Strider by JNguyen

Updated: 04/24/00 | Printable Version

                     Copyright 1999 by Johnny Nguyen
This faq was meant only to help people and nothing else. In other words, 
don't even think of selling this for money. If you want, you can copy this 
to read it but nothing else. You are not allowed to take credit for writing 
this, sell this, or change this. If you think I'm missing something or I 
made a mistake, you can send it to me at and I 
will test it out. If it works, I will add it to my faq and give you 
co-author credit for it.           

Table of Contents
1. Updates
2. Introduction
3. Why should you pick Strider?
4. Strider's moves
5. How to use Strider effectively
6. Strider's comboes and little tactics
7. Strategies using Strider
8. Who should be Strider's partner and why
9. Helper's that could benefit Strider and how
10.How to fight certain characters 

9/26/99 Started my first faq for Strider-Hiryu

9/27/99 Added Chapter 5 and the Bomb Drop special move. Started Chapter 6.

9/28/99 Added more comboes and little tactics.

9/29/99 Added more little tactics, finished Chapter 6 and updated the table 
of contents. Started and finished Chapter 7 and Chapter 8. Also started
Chapter 9.

10/4/99 Added more to Chapter 9.

10/7/99 Added more to  Chapter 9 and started Chapter 10.

10/9/99 Added more to Chapter 10.

10/11/99 Added more to Chapter 10.

10/13/99 Added more to Chapter 10.

10/25/99 Added more to Chapter 10 and added another tactic.

10/29/99 Added more to Chapter 10.

10/30/99 Added more to Chapter 10.

11/6/99 Added more to Chapter 10 and some new comboes.

11/24/99 Added more to Chapter 10.
Thank you for reading my faq. Sorry, but I don't know much about Strider's 
history or where he came from or anything like that. You can find that 
stuff on another faq. This faq is not written for beginners. It is written 
for people who use manual mode and not auto mode. I assume that you already 
know the basics of the game before reading this faq. This faq is only 
dedicated to making better Strider players out there.

You should pick Strider because he has power, range, and speed on his side. 
He also looks cool too. Strider is a complicated player who requires skill 
to master. A lot of people play him cheaply and are still very hard players
to beat but this faq will teach you to play better than that. Plus, you'll 
also have a lot of fun showing your new skills at the local arcade....unless 
I'm around.

These are Strider's special moves. Know that all of his moves have a 
specific use at a certain time. Don't just do them randomly or else you'll 
get killed.

Legion Attack = down, down + forward, forward + any kick button
Strider makes a leopard fly out and go running across the screen.

Ghram = forward, down, down + forward + any button 
Strider takes his sword and does a slash that reaches almost all the way 
across the screen. Punches make it slash high, kicks make it slash low.

Ame No Murakamo = down, down + forward, forward + any punch button
Strider runs across the screen and takes a slash with his sword. The punch
button used will determine how far he runs before taking a slash with his

Vagula = down, down + back, back + any kick button
Strider disappears and reappears and does a kick downwards. The kick
button used determines where on the screen Strider will reappear.

Teleport = back, down, down + back + any button
Strider teleports. Kind of like Vagula but without the kick. The button 
used determines where Strider will reappear. 

Ragnorak = down, down + forward, forward + any button
Strider does an air dash and attacks with his sword while dashing. The 
button used determines where Strider will dash. (This move can only be used
in the air.)

Bomb Drop = hold back for 2 seconds and then push forward + any kick button
Strider calls out an eagle that flies across the screen and drops a bomb. 
This move causes very good damage and cannot be blocked in a crouched 
position. The button used determines how far the eagle flies before 
dropping the bomb.

Slide = down + forward + HK
Strider does a quick little slide on his side. (This move goes under 
projectiles and other stuff.)

Note: I may have forgotten some other special moves.

These are Strider's super moves.

Ouroboros = down, down + forward, forward + 3 punches
Strider makes these two little things that revolve around him and protect 
him from attacks. Slam on the punch buttons to make rings shoot out. Or go 
near the opponent and slam on all the buttons to hit the opponent and have 
the little things hit him at the same time. If your opponent keeps blocking
try to trip him to open him up and if he blocks low, then jump a little to
hit his head. Or you can also open him up by doing a small jump over him.

Legion = down, down + forward, forward + 3 kicks
Strider calls out a whole bunch of birds and leopards that attack the 
opponent. Nice chipping damage. (Hold up to make the birds fly higher.)

Ragnorak = forward, down, down + forward + 3 punches
Strider runs about halfway across the screen and if the opponent is open, 
Strider will grab him and bring up into the air. In the air, Strider will 
slash him a couple times. (This move has great damage potential but is very 
hard to connect.)

The first step to using Strider effectively is to use his comboes. His 
comboes cause great damage and are not very hard to learn. The second step 
to using Strider effectively is to learn how to block. Never let Strider 
get hit because he has low stamina and will die in two big comboes. Also 
learn how to make use of Strider's speed, double jump, and wall cling. Dash 
in more, double jump around in the air to avoid beam supers, and cling on 
the wall so you can jump some more. Some ways to use Strider's speed is to 
wait for Wolverine players who jump high in the air and come down at you. 
These players like to cross you up and have you blocking the wrong way. 
This is when you use your speed and dash out to the side so they can't 
cross you up. Use your double jump to trick people who are launcher happy. 
Jump down at them and right before you get into their launching range, just 
double jump to their other side and hit them. Use your wall cling so that 
you can jump around some more. Also remember that Strider's Legion super 
can chip people to death. If it's a close game and your opponent has very 
little life, wait for him to jump and then do your Legion super. You want 
him to jump so that 1)you know he isn't gonna use any of his supers unless 
it's Chunli, Spiderman or Wolverine or anybody with an air super. 2)this 
way, if he's jumping, he won't be able to super jump over your Legion super.
Another thing is to remember that Strider can teleport. Whenever you get 
stuck with someone who likes to corner you, just teleport out of the way. 
Also don't forget to learn how to roll and tech-hit. You can roll by doing 
down, down + forward, forward + any punch button (the button used 
determines how far you roll before getting up). You should roll right after 
every time you get knocked down. Also roll so that you can get up right 
behind your opponent and get some revenge on them for knocking you down. 
Use the jab punch roll so that you don't roll too far. Rolling is also a 
must for playing Zangief players because they like to trip you and then do 
their super(this also applies to Spiderman, Gambit, Ryu, Captain America, 
and Megaman players). Learn how to tech-hit so that you can anger those 
grabbers at your arcades. Whenever somebody throws you just keep pushing 
the joystick forward and slaming on the MP and the HP buttons at the same 
time. The final thing to using Strider effectively is to learn how to OTG. 
OTG means "on the ground". OTGing means hitting somebody while they're on 
the ground. Strider's only OTG move is his Ame No Murakamo. Right after 
every time you trip somebody, just do a jab punch Ame No Murakamo. Imagine 
hitting everybody an extra time right after tripping them. Throughout the 
whole match all the extra hits add up.

