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    Strider by The fireboy

    Version: 1.0 | Updated: 03/04/04 | Search Guide | Bookmark Guide

    Marvel Vs Capcom 2: Strider  FAQ
    By Heat Clarense (iisolidsnakeil@aol.com)
    Version 1.0 March 10th, 2003
    
    
    -----Introduction-----
    Alright, once again, with MvC2 coming around again for PS2
    And X-box.  I thought I should make a Faq being I’ve been in
    A few local tournaments at my arcade so I guess I hold enough
    Knowledge to create a FAQ on Strider and a few other characters
    I play as. Please feel free to distribute this, but please do not edit
    It in any way, thank you for reading this.
    
    (What to mail me on)
    I added this because I’ve been getting a swarm of emails as of late
    “Ryu does not suck!” “<Character here> can beat <Character I’ve
    written a FAQ for>” For those who email me over this, it will be
    deleted, because in my opinion, Ryu DOES suck and is a huge waste.
    Don’t like it? Too bad, don’t read what I write then, and yes, I’m
    Aware that any character can beat another, but lets face it, sometimes
    The odds aren’t in that character’s favor, some characters like Cable,
    Storm, Magneto, Doom, Sentinel and all the other ‘Top tiers’ have
    A higher win ratio over everyone else in the game, so they are more
    Likely to win. And yes, I know everyone plays different in my strategies
    Section, but this is how I see MOST players use these characters, so the
    People who read this will probably have more of a chance of running
    Into someone who plays like this. And to those who actually Email me
    And try to find me to challenge me in this game, yes, I will face you if you
    Live near by and would love to, I love competition. Saying this, please only
    Email me if you’d like to try and face me, see I left something out, or left
    Something out like a combo/infinite or if you have a tip to contribute.
    
    Also, if you do email me, mention my faq in the subject line or else
    it may be deleted thanks to the huge amount of spam I've been recieving.
    
    And finally, Thank you!
    =======================
    
    
    
    -----Contents-----
    
    1. 	Character information
    2. 	Move legend
    3. 	Move abbreviation
    4. 	Normal moves
    5. 	Special moves
    6. 	Hyper combos
    7. 	Ground combos
    8. 	Air combos
    9. 	Infinites and semi-infinites
    10. 	Strategy and Recommended teams
    11. 	Credits
    12. 	Legal stuff.
    
    =======================
    Character information
    =======================
    
    Team:                   Capcom
    Name:                   Strider Hiryuu
    Date of Birth:          Unknown. (I think he’s somewhere in his late 20’s)
    Height:                 5’8
    Weight:                 Unknown
    Eye Color:              Brown
    Hair Color:             Brown
    First Appearance:       Strider (Sega Genesis I think.)
    Damage Setting:         125% (Badly)
    --------------------------------------
    
    
    
    =======================
    Move Legend
    =======================
    In the arcade (And on your joystick if you own one), the entire layout is not
    like it says.
    In this game if you don't know already, there is no Middle punch or forward
    (Middle kick
    for newbies). To get a middle punch/kick you must throw a jab or L.kick and it
    must connect
    (Blocked or not) and hit it again to get the middle punch/kick. So on your
    joystick the M.kick
    and Forward are now your fierce punches and kicks, the actual fierce are your
    assists, and believe me
    You'll be using them often against skilled played.
    
    	 O
    	 |         L punch       Fierce punch      Assist 1
    	 |         L kick        Fierce kick       Assist 2
    	---
    
    That's the actual layout, get used to it.
    
    =======================
    Move abbreviations
    =======================
    This is the part that most people who've played fighting games will know, so
    you can skip this part
    
    QCF = Quarter Circle forward, as in down, down/forward, forward.
    QCF = Quarter Circle Backwards, as in down, down/back, backwards.
    HCF = Half circle forward, as in back, back/down, down, down/forward, forward
    HCB = Half circle backwards, Forward, Forward/down, down, down/back. Backwards
    Dagon Punch motion = Forward, forward/down, down, down/forward
    Reverse Dragon Punch Motion = Back, Back/down, down, down/back
    2P = both punches…as in… well you should know.
    2K = Both kicks.
    OTG = On the Ground, while you knock you opponent to the ground, if they don’t
    safety roll, you will be able to use a move such as a ducking low kick to hit
    them still and they will be unable to block and such (With Strider this is
    important.)
    ----------------------
    
    
    
    =======================
    Normal moves
    =======================
    Punches
    ----------------
    Standing Light punch:  (just…light punch.)
    Strider throws out his free hand to poke ahead of him with two fingers, quick,
    but little range.
    
    Couching light punch (Down + L punch):
    The same thing, only now he’s down on one knee, pretty basic.
    
    Jumping light punch. (L punch in air.):
    Strider’s air combo filler, same thing as on the ground, Strider just does a
    two-finger poke in air, once again.
    
    
    -------------------
    Middle punch
    
    Standing middle punch: (Hit your opponent with L punch and tap L punch again to
    get a middle punch.)
    Strider’s middle punch is nice, too bad you can’t use it on it’s own anymore,
    Strider does a quick horizontal slash, it has very nice range for a normal move
    and it quick and has very nice priority.
    
    Crouching middle punch: (Down + L punch twice)
    Same thing as above, only on one knee once more.
    
    Jumping middle punch: (L punch done twice in air.)
    Same thing once again, only in air (Anyone think Strider can’t think of any
    better moves for himself yet?)
    
    ---------------------
    Fierce punch:
    
    Standing fierce: (Tap fierce)
    Strider leans back a little and does a vertical slash (But if it was in 3D it’d
    probably be a vertical from left to right from the looks.) it has nice range,
    speed and priority, it can stop some dashes (NOT Magneto, Cammy or Wolverine.)
    
    Crouching fierce punch: (Down + Fierce punch)
    Strider’s Launcher, and it’s VERY good, has extremely good priority so you can
    use this to stop a lot of jump ins, though it has a little lag at the end, but
    I see that as nothing to worry about, Strider swings his Cipher (Sword) upwards
    at about a half moon slash.
    
    Jumping fierce punch:
    Sort of a reverse to Strider’s launcher, it’s the same thing, done in air, but
    this time he swings his Cipher downward to slash the enemy, a great jump in
    attack, though I prefer his roundhouse myself, but this one is the one I hear
    most beginners and even advanced use.
    
    Kicks
    ---------
    
    Light kick: (L kick)
    Strider pivots his left foot and strikes out his right leg for a quick kick
    down to the legs and waist area, it’s quick, has fast recovery time and a nice
    combo starter.
    
    
    Crouching light kick: (Down + L kick)
    Strider kneels down and throws out his left let to hit at the enemy, it’s range
    sucks, but for Strider you have to be close to do damage mostly, so don’t worry
    about range, nice speed though.
    
    Jumping light kick:
    Another air combo filler, Strider sticks out his left leg at a downward angle
    to strike the opponent.
    
    ---------------------------
    Middle kick (Forward)
    
    Standing forward kick: (Tap L kick close to the opponent.)
    Strider will hold his Cipher by it’s horizontal handle and fling it around to
    his side and then swipe it back across one shoulder, it’s quick, has nice
    damage too.
    
    Crouching forward kick: (Down + L kick twice.)
    Same exact thing only Strider is, once again on one knee.
    
    Jumping forward kick:
    Same thing in air (This is getting too repetitive.)
    
    ----------------------
    Fierce kicks
    
    Standing fierce kick: (Tap Fierce kick)
    Strider will turn VERY quickly and then as he spins around comes down with a
    diagonal, downward slash this move is sick for a combo ender in my opinion, has
    VERY nice range for a fierce.
    
