Date: Fri, 21 May 1999 17:17:00 PDT
MARVEL VS. CAPCOM
STRIDER HIRYU FAQ
By: Psyduck228
MY E-Mail:
[email protected]
==================================================
Table of Contents
=================
1. Introduction
2. Moves
3. Combos
4. Helpers
5. Strategies
6. Cheap tactics
7. How to fight other characters
8. Partners
9. Awards
10. Special Thanks
11. Conclusion
1. Introduction
=================
This is my first FAQ, so please excuse all the mistakes. I wrote this
because there is
just not enough information on Strider on the Internet or anywhere. This FAQ
is written in
a way that it assumes that you already know all the basics of the game, and
know the
combo system. (you should know it very well to play Strider.) This was
written with a
sense of humor as well, so don’t take offense for anything on here. After
all the point of
playing a game is to have fun right? None of the things written on this FAQ
was meant
hurt anybody's feelings, please don't take insults seriously. Oh yeah,
please don't sell this
FAQ for profit.
2. Moves
=================
Legend:
U=up
D=down
B=back
F=forward
SJ=super jump
DP=dragonpunch
DPB=dragonpunch backwards
QCF=quarter circle forward
HCB=half circle back
P=punch
AP=any punch
AK=any kick
J=jumping
S=standing
C=crouching
SJ=super jump
1=jab
2=strong
3=firce
4=short
5=forward
6=roundhouse
Lets start with strider's basic commands:
standing 1: basically just a short range attack, not too useful, except for
to start dash-in
combos. There are better choices, if you want to inflict more damage.
standing 2: a straight sword swipe, great to catch people when they are
dashing at you.
Also very quick and has decent range.
standing 3: a long sword swipe upwards, and it has great range. Can reach
quite far to
surprise people.
standing 4: a basic kick, not much use, except maybe in combos.
standing 5: a sword swipe downwards, also great to catch people while they
are dashing.
Good to hit shorter opponents, such as Megaman, and Wolverine. Also has
decent range.
standing 6: a sword swipe downwards with great range, good to beat sweeps.
crouching 1: same as standing, but it is crouching.
Crouching 2: same as standing, but it is crouching.
crouching 3: a sword swipe upwards, uppercut type of an attack. This is
strider’s
launcher, it has great range. Can be used as an anti-air move if the
distance is right. I'll
explain how to use it as an anti-air move later.
crouching 4: same as standing, but it is crouching, this is a low hit, so
this can surprise
people when you dash-in.
crouching 5: same as standing, but it is crouching.
crouching 6: a swipe at the opponent's legs. This is strider's sweep move.
Has good range,
but has a little bit of a lag time.
jumping 1: same as standing, but it is jumping.
jumping 2: same as standing, but it is jumping.
jumping 3: a slash downwards, has good range and priority. This is the move
to use most
often when in the air.
jumping 4: same as standing, but it is jumping.
jumping 5: same as standing, but it is jumping.
jumping 6: same as standing, but it is jumping, this also has good range and
priority, but I
rather use jumping 3.
Specials:
Now lets move on to the special moves. Strider has many special moves and
all of them
(except maybe that stupid hang on wall move.) have a right moment to use.
Which I will
talk about later. I don't know the names to the moves, so I will just
describe them. You
can send me the names to them, but I probably wouldn't put it in.
A slash downwards: QCF+AP
the punch will determine the range. This move Strider goes towards the
opponent and
slashes downwards. Can be used to OTG combo. Has no really good use, can be
put into
combos, but that’s about it. Don't think too hard about this move, it is
almost useless.
Strider flys across the screen: QCF+AP or AK in the air
Strider flys a certain direction and hits you multiple times. The button you
push will
determine the direction he goes. It is ideal if you want more hits at the
end of your air
combo, just use jab, but your opponent can roll, and hit you before you
recover. Use this
move with caution.
A slash across the screen: DP+AP or AK
use kick for low attacks, and punch for high attacks. This is an ideal combo
ender, it has
range, and does great damage. Can also be done in the air. Reach is great
for this, so
maybe you can use it for a projectile type move.
Bomb drop: Charge B then F+AK
Strider calls for a bomb that floats across the screen. The kick will
determine the length.
Mainly used if you feel over confident, your opponent is an idiot, or feel
it will trade hits.
Don't use this move much, it leaves you open to many supers.
Call for a leopard: QCF+AK
Strider calls for a leopard and it will run and attack the opponent. Has a
major delay time,
and people will almost always see it coming, so use with caution.
tip: If you call for a leopard from across the screen, and if your opponent
jumps then grab
them for a air throw. Thanks goes to
[email protected] for this tip.
Orb ball: Charge B then F+AP
Strider charges for a Orb ball to rotate behind him. Do this move again to
fire the Orb ball.
This is a better choice for a projectile than calling a leopard, but still
use with caution, as
this move also leaves you open to attacks. Can also be done in the air.
Disappear then dive kick: HCB+AK
Strider disappears then reappears to do a dive kick. Maybe use this as a
surprise move.