Strider's launcher is down + HP
Right after you do the launcher, just push the joystick up and when Strider
is right next to his opponent in the air, just start pressing the rest of 
the buttons in the combo.
D. = Dash in
J. = Jump in
C. = While crouching or holding down on the joystick
S. = While just standing still (sometimes I may not put a "S.")
() = Anything between these is to be done while you're still in the air
Pause = wait a half a second before going on to the next step
SJ = means super jump(push all 3 kick buttons or moving the joystick down, 
        up quickly)
d  = down
df = down + forward
f  = forward
b  = back 
db = down + back
WP = weak punch a.k.a. jab
MP = medium punch a.k.a. strong
HP = hard punch a.k.a. fierce
WK = weak kick a.k.a. short
MK = medium kick a.k.a. forward
HK = hard kick a.k.a. roundhouse
3P = 3 punches
3K = 3 kicks
OTG= means the move hits them while they're still on the ground
CHB= means charge back for 2 seconds

1) D.C.WK, C.MK, C.HK, d,df,f+WP (jab punch Ame No Murakamo)
    Note: Don't do the jab punch Ame No Murakamo if they block!

2) D.S.WP, WK, MP, MK, HP, HK, d,df,f+WP (jab punch Ame No Murakamo)
    Note: Don't do the jab punch Ame No Murakamo if they block!

3) D.S.MP, MK, HP, HK, d,df,f+WP (jab punch Ame No Murakamo)
    Note: Don't do the jab punch Ame No Murakamo if they block! This combo
          takes more than the one listed above!

4) D.C.WK, C.HP, SJ(WK, MK, HK)
    Note: This should be the first air combo you learn.

5) D.C.WK, C.MK, C.HP, SJ(WP, WK, MP, MK, HK)

6) D.S.WP, WK, C.MK, C.HP, SJ(WP, WK, MP, MK, d,df,f+WP)

7) J.C.WP, C.MP, C.HP, SJ(WP, WK, MP, MK, d,df,f+WP)

8) D.S.WP, WK, C.MK, C.HP, SJ(WP, MP, MK, HP, HK)
    Note: I think this combo might take more life than the one listed above.

9) D.S.WP, WK, C.MK, C.HP, SJ(WP, WK, MP, MK, MK, WK, MK, d,df,f+WP)
    Note: In the air, you might have to wait a split second between the 
          second MK and the second WK for the combo to work.

10) D.S.WP, WK, C.MK, C.HP, SJ(WP, WK, MP, MK, pause, WK, MP, MK), land,
    push joystick up, and (WP, WK, MP, MK, HK)
    Note: Pausing takes a while to get used to. Wait too little and your 
          hits will miss. Wait too long and your opponent will be able to 

11) d, df, f+3P, your opponent will now run into a corner and block, just 
    run to the opposite corner and teleport to your opponent. In other 
    words: activate the Ouroboros super and then when your opponent runs 
    into the corner, proceed to b, d, db+WP if they are in the left corner 
    and b, d, db+HP if they are in the right corner. From here you just 
    slam on all the buttons.

    Note: Requires 1 level of energy charged up.
12) jump in and right when you're right outside your opponent's launching
     range, do d, df, f+WK
     Note: Do this only on people who are trigger happy (Chun-li, Megaman, 
           Ryu, Spiderman, Strider, etc.). Don't do this trick too much or
           else your opponent will block when you do it and get revenge on 

13) anytime when your opponent is around half the screen away and he isn't
    guarding his feet, do f, d, df+HK (roundhouse Ghram)
     Note: This does excellent damage and works often. Also try finishing 
           your ground comboes with the short version of this move.

14) d, df, f+3P, now go next to your opponent and do a low kick so that you
    can open him up if he blocks. If he is blocking low then try to do a 
    very small jump just high enough to jump over him. Once you reach his 
    other side he should be getting hit. If he is still blocking, then jump 
    over him again but this time once you get over, quickly do low kicks. 
    If he is blocking all your attempts to open him up then keep repeating 
    the steps above but mix them around and soon, you will open him up. If 
    he still retains his blocking, try jumping straight up sometimes 
    instead of jumping over him. This makes him block the wrong way and 
    when you come down, you'll start hitting him.
     Note: Requires 1 level of energy charged up.

15) CHB, f+the kick button that corresponds to where your opponent is. If 
    your opponent is in the left corner, use WK and if he's in the right 
    corner, use HK and if he's in the middle, use MK. Once the eagle flies
    out, start dashing at your opponent and when you get close, start doing 
    low kicks. If you opponent blocks your low attacks then the bomb 
    dropped by the eagle will hit his head. If he blocks the bomb, then 
    your low kicks will open him up and he will be vulnerable to a combo. 

     Note: This works great on turtle players!(turtle players are players 
          who like to just wait in the corner and wait for you to come and 
          attack them, these players often use Captain Commando so that 
          they can keep doing Ground Sparks and Captain Fires once you get 

16) d, df, f+3P and use the tactics from 9) and 12) to open up your 
    opponent. Once you have opened up your opponent, do f, d, df+3P. This 
    takes lots of life but you lose 2 levels of energy for your supers.

     Note: Requires 2 levels of energy charged up.

17) anytime your opponent is half the screen away and isn't guarding his
    feet, do df+HK(Slide)
     Note: This is like 11) but instead of the Ghram which leaves you more 
           safer, you do the Slide which is easier and faster to do but if 
           your opponent blocks it, you may get counter attacked.