    Crouching fierce kick: (Down + Fierce kick)
    Strider does almost the same thing he does for standing, but he’d on one knee
    and swinging his Cipher along the ground, has nice range, about the range of
    Cammy’s leg sweep (With has very nice range, as Cammy has long legs (Like a
    girl like her should. =)
    
    Slide kick: (Down/Forward + Fierce kick)
    This is one of Strider’s sweeps, and this one has some nice range, but slow
    speed, but the good thing, it can be used as a combo, I’m not sure if it can be
    canceled into a Hyper combo though (I’m playing the PS2 version at home and
    some things were removed that are still in the Arcade and Dreamcast version of
    this game.) But another good thing, if this move connects it puts you on the
    other side of them, (This alone has gotten me out of the corner MANY times.)
    But basically Strider roll forward on the ground and then slides along the
    ground with his left foot out to hit the opponent in the ankle and trip them
    up, but if blocked you could be in trouble.
    
    Jumping fierce kick: (Fierce kick in air)
    This is my favorite jump in, because the angle is so nice in my opinion,
    Strider does the same thing he does for standing fierce kick basically, but the
    angle of the slash is what makes this so nice, it’s downward just perfect for a
    jump in or teleport because it will ALWAYS get the opponent right in the head,
    unless of course you jump over them..
    
    ---------------------
    Throws
    
    Forward or back + Fierce punch (Can be done in air.)
    Strider will grab his opponent and launch him, and himself into the air and
    then swings he and himself downward upon their head while Strider basically
    holds them by the throat and choke slams them to the ground, in air Strider
    will grab them and flip them over twice and smash them to the ground while he
    stands over them with his arms folded over his chest, I love the air throw
    version because I do it out of teleports so often. =)!
    
    Forward or back + Fierce kick (Ground only)
    Strider flips over his opponent and as he does this he has his grappling hook
    out and manages to catch them by their necks with it and then flings them over
    his shoulder, the back version of this move will still make Strider throw them
    forward.
    
    ==============
    Special moves
    ==============
    
    
    Universal moves
    ----------------------
    
    Snap back: QCF + assist 1 or 2
    This move, Strider will do his fierce kick, if it connects unblocked you will
    force the active character out of battle and the backup (Assist character) into
    the fray, is you use assist 1, you’ll knock the first assist into battle (The
    one right under the active character) into battle, and the second being the
    third character. Doing this move requires 1 level of the Super bar.
    
    Variable counter: Back to down. (Back, back/down, down) + assist 1 or 2.
    This is a little different; it will bring in a different character, or if Cable
    isn’t in, he could come in as a variable counter, but I can’t exactly say much
    since I don’t use this unless I really need to. But the attack all depends on
    which assist you gave Strider (Or your other character.). This also takes 1
    level of the Super bar.
    
    Push blocking or advanced guarding: 2p while still in block stun.
    Push blocking has been in a few fighting games so far now, and if you don’t
    know yet, while in block stun if you press both punches and the block will
    become much thicker and push your opponent back, it can save your backside
    sometimes, but can also be a problem, but then again, for some moves you’ll
    have to use it to punish moves, with Guard canceling and just to punish other
    moves like the Shoryureepa and Charlie’s Summersault justice hyper combo and a
    few other rushing/raising supers (Supers that come to you, or slowly or
    completely upward, or both.) Be careful though for beginners, push blocking too
    many times at once will break your guard and you’ll be open to an attack unless
    you guard cancel (Which I’m still learning somewhat.)
    
    ----------------------
    Strider only moves
    
    Ame No Murakumo: QCF + any punch (Ground only)
    Strider will dash forward a little bit (Or a lot on the fierce version) and
    then  do something like his Fierce kick animation, this move it pretty quick
    and easy and can be tacked onto Strider’s bread and butter combo but other then
    that, I’m not sure of it’s other uses. The jab version makes Strider go about
    half the screen, fierce will do fill screen.
    
    Rating:
    Damage:         4
    Range:          7
    Useful:         3
    Start up:       4
    Recovery:       6
    
    Overall, it’s a nice move, but it can be seen coming, I’d only stick it on the
    end of a combo.
    
    Pros:
    Great ground combo finisher.
    Decently quick surprise move depending on where they are.
    
    
    Cons:
    If blocked you could be in some trouble (Cable, Magneto or Storm anyone?)
    Can be seen easily if you do the fierce and they’d on the other side of the
    screen.
    ----------------------------
    
    Excalibur: QCF + any punch or kick (Air only.)
    This move it quick and nice, and, Strider will  quickly do something like a
    bullet attack, your punch or kick depends on which direction, or angle rather
    he’ll go, Jab will get Strider to go up at about…1 o’ clock on a clock face,
    fierce punch gets you about…2:15 on a clock face, light kick gets about
    somewhere between 5 and 6, and fierce gets about 4 o’ clock, get it?
    
    Rating:
    Damage:         7
    Range:          6
    Useful:         9
    Start up:       7
    Recovery:       2
    
    Pros:
    A VERY nice air combo ender.
    Can be used something like an air dash when you learn which button does which
    angle in order to evade some Hyper Combos.
    Looks cool (Not sure if that’s a pro or not.)
    
    Cons:
    Can’t block until you touch the ground.
    Can be hard to tack on an air combo if you’re a beginner.
    
    
    Overall, I use this move every time at the end of an air combo, it’s just plain
    good as that, or when I jump over Cable’s Hyper Viper Beam.
    --------------------------
    Gram: Dragon punch motion + any punch or kick (Can be used in air.)
    This move has SICK range (Think Cable’s gunshot fierce almost!) Strider will
    either stand or knee and swing his Cipher horizontally creating a FAR slash
    across the screen, the button makes Strider kneel or stand, a punch will make
    him stand and kick will make him do it on one knee a VERY nice move over all,
    but I’m not sure if it can be comboed.
    
    Rating: (Air version has same stats)
    Damage:         6
    Range:          9
    Useful:         5
    Start up:       5
    Recovery:       4
    
    Pros:
    EXTREME Range
    Can stop dashers if you anticipate.
    Can be used as an air combo ender. (Though not at good as Excalibur.)
    
    Cons:
    Won’t hit the other side of the screen (Doesn’t have THAT much range.)
    Can be jumped over easily
    Has more recovery time then I’d like.
    
    
    Overall… Use this move every once and a while, it’s a nice move that will make
    some space, but don’t over use it, EVER.
    --------------------------
    
    Vajla (I think that’s how it’s spelled): QCB + any kick (Ground only.)
    Strider will pull an old cloning act, he’ll split into 4 different copies of
    himself and then reappear somewhere along the screen to attack the opponent,
    it’s a nice move and can confuse a lot of the time, light kick will make
    Strider appear close to the left side of the screen, and fierce will make
    Strider attack FULLY at the right side of the screen.
    
    
    Rating:
    Damage:          6
    Range:           7
    Useful:	         6
    Start up:        7
    Recovery:        6
    
    Pros:
    Nice confusion move.
    Can get you to the other side of the screen.
    Has nice range since if your opponent is anywhere near any of the four
    Strider’s he’ll be hit still.
    
    Cons:
    Can put you in trouble if blocked.
    You’ll only be punished if you over use it.
    
    Overall, a good move once more, just don’t over use it, it’s a nice move to
    confuse with though, so feel free to through it out a few times.
    --------------------------
    
    Formation A: QCF + any kick (Ground only.)
    
    This move I like, I like it a lot, Strider will do his two finger poke, but it
    can’t hit, instead one of Strider’s pets will come out to attack, if you use
    light kick, his panther will come out, fierce will get you his bird; Condor,
    These moves are nice over all, the bird could be better, but if you call him
    out at random two things will happen…You’ll miss all together, or you’ll stop a
    jump in, the panther how ever is very good, it has VERY little recovery time,
    I’ve beaten Megaman in a projectile war, and almost Cyclops, this move can also
    be used at a distraction, call the panther and just before it hits them, cancel
    into Ouroborus, then teleport behind them and go on with your assault.
    