Not much use.
Teleport: DPB+AP or AK
Punch will be higher than kick. The punch or kick you push will determine
where you
teleport to. I'll explain the use of this move later. Has a really bad
recovery time when
your done teleporting.
Hang on wall: QCB+AP
Strider will jump back and hang on the wall. You can move up and down. Push
down to
come down. Push punch for a sword swipe, and press kick to dive kick down,
the kick
pushed will determine the range. Has no real purpose. If anybody has any use
for this
please tell me. What kind of moron put this move in the game. It often will
get you killed
in a close match. However by accident I did this move when megaman was doing
his beat
plane super and I avoided the whole super, I am still not sure if the
computer was too
stupid to hit me, or did was this move really meant to be used to avoid that
super???
Double Jump: Jump and then Jump again
Strider has the ability to double jump, this can be very useful so don't
forget about it.
Super moves:
Now on to the super moves. Strider doesn't have really good super moves, but
they can do
some major block damage.
Ragnarok: DP+two P
Strider will grab the opponent and jump into the air and slash them in a X
form. Takes
decent damage, but is really hard to hit somebody with it. Major delay at
the start of the
super, and normally can't be comboed. You can however combo it when you have
the
Uroburos super on, but then that takes 2 bars of super and doesn't do that
much damage.
So it is not really worth it.
Uroburos: QCF+two P
Strider charges to get a two orb balls to surround him, the orb balls will
hit the opponent
and shot rings out when you attack with punch buttons. Start this super and
jam on the
punch buttons really fast to get alot of rings coming out, this often
catches people off
guard. Can take a lot of damage when you hit somebody with this super. This
super can
cancel into any other super. You can use this and then the legion for some
major blocking
damage.
Legion: QCF+two K
Strider calls for all his birds and leopards to attack the opponent. You can
hold up to
make the birds fly higher. Use this for block damage. Also watch for when
this super will
end to learn how to combo after it ends. Watch for the last bird, the last
hit is always that
bird, but for some reason sometimes only a few dogs come out, can somebody
please tell
me why?
3. Combos
=================
This is where Strider really shines. Strider has many different kinds of
combos, so just use
your imagination to think up some really good ones. I will give you some
examples below.
1. J4,J3,S1,S4,S2,S5,S3,S6,DP+AP or AK(This combo doesn't take that much
damage, it
is strange how you get lower hits and higher damage, with different combos,
that involve
the same moves.)
2. S2,S5,S3,S6,DP+AP or AK(This combo takes more damage than the above one.)
3. S1,S4,S2,S5,C3,then just do any air combo, you can end with and special
move, do the
orb ball to look cool.
4. C3,J1,J4,J2,J5, then double jump and J1,J4,J2,J5, and end it. The key to
this combo is
to do it slowly, and it takes a lot of practice, so have fun. Once you
master this combo try
to do it fast. I have got so good at it now that when I do it, it doesn’t
even look like I
jumped twice. Super jump and keep pushing up to see what I mean. I even got
this combo
to go off screen.
5. You must have three levels of super charged for this combo. Have opponent
in the
corner, Jump in with 3, dash-in with 1,S3,cancel into the Uroburos(this has
to be really,
really fast.) and jam on the punch buttons really, really fast. now dash in
and keep
attacking with whatever you want. Now as the Uroburos is about over throw a
legion out,
then throw a colossus(do this fast, if you don’t it will still OTG, but then
your opponent
can roll away) and do another Uroburos(the little balls have to have walked
off the screen
already or you can’t do another Uroburos). Keep attacking when it is almost
over throw a
colossus and then by this time you should have another super charged up, you
can either
throw another legion or do a Ragnarok. You can get 99 hits with this combo.
OK that combo that’s quite a bit of skills and timing so don’t expect to get
it right away.
Here it is again: J3 dash-in S1,S3, Uroburos, jam on the punches, dash-in
S1,S2,S1,S2,S1,S2,S1,S2, Legion, colossus, Uroburos,
S1,S2,S1,S2,S1,S2,S1,S2,
Legion, colossus, C3, J1,J4,J2,J5,double jump1,J4,J2,J5, QCF+1 rack up to 99
hit with
this combo.
Tip: Here is a combo from
[email protected]
Uroburos, dash-in with S1,S4,S2,S5, dash-in S1,S4,S2,S5, Michelle heart,
Uroburos,
teleport and repeat. Also can get 90+ hits with this combo, thanks goes to
[email protected] for this one.
Now that I got you started just go ahead and think of the rest yourself. I
always believed
that the best combos are your own. feel free to E-mail me about combos.