18) anytime whenever your opponent jumps over you and is on your other side,
    quickly before Strider turns around so that he the opponent, do d, df,
    f+3K(Legion Super). What's supposed to happen is that when Strider does
    the super, your opponent is caught between Strider and the army of 
    leopards and birds. now you opponent is confused and wont know which 
    way to block. If your opponent is on the ground right behind you, you 
    can quickly turn around and attack him once you gain control of Strider. 
    If your opponent is in the air right behind you, don't turn around be 
    cause the leopards and the birds will push so that he will end up in 
    front of you(this is if he somehow manages to block all the leopards 
    and birds). If this happens, now he will be blocking the wrong way so 
    attack him. Sometimes if your opponent doesn't jump over you but just 
    goes high into the air, you can quickly dash under them and before 
    Strider turns around, just do the Legion Super. 

     Note: This works well against Wolverine players who like to super jump
           and go way above your head and then do a kick going straight 

19) whenever you need to switch out desperately, try this: D.C.WK, C.MK, 
    C.HP, HP+HK
     Note: This an excellent way to switch out safely. Always remember this
           and use it when you need to switch.
Strider has strategies for every situation. To be a master Strider player, 
you should know them and use them well. If someone trips you, always 
remember to roll with the jab punch version and when you get up right 
behind your opponent, do a trip and immediately do a jab punch Ame No 
Murakamo. Always remember to use the Teleport whenever you're stuck in the 
corner. Another good player especially Chun-Li and Wolverine players will 
always open you up if all you do is sit in the corner and block. Teleport 
out of there and do some offense, not defense! Always use your supers when 
you have the chance! I know that most of you would rather combo then super 
when your opponent misses a Dragon Punch or a super. I know that when your 
opponent misses a Dragon Punch you think,"Alright let's combo the hell out 
of him, I'll save my supers for another use because I don't want to waste 
them." What are you saving your supers for?! Use them! I know you'd rather 
combo but you can combo some other time! Use your supers because: one, 
supers take more than most of your comboes. two, so you can charge up more 
supers. three, so that you can kill your opponent faster. and four, what 
the hell are you saving them for?! These are the perfect times to use them! 
Another thing is to try and use the Ragnorak Super every time you get the 
chance. This is Strider's most damaging and coolest looking super. Plus I 
think it come out faster than the other two supers. Use the Ragnorak Super 
after your opponent misses a Dragon Punch, super, or anything like that. If 
your opponent blocks too much, grab him! Let's say your opponent is in the 
corner and every time you get close he knocks you away with a special move, 
do this: dash in and right before your opponent gets to do anything do C.WK, 
C.MK, f+HP. Your opponent will block the C.WK and the C.MK and will think 
you will do the trip. This is when you just grab him because he is doing 
nothing but blocking. Another way you can fight these kind of players is to 
do a Ghram or a Slide when you're close enough and they're not blocking low. 
Sometimes you may be caught in a close game and you're opponent has more 
life than you do, you can: 1) Chip him down by using all of your supers and 
keep doing the Legion Super. If you're lucky, your opponent may accidently 
let go of a block and will get hit by the Legion Super. 2) He will mostly 
be blocking in the corner so just walk over and grab him. Keep doing this 
until he is very cautious of your grabbing and starts trying to jump away. 
Now you can just try to combo him or when he is in the air, run under him 
and do the Legion Super like in tactic 18). 3) If he's just jumping away 
from you every time you get close, just use tactic 18). 4) Don't get into 
that situation in the first place. Here's some more strategy: Whenever 
you're jumping away from your opponent, sometimes they like to follow you 
and walk after you. These players are usually Chun-Li and Wolverine players. 
Now right when they start following you and you're in the air and jumping 
away at the same time, press HK. That's right. The moment they walk close 
enough and get into range, press HK. Most players fall for this because 
they don't think you're gonna attack them. After all, you are jumping away. 
I don't think this tactic should be planned but when you see a chance for 
it, do it. You'll get the chance mostly in the final seconds of a match and 
your opponent's constantly comin'after you because you have more life than 
they do. Another thing to consider while playing the game is your opponent. 
Watch them play before you stick in your quarter and challenge them. Always 
pay attection to your opponent and learn his pattern. Some players like 
Chun-Li will always try to launch you so that they can do their 
high-damaging super on you. If this happens, use the Ouroboros often. Other
players like Hulk like to go on full offense. What happens is they keep 
coming after you and trying to attack you and trade hits with you. Just 
keep running away by super jumping above them and when they come into the 
air, attack them before they are at the same height with you. You will also 
meet players who constantly dash at you so that they can open you up and 
combo you. Keep jumping around so that they have a hard time getting to you. 
Once, they stop trying to get to you, go attack them. The same applies to 
people who like to trip you and then do a super. Here's some strategy for 
cheap players: if you ever come across someone who likes to launch you up 
and then step over to your other side and relaunch, this is how you get 
back at them-do to them what they did to you! Here's a pattern I use for 
those type of players so that they have a hard time finding out which way 
to block. Launch, switch, launch, switch, launch, launch again, launch 
again, switch, launch, launch again, switch and then go up and air combo! 
Here's the abbreviated form:l,s,l,s,l,l,l,s,l,l,s,Air Combo. This works 
because the pattern never stays the same! You see, once your opponent finds 
out your pattern, just change it. If your opponent stops using the cheap 
tactic, then you should stop too. For people who like to keep using the 
same combo on you and the combo is huge, really life-taking, do this: Show 
them that a little variety is better. Do your air comboes but end each one 
differently. Instead of using HK, you can always use HP, jab punch Ragnorak,
or a jab punch Ghram. Jab punch Ghrams are kind of hard to do though 
especially as an air combo ender but they are life-taking and impressive. 
Another way to fight is to listen to your opponent pressing the buttons. 
Sometimes when you play, glance over at your opponent hands and see what 
he's doing. If he's slamming on the switch buttons, get ready to block and 
hit the character coming out. If you hear him slamming on the buttons 
really hard and he's only hitting the top three or the bottom three, that 
means he's going to do a super. If you trip him and you hear him rotating 
his joystick, that means he's going to roll so don't try to OTG him(hit him 
while he's on the ground). The final strategy to using Strider or any other 
player effectively is to not keep playing in the same way. This way, your 
opponent will never figure out your pattern because you don't have one! 
Also remember to play smart and that you have helpers and energy levels for 
supers! Oh yeah, hit the switch button when Strider has a lot of red life! 
It can be regained and Strider can't fight alone so use your other 

Wolverine- and have the two combo kings as teammates! Remember that you 
           don't have any power characters so make sure you learn big 
           comboes for the both of them! These will also be a fast couple. 
           Wolverine doesn't have any projectiles to protect himself so use 
           your helpers to protect him. Also remember never to play defense 
           with these two! Doing this totally rules out the reason why you 
           picked them and remember that Strider has bad stamina and 
           Wolverine was meant for close up offense!

