J2,J5, somekind of finisher (use J3 to finish and you land 
after your
opponent, and while your dropping you can either attack or chose to come 
down then
attack with a low attack, this confuses people.)

Wolverine: A team more on offense than anything else. Perhaps thatís a good 
thing, but
remember stop attacking, and you die. If you 2on1 do a QCF+two P Wolverine 
will be
doing his berserker barrage, while Strider does his Uroburos. Now that your 
thinks it is safe to hit Wolverine, because Strider is so far away from 
them, use Strider to
teleport to catch them off guard. Not too bad if your playing turtles. 
Didnít get a excellent
rating because you hear so much shit from the crowd.
Rating: Good

Combos to use:
1. in or close to corner D1,D4,D5,D3,D6, super jump 1,J4,J2,J5, head stomp, 
with S4,S5,S5,S3,S6 (remember you have to super jump or it this combo will 
not work.
Remember to let go of down after the head stomp, and just push 6. When you 
OTG them,
they canít roll away. this combo is a little hard at first, but keep trying, 
watch for the frame
of animation when wolverine is about to recover from his D6 and that is when 
you super
jump. If you have Wolverines Berserker rage on you can do it anywhere on 
2. D1,D4,D5,D3,D6, qcb+1 (donít do this combo if your in or near the corner, 
because if
you are fighting some fast character, they will be able to hit you. Also it 
will not hit
Megaman, or Roll.)
3. D1,D4,D5,D3, Berserker Barrage (simple and damaging combo.)
4. D1,D4,D5,D3,D6, Fatal claw (Yet another simple and damaging combo.)
5. In corner D1,D4,D2,S6,J1,J4,J2,J5, head stomp, J6, OTG with S4,D2,S3,S6 
(Also in
this combo to remember to let go of down after the head stomp.)

Chun-Li: This can work out, but I couldnít seem to do anything useful with 
them. Maybe
it is because I donít really use Chun-Li, well if somebody has advice let me 

Combos to use:
1. D1,D2,D3, Super lighting kick (jam on the buttons to see the full effect 
of this combo,
very damaging with the max amount of hits.)
2. S6,J1,J4, air demon (also very damaging.)

Captain Commando: A keep away character and a offensive player? Sure, why 
not? It
throws people off every once in awhile.
Rating: Good

Combos to use:
1. D4,S6, Captain Sword
2. In corner dash-in D1,D3, Captain Storm (this is a very nice combo, 
remember to
3. D1,D3, qcb+3 (takes no super and is very damaging.)

Morrigan: No, no, no. This is not good. I hate this combination. Doesnít 
seem to have
anything good about them.
Rating: Poor

Combos to use:

1. Colossus, Soul Eraser (this is the only damn thing that is somewhat good 
with her.)
To me she is just a keep away character and nothing more, so combo donít 
really help her

Venom: Yes, a good combination. They can be very good together. Have Venom 
first, then have Strider to come in and take care of the rest. Theyíll never 
know what hit
them when the whole match they try to come and hit you, then you throw out 
Strider and
to bash his head in. A very good team indeed.
Rating: Great

Combos to use:
1. Dash-in D1,D5, Venom bite super (the one with the kicks.)
2. Punch throw, S1,S5, Venom bite super
basically just stand in one place and play turtle and youíll be just fine.

Captain America: Well, there 2on1 works. This team will also have power and 
speed, and
works pretty good.
Rating: Good

Combos to use:
1. In the corner D1,D2,S3, Final Justice or hyper charging star
2. In the corner D2,S6, Final justice or hyper charging star
3. D1,D2,D3,J1,J1,J1,double jump, J1,J4,J2,J5,J3

Jin: Probably should stay away from him. It just doesnít seem to work out.
Rating: Poor

Combos to use:
1. Jump in with J+D6,D1,D2, Blodia Punch (I only added the jump in is 
because most
people fall for it.)
2. D1,D3, OTG with Blodia Vulcan (If they roll sometimes they will not know 
which way
to block if they roll too far.)
3. In the corner D1,D3,super jump and cancel into J+D3, Dash-in D1,D3, OTG 
Colossus, Blodia Vulcan, or Blodia Punch (you have to super jump and cancel 
it super
fast, this combo really takes practice, but really pays off, because itís so 
damn cool. If you
donít want to OTG then you can Super jump after the second D1, and either 
end with J6,
or air throw.)