4. Helpers
=================
Helpers can change the whole outcome of the game. You can pick which one
suites you
the best. Way too many people pick Psylocke, Colossus, and Lou. Try to break
away from
these helpers to be more respected. Here is how to pick certain helpers:
you'll have to hold start and the specific buttons until you get the helper
you wanted
Colossus: 2,3,6
Lou: 2
Psylocke: 5
Unknown soldier: 1
Storm: 1,3,4
Saki: 3
Devilot: 2,3
Pure and Fur: 4
Jubille: 2,3,4
Michelle Heart: 1,4
Cyclops: 1,2,4
Iceman: 2,5
Thor: 2,4
Magneto: 3,4
Arthur: 1,2
Anita: 1,2,3
U.S. Agent: 2,3,6
Rogue: 1,2,3,4
Ton-Pooh: 1,3
Juggernaut: 1,5
Shadow (hidden) 1,5,3
Sentinel (hidden) 2,5,3
If you don’t want to remember all those buttons just remember that jab will
equal 1,
strong will equal 2, fierce will equal 4, short will equal 8, forward will
equal 16, and
roundhouse is not used. See how the numbers double. So if you want lou he is
number 2
so just hold strong, if you want colossus he is number nineteen, so hold
jab, strong, and
forward. 1+2+16=19, so do you basically get it, hope I didn’t confuse you.
5. Strategies
=================
Well here comes the good stuff. The ways of winning (not being cheap, that’s
covered in
the next section.) Some strategies you may not understand until you actually
go to the
arcade and play Strider for a while. Well here goes.
The importance of knowing when to push the right attacks are very important.
Say
wolverine is dashing at you from a distance with a ducking 1 or something.
Use a standing
5 to counter it, and continue on with the combo of standing 3, standing 6,
and some kind
of ender. I usually like to end it with the slash across the screen. That
takes the most life,
so why not?
Keep attacking with Strider, don't play defensive with Strider, or you'll be
killed. Strider
was never meant for turtle players. Constantly dash in with attacks, jump
attack.
Sometimes jump in and block if you know they will do some kind of anti-air
attack. Use
the double jump to confuse the opponent, so they wouldn't know when to do an
attack.
That works well with captain commando when he uses that helicopter helper on
you.
So your asking how to use the crouching 3 as an anti-air move. Well I'll
tell you...... now.
If the opponent jumps in at you from a distance, just throw a crouching 3 at
him. It usually
will hit them, and they wouldn't touch you. Since it has a long distance
from the sword and
Strider. You'll have to try it to see what I mean.
Jump in with a weaker attack and while your still in the air continue with a
heavier hit.
Let's say you jump in with 4, then you can push 3, and people sometimes will
get
confused, because they are used to blocking down after they block a jump in
attack, but
when you are pushing the 3 it is still be an air attack. This works well
when you end a air
combo with 3, and your opponent will drop first, and you'll be dropping in
after them.
When you are dropping down you can push 4, then 3, and then continue with
your combo.
This a lot of times will screw people up.
Whenever you start the Uroburos always jam on the punch buttons, even though
you
don’t actually attack, a bunch of rings will come flying out, and if your
close your
opponent is usually forced to block, or get hit. If your far away have the
rings fly out and
teleport towards them. Also you can connect the Uroburos after a standing 3
and keep on
jamming on the punch buttons. I can only do it if I have my opponent in the
corner, but I
can’t seem to get it to work in the middle of the screen, can anybody
confirm that it works
from anywhere?
Picking a good help can mean a lot. I find Strider can use just about any
helper. Heres
some tricks with them.
Lou: A very popular helper among the Strider crowd. Use Lou and then jump
across your
opponent to get them confused. When you kill one guy, throw Lou out before
the other
guy jumps out, and then dash behind your opponent, and they wouldn't know
which way
to block. Lou can also be used defensively, but I don't like using him like
that. Heres
something neat, use do Uroburos and keep pushing the punch buttons and send
out Lou,
Strider doesn’t have to move and he can get 30+ hits with this if the
opponent doesn’t
block.
tip: Throw out Lou, and then teleport. You want to get it so you overlap
them, so they
will not know which way to block. Then before they know it attack them, and
there you
go you get a free combo. This trick also comes from
[email protected].
Devilot: Well, not too much use for Devilot, but I did find one useful thing
with her. When
you kill off one of your opponents, put Devilot out, and then throw legion
out. Your
opponent is forced to block and if they block Devilot will him them, because
Devilot can't
be blocked. If they try to hit Devilot away, then they get hit by legion.
After they get hit by
the legion use D3 to launch them and continue with a air combo. Some
consider this
cheap, but I don't since you can only do this once. Well it's really up to
you. Another thing
to do is when your opponent is in the corner, use Uroburos they dash up to
them and if
they block throw a Delvilot out, and then theres nothing they can do to keep
from getting
hit.
Colossus: The most popular help among everybody. I don't use him much
anymore,
because he is somewhat cheap. You can think up your own strategies with him,
but one
interesting thing you can do is, when you hit Colossus, throw legion, and
then keep
tapping 3 and 6 to switch characters. Your partner will fly out and hit your
opponent as
part of the combo. One of the most useful ways to change out. This also
works with
Psylocke.
Well, I can't sit here and explain all the helpers so you'll have to think
of somethings
yourself. That’s right use your brain.