Captain America- boy, this is a great team! Captain America has stamina, 
                 power, and speed if you lose the shield! Captain America 
                 is a great player to use while Strider is regaining his 
                 red life! Captain America is also a complicated character 
                 and mastering him and Strider could make you the best 
                 player at your arcades(this is, if I'm not around in the 

Jin- Whoa! Now you got a power partner! Jin is great fun to use but 
     sometimes you might notice that your opponents are dying too fast and 
     that isn't fun. Jin is kind of slow and his recovery time on some of 
     his moves is horrible but if you play carefully with him as you play 
     with Strider,you will find out that people will stop their quarters 
     from going into the slot once they see that you know how to use Jin. 
     I'm sure why but the way the computer plays Jin, it scares people 
     every time they see Jin so you might be intimidating a lot of 
     challengers without even noticing it!

Spiderman- Here's the speed team! Spiderman is very fast and if you master 
           him, you will see him eat your opponents' life away very,very 
           fast. Spiderman's HK has great range and will come in very handy
           when you're stalling the game so that Strider can regain his red
           life. Spiderman and Strider also have different styles of 
           playing so whenever your opponent is used to fighting one of 
           them, just switch and pound your opponent down while he's 
           getting use to fighting your other character.

Colossus- (just press and hold "Start button,WP ,MP, and MK" right after 
          you pick your two fighters) Colossus is a great helper. When you 
          call him out, he goes charging across the screen and will hit 
          your opponent several times. Right after you send him out, just 
          wait to see if he hits your opponent. While Colossus is hitting 
          your opponent, quickly do the Legion Super. A great time to send 
          out Colossus is when you are in the corner and your opponent is 
          jumping in at you. Another trick with Colossus is when you're 
          hitting your opponent with the Ouroboros Soper and the Ouroboros 
          is about to end send out Colossus. While Colossus is hitting your 
          opponent, activate another Ouroboros Super, and attack. Keep 
          repeating this until all your supers run out. If you have three 
          supers, don't do Ouroboros the third time. This makes you look 
          cheap. Instead, do the Ragnorak Super. This also takes more 
          damage. Beware, Colossus can cover you from overhead attacks when 
          he comes out but if you look carefully, when he first comes out, 
          small players like Wolverine can duck under him and attack you. 
          This creates a big problem if you play against a Wolverine player 
          who knows this.

          Note: Colossus can only be used 5 times.

Psylocke- (just press and hold "Start button and MP" right after you pick 
          your two fighters) Psylocke is a great helper. Right after you 
          call out Psylocke, she comes out dashing across the screen and 
          will hit your opponent several times like Colossus but she comes 
          straight out and will not protect you from jump in attacks but 
          will trade hits with your opponent. She can also be used like 
          Colossus on some ways. 

          Note: Psylocke can only be used 6 times.

Devilot- (just press and hold "Start button, MP, and HP" right after you 
         pick your two fighters) Devilot and her friends pop up right on 
         the screen where you're standing. Her team stays there for a 
         little while before blowing up. The explosion cannot be blocked so 
         if your opponent is close to Devilot, he will get hit and this 
         takes a lot of damage! Use Devilot on people who keep jumping in 
         or try this: 1) Activate Ouroboros and walk into your opponent if 
         your opponent keeps hanging in the corner or if you killed one of 
         his fighters and the other fighter popped out. 2) What usually 
         happens is that your opponent blocks and is being forced into the 
         corner at the same time. 3) Once your opponent is forced into the 
         corner and blocking, call out Devilot. 4) This is so beautiful 
         because your opponent is stuck blocking your Ouroboros and can do 
         nothing about Devilot blowing up in his face. 5) If you don't want 
         to use Ouroboros, you can just keep pressing WP in your opponent's 
         face instead.
         Note: Devilot can only be used 5 times.

Ton Pooh- (just press and hold "Start button, WP, and HP" right after you 
          pick your two fighters) Ton Pooh does some sort or jump kick 
          slash that does incredible damage. She also has 9 uses too! The 
          only thing with Ton Pooh is that she can be seen from a mile away 
          coming out. Call out Ton Pooh when your opponent keeps pressuring 
          you or when he's far away and throwing projectiles or just not 

          Note: Ton Pooh has up to 9 uses. Don't forget to use them all!

This chapter will teach you how to fight against different characters and 
most of the styles that people use for them. I put the characters in the 
order I think is most used to the least used.

RYU: This guy is one of your typical cheapo fighters but then there are the
masters who aren't cheap and will pound the hell out of you. Let's look at 
Ryu's strenths and weaknesses one form at a time. 

Akuma- 2 of his supers can be easily comboed. Has the strongest comboes of 
all three forms of Ryu. Has an overhead move for turtle players. And he 
also has the annoying Diving Kick. These are Akuma's strengths. Avoid them. 

To fight Akuma, don't let him combo you. Two of Akuma's comboes with a 
super at the end will kill Strider. The range of his launcher sucks so
whenever you jump in, you can use HK whichout worrying too much about get
launched up. Always watch your feet when Akuma dashes at you because that
means he's going to do a low attack and then launch you. Don't stay in the 
corner too much or else Akuma will start doing his overhead move and then a 
trip and then a grab a then the move again and then whatever. Lots of Ryu 
players like to keep doing lots of different attacks in your face that 
attack high, and then low, and then a grab or whatever. Never ever get 
stuck trying to block all the hits! If you get tripped, roll out of there! 
Also, when Akuma is in the air and throwing fireballs, don't try to walk 
under them because most Akuma's will stop throwing fireballs and will do 
the annoying Diving Kick on you. Instead, you can do the Legion Super. When 
you do this, it protects you and chips him down. Or, you can dash under his 
fireballs and activate Ouroboros. Now, just jump straight up into him or 
wait for him to attack you. By the way, don't get caught in Akuma's 
Now it's time to finish Akuma. He has no double jump. He has bad stamina 
and doesn't take hits to well. Also has a launcher with low priority. And 
has no decent air attacks. These are Akuma's weaknesses. Exploit them and 
use them against him.