    Rating:
    Damage:	        5
    Range:          6 (Full screen, it is a projectile.)
    Useful:         8
    Start up:       8
    Recovery:       8
    
    Pros:
    Excellent projectile.
    Comes out and recovers super quick.
    Can win a projectile war with most of the characters in the game (As long as
    they don’t use a beam.)
    Can nullify fireballs
    
    Cons:
    If you use this over and over in a row you can get punished by a Hyper combo.
    Can be jumped over easily.
    Won’t stop beams (I don’t think anything does anyway.)
    
    Overall…I use this move a lot in a match, just don’t OVER USE it once again,
    and NEVER use this on Cable, unless it’s a scrub one that just used fierce
    punch, but for a tournament Cable, expect an air Hyper Viper the second Strider
    puts his hand out.
    --------------------------
    
    Formation B: Charge (Hold) back for 1-2 seconds, forward + any kick (Ground
    only.)
    
    Are you tired of Cable making you eat three Hyper Viper’s every time you send
    out a panther, well here ya go! Use this move I love using this move against
    Cable because he always tries to stay away, and as long as you don’t advance,
    he can’t really get away from this attack except running to you, and everyone
    knows that’s a bad idea to do against Strider (Even Magneto can’t touch Strider
    75% of the time.) Strider bring one hand up and grunt, calling Condor to carry
    a bomb across screen, and then release it with a little parachute on it, this
    move is SLOW and easy to see coming, but this is a GREAT anti Hyper Viper move
    because it’s ABOVE Cable, and Cable can’t protect himself there while Hyper
    Viper’ing can he? No, so this move is great because even if you’re hit with it
    it’ll knock Cable out, also did I mention this move is the most power Special
    move in the entire game? But anyway, you’re kick is what makes Condor drop off
    the bomb, light kick will get right in front of the left side of the screen and
    fierce will make it all the way on the right, or vice versa if you’re on the
    other side, use this move a lot on Cable instead of the panther when you want
    to start the Ouroborus.
    
    Rating:
    Damage:         9
    Range:          7
    Useful:         6 (It scores a ten on Cable for me.)
    Start up:       3
    Recovery:       3
    
    Pros:
    Very good anti Cable move.
    Extremely strong move.
    
    
    Cons:
    Horrible start up, I mean it’s just bad.
    Horrible recovery too!
    Can be seen coming a mile away, even with your eyes closed, really.
    
    Overall…I usually ONLY use this move on Cable because the panther won’t work on
    Cable, you can try it on a few others, but not Magneto or Storm, they’ll just
    dash forward and punish you.
    --------------------------
    
    Formation C: Charge (Hold) back for 1-2 seconds, forward + Any punch (Ground
    only.)
    
    This is a pretty good move to make people be a little afraid with, you have to
    do this move twice to do any damage, but it keeps people on their toes, Strider
    will call a small satellite (Like for the Ouroborus, but this one won’t operate
    the same way) and it’ll spin around in a circle behind Strider, if you do this
    move again it’ll make Strider kneel down and point ahead of him the satellite
    will fire ahead of him in a fiery blaze, I like using this move once and
    continuing to fight since it will make people stay on their toes, plus if you
    have to, it puts an extra card up your sleeve. Oh yes, and this move can be
    done in air, just not actually summoning the satellite, but firing yes.
    
    Rating:
    Damage:         6
    Range:          6
    Useful:         3
    Start up:       6
    Recovery:       4
    
    Pros:
    A nice psyche move.
    Does nice damage, and you have a free projectile up your sleeve.
    
    
    Cons:
    Have to use it twice to do any real damage.
    Since you have to do it twice you’re left twice as vulnerable, so to speak.
    
    Overall…I usually ONLY use this move as a little trick because people tend to
    wonder if you’ll throw it out or not, but don’t use this move too often now.
    --------------------------
    
    Teleport: Reverse Dragon punch motion + Any punch or kick (Ground only.)
    
    This move you will be using probably more then any other one of Strider’s
    moves, this is a GREAT move to get either to your opponent, or away from them,
    its VERY quick (Not as fast as Spirals, but her’s is as fast as an Air Hyper
    Viper beam so…) But there’s one thing this teleport has Spirals doesn’t, it has
    almost NO recovering time AT ALL, so you can attack coming out or it, and
    believe me, you will, but Strider will do a little hop in the air and then
    quickly dissolve into thin air, and depending which button you pressed he will
    teleport to one side of the screen, most of the time you’ll be using his punch
    teleports, but I’ll explain all of them, if you press light punch, Strider will
    teleport to the left side of the screen in the air (About twice Cable’s height
    from the ground. Light kick will grant you in the air on the air on the left
    too, but less then an inch, and the fierce buttons are same thing for the right
    side, fierce kick to the ground, and punch for air. Got it?
    
    Rating:
    Damage:         0
    Range:          8
    Useful:         10!
    Start up:       8
    Recovery:       9
    
    Pros:
    Can attack coming out of it.
    Can get you out of the corner or out of the range of a beam hyper combo.
    Can get you on the offence REAL quick.
    Can be used to cross the opponent up if you called an assist (Dr Doom anyone?)
    Or used the Ouroborus and shot a few rings at him.
    
    
    Cons:
    Some times hard to do and you’ll end up doing the vujla or wall cling.
    If you do this against a crazy Cable does air hyper vipers you can still be hit
    from the start up since Cable’s hyper viper in air is instant. (But if not, he
    will probably not be able to hyper viper you, this move is a little too fast to
    do on instinct.)
    
    Overall…I use this move a lot, in tournaments, casual play, everywhere, it’s
    highly abuseable and since it’s do quick, it can’t really be counter too well,
    except by a DHC’ed Hail storm or someone who tries Sentinel’s HSF (Since the
    drones fly from behind Sentinel., but a double jump will make you avoid them
    usually.)
    --------------------------
    
    Wall cling: QCB + any punch (Ground only.)
    
    This move can be used as a nice escape move, Strider will pull out his
    grappling hook and then hop onto the wall behind him, which punch used makes
    jump how high you want, light punch makes him hop onto the wall at about height
    of his high teleport, and fierce will make him jump a little higher then his
    normal jump, after clinging to the wall you can press up and down to make him
    scale up or down, or press the opposite direction of the wall to make him jump
    off, or press towards the wall and then to the other (Like a horizontal super
    jump) and Hiryuu will dive from one wall to the other, I’m not sure if he’s
    vulnerable during the jump, so someone please email me on it? (I’ve never
    gotten touched while diving from one wall to the other.) Oh yeah, also press
    one of the kicks to make Strider come down from the wall and attack his enemy,
    each kick will make it at either a long, or shorter angle.
    
    Rating:
    Damage:	        3 (If you do a kick.)
    Range:          2
    Useful:		2
    Start up:       4
    Recovery:       1
    
    Pros:
    Can get you out of the corner.
    can get you out of the way of a big blasting hyper combo like Cyclops’ mega
    optic.
    
    
    Cons:
    The move isn’t that useful, that alone is the con not to use it much.
    