Remember to roll often, or be prepared to be OTG quite often. If you are
playing
somebody that rolls alot, try sweeping them and then throw legion, most
likely they will
not know which way to block when they get up, or throw Lou our and they will
roll right
into him.
Well that’s about it for the fair strategies. Just remember if you want to
be an honorable
player, (if there still are any of these.) then prepare to lose often, as
there are just too
many scrubs, and cheap players out there.
6. Cheap tactics
=================
OK this sections is for all the people that just doesn't care about honor.
That all they want
is to win. (these people should know that they suck) Or are just feed up
with cheap players
and want to fight back. (which still doesn't make you an honorable player,
because your
going to be doing cheap things.) Well here goes, on with the cheese.
Throwing...this may not be cheap when used mildly, but when abused, this can
be the
cheapest thing in the game. Walk up and throw your opponents a few times.
For some
reason I notice people get pretty pissed off when you do this. Now they try
to be get you
back for throwing them. Now that you have thrown them off their game, stay
on yours
and you'll do just fine. Forget about throwing, go after them with combos,
dash into to
them with 2 or some kind of long range attack, so they are not in range to
throw you.
Heres a major thing about this game that bothers me, block damage. I have
never seen a
game where you can take so much block damage. You can be kill just from
blocking. This
does put Strider at an advantage though. His legion super takes a grip of
block damage.
Pick Psylocke for a helper, use Psylocke, throw legion and keep repeating
until you are
out of supers. This can be jumped out of, but is quite hard for the bigger
characters in this
game.
2on1 are the cheapest thing in this game. Especially when you have Strider.
Just about
anybody with a kick super will make this work. Say you have Gambit and
Strider just keep
doing QCF with two kicks, and even if they block they will lose a lot of
block damage. No
other combination is worst than a Strider and War Machine, there is no way
to jump from
it, and blocking will at least take half life away, you just die or block,
your choice.(insert
evil laugh here, waa, hahaha.)
Well now that I have thought about it, I am not going to tell you much more
of these
cheap strategies. These cheap strategies will piss people off, so use at
your own risk, and
watch out for your health and well being.
7. How to fight other characters
======================
Here is where I explain how to destroy the competition. Usually Strider has
a speed and
priority advantage, so use this to your wisdom. Remember Strider takes in a
lot of
damage, so don't trade hits. However his combos do take off quite a bit of
damage. I will
cover every character in this section, and character that have different
forms of themselves
will have a different section for them. I will use all strategies in this
section, including
cheap ones. After all this is to teach you how to win. It's obvious that the
2on1 will work
on every single character, so I will not mention them. Well lets get
started.
Ryu: Well Ryu in his basic mode is not to hard to handle. Constantly dash in
with combos.
Ryu players like to use there uppercut for an anti-air move, so remember to
block, and to
double jump. Watch out for players that like to combo Ryu's super fireball,
that combo
takes half life away, so two times and Strider is done for. A defensive Ryu
player likes to
throw fireballs a lot, and these players are the easiest to beat. Constantly
keep jumping and
double jumping to confuse them and once you have a chance combo them. An
offensive
Ryu player is even easier, because you are better at it than he is. Keep
yourself from a bit
of a distance from him, and use this to your advantage, because your sword
will reach
him, and he can't reach you with his attacks. Also watch out for Ryu players
who like to
throw, for some reason he has good throwing priority. A good helper to use
would be
Lou.
Ryu in ken mode: Wow this guy will give Strider problems. Watch out for his
air
hurricane kick, because this takes so much damage. His air combo also takes
a lot. Most
players keep on the offense with this mode. They will constantly attack you.
So just follow
what I said about a offensive Ryu. Remember to watch out for the super
dragonpunch
super, it can catch anybody off guard, because it has so much speed, and at
the start up it
is invincible. A defensive player is a different story. (why the hell would
anybody want to
play defensive in this mode?) Just go ahead and attack them, his fireball is
a joke, and they
are just sitting ducks for you to kill. Just beware of his super
dragonpunch. A good helper
to use is Lou.
Evil Ryu: Although now as dangerous as in Ken mode, this is still a
character to be reckon
with. His hurricane kick is nothing to worry about, but he has a full screen
fireball, and a
diagonal direction air fireball. He can combo his air super fireball so
watch out. Also
watch out for the people that like to rain on you with the air fireball
super. Most of the
times they like to jump do it once, and then again to catch you off guard
when you try to
attack them. Also watch out for the super dragonpunch as you would with Ken.
He can
also combo his ground super fireball. This mode is not to be taken lightly.
A offensive and
defensive player is hard to go against, and a mix is even worst. Just
remember you have
speed, priority, and range on your side. A good helper to use is Lou.
Gambit: OK heres one thing you don't want to do is mess with, this guy's
anti-air move. It
will beat any attack you have. So don't jump too often, instead dash at him,
pressure him
into making mistakes. Run up and throw him. A defensive gambit is more
dangerous than
a offensive one. So use Psylocke, throw legion, and uroburos to take block
damage. Sure
you play like a bitch, but hey you win. Watch out when somebody picks Gambit
and use
Colossus for a helper. If they decide to play offense, then show them what
Strider is made
of. A good helper to use is Psylocke.