Akuma doesn't have a doublejump. Jump around a lot to run away from him and
when he meets you in the air, combo him with WK, MK, and HK. Also jump away
from him alot so that he never gets the chance to launch you and combo you. 
Use Legions against him to chip him down when he keeps throwing fireballs. 
He has bad stamina so use every opportunity to make him eat super. When you 
don't have a super, do your highest damaging comboes. One good way to kill
Akuma is to jump in at him but to not be on top of him and press HK. If the 
HK connects, then start comboeing. If he uppercuts you, then the next time 
you jump in, block and then counter attack. 

Ken- is one of the faster players in the game. Has a powerful uppercut that
also works in the air. All of his supers can be comboed. Also an overhead 
move. Also has the deadly anti-air super.

Out of all the three forms of Ryu, Ken will probably be the one you'll see
the least. The reason why is because his only real advantage is speed. Even
though, you must play against him carefully. First, of all: Keep jump-ins 
to a minimum. The reasons why is because he has a strong uppercut and that 
super where he uppercuts straight up and takes a lot of life off of you. 
Now this creates a problem for you because you can't attack him from the 
air. Now you have to attack from the ground and that's bad because he could
combo 2 of his supers from the ground easily. Don't try to trip Ken because
if you miss, he'll make you eat the super where goes uppercutting several
times across the screen. Like Akuma, you shouldn't just sit in the corner 
because Ken has his own overhead move and he's going to do that stuff where
he keeps attacking you high and low and somehow, he's going to break 
through your blocking and hurt you bad.

Ken doesn't really have a weakness so listen carefully. Always try to make 
Ken do a super or a hurricane kick. Those moves have a huge recovery time.
Those are your chances to kill him. Don't waste them! Do the Ragnorak 
Super! Keep pressure on Ken by attacking him repeatedly when he doesn't 
have a super. If he has a super, play keepaway and make him come to you. 
If you ever get caught blocking one of his supers don't push block them
unless you don't have much life left! Wait for them to finish and then 
attack him! This may be a tough fight but remember that you have a partner 
so use him! 

Ryu- has 2 comboeable supers. Has overhead move as well as the other 2 
forms. Also has strong comboes. Has a super that is a real life-chipper!

Most Ryu players that you're going to see don't know how to use him 
correctly. You might not ever see a master Ryu player! There are many 
things to watch out for when you're playing Ryu. First of all, pay 
attention to Ryu's energy meter. Ryu is the most dangerous when he has a 
level. Watch your feet and don't get tripped by Ryu because right after he 
trips you, he could that life-taking hurricane kick super where he stays in 
one place and does a long hurricane kick. Watch out for Ryu's S.HP because 
right after it, he could do the Shinkuu Hadouken. Don't sit in the corner 
too long or else Ryu's going to do that high-attack, low-attack stuff. Somw
Ryu's like to keep doing fireballs in the air and when you're not paying 
attention, they like to come down and jumpkick you. Then if you block the
jumpkick, then they'll grab you. These players are annoying. If you see a
Ryu player who keeps doing fireballs in the air, either do the Legion Super
or activate Ouroboros and attack them.

Ryu is also the slowest of the three Shotokan characters. His air fireball 
goes straight forward so you can easily jump up and attack him. Pushblock 
his Shinkuu Hadouken so that you take less block damage(while blocking, 
press all 3 punch buttons). Don't try to push block more than twice or else 
you might end up opening your blocking and get hit. If you get caught in 
his hurricane kick super and you're blocking, pushblock so that you can 
push him away from you. Now that you're free and he's still doing the super,
do the Legion Super or if you don't have any levels, do the HP Ghram. One 
good way to play against Ryu players who like to trip into the hurricane 
kick super is to keep jumping all over Ryu. He won't be able to trip you 
and this will also make him mad and when he starts chasing around the 
screen, kill him. Another way to kill Ryu is to take advantage of his 
hurricane kick. Every time does he does the hurricane kick, duck under it 
and launch him up and then air combo him. If you ever meet a Ryu who just
likes to float in the air and do nothing but fireballs just do your Legion

Wolverine: Meet the king of all button smashers. Almost every beginner 
player has started out with Wolverine and Ryu or whoever. Wolverine has low
recovery time on all his moves so all you got to do slam on all the buttons
and a combo will come out. That's the reason why most beginners like him. 
He's so easy to use and requires almost no skill. Most people who use 
Wolverine are cheap players. This section of the chapter will teach you how
to deal with the cheap Wolverine players and the master Wolverine players 
who are very deadly and skillful.

Cheap Wolverine's- These guys are annoying aren't they? They just keep doing
the same annoying combo over and over again. The combo takes so much life 
and requires almost no skill while you're trying so hard to do your combos
which barely scratches him and are so hard to do. Well, let's teach these
guys to not mess with you.

First of all, you have to scare these guys from doing the same stuff over 
and over again. If they keep super jumping above your head and then they do
that annoying straight kick down at you, you should be happy. Activate 
Ouroboros and then step to the side a little. When he comes down, keep 
attacking him. If he keeps cornering you and keeps putting pressure on you,
you have to keep jumping all over the place. Use your doublejumps and 
wallclings to get him mad. Once he starts coming after you, activate 
Ouroboros right when he's jumping in at you. Always remember to roll if you
get tripped by Wolverine or else he could OTG you and you could lose a lot
of life. Never pushblock Wolverine's supers. Always wait for him to finish
and then counterattack him. The only time you should ever pushblock his 
supers is when you have very little life left. Always try to keep jumping in
at Wolverine so that: 1) He can't get on top of you. 2) So that you don't 
have to watch your feet because if all you do is stay on the ground, 
Wolverine will do a low attack and then do one of his huge comboes on you.

Master Wolverine's- Whoa, these guys could give you some major problems. 
You're going to have play smart against these guys. They know major comboes
that end with a super and could probably give a really hard time fighting 
them. We're going to look at their advantges first. Then we're going to look 
at their weaknesses. Lastly, I going to show you how to beat them. 