Hulk: Youíll have some major power on your side. I imagine some people can 
find some
good uses with this team.
Rating: O.K.

Combos to use:
1. D4,D3, cancel into a gamma wave
2. In the corner D1,S3, Gamma crush or Gamma quake
3. In the corner D1,S3, super jump J1,J4,J3 as you come down OTG with 
(Mega damaging combo, that takes no super at all, and they canít roll away. 
If you want,
you can air throw instead of the J3, and still continue this combo, but they 
can roll away,
but if they donít roll away, then you can super jump again after the S3 and 
repeat the

Strider: Hmmmm.... this is the dream combination.
Rating: You tell me

Megaman: Not all that good, you really donít need any block damage. Strider 
can take
care of that by himself, he really doesnít have anything Strider can use.
Rating: Poor

Combos to use:
1. S6,J1,J4,Hyper megaman
2. Charge the mega buster for about 20-30 seconds, S1,S2, Mega buster, 
taunt, and then
team super(you can skip the taunt, but it makes this combo look so much 

Roll (hidden): Worst than Megaman. Stay clear of her.
Rating: Death

Combos to use:

None, donít bother

Red Venom (hidden): Super fast, but I would stay with regular Venom. I donít 
really like
this guy, you put this team together and die pretty fast.
Rating: Good

Combos to use:
1. Punch throw, S1,S4,S2,S5,S6, venom bite super (just keep holding forward 
while you
are doing this combo.)

You can pretty much think of your own combos with him, itís not that hard 
with this guy.

Orange Hulk (hidden): Well, just stay with regular Hulk.
Rating: Poor

Combos to use:
1. D4,D3, Gamma Wave
2. D1, Gamma Quake (works with regular Hulk too.)

Shadow Lady (hidden): hmmm... donít know how to use her either. I feel that 
she is worst
than Chun-Li, so I really think you shouldnít use this team.
Rating: Poor

Combos to use:

Send me some

Lilith (hidden): Same thing as Morrigan, just read above. Except maybe 
Rating: Below poor

Combos to use:


9. Awards

Heres a little thing I made up to give characters the credit that they 

Most overpowered character in the game:
Strider or Wolverine (canít decide, they are both really overpowered.)

Spiderman and Chun-Li (these two have too much priority, donít know which 
one is

Most annoying character:
Morrigan (the way she plays, not the way she looks.)

War Machine (the ones that like to run away.)

Coolest Character:
Jin (minus the disturbing move where he takes off his clothes, hes just so 
damn cool.)

Strider (Need I say anything else.)

Best super move:
Jinís Blodia Vulcan (The first person view makes this one my favorite.)

Morriganís heart super (you just canít leave this one out.)

Best Comeback Character:
Jin (Itís all about the armor.)

Strider (He canít take hits, but he sure can give them.)

Most overpowered team:
Strider and War Machine (itís just all about block damage.)

Strider and Wolverine (If there was no such thing as a 2on1, they would have 

Most Annoying team:
Morrigan and War Machine (Sorry people that like to play keep away.)

Morrigan and Lilith (as if one wasnít bad enough.)

10. Special Thanks

Here are the people that I want to thank: for reading this FAQ over for me and being a cool 
guy. also for reading over my FAQ, giving me some tips, and being 
a nice

11. Conclusion

Well, so what do you think of this FAQ, is it any good. Please give me some 
feedback, as
this is my first FAQ. Oh yeah and the legal stuff, Capcom characters are 
trademarks of
Capcom, and Marvel Characters are trademarks of Marvel.

Remember my E-mail is, E-mail me if you have and 
or contributions.

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