    Overall…Don’t use this move unless you have a real death wish, really.
     --------------------------
    
    
    ==============
    Hyper combos
    ==============
    
    These moves require 1 level of the super meter all the time. Only worry about
    one Hyper combo, the rest aren’t really worth the effort, but look cool. =D
    
    Ouroborus: QCF + 2P(Ground only.)
    Strider does his two finger salute, like usual and then calls on two of his
    satellites as they circle around him, after this Strider is free to move and
    attack, but every time he attacks, his satellites will fire off little ring
    projectiles, this move is SO good, it’s been weakened from the original MvC,
    but now a timer’s there, so you can time it for a high power air combo, this
    move is nice because if you don’t have the right assist (Dr Doom if you didn’t
    know.) you can fire off two-three rings at him and then teleport to the other,
    this can cross up a lot of opponents if repeated, and after you teleport, come
    down with either fierce punch or roundhouse kick, and then duck down and just
    him with a low kick, if he’s hit by ANY of this, EVERY hit after will be a
    combo, plus with Doom this match is almost unrivaled in chipping damage.
    
    Damage:         7
    Range:          4
    Useful:         10+
    Start up:       8
    Recovery:       10
    
    Pros:
    Can move after it’s called.
    Every attack makes a projectile.
    Can get you on the offence SO quick, does nice chipping damage.
    Three times the hits because your attack, the satellites alone can hit, as well
    as the projectiles.
    
    Cons:
    Unless you’re close they can just super jump and waste most of the super (If
    Storm jumps from this you can’t land a hit unless you have Black Heart or
    Captain commando.)
    No other real cons.
    
    Overall: use this move more then any other one of Strider’s hyper combos, it’s
    the best over all.
    --------------------------
    
    Legion: QCF + 2K (Ground only.)
    
    Strider will point to himself and then out like his light punch and send an
    entire army, or legion rather, of his animals out after his opponent, bad thing
    is this move takes SO long to do, and if can be jumped over, all they have to
    do is super jump forward and they’ll dodge most of it, if they have a double
    jump or air dash, they can dodge it completely.
    
    Rating:
    Damage:         4
    Range:          6
    Useful:         3
    Start up:       2
    Recovery:       5
    
    Pros:
    Nice range somewhat.
    …That’s it.
    
    Cons:
    Can’t be comboed.
    Takes forever to do.
    If you’re against Cable or Storm, they can do Hyper Viper or Hail storm and
    knock out ALL of Hiryuu’s animals and still hit him.
    Can be jumped over.
    Chipping sucks.
    
    Overall:  Don’t use this move.
    --------------------------
    
    Ragnarock: QCF + 2K (Ground only.)
    Strider will cross one arm over his chest and then run at his opponent, SLOWLY,
    and if he connects, he’ll launch them into the air and then disappear, four
    versions of himself will come out doing Excalibur in a barrage of angles, doing
    around 18 hits I think, after that Strider will appear next to the fallen
    opponent by the teleport and then speak, saying something in Japanese (I’m not
    sure how to spell it, but it means “Mission completed.”)
    
    Rating:
    Damage:         5
    Range:          4
    Useful:         2
    Start up:       2
    Recovery:       3
    
    Pros:
    A nice move.
    
    
    Cons:
    Can’t be comboed.
    Hiryuu takes his sweet time while running.
    Can be seen coming a mile away.
    Can be punished easily after it’s blocked.
    
    Overall:  Don’t use this move either.
    --------------------------
    
    
    ==============
    Ground combos
    ==============
    
    Ah’, Strider is a combo freak, something like Wolverine, but not as fast, but
    overall better because he can land a hit much easier then Wolvie, so I won’t
    label ALL of Strider’s combos because he can just press a series of buttons and
    still make it a combo. Strider has a hunter magic series so to speak, so he can
    land a light punch, light kick, medium punch, medium kick and then fierce punch
    or roundhouse, so to be blunt, a Strider can be a masher, but not truly
    effective, if you want to mash, go get bone claws wolverine, he’s masher
    friendly, if you want someone who can take out close to anyone with ease when
    paired with the proper assists, pick Strider.
    
    S. L.punch, S. L. kick, S. M.punch, S. M.kick, Fierce or roundhouse.
    
    That is just one of Strider’s combos, its short, sweet and his bread and butter
    combo, here’s how it works;
    First you do a standing light punch, then hit the button for a light kick, then
    L. punch, connecting a light punch or light kick and hitting the button again
    grants you a Middle punch or kick, then tap the L.kick again and then end it
    with a fierce or round house. Got it? Lets move on.
    
    S. L.punch, S. L. kick, S. M.punch, S. M.kick, Fierce or roundhouse.
    
    C. L.punch, C. L.kick, C. M.punch, C. M.kick, C. Roundhouse, Ame no Murakumo
    (WP version)
    = 6 hits, pretty basic, learn this combo, it helps your ground game a lot.
    
    I know these aren’t many combos for ground game but lets get this straight, as
    I said before Strider has a HUNTER series here, meaning even a masher can bust
    out a 5 hit combo, air combos on the other hand, are something else because of
    some of his AC (Air combo finishers.
    
    --------------------------
    
    ==============
    Air combos
    ==============
    Alright, here’s some of the good stuff, mainly to two single combos
    (Experienced Cable players know what I’m talking about, and yes, it is and air
    combo, since you and your opponent are in air. XD)
    
    But lets start with the simple and work our way up.
    
    L.Punch, C L.kick, C. M.Punch, C. M.kick, C.F.punch, /\, SJ L.punch, SJ L.kick,
    SJ M.punch, SJ M.kick, Excalibur Dash (Light punch)
    =  ?? Hits, Striders basic air combo, use this as an aerial rave after the
    Ouroborus, make sure to learn this combo.
    
    C.L.kick, C. M.kick, C. F.Punch /\ SJ L.punch, SJ L.kick, SJ M.punch, SJ
    M.kick, double jump, DJ L.punch, DJ L.kick, DJ M.punch, DJ M.kick, Excalibur
    dash (L.Punch.)= 17 hits? This combo was a pain in my side for me to learn,
    VERY much of a pain, timing the double jump is the hardest part, you actually
    have to do the opposite of an air dash, you have to slow down a little bit and
    then time the double jump and continue, timing this is hard because if you try
    to double jump too quick, the double jump won’t happen, and if you wait too
    long, you’ll miss your chance for the combo.
    
    Alright, this is it for combos, if you have any to contribute, please let me
    know.
    
    ==============
    Infinites and semis
    ==============
    
    Semi-infinites:
    I don’t know any…yet, if you know of one Email me with it please, thank you.
    
    Infinites:
    On Sentinel only: Jump towards him, L. kick, M. kick, F. Punch, F. kick just as
    you land, and repeat.
    
    This is it for this, I’ll add more as I figure it out.
    
    ==============
    Tips and tricks
    ==============
    
    Strider has one guard break that I know of, that is only doable in the corner,
    first call the bird prematurely so it hits JUST as they come out, and then
    launch in to an air combo, another way I only know is with assist like Captain
    commando (Not blackheart, it won’t work) Psylocke and Cyclops, call them
    prematurely like you would the bird, I find the assist one’s better because of
    this, if they push block the bird, you get knocked back and you lost your shot,
    but if your assist does it when they push block, they’ll actually push the
    assist only back.
    
    Strider has a hunter series, meaning his damage is weak, but comes in bunches
    to make up for this, meaning you can press a few buttons and end up with a 3-5
    hit combo, unless it’s someone with super armor, then I believe you can make it
    six hits.
    
    Something to do against a lot of people since they fall for this a lot if they
    think you’re getting predictable with teleporting, because you’re supposed to
    teleport above them, but if they have an upwards super like Ken’s Shinryuken?
    He’s what to do, teleport like mad until you think he’s catching on you’re
    going to teleport to him and then do it, but teleport to the same side as
    YOURSELF, and guess what…? They probably just ended up wasting a bar of the
    meter because they expected you to come out above them attacking. Then you can
    feel free to put on the ouroborus and go one with your offence.
    