They have speed, power, range, and priority. The first way to defend against
master Wolverine players is to know where you should be on the screen. If 
you hang around the middle of the screen too much, they could superjump high
above you and then come down in a zigzag pattern to confuse you and mess up
your blocking. If this happens, either activate Ouroboros and attack, use 
tactic 16), or just keep dashing to one side until you're in the corner and
he can only come down on one side. Now, you're stuck in the corner. This is
bad because he could do some massive comboes if you're stuck in the corner.
Most Wolverine players love it when you're stuck in the corner because all
they have to do is to keep pressuring you until you open up. You must know
how to fight in these situations if you want to beat master wolverine 
players. If you're in the corner and: 
they superjump; this means they're going to do that straight kick down at
you. Either use tactic 18), activate Ouroboros, dash out of there, or use 
the chance to switch when they're about to hit you and regain the 

if they keep dashing at you and doing low attacks; this means they're 
trying to open you up either for a really big combo or a super or both. 
Pushblock when he's close and superjump yourself out of there. Also watch 
out for getting grabbed when you're stuck in the corner.

Also, if you're in the air with Wolverine at the same time, keep attacking 
him with HP or HK because I don't know why but most people see Wolverine in
the air and all they do is block because they're thinking "Oh, no. He's 
going to attack me. I better block." Don't block or else Wolverine's going
to grab you because most Wolverines that get close to people think, "Hurry,
attack, attack, attack." Whenever you superjump into the air and Wolverines
coming up after you, hit him with HK before he levels with you. Don't let 
him get on the same level with you or else he'll do a HP or a HK and those
have more priority than most of Strider's moves. Also, if you can't stand it
when he keeps pressuring you, activate Ouroboros and chip him down while 
it's activated.

I can't stress how important this is, always remember to watch your feet 
when you're near Wolverine! He is very fast and can catch off guard if you
don't block low. Even if you're half a screen away, Wolverine still has a 
very fast dash and WK to get you. Plus, always be careful when Wolverine
has a super. His supers are one of the easiest to combo and they do great
damage to Strider! Also remember never to pushblock Wolverines supers unless
you have very low life because most of his supers leave him vulnerable
afterwards and that may be your only chance to hit him in the game. One more
thing when you're fighting Wolverine: always fight Wolverine offensively! 
His main advantage is offense. Keep attacking him and make him block. Don't 
let him get up and fight.

Captain Commando- "Captain Fire! Captain Fire!" Sheesh, does this guy really
have to tell us what he's doing all the time? This guy is probably the most
popular of all the turtlers(people who just sit in the corner and wait for
you to attack). Most of them are pretty annoying with that Ground Spark. All
they do is sit in the corner and when you get close they do that Ground 
Spark which is so horribly damaging especially if they combo it after a 
trip. Well, in this section you're going to learn how to play against the 
turtlers and the masters. As well as Ryu, you're probably never going to 
play against a master Captain Commando player.

Cheap Captain Commando's- Let's push these guys out of the corners and make 
then come out and prove themselves as worthy fighters(which they aren't). 
Just about every single one these cheap Captain Commando's sit in the corner
all day and do nothing but the Ground Spark.

The best way to fight these guys is to counterattack. Most of his special
moves and super moves have a huge recovery time. One tactic to fight against
them is to jump in and hold block. When they do that annoying Ground Spark
you're already blocking so it will chip you. Now when you hit the ground, go
dashing into him and do 3). Keep doing this until Captain Commando grows a 
brain and craws out of the corner. Once he does this, treat him like a 
master player.

Master Captain Commando's- These are the guys who know how to combo supers
especially that Captain Sword. Every time they trip you they never forget to
OTG you with Ground Spark. You're really gonna hate these guys because every
mistake you do while fighting them is gonna make you pay for it.

Their advantages are power. Avoid getting hit at all costs and you'll be in
pretty good condition. Don't try to jump into these guy so much unless 
you're gonna use that tactic in the cheap Captain Commmando's section. Try
to stay away from him if he keeps dashing at you. This means he desperately
wants to combo you into a super. Pushblock him. Watch for his J.FP. It's
when he jumps in and you see him do a punch with electricy on his fist. They
don't take too much damage but they all add up and if he keeps hitting you 
with these, you'll die real soon. Always remeber to roll whenever you get 
tripped by this guy because he could always do that Ground Spark and I don't
think you want that now, do you? Don't wall cling against this guy because
he could just pull out his Captain Sword and it would be over for you. 
Here's another thing. If this guy comboes you into a Captain Sword, don't
freak out. I know, I know. it took half your life and you really have to 
switch but don't be a dummy. The moment you switch out, your partner's gonna 
eat another super! Don't switch out the moment you get hit by something very
devastating. Wait for him to do a Captain Fire or try 19). If he blocks too
much and you can't open him then try a team super(d, df, f+HK+HP). Also 
don't try to dash into this guy too much because his do his Captain Fire and
that comes out pretty fast.

To kill Captain Commando fast, always make him pay for making mistakes. 
Every time he misses a Ground Spark or a Captain Sword, dash in quickly and 
combo him. If you're close enough, do the Ragnorak super. Oh yeah, here's a
really cool trick for gutsy players. I discovered this out one day when I 
was playing this guy. Whenever Captain Commando tries a Captain Storm on 
you(the super where he dashes in the you and comboes you into a Ground 
Spark at the end), wait for him to run into you. Now when he gets within 1/3
of the screen's distance away, do the Ragnorak super! This is so cool 
because the Ragnorak super has more priority than the Captain Storm and 
what's going to happen is Strider's going to grab Captain Commando and bring
him up into the air and proceed with the rest of the super. The only 
drawback for this tactic is that if you mess up, you're going to lose a lot
of life.        