War Machine: Oh my god, this is the ultimate keep away character. Smart
bomb, smart
bomb, smart bomb, smart bomb....oh sorry I was having one of bad memories
again. Well
anyways, go attack War Machine, don't let up on it. Throw him. Don't let him
get away.
An offensive War Machine is different. If he wants to come attack you let
him, anything to
keep him from running away. Watch out for his 6 when he jumps on top of you,
it is hard
to tell if it is a cross-up or not, so watch out. Do block damage, and stay
on War Machine
if you want to win. Watch out for players who like to use his flight move to
run away and
to use his diving knee. Those are the dangerous War Machine players, they
can really mess
with you in the air. He doesn’t take damage all that well. A good helper to
use is
colossus.
Zangief: The throwing machine Zangief. Stay a distance away from Zangief,
and play keep
away. Your sword will have the range you want. Keep this up and you'll win.
Here a trick
you can do, jump in and use 3, then 6, and hold back and constantly tap 2.
Most Zangief
players will try to throw you when you land, but they will get thrown
instead. Strider
majorly overpowers Zangief in this game. You can't really lose if you play
right, so don't
screw up. You'll make yourself look bad. A good Helper would be Lou.
Armor Zangief: Just play keep away from this guy. Stay a distance away from
him and use
S3,S6 and repeat doing this until he is dead. Use legion to hit him, he
really can't do
anything about it. A good helper to use would be Psylocke.
Spiderman: Heres a guy that will give Strider problems. He's short, so when
he dashes in
use a 5 to hit him, and not 2. His attacks have priority over yours, so
don't go at him to
often. Instead your going to have to play this one keep away style. Do a
little hit and run.
If he throw spider webs at you then super jump. Watch out for his anti-air,
it has extreme
priority. A Defensive or Offensive Spiderman is the same to me. play
cheaply. Use block
damage, throw him, do whatever. You can almost call Spiderman the
anti-Strider of this
game. A good helper to use is Colossus.
Wolverine: Somebody that can match the combo abilities of Strider, this is
certainly not a
good thing. Wolverine players like to dash often, so use you 5 to stop them
dead on there
tracks. Don't let him get too close to you. His combo's kill Strider
extremely fast. Well
most Wolverines are offensive, so just one strategy will work here. Keep a
safe distance,
don't let him cross you up. remember just a simple 4 can mean death. Use all
the tricks you
got to beat him. Throw him, block damage, whatever. If you ever fight a
defensive
wolverine player, then you'll have an easy time, because wolverine like
Strider, was meant
to attack. Don't use Colossus on Wolverine, because when he dash at you with
a
crouching 1, Colossus will miss him. For some reason he has really good
throwing range,
almost as good as Zangief, anyways just watch out for this. A good helper to
use is
Psylocke.
Chun-Li: They certainly improved Chun-Li in this game. She has a lot of
priority in most
of her moves. Her new air super takes way too much and can be comboed. So
watch out
and don't get hit in the air. When you get swept always roll. When she
combos her super
lighting kick, and the player keeps pounding on the buttons, it take a lot
of damage. Well
as you can tell Chun-Li is a dangerous character. Keep on the offense and
you should be
O.K., and go throw her a few times. Most Chun-Li players have a pattern, so
watch for it.
She has a triple jump, so it can be quite confusing. Stay close to Chun-Li
to get put more
pressure on. A offensive and defensive Chun-Li are the same really. Just go
and attack
them before they attack you. A good helper to use is Michelle Heart.
Captain Commando: Another keep away character. His hits take quite a bit of
damage,
and so does his special moves and supers. Try to stay close to him, watch
out for players
that pick Colossus as a helper. Use your double jump often to confuse them
on when to
use their moves, and try to be alert. His moves come out quite fast, and if
he has Colossus,
it's even more dangerous. Go and throw him a few times, use block damage, he
takes
damage almost as bad as Strider does, so keep that in mind. A good helper to
use is Lou.
Morrigan: This is who every turtler uses. Talk about playing like a bitch.
Her air fireballs
are as annoying as hell. Try to stay close and don’t let her run away. Watch
out for
Colossus, that’s just about who every Morrigan player picks for a helper. If
they hit you
with Colossus then a super fireball, that takes a little more than half of
your life bar, so
you should really watch out. Double jump to avoid the Colossus. This is one
character
where I like to throw. Just don’t let up and keep the pressure on. Use the
Uroburos super
often. A good helper to use would be Michelle Heart.