    The Strider/Doom trap:  THIS is the ONLY trap that can’t be stopped to my
    knowledge, because even guard canceling won’t work because you have an assist
    and Strider on each side of your opponent, here’s how it works, do a weak chain
    while mashing on the assist button to call out Doom, then teleport to the other
    side, come down with a fierce or roundhouse to knock him into Doom, then do
    another weak chain and cancel into a panther or condor to pin him down, then
    cancel into that into the Ouroborus and to a barrage of high and low attacks,
    don’t stop AT ALL, and after the Ouroborus goes out, do another weak chain,
    call Doom, teleport to the other side, weak chain combo, call Doom, teleport,
    weak chain, panther or bird to hold him down, cancel into the Ouroborus and
    repeat OVER and OVER, as long as possible, this trap does AMAZING chip damage
    and locks them down, when playing as Strider, it is a MUST to learn this trap.
    
    The panther’s have amazing speed and recovery for a projectile, it can beat out
    Megaman’s buster caps, so against the scrub megaman’s who just throw out the
    buster caps, use the panther, you WILL win the fight as long as your hands hold
    out.
    
    ==============
    Strategy and Recommended teams
    ==============
    
    This is just part to help you figure out against characters you might be having
    trouble with, just hold down CTRL + F and enter the name of the character
    you’re having trouble with. (And if you put Ryu in here, like with my Cable
    Faq, I pity you still.)
    
    ------Vs characters-----
    
    Magneto - This match is EXTREMELY easy, though you may think it isn’t, it
    actually is, here’s how it works, Magneto needs to be close to land hits right?
    You have the Ouroborus on right? What happened when someone gets too close?
    They get hit, in other words, just use Ouroborus and Magneto won’t be able to
    get close, but if you don’t have a meter, I’d suggest a FAST anti air assist
    and Doom on your side to counter his jump ins and dashing, also never take him
    in the air, he has more dominance there then Strider does, over all, use the
    Ouroborus as your key to victory. (You will be using Ouroborus in every match,
    and I mean EVERY match.)
    
    Storm - Storm is probably one of your hardest fights, wait…without a doubt she
    is, if you thought Cable was annoying, you haven’t played a good Storm yet,
    Storm has a new type of keep away known as Runaway, she has an air dash,
    probably second fastest ground and air dash, can hold up to ‘float’ slowly to
    the ground like a feather, can use her lighting attack up to three times in a
    row to get back up higher, meaning if you do the Ouroborus from afar and don’t
    have her pinned down, she can just super jump and stay up there and you just
    wasted the hyper combo, but there’s a good thing, just pack a full screen
    fitting anti air assist, like Black Heart of Captain commando, but Black Heart
    sucks on point, and I see CapCom (Captain commando.) more often now, but over
    all against Storm, strange enough I think I’d use Black Heart since his inferno
    tracks the opponent down, while you’d have to run under Storm and use Captain
    commando’s and she can simply air dash out of the way once you air dash under
    her. Another thing, if you catch her with the Ouroborus, pin her down with Doom
    but do NOT repeat unless you are sure you’ll be able to keep her in it, you do
    NOT want to waste a hyper combo against this girl.
    
    Sentinel - Sentinel can be tough, or easy depending on a few things, your skill
    level, you opponents’ skill level, your assists, and his assists. Only thing
    here is Sentinel’s flight, if you can lock down his stomp rush down, you’re
    golden, but beware of jumping in on this guy because almost EVERY Sentinel
    player now uses CapCom’s deadly anti air now, which can work for and against
    you in reality, look at it like this, if you manage to jump in, block Captain
    Commandos Captain Corridor, run in and attack like MAD, because Sentinel
    without a strong anti air is almost useless, Sentinel needs Captain or Black
    heart there most of the time because he can’t take well on jump ins at all, but
    as for zoning, don’t try it too much on him, he’s better then you are if you’re
    on the other side of the screen, instead teleport all over the place, don’t do
    NOT get predictable, because he’ll just throw out a HSF (Hyper sentinel force)
    as soon as you start teleporting, also make sure you don’t get hit by a rocket
    punch too often thanks to his deadly semi-infinite.
    
    Cable - Cable can, and will destroy you, I’m telling you now, facing Cable and
    not knowing what you’re doing is a death wish, because the slightest mistake,
    one missed jab, on sloppy assist call, basically ANY screw up AT ALL on Cable
    and he can capitalize on you, unless he doesn’t have a meter (But C’mon, when
    doesn’t Cable have at least 1 level of the meter for him?) his Air Hyper Viper
    Beam is flat out DEADLY, for those who don’t know yet, it combos into ITSELF,
    and with Strider’s stamina, he’ll be dead no doubt and Cable also has the title
    of “Assist killer” because of the same reason, and when Cable has a level 5
    meter and catching you, and your assist in there, you can kiss that assist good
    bye, because he’ll probably do three air hyper vipers on you, and then continue
    to do the rest of his meter on your assist if he isn’t dead already (He
    probably will be unless you’re playing with damage setting on 1) So now you’re
    left with one character, or just Strider without one assist (Hopefully Doom
    doesn’t die) And speaking of Doom, if you call Doom and he’s Hyper Viper
    beamed, he is dead. And so are you, Strider can NOT take Cable on by himself,
    Strider is ONLY at best to fight the top four when Doom is in the fight along
    side of Strider. But as for tactics, use the bomb parachute over any of your
    animals, because that hits above Cable, meaning he can’t protect himself there
    unless he calls CapCom, and I’ve seen most Cable players don’t have CapCom on
    their team, unless Sentinel is there too.
    
    Strider Hiryuu - Ah’…a mirror match, I hate these matches, but luckily you only
    have to look at a few aspects here, like your opponents assists, if Doom is
    there be a little worried because he might know what he’s doing, so I’d suggest
    packing an invincible assist like Cyclops, Cammy, and most of all…KEN! Ken can
    screw this trap up VERY nicely since his anti air assist, he doesn’t give a
    damn what’s coming at him, even hyper combos Ken’ll break through without a
    problem what-so-ever. Meaning you can call Ken just as he calls Doom in your
    face and stuff your opponents Doom. Look at it like this, shut Doom down, and
    you have this match in your pocket chances are, unless he’s packing M.Bison
    (Vega) Psycho field assist since that can be used as a substitute for Doom’s
    rocks, but no where near as good as Doom’s rocks itself.
    
    
    Dr. Doom - Doom can serve a problem if you let him get into the air and rain
    his photon shots on you (The pink finger lasers) so try to stay in his face
    since Doom can’t handle rush down all that well, but he does have some nice
    rush down himself for a keep away character, so here’s what I suggest. Keep him
    grounded as long as you can, doing as much chipping as possible, every time he
    jumps back in the air during a normal jump, TELEPORT, because he is going to do
    the fierce beam gun, and that WILL keep you grounded and will also stuff YOUR
    Doom’s assist since his fierce beam gun is a beam. (I know, a one button BEAM
    is cheap huh?)
    
    Spiral - This is a VERY interesting match up, because if you do Ouroborus from
    a long range, expect Spiral to go on a teleporting rampage to try and evade it,
    there’s two things I’ve seen here, Spiral will only teleport into mid air, and
    her teleport hard a little bit of lag on the end, so when she teleports, always
    jump up into the air and launch off a bunch of little ring projectiles because
    Doom will cover the ground for you.
    
    Black Heart - Black heart…was my favorite anti air assist, and still is because
    the move is over powered, and TRACKS them, but he sucks on point and now it
    seems Captain Commando has taken his place as an anti air now, but no matter,
    here’s what to do against Black heart, do everything to stay close, because
    he’ll only abuse his roundhouse demons as much as possible, he’s a big target
    so he’ll go down quick, also if you’re in the middle of the screen, always push
    block the inferno because he might cancel it into heart of darkness, and
    pushing it away pushes the super away too, when teleport and feel activate the
    Ouroborus and jump to them, since he can come down blocking, but don’t worry,
    if you can do guard breaking with Strider, just do that because you’ll get more
    damage, and the Strider/Doom trap going.
    