Megaman: "Eh. Eh. Eh." This little guy's really starting to get on your 
nerves isn't he. I use to play with him but not anymore. He has lots of 
potential for good comboes, too. Master Megaman players are very annoying 
and can play a really good keepaway game especially with those stupid 
fireballs. They're so damn easy to do, too. I remember chasing Megaman 
around the whole screen one time and I died before I even got to even touch 
him. You should watch out for Megaman players who play on chip damage. These
players just relentlessly charge and shoot their megabusters throughout the
whole match. The thing is that they always charge the megabuster up until 
it's at least red so that even if you block the shot, you still get block
damage. They're incredibly annoying and you can't even get close to 
them because of those stupid fireballs. The only person who could probably 
beat Megaman in a fireball fight is Ryu especially if he uses his Shinkuu 

Megaman's main weapon is his megabuster. It allows him to combo a suepr 
anytime right after the shot if it hits. If you ever come across a Megaman
player who doesn't charge his megabuster, you should be very happy. Megaman
is the smallest player in the game. He can easily dodge your attacks so you
should kind of aim when you fight Megaman. Megaman is only a deadly defender
when he has a level. When Megaman activates his Hyper Megaman Super, he can
actually hit you if you're close or if you're attacking so don't jump in 
when he has a level. When Megaman has no level he's almost helpless. 
Superjump high into the air and doublejump all over him to get him confused
if he tries to launch you. Attack him with a J. HK and then a combo or 
d,df,f+WK when jumping in. If you do d,df,f+WK, make sure it hits or he 
could combo you. Don't worry if you get comboed by this midget. They don't 
take that much life anyways. Don't let it throw off you game. One good way
to make Megaman waste his level is to jump in and just hold block. Most 
Megaman's like to do a super when their opponents jump in. After he does the
super, dash in and attack if you're close enough. Don't pushblock his supers
unless you're almost dead because whenever you pushblock his supers, you 
push yourself away from him and that might keep you from attacking him while
he's recovering from the super. Watch out if Megaman jumps in at you. The
reason why is because I use to do the trick where I would jump in at  
somebody with Megaman and then when I get close, I would activate my Beat 
Plane to attack the person if they were trying to launch me. If they weren't
trying to launch me and were blocking then I would just move far to the 
other side of the screen while shooting at the same time so that they 
couldn't move. It's cool because even though I didn't get to hit them, I at
least chipped their life a little. Sometimes, you might come across Megaman 
who likes to keep jumping up and down shooting fireballs in a pattern that 
forces you to block all the time. To take care of these guys, do your Legion 
super. If you don't have a level, do the Vagula. You should always watch for
Megaman players who charge up their megabusters and then come after you.
These guys are the ones that like to combo into a super or a really big 
buster shot. Watch for their slide because right after they trip you, they
can easily combo in a Tornado Hold and then a super or a combo. Whenever you
want to chip Megaman down as revenge for taking all that chip damage, just 
activate Ouroboros. Megaman's weakness is air defense. Jump in a lot when he
doesn't have a level. His launcher and his uppercut is a joke. Both have 
horrible range so don't worry about jumping when he doesn't has a level!

Spiderman:"Web Ball. Web Ball. Web Swing." Like Captain Commando, this guy
also has to tell you what he's doing. I use this guy sometimes and he is one
of the fastest guys in the game. If you're fighting this guy for a second
and you take your eyes off the screen for one moment, when you look back
you'll notice that nearly half your life is missing and Spiderman still 
hasn't used a level. 

This guy has range. I'm talking major range and priority, too. Especially
his J.HK and S.HK. Those two attacks can beat out almost anything. This guy
also has speed. He also has a super high jump and when he comes down, he 
goes so fast that it's kind of hard to time your launcher...that is...if you
wanted to launch him. 

Fighting a master Spiderman player is going to be hard. Especially if you're
fighting one who knows how to combo the Maximum Spider and the Crawler 
Assault. The first thing to playing Spiderman is to avoid getting tripped by
him. After a trip, Spiderman can do a Web Swing or a Crawler Assault. Most
master Spiderman's don't trip that much. They would rather do a combo. So 
remember to guard low and watch out for Spiderman's who like to dash and 
then do a C.WK. Spiderman's Web Ball is just about the weakest projectile in
the whole game. It's used more as a stunner. Don't get hit by them because
Spiderman could do a Maximum Spiderman while you're stuck in the webbing. 
Whenever you're trying to pushblock a Crawler Assault, do push block the 
beginning! Pushblock the last jumpkick! That jump makes up half the chip
damage for the Crawler Assault! Whenever Spiderman jumps in at you, just 
block! There's nothing you have except a certain helper like Colossus or
Juggernaut that could beat out Spiderman's J.HK. That move has way too much
range and priority so don't try to counter attack him when he's doing it! 
Also jump-ins, try not to jump in because Spiderman's S.HK also has very 
good range and priority. The only thing you have in the air that beats 
Spiderman's S.HK is the WK Ragnorak. 

Spiderman is almost a perfect player except for the fact that he has no 
doublejump and he can't really fight at a distance. He has to fight close up
most of the time. Try to run away from Spiderman and make him come to you.
Let him pressure you and surprise him with your helpers if you have Colossus
or Psylocke. Use your helpers to set him up for the Legion Super. Use 
Ouroboros if you need some extra defense or offense advantages. Another cool
trick is to superjump high into the air and when Spiderman comes jumping up 
at you, do a Ragnorak using the button that aims for him. Spiderman has good 
recovery time on most of his regular attacks so don't go charging into him
if he misses something like a launcher. Attack him when he misses his Web
Swings. Those have huge recovery time so attack him with the Ragnorak super
if he misses one. Remember to use your Legion Attacks so that you can keep 
Spiderman at a distance. Don't keep doing Legion Attacks over and over again 
because he'll learn and start jumping over them and then he'll attack you! 
Don't keep dashing in at Spiderman blindly because he could counter attack
very quickly and you'll get hit by the surprise attack. Also watch out for 
cheap Spiderman players who just like to launch you up again and again. You
should already know how to deal with these guys from reading Chapter 7. Just 
remember that this guy has a very deadly HK whenever you're fighting him.

Gambit: This guy has a bunch of tricks up his sleeve. Surprise attacks is 
Gambit's advantage. Most of his moves come up fast and have very little 
recovery time especially the WP Cajun Slash. His Kinetic Card is pretty hard
to see and counter. The computer Gambit is pretty annoying because he blocks
too much but human Gambit's tend to do the attacking rather than the 

He has a bunch of tricks and powerful attacks but don't worry because you
have some of your own tricks as well. I'm not saying you should treat Gambit
like a pushover but I'm just that most fights against Gambit isn't going to 
be very hard. First of all, don't keep attacking Gambit because he could 
always surprise you with the WK Cajun Slash and that catches just about 
everybody off guard. Instead, do the defending and wait for Gambit to do the 
attacking. Don't try to counter attack his Cajun Slashes because they have
almost no recovery time and if you attack, he might do another one which 
will definitely catch you off guard. Watch your feet with this guy too 
because right after the trip he could OTG you with the Royal Flush super or
a Cajun Slash. Both of those should be avoided at all costs. If you ever 
block Gambit's Royal Flush, always dash and combo right after. Also block 
low when you're blocking the Royal Flush so that you take less chip damage.
Also watch out when you're superjumping over Gambit because he could  do the 
Royal Flush and the staff will fly straight up and knock you unconsious into
the cards. Actually, you should always watch for the staff and make sure it
doesn't hit you when Gambit does his Royal Flush. Remember that Gambit could
combo his Royal Flush and watch out if he has a level. Another thing for 
defending against Gambit is to not let him confuse you with his Kinetic 
Wave. Many Gambit players like to do the super and then they jump across the
screen to your other side. This shouldn't confuse you but sometimes, it 
actually gets you so always block the right way. In the air watch out for
Gambit's J.HP. That move also has a lot of priority and most Gambit's love
whacking people around in the air so block whenever you're in the at the 
same time with Gambit.