Venom: The ultimate turtler is here. Venom really gets on my nerves. That
venom fang
move really sucks. (this is my opinion, but really it is a good move and
beats just about
every regular and a lot of supers in the game.) Watch out for the venom
fang, it has almost
no recovery. the only time you can really hit Venom after the venom fang is
when you are
in the corner. If you block a venom fang you best bet is to use 3, 6 then
swipe across the
screen. That’s just about all you can do. Watch out for his standing, and
crouching 3, it
reaches almost all the way across the screen. This is one character you
should try to kill
with block damage. This is one character that doesn’t have to move to beat
you. A expert
Venom play is very hard to beat. Good luck with him. A good helper to use
would be
Psylocke.
Captain America: Hmmm.... is it just me or does all his hits take too much
damage. Watch
out, three or four simple combos and your dead. Try to stay close to him and
attack
constantly. Strider can hit him after any of his supers, so remember that.
Just dash in and
hit fast. Defensive and offensive Captain Americas are the same just keep on
putting
pressure on them. If he uses his cartwheel move, just remember to block the
other way. A
good helper to use is Lou.
Jin: Don’t underestimate Jin. he may seem like a joke character, but he
really isn’t. If
played correctly he can be a very powerful character. I have seen a few good
Jin players
before. Watch out for people that like to combo his super, it takes over
half of Strider’s
life when he hits any kind of combo involving his super. Watch out when they
have a
Michelle Heart, or Lou helper. Try to have Jin on the defense. Remember that
all his hit
take block damage. I will say this for the last time try hard to not
underestimate him, even
though there aren’t all that many good Jin players out there. A good helper
to use is Lou.
Hulk: Hulk is very slow, but not slow to the point were he can’t fight back
to Strider. use
stronger attacks against Hulk, forget about using 1, and 4, because Hulk can
trade hits
with you, and you will always get the worst of it. Watch out for his Gamma
Wave super,
that can take over 60% of your life. Also watch out for Colossus, when you
are fighting
against Hulk, as that can set up for the Gamma Wave. Jump in with 3,6 and
continue your
combo, constantly attack Hulk and you’ll come out on top. A good helper to
use is Lou.
Strider: Well use your imagination, just remember do unto others, what
others do unto
you. (or something like that.) A good helper to use is Michelle Heart.
Megaman: Hmm...This little guy if played correctly can give Strider some
trouble. If
played incorrectly, you can destroy him. Watch out for players that like to
play block
damage. Watch out for players that send out Lou, kick a rock ball and use
the mega
buster. You can get kill by just block damage. So watch out for it. If they
don’t do that
and like to attack with Megaman then you will have a easy time, he is no
match for
Strider. Strider just destroys him. A good helper to use is Cyclops.
Roll (hidden): Now heres the joke character, if you can’t beat her you
shouldn’t play
Strider anymore. Why make him look bad right? Use any helper it doesn’t
matter.
Gold War machine (hidden): Well, do what you would do with armored Zangief.
Play
keep away, use you Uroburos super, and remember you can block while you are
using this
super. A good helper to use is Psylocke.
Red Venom (hidden): Well heres the fastest character in the game. Watch out
for his
throw, and try to attack him before he attacks you. Just do something, he
can’t take
damage. If you can’t hit him then use helpers and legion to kill him by
block damage. he
can’t even take block damage. All I have to say is, you either have a very
hard time or a
very easy time. A good helper to use is Psylocke.
Orange Hulk (hidden): Well he is quicker, but he has no armor. So whatever
you did to
Hulk will work with him, and he is easier because he has no armor, and he is
not nearly as
quick as Strider. A good Helper to use is Lou.
Shadow Lady: Hmmm... haven’t seen too many Shadow lady players. She isn’t
nearly as
dangerous as Chun-Li. Well I guess you can use your Chun-Li strategy against
her. A
good helper would be Michelle Heart.
Lilith: Same damn thing as Morrigan. Except maybe a worst fireball, so
overall is even
worst. Just stick with the same Strategies as Morrigan. Maybe she likes to
attack a little
more, that’s about it. A good helper would be Michelle Heart.
8. Partners
=================
In this section I will tell you who are good partners, who aren’t, and what
advantages you
would have. Also remember the 2on1 and what they can do with block damage
together. I
will also give you some good combos with these other characters. With the
combos I am
not going to include jump-in attacks, you can use what ever you want, and if
I don’t know
what the move is called, I will just put the motion for it down.
I will also rate them. It goes from Poor, O.K., Good, Great, and Excellent.
Ryu: Well, Ryu and Strider is a not that good of a combination. They both
play a different
style of game. They just don’t seem to mix together. Well maybe somebody can
prove me
wrong, but if I was playing a game I wanted to win I wouldn’t use them.
Rating: Poor
Combos to use:
1. S4,S3, super fireball (the combo of choice with Ryu, takes really good
damage, also
works with evil Ryu.)
2. D4,D5, super dragonpunch (a very easy and effective combo to use in ken
mode, and
evil mode.)
3. S4,S3, change into Ken or Evil Ryu, then super dragonpunch (Now this is a
cool
combo.)
Gambit: Except for the 2on1 there really isn’t too many other good things I
can say about
this team.
Rating: O.K.