    Cyclops - Cyclops can be a problem, but never the less, shouldn’t be, once
    again, the Ouroborus is your key, like always, Cyclops has a nice ground game
    too, so if he’s in air, go after him, you should beat him out, unless he does
    his jumping roundhouse, that move WILL beat you out easily, and don’t worry
    about Cyclops’ cheap tricks with the Mega Optic blast, it keeps like hell, but
    if you learn guard canceling, you can guard cancel and wave dash to him and get
    in for a combo.
    
    Cammy - Cammy, on point can hold her own VERY well, even against some of the
    top tiers, including Strider, Expect Cammy to have an assist to help her dash
    in, like Sentinel’s ground assist, Doom’s anti air and the like to allow her to
    wave dash in on you and try to land her Cammy combo (The Cammy combo will take
    out about half your life. And you will know when I’m talking about because so
    many Cammy users try it; it’s like the ONLY combo we go for. I am a Cammy user
    just to let you know) so use Doom a lot to help take out her dashing, or a
    quick Anti air, or jump away, believe me, Cammy’s combo can kill you, and if
    you do get hit by her KBA Cammy combo, ROLL AWAY! Or She can OTG you and
    actually REPEAT it! And the final Cannon Drill of the move can do a combo reset
    making damage a pain in the side, EXTREMELY!
    
    Guile - Guile is one of the best characters in my opinion, he has a GREAT anti
    air, a GREAT projectile, if he wasn’t a charge character, I’d say he was a top
    tier, for this fight you should do three things, Strider/Doom trap, Push block
    and teleporting effectively, without these things you will be screwed against
    Guile, making sure if he does ANY Hyper combo you push block to get him away,
    then do the Ouroborus, or whatever, also make sure not to meet him in air on
    the same level, or else you’re probably in for a Cross Fire Assault, and I’ve
    seen a lot of Guile players do this, they do Guiles two-hit sweep and cancel it
    into the Summersault strike, when they do this, roll, but they can cancel after
    the first one so you haven’t fallen to roll, but do the roll motion just in
    case since you can’t be too careful with Striders low stamina.
    
    Charlie - Charlie is much like Guile, but a lot different at the same time, I
    think he’s somewhat stronger, which would explain why he’s so much slower then
    Guile, combos aren’t as deadly and I believe he doesn’t hold that much air
    dominance. But like Guile, he has a nice anti air and projectile, once again
    though he is a charge characters, plus I’ve found most Charlie players (Not
    Guiles!) can’t hold well on the Strider/Doom trap since Charlie is played sort
    of slow pace, so a fast fight is your best bet to land a hit and do the typical
    20%+ in either chipping or actual damage.
    
    Iron man - Another semi ranking top tier character, he has a deadly infinite
    that’s EXTREMELY easy to be caught in, if he has Doom there’s almost no doubt
    if he catches you in a combo with his Doom out you’ll be hit into the infinite,
    so watch for that, he also has a nice chipping super, but with A LOT of
    recovery and start up on it, so you can more then likely jump over it with
    little trouble, overall this can be a hard or easy fight depending on how aware
    you are.
    
    BB Hood - BB Hood is pretty nice, she has a nice set of moves, watch out for
    her, her cruel hunting hyper combo, it does a heap of chipping! So if you can
    jump it, DO IT! Her move takes out almost as much as a blocked photon array
    hyper combo from Doom for Christ’s sake! Plus her Hyper Apple hyper combo is a
    little confusing, KEEP blocking because she’ll let out some of her apple bombs
    if it’s blocked, got it!?
    
    Omega Red - This guy can be a pain sometimes if he knows what he’s doing, his
    coils give him long range, he has a deadly air hyper combo, has some lethal
    combos and can suck your life if he mashes when he catches you in a coil grab
    so makes sure not to get caught, but overall, when he’s blocking he’s a wide
    target, so that’s nice, but overall, just Strider/Doom trap and have an anti
    air, just in case.
    
    Wolverine (Adamantium) - Wolverine is like you, but beats you out in attacking,
    dashing, just flat out speed overall, but you have a teleport and Doom with
    you, so nothing to worry about, just call Doom and he’ll be stuffed, also not,
    if you get caught in ONE of his combos, expect a Berserker Barrage X, or even
    Fatal Claw, so make sure you don’t get caught in that!
    
    Wolverine (Bone claws) - This’ll be short and sweet, treat him like the above
    Wolvie, just this one’s just a little faster and has a little more range
    because his claws are longer, and he’s also even more button masher friendly,
    but he’s missing two supers so that can cut down on some of his game, but
    beware, he still has Berserker Barrage X.
    
    Sakura - Sakura gave me trouble before I started learning to call Doom and THEN
    teleport, beware her upward fireball hyper combo, when you attack coming out of
    a teleport she can nail you with it if you attack JUST coming out of it because
    she’d a little short.
    
    Sabretooth - This guy was good back in X-men Vs Street fighter, but now he’s
    been down sized a lot, but never the less, when played correctly, he can do a
    good job at beating Strider down, He has tons of priority and strength, and
    also, for all that strength he has, he’s pretty damn quick too, also takes
    damage pretty nicely too, but over all, but Strider’s Ouroborus, once again is
    just too good here.
    
    Shuma-Gorath - This green multi-armed freak can be a little of a problem, SOME
    TIMES, if he can get you pinned with an assist and manage to catch you in Chaos
    dimension, it’ll take out plenty of your life, but after it mash the buttons,
    it will make Strider get up quicker so you’ll avoid an OTG from him after the
    move, but other then that, treat him like you would…I don’t know, treat him
    like you would a lower level ranking tier that has no projectiles!! Yeah!
    
    Spider-man - Spidey was GOD of air combos in the original MvC, but now
    Magneto’s taken his place, he still has a lot of his good air combos though, so
    watch out but his ground game sucks, remember this, avoid being launched and
    you’re golden, he takes damage badly so don’t take any risks, since he can put
    some damage on Strider, but can’t take that many hits himself, and with Doom
    you got PLENTY of an advantage.
    
    Venom - This guy can be cheap, expect a lot of Venom fangs, a lot of them, also
    if he does it to you in the corner you’ll probably have to either push block or
    block high-to-low since it hits high and low (It did in the first one, so I
    should think it still does.) once again do Ouroborus.
    
    Ryu - Ryu is a waste of a character, if you need a strategy to beat him, you
    should put the put the controller down, step away from the joystick, whatever,
    and proceed to play a nice game of pong, because you suck at fighting games
    then.
    
    Ken - This guy, unlike Ryu is useful, has the best anti air assist in the game
    in my opinion being he’s completely invincible during it, but it’s not as
    useful as say…Captain commando’s, but in any case, Ken has one hell of a Glitch
    for his assist as a hurricane kick, it takes out around 1/10 of your life each
    HIT, overall; just make sure you don’t go jumping in.
    
    Akuma - Akuma’s pretty good as a character, has the same glitch as Ken’s
    Hurricane kick and also has an invincible Anti air, thing that separates him,
    how bad Akuma takes damage, treat him like Ryu, only with a mixture to Ken to
    him and make sure you watch out for his level 3 super it’s hard to connect, but
    can if you underestimate him.
    
    Warmachine - Plain and simple, handle him like you would Iron man, just don’t
    get caught in his infinite.
    
    Morrigan - Sorry Morrigan players but, Morrigan is sexy and all but she just
    doesn’t have what it takes to top Strider, Strider has the Ouroborus and
    Morrigan is like a more combo-friendly Ryu, and Ryu sucks so…so does she.
    