If you ever jump in at Gambit you'll notice that his launcher has pretty 
good priority and could actually counter against jump-ins. The best way to 
jump in is to jump in diagonally. In other words, don't go straight down at
him. Try to jump in at his front and top with your J.HK. You're suppose to 
barely reach him with your sword when you do this. This tactic is useful 
because it let's you hit him while being out of his launcher's range. Also 
whenever Gambit jumps in at you just hit him with your launcher and then 
proceed to a combo or switch if you have to. If Gambit keeps jumping high in
the air and then doing Kinetic Card, just do your Legion super. Just play 
smart against this guy and you'll have him beat.

Chun-Li: Good lord-I hate this girl. Most people who play with her win so 
many games using barely any skill. And for the people who actually know how 
to play with her are so hard to beat. Well, you're gonna have to not get 
launched when you play this girl or else you're gonna eat one of the most
damaging supers in the game!

Her launcher has better priority than any of Strider's jump-in attacks 
except for the WK Ragnorak. Her comboes are life-taking with or without the
unfair air super. Two of her supers can be easily comboed. She has 
triplejump, air dash, and a wall cling. One of her supers is one of the very best 
chippers in the game. This is a tough fight but you still have lots of 
advantges Chun-Li doesn't have.

Well the first thing to worry when fighting Chun-Li is to not get launched
when she has a level. The reason why is obvious- she'll do her new air 
super! It takes so much life and is not very hard to do so don't count on 
her to mess up! Chun-Li is sort of like a Wolverine player- she can just 
keep pressuring you until she overcomes you. This is when she gets through 
your blocking and you get launched. When playing Chun-Li, keep in mind that
she has triplejump. So don't do Legion Attacks and don't try to launch her
when she jumps in at you! What usually happens is she jumps over your attack
and then comboes you into a super you don't like. Another thing is to not 
dash into her blindly. Most Chun-Li players have a surprise attack that 
catches you off guard when you dash in. Then they hit you with a C.HP and
do the super where she kicks you a whole bunch of times. If you can't stand
it when Chun-Li keeps pressuring you, do an Ouroboros and chip her down 
while you have it activated.

The last paragraph was dedicated to keeping you alive when playing Chun-Li.
This paragraph is dedicated to beating the crap out of Chun-Li!! For those
annoying Chun-Li players who like to stay in the air as long as they 
possibly can by doing triplejumping and wallclinging, do the Legion super or 
use 18). If it doesn't hit Chun-Li, it'll chip her. Whenever your blocking 
Chun-Li's Kikoshou super(the big fireball one), pushblock to get out and 
then do yourLegion super or stay in there and when she's done, do your 
Ragnorak super. Whenever you're blocking her 'One Thousand Kick' super, hit 
her with a ground combo when she's done and remember to pushblock her super 
but not when she's about to finish. Chun-Li also has bad horizontal range on 
on her launcher. When you jump in at her try not to be on top of her but try
to jump in at her from her diagonally top and front and J.HK. Try to be out
of her range but keep her in your range. Her launcher also has a huge 
recovery time. Whenever she misses you with her launcher, quickly dash in 
and hit her. Don't slide because if she blocks it, she'll try to launch you
again and this time, you're gonna get hit! Same goes with jumping in and 
doing a WK Ragnorak!


Jin: I don't even know why some people call this guy "Mini-Hulk". I call him
"Hospital Man". Jin and Zangief are those the type of characters that are 
more dangerous when used by a computer oppenent rather than a human 
opponent. The reason why is because the computer is "dumb". It doesn't know
what losing means therefore it just attacks you over and over without even
thinking and most of the time, you won't even know when to block and will
get hit by a random move.  Humans on the other hand, like to play smart 
wiithout chasing after their opponents around the screen the way computer
Zangief does. This makes their offensive advantages go to waste. You'll
probably never ever see a master Jin player in your life that's even close
to being as dangerous as the computer Jin. I've only seen about 4 good Jin
players in my life. Even though, I try to prepare you if you ever meet a
deadly Jin player.

A good Jin player will eat you alive. They'll create some real problems for
you. You can't sit in the corner because Jin's just gonna chip your life
away or he'll grab you and do some devastating slam. You can't attack Jin
from close range or far range. You can't to close to Jin because that's 
where you start getting in his range. Being in Jin's range is kinda like
racing a freight train on the same track. You can run for a while but soon
you gonna get hit and it's not going to pretty. You can't do your Legion 
Attack because he'll do that Saotome Dynamite where he blows off his clothes
and that gets rid of any projectile. This gives you a question. How the hell
am I suppose to beat this guy? You're gonna have to play smart. Don't jump
in on him because he'll do that Great Cyclone and that's about half your 
life saying,"bye,bye". If he doesn't have a level, he can still counter 
attack you in several different ways. 

To fight this guy, you're going to have be patient and start playing turtle
style. Sit in the corner and have him attack you. When he does, counter 
attack. If you notice, most of his moves and huge recovery time. If he 
misses a Saotome Dynamite, combo immediately. Don't waste you're chances.
If you block his Blodia Punch, dash at him and attack. If you need to switch
out, then switch but watch out. I'm very sorry I didn't put too much up on
how to fight against master Jin's. It's just that I've never seen too many
of them. You're gonna have to be kinda be on your own when fighting this

I'm sorry but I am unable to finish the FAQ has already overwhelmed me and I 
have school to worry about. Anyone who needs further help can email me at

Thank you for reading!