Combos to use:
1. Punch Throw, Royal Flush (this works anywhere on screen, and you can’t
roll after
Gambit’s punch throw. If you have your opponent in the corner, you can do a
D2,D3 and
do an air combo instead.)
2. Colossus, dash-in S3, Throw cards with 3, Royal Flush (you have to hit
the S3 before
Colossus hits for the fifth time, so as he hits the fifth time you cards
will connect.)
War Machine: Say cheese. All I have to say. (insert evil laugh here, waa,
hahahahaha.)
Rating: Excellent
Combos to use:
1. D2,S6,J1,J4,J2,J5,J+U3, flight,J1,J2,J+U3, shoulder cannon (this combo
takes some
practice.)
2. D2,S6, war destroyer (easy and takes a lot of damage)
Note: Remember to 2on1, and watch people get pissed.
Zangief: Use the 2on1, and have Strider throw legion and Zangief go grab.
Zangief has
power, Strider has speed, so why not add this together. This is a deadly
combination if
used correctly.
Rating: Great
Combos to use:
1. D2,J4,J5, short spinning closeline, as they drop down, do a J5, and then
do somekind of
throw.(you can use 2 to throw them back up and repeat the combo, you can get
out of this
since after the second J5 it is not a combo anymore, but is rather hard if
playing against a
good Zangief player.)
2. S6, DP+4 to air grab(normally use a Jumping bodypress to hit them first
and then use
this combo.)
Spiderman: Yes! This is a very good team. Spiderman has so much priority.
These two
just seem to go together, give this combination a try and you’ll know what I
mean. The
2on1 is not too bad either.
rating: Excellent
Combos to use:
1. D4,D5,S6,J1,J4,J2,J5, somekind of finisher (use J3 to finish and you land
after your
opponent, and while your dropping you can either attack or chose to come
down then
attack with a low attack, this confuses people.)
Wolverine: A team more on offense than anything else. Perhaps that’s a good
thing, but
remember stop attacking, and you die. If you 2on1 do a QCF+two P Wolverine
will be
doing his berserker barrage, while Strider does his Uroburos. Now that your
opponent
thinks it is safe to hit Wolverine, because Strider is so far away from
them, use Strider to
teleport to catch them off guard. Not too bad if your playing turtles.
Didn’t get a excellent
rating because you hear so much shit from the crowd.
Rating: Good
Combos to use:
1. in or close to corner D1,D4,D5,D3,D6, super jump 1,J4,J2,J5, head stomp,
J6 OTG
with S4,S5,S5,S3,S6 (remember you have to super jump or it this combo will
not work.
Remember to let go of down after the head stomp, and just push 6. When you
OTG them,
they can’t roll away. this combo is a little hard at first, but keep trying,
watch for the frame
of animation when wolverine is about to recover from his D6 and that is when
you super
jump. If you have Wolverines Berserker rage on you can do it anywhere on
screen.)
2. D1,D4,D5,D3,D6, qcb+1 (don’t do this combo if your in or near the corner,
because if
you are fighting some fast character, they will be able to hit you. Also it
will not hit
Megaman, or Roll.)
3. D1,D4,D5,D3, Berserker Barrage (simple and damaging combo.)
4. D1,D4,D5,D3,D6, Fatal claw (Yet another simple and damaging combo.)
5. In corner D1,D4,D2,S6,J1,J4,J2,J5, head stomp, J6, OTG with S4,D2,S3,S6
(Also in
this combo to remember to let go of down after the head stomp.)
Chun-Li: This can work out, but I couldn’t seem to do anything useful with
them. Maybe
it is because I don’t really use Chun-Li, well if somebody has advice let me
know.
Rating:O.K.
Combos to use:
1. D1,D2,D3, Super lighting kick (jam on the buttons to see the full effect
of this combo,
very damaging with the max amount of hits.)
2. S6,J1,J4, air demon (also very damaging.)
Captain Commando: A keep away character and a offensive player? Sure, why
not? It
throws people off every once in awhile.
Rating: Good
Combos to use:
1. D4,S6, Captain Sword
2. In corner dash-in D1,D3, Captain Storm (this is a very nice combo,
remember to
dash-in.)
3. D1,D3, qcb+3 (takes no super and is very damaging.)
Morrigan: No, no, no. This is not good. I hate this combination. Doesn’t
seem to have
anything good about them.
Rating: Poor
Combos to use:
1. Colossus, Soul Eraser (this is the only damn thing that is somewhat good
with her.)
To me she is just a keep away character and nothing more, so combo don’t
really help her
much.
Venom: Yes, a good combination. They can be very good together. Have Venom
fight
first, then have Strider to come in and take care of the rest. They’ll never
know what hit
them when the whole match they try to come and hit you, then you throw out
Strider and
to bash his head in. A very good team indeed.
Rating: Great
Combos to use:
1. Dash-in D1,D5, Venom bite super (the one with the kicks.)
2. Punch throw, S1,S5, Venom bite super
basically just stand in one place and play turtle and you’ll be just fine.
Captain America: Well, there 2on1 works. This team will also have power and
speed, and
works pretty good.