    Tron Bonne - Tron is no joke, and is actually a very good character, a little
    wacky, but that’s a good thing, with wacky you get unpredictability, she’s good
    none the less, be careful for some of her moves, I haven’t gone against a good
    Tron yet, so I can’t say too much, but as playing her I can tell you this, her
    specials are easy to see coming, meaning they’re easy to counter, jump over,
    whatever fits, is she does her Lunch Rush, just do a wall cling and your safe,
    but treat her like anyone else and use your assist and Ouroborus properly.
    
    Silver Samurai - This guy has to use more of the meter then CABLE!! So this
    fight you may think will be hard, it isn’t, he has to use the same power up
    super around 3 to 4 times before his damage setting will go back to normal or a
    little lower, so he needs around a level 4 meter to be effective, if he uses
    his flame power up once, ATTACK he takes worst damage in the game and getting
    hit by the Strider/Doom trap is just fatal then.
    
    Iceman - This guy people bitch about more then Cable, rightfully so in some
    conditions, he takes no chipping from most moves in the entire game and his
    Icebeam does MAD chipping itself but here’s where you got Bobby Drake (Iceman’s
    real name) On lock down, Doom, even though Iceman takes no chipping from most
    projectiles, he still gets chipped from Doom’s rocks, Spirals projectile assist
    and Sentinel’s drones, plus Iceman actually dies pretty quick being his up
    close game is a little weak, so just blast get close, catch him in the corner
    and he’ll have a hard time doing anything.
    
    M.Bison/Vega - This guy is underestimated, he has a decent teleport that can
    get a little annoying if used over and over, if they do they’re either trying
    to wait for you to make a mistake, or help kill time and turtle to win by time
    over, what do you do? Call Doom out and summon your bird projectile, since he’s
    so tall the rocks, or the bird will hit NO MATTER WHAT, but other then that,
    not too much to tell, just make sure not to get caught in the psycho field, it
    does good chipping, and it can guard break if you push block I believe.
    
    Megaman - Ah, that blue boy! Megaman’s fun to play as because he’s actually
    adorable in this game like a little kid, but never the less, can’t hold Strider
    and Doom, If you’re going against a megabuster abusing Megaman, call Doom and
    tele---well, you know the drill, but there is a chance he’ll do the Hyper
    Megaman, no worries though, Doom’s rocks will knock him clean out of it so…go
    on with your trap, like always.
    
    Anakaris - I said this in my old Cable FAQ, I’ll say it again, FEAR Anakaris,
    he has a HELL of a lot of moves to confuse you with, slow jump, slow dash, a
    wacky super that can hit just about no matter what! Plus his ash rasp does VERY
    good chipping, plus his damage setting is so high, only experts will play as
    him in a tournament or anything like that against a top tier, so watch out, but
    your best bet is to just…trap him, like always
    
    Gambit - One thing to learn here, ROLL, not the character, but safety roll, ALL
    THE TIME, Gambit is the OTG KING, push block the first and second hit of the
    Cajun Slash and you shouldn’t get hit in the last hit, but the jab version…I’m
    not sure.
    
    Captain Commando - Captain Commando has a nice ground game, lethal anti air,
    nice projectile and a handful of assists, he has three by himself and his
    actual partners, so overall, Captain commando can give a HELL of a keep away
    game if done properly, beware of a captain corridor, because it WILL be
    canceled into Captain sword for big damage, plus the flying screen effect
    meaning he can actually repeat it twice since you’re on the ground and he
    dashes in for an OTG so when I say this, MASH LIKE HELL! It makes Strider get
    up since you can’t roll after the flying screen effect.
    
    Captain America - This guy is very versatile, he can run with the big guys
    thanks to his hard hitting attacks, easy to do combos, double jump, also watch
    out, when he loses his shield he gains a decent amount of extra speed, but
    loses some priority, so watch out, even a Captain America who has no shield can
    still fight effectively thanks to that speed increase. But over all, the
    Ouroborus will lock him down, he won’t come near you when you have it on (Like
    ANYONE does?!) But in anycase, always get Doom on one side and Strider on the
    other BEFORE you activate the Ouroborus. And try to be as close as possible so
    he can’t just Super Jump away.
    
    Hayato - Hayato, He has a look of someone who can beat you down! But when you
    fight him, you’ll see he’s a little less then that, he has a NICE anti air, but
    it’s bad at the same time because Hayato has to dash forward before doing it,
    so it’s not THAT great on point, he has a slow hyper combo (The multiple sword
    slashing one.) A Magnetic Shockwave look alike that’s not as powerful, and a
    hyper combo that if it connects will allow him to do unlimited Plasma combos
    (Plasma combo are the button combinations he presses with back that make him
    glow for the duration of the attack)
    
    Jill Valentine - Jill can be played two ways, rush down, and keep away, they
    both work well, just not well against Strider, because Rush down gets stuffed
    by the Ouroborus, and keep away gets knocked away by the same thing, just make
    sure you don’t get knocked into an air combo or you have a Hyper Elbow Hyper
    Combo coming your way, jump in on her and you could have a Rocket Launcher
    Hyper Combo coming, and as for her T-002 hyper combo…don’t worry about it, she
    will NOT do it, it takes to long to do.
    
    Servbot/Kobun - THIS LITTLE MOTHER%&@#^&! He’s cool and all bit he pisses me
    off! He’s SO short it’s not funny, hitting him is a pain and a half! (I really
    have some hatred for Servbot if you hadn’t noticed) but lucky thing, he has
    among the worst damage in the game and deals damage like a baby, meaning you
    only have to get a few hits off and he is useless, and the worst thing? THE
    OUROBORUS WON’T WORK ON HIM! That’s right, he’s so short as the rings circle
    around Strider they’ll take too long to hit and keep Servbot in hit stun
    meaning he can block, and chipping with Doom isn’t much unless you push him
    into it while Doom’s rocks are swirling around him, so for this fight I
    actually DON’T recommend the Strider/Doom trap.
    
    Dan - DAN; THE MAN!!! Dan is GOD of hilarity in any video game EVER, everyone
    knows of his weakness, if you don’t, wait for him to fire his ‘projectile’ or
    don’t because you will probably be laughing so hard you’ll end up laughing so
    much you will lose the match! Dan has a nice anti air and ALL of his hyper
    combos can be comboed into, except one, well, it can from a DHC, the kamikaze
    attack, that attack is the single most damaging hyper combo to do, it takes
    three bars, is more powerful then the Raging Demon too, but the good thing, it
    leaves Dan with only one pixel of life, so even if it does connect, you just
    have to get one hit, if it chipped AT ALL, Dan is dead, and if Dan throws out
    an autograph, let him, and if he does his Super Taunt, I DEMAND YOU ALLOW HIM!!
    Unless he DHCs!!!
    
    Jin - Jin can serve a little problem, he has almost as much power as Hulk, and
    a lot of speed with that power! His Bloodia punch can be comboed and does A LOT
    of damage when done, his Bloodia Vulcan can guard break, and almost always hit
    when you Super jump, the Seotome Cyclone can be a pain to block, and does a
    HEAP of damage, all together, as long as you don’t get hit too many times,
    you’re golden.
    
    Felicia - Ooo, sexy kitty girl, she has more sex appeal then Morrigan, and in
    this case, MUCH more deadly, she is actually the one character who is ANTI
    Strider/Doom, he sand splash Super counters the Strider/Doom trap! Meaning
    you’ll have to find other ways around her, I’d suggest jumping in, because her
    normal sand splash will counter a dash in, and she doesn’t have a real good
    anti air unless she has an anti air assist (Which is just about needed on EVERY
    team now.)
    
    Thanos - Thanos has a bubble infinite that can be a pain to escape unless you
    can mash like hell, and everyone should learn mashing now, since you can mash
    from Magneto’s tempest combos (And EVERYONE knows how deadly they are!) He also
    has some powerful Hyper combos, but overall, he’d a big target, and that’s bad
    for them, meaning once they’re in the Strider/Doom Trap, it’s harder to get out
    of. Just don’t get careless.
    
    Amingo - This little Mexican jumping bean…cactus thing…whatever! He’s no
    problem, so don’t worry about this fight, everything gets stuffed by Doom’s
    assist alone, every time he does his dashing budding attack, just call Doom and
    he’s stuffed, he lays out the little puppet piñata thingys? Call Doom, he does
    a super? Call Doom, Doom, like in every single fight is your BEST friend, he
    won’t get near you if you actually play keep away, just call Doom and throw out
    birds to hold him on the ground, only way to stop Doom is if he calls a beam
    assist, or Ken’s anti air assist, because Cammy will bounce right off the rocks
    as if they were an actual opponent.
    
    Sonson - Sonson, just do the Strider/Doom trap, her ONLY defense to it is her
    transformation attack because she gains Hyper Armor during that hypercombo.
    
    Zangief - This guy can serve as a problem in some conditions IF, and only if
    you teleport without Doom behind you! Sometimes that won’t even help because
    after you’re grappled he can’t be hit, so try and teleport and reappear JUST as
    the rocks are REAL close to him to keep him in blockstun, then do the
    Ouroborus, also don’t dash in, you’ll probably end up running into a spinning
    lariat.
    
    Hulk - Hulk was good, he can knock you around when you teleport, so I like
    screwing with his head, when you teleport, he’ll probably expect you to come
    right out behind him and do a Gamma Crush, so teleport to the same side, and if
    you have Doom out, JUMP to go slow Hulk down as he comes down with that moon
    rock so Doom has a better chance to get out of there.
    
    ------Recommended teams-----
    
    Here I’ll list the teams with Strider I see as the best, in this game I’m not
    sure if you noticed but to make it through a lot of fights you NEED assists to
    cover you, and the like, also note on EVERY team Doom should be there, Strider
    just isn’t the same without Doom there to back him up.
    
    Strider (Any assist but projectile), Cable (Anti air), Doom (Anti air) = My
    personal Strider/Doom team, I’d suggest this team to anyone still learning
    Strider/Doom, because even with Strider gone your team still has that comeback
    ability with Cable and his air hyper viper team, also Doom can set up a lot of
    stuff for Cable, a beginner team, but not the best choice over all, but if
    you’re JUST starting to pick Strider and Doom, I’d suggest Cable being there as
    a just-in-case.
    
    Strider (Any assist), Black Heart (Anti air), Doom (Anti air) = This is a team
    where I’d suggest you be GREAT with Strider and Doom, because Black Heart SUCKS
    on point, but his assist will stop your opponent from jumping, so there’s the
    only plus really, plus it’s tracking and does nice damage and hits twice when
    they’re in air, so I personally rank him above Captain commando’s anti air,
    they may be the same, Captain’s may come out quicker, and is stronger, but
    doesn’t hit twice, or track them, but it’s a matter of preference.
    
    Strider (Any assist), Captain commando (Anti air), Doom (Anti Air) = This team
    some prefer over the above team because Captain can actually hold his own
    better on point so if Strider happens to die, you still have some of a chance,
    remember this if you are forced to have Captain on point, it’s not a bad thing,
    combo into the captain corridor and then cancel that into the captain sword for
    BIG damage, got it?
    
    Strider (Any assist), Iron man (Anti air), Doom (Anti air) = This team is
    GREAT, because Doom helps BOTH Strider and Iron man (Or war machine if you
    prefer his speed), Doom’s assist can knock your opponent in the air and then
    Iron man can follow through with his infinite, and of course there is the
    Strider/Doom trap, plus Ironman’s anti air assist is GREAT and is also anti
    Sentinel I’ve heard.
    
    Strider (Any assist), Cammy (Anti air), Doom (Anti Air) = Cammy is also helped
    by Doom’s assist, it covers her dash in, and also can help with her Cammy combo
    the same as Iron man’s, but it’s harder because you can’t cancel out of special
    into hyper combos during a normal jump, so super jump, attack and then do the
    cannon drill quick and cancel into the Killer bee assault, it takes practice
    but can be a REAL pain once you get it down.
    
    Strider (Any assist), Jin (Anti air), Doom (Anti air of course) = This team
    will be annoying to people, Jin’s anti air is the seotome dynamite, meaning it
    can hit EVERYWHER around him, meaning you have cross up protection somewhat,
    plus also cancels projectiles, though you have to time it a little better,
    better use Doom over that instead.
    
    Strider (Any assist), Ken (Anti air or Expansion), Doom (Anti air) = This team
    is good for a lot of reasons, first, Ken’s COMPLETELY invincible for his anti
    air, though I personally prefer the expansion for my team, because Striders
    launcher is an excellent anti air, plus with Doom to watch your back in case he
    blocks you’re safe, plus when he gets too close, call Ken, Ken’s hurricane kick
    glitch does around…1/10 per hit, meaning this can DESTROY a team after they’re
    hit by it, and plus since it holds them there, you have a chance to activate
    the Ouroborus and teleport into them for even more damage!
    
    ---------------------------
    This is it for my teams, there’s no doubt much more teams Strider is deadly on,
    but these are the ones I, and many others tend to use.
    
    ==============
    Credits
    ==============
    
    
    Myself - For making this!
    
    Gamefaqs.com - For hosting this.
    
    Antrez - My friend, and probably second best (Now you are. Haha!) MvC player
    that I hang out with normally, you’re great to spar against man.
    
    Mechie - Mech’ You put up a nice challenge sometimes, so you’re good for my
    experimental teams, plus you’re also nice human target to get down a lot of my
    main combos.
    
    William - You, you are the sorriest Marvel Vs Capcom player I’ve EVER seen!!
    But you were around to get beaten and allow me to use my combos against you and
    just flat out destroy you and learn some of my mistakes, because if you can
    punish me for some moves, then I KNOW it’s a mistake.
    
    Josh - Josh, you go against me the most, well, I make you do it, but it’s fun
    to go against you, because you have such a hard time getting around just ONE of
    my characters most of the time, you were another great sparring partner.
    
    Capcom - For making such a great fighting game that attracts so many players.
    
    ClockW0rk - I saw videos of you playing as Strider/Doom and you've inspired me,
    thank you so much, best thing I ever did in this game was watch your
    Strider/Doom team, maybe I'll face ya some day. =D
    
    Shoryuken.com - people on the forums helped me a lot to learn Strider,
    Sentinel, Magneto and Storm, thanks to EVERYONE who posted anything that helped
    me.
    
    ==============
    Contact
    ==============
    
    Here's the ways to contact me.
    
    Email: iisolidsnakeil@aol.com
    Email#2: Boost_Jump@Yahoo.com
    AIM: iisolidsnakeil OR Capoeira Pride
    MSN instant messenger: bboy_Heat@MSN.com
    
    Also, some people have been emailing me on how to get MvC2 match videos.
    Before anyone emails me again, IM me on one of my AIM SNs and tell me.
    I'll let you connect to my server and DL all the videos I have (And I got a
    lot.) Lol.
    ==============
    Legal Stuff
    ==============
    
    All characters here are copyrighted to Capcom or Marvel, Strider is copyrighted
    to uhm…that guy who he’s licensed to (I forgot his name, terribly sorry) but
    this guide I guess is copyrighted to me I guess...but in any case, you know
    what I mean, all characters copy righted to me, but I wrote this…yeah, and if
    you actually read this…something’s wrong…
    
    
    

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