Rating: Good
Combos to use:
1. In the corner D1,D2,S3, Final Justice or hyper charging star
2. In the corner D2,S6, Final justice or hyper charging star
3. D1,D2,D3,J1,J1,J1,double jump, J1,J4,J2,J5,J3
Jin: Probably should stay away from him. It just doesn’t seem to work out.
Rating: Poor
Combos to use:
1. Jump in with J+D6,D1,D2, Blodia Punch (I only added the jump in is
because most
people fall for it.)
2. D1,D3, OTG with Blodia Vulcan (If they roll sometimes they will not know
which way
to block if they roll too far.)
3. In the corner D1,D3,super jump and cancel into J+D3, Dash-in D1,D3, OTG
with
Colossus, Blodia Vulcan, or Blodia Punch (you have to super jump and cancel
it super
fast, this combo really takes practice, but really pays off, because it’s so
damn cool. If you
don’t want to OTG then you can Super jump after the second D1, and either
end with J6,
or air throw.)
Hulk: You’ll have some major power on your side. I imagine some people can
find some
good uses with this team.
Rating: O.K.
Combos to use:
1. D4,D3, cancel into a gamma wave
2. In the corner D1,S3, Gamma crush or Gamma quake
3. In the corner D1,S3, super jump J1,J4,J3 as you come down OTG with
J6,D1,S3
(Mega damaging combo, that takes no super at all, and they can’t roll away.
If you want,
you can air throw instead of the J3, and still continue this combo, but they
can roll away,
but if they don’t roll away, then you can super jump again after the S3 and
repeat the
combo.)
Strider: Hmmmm.... this is the dream combination.
Rating: You tell me
Megaman: Not all that good, you really don’t need any block damage. Strider
can take
care of that by himself, he really doesn’t have anything Strider can use.
Rating: Poor
Combos to use:
1. S6,J1,J4,Hyper megaman
2. Charge the mega buster for about 20-30 seconds, S1,S2, Mega buster,
taunt, and then
team super(you can skip the taunt, but it makes this combo look so much
better.)
Roll (hidden): Worst than Megaman. Stay clear of her.
Rating: Death
Combos to use:
None, don’t bother
Red Venom (hidden): Super fast, but I would stay with regular Venom. I don’t
really like
this guy, you put this team together and die pretty fast.
Rating: Good
Combos to use:
1. Punch throw, S1,S4,S2,S5,S6, venom bite super (just keep holding forward
while you
are doing this combo.)
You can pretty much think of your own combos with him, it’s not that hard
with this guy.
Orange Hulk (hidden): Well, just stay with regular Hulk.
Rating: Poor
Combos to use:
1. D4,D3, Gamma Wave
2. D1, Gamma Quake (works with regular Hulk too.)
Shadow Lady (hidden): hmmm... don’t know how to use her either. I feel that
she is worst
than Chun-Li, so I really think you shouldn’t use this team.
Rating: Poor
Combos to use:
Send me some
Lilith (hidden): Same thing as Morrigan, just read above. Except maybe
worst.
Rating: Below poor
Combos to use:
None
9. Awards
=================
Heres a little thing I made up to give characters the credit that they
derserve.
Most overpowered character in the game:
Strider or Wolverine (can’t decide, they are both really overpowered.)
runner-up:
Spiderman and Chun-Li (these two have too much priority, don’t know which
one is
worst.)
Most annoying character:
Morrigan (the way she plays, not the way she looks.)
Runner-up
War Machine (the ones that like to run away.)
Coolest Character:
Jin (minus the disturbing move where he takes off his clothes, hes just so
damn cool.)
Runner-up:
Strider (Need I say anything else.)
Best super move:
Jin’s Blodia Vulcan (The first person view makes this one my favorite.)
Runner-up:
Morrigan’s heart super (you just can’t leave this one out.)
Best Comeback Character:
Jin (It’s all about the armor.)
Runner-up:
Strider (He can’t take hits, but he sure can give them.)
Most overpowered team:
Strider and War Machine (it’s just all about block damage.)
Runners-up:
Strider and Wolverine (If there was no such thing as a 2on1, they would have
won.)
Most Annoying team:
Morrigan and War Machine (Sorry people that like to play keep away.)
Runners-up
Morrigan and Lilith (as if one wasn’t bad enough.)
10. Special Thanks
=================
Here are the people that I want to thank:
[email protected] for reading this FAQ over for me and being a cool
guy.
[email protected] also for reading over my FAQ, giving me some tips, and being
a nice
guy.
11. Conclusion
=================
Well, so what do you think of this FAQ, is it any good. Please give me some
feedback, as
this is my first FAQ. Oh yeah and the legal stuff, Capcom characters are
trademarks of
Capcom, and Marvel Characters are trademarks of Marvel.
Remember my E-mail is
[email protected], E-mail me if you have and
questions
or contributions.
_______________________________________________________________
Get Free Email and Do More On The Web. Visit
http://www.msn.com