MARVEL VS. CAPCOM 2: New Age of Heroes
FAQ Version 0.6 (Last updated 04.21.00)
FAQ © 2000 The Notorious J.K.N. ([email protected])
FAQ © 2000 The Dali Ramas ([email protected])

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STRIDER HIRYUU FAQ © 2000 The Notorious J.K.N. ([email protected])
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Name: Strider Hiryuu
Original Series: Strider
Recent Appearances: MARVEL VS. CAPCOM, Strider 2
Personal Nickname: Primo (after DJ Premier)

Version Updates:
0.6 - (04.21.00) - Further editing. Added a quick note that deals with
variations of spelling. Added to VS. Abyss section.
0.5 - (04.11.00) - Added Combo section. Also changed format to Rich Text
(.RTF). Edited content and grammar.
0.4 - (04.09.00) - Sections 14 to 17 complete.
0.3 - (04.09.00) - Sections 12 to 13 complete.
0.2 - (04.07.00) - Sections 8 to 11 complete.
0.1 - (04.06.00) - Sections 1 to 7 complete.

==============================
CONTENTS
==============================

*) SPELLING NOTICE
1) FAQ KEY
2) SPRITE
3) WALKING
4) DASHING
5) JUMPING
6) ATTRIBUTES
7) COLORS
8) ENTRANCE ANIMATIONS
9) WIN/LOSS POSES
10) TAUNT
11) BASIC ATTACKS
12) SPECIAL MOVES
13) HYPER COMBOS
14) ASSIST TYPES
15) STRATEGY
16) VS. ABYSS
17) COMBOS
18) GRADE

==============================
SPELLING NOTICE
==============================

I have seen Strider Hiryuu's name spelled as "Strider Hiryu." I have also seen
the name of his blade spelled as "Cypher" and "Sipher." Guy Bird, a Strider
buff and enthusiast, insists that it is Strider Hiryu and Sipher. While that
may be correct, Batsu and I prefer Strider Hiryuu and Cipher (which is also
correct), so that variation will be used on this FAQ.

==============================
FAQ KEY
==============================

This FAQ assumes you are the first player with your character facing to the
right.

B - Back
F - Forward
U - Up
D - Down

U* - Up* (i.e. UB - Up and Back)
D* - Down* (i.e. DB - Down and Back)
T* - Tap* (i.e. TB - Tap Back)
H* - Hold* (i.e. HB - Hold Back)

WP - Weak Punch
WK - Weak Kick
FP - Fierce Punch
FK - Fierce Kick
AA - Assist A
AB - Assist B

* ; * - In Series (i.e. WP ; WK - Weak Punch, then Weak Kick)
* + * - Simultaneous (i.e. FP + FK - Fierce Punch and Fierce Kick)

==============================
SPRITE
==============================

Strider Hiryuu's character sprite's height is a little less than average. To
understand the scale that I'm basing this on, first look at the screen and
estimate where the middle point is. Then draw an imaginary horizontal line
that goes through the point. This is what I'm considering "average height,"
and Hiryuu happens to be slightly underneath this line.

Hiryuu's sprite barely moves in his stance which causes no "bobbing" up and
down. Because of this, his height remains the same. Standing as still as Guy
(Street Fighter ZERO/Alpha Series), save the soft breathing, the only thing
that moves are the tails of his long scarf. Hiryuu's has his right arm behind
him, grasping "Cipher," his blade, by the lateral handle (Cipher is a dual
handled blade). The blade comes forward and tilts down slightly, his left arm
poised over it.

When Hiryuu crouches, his sprite height is reduced to about 1/4th, or is now
halfway between the ground and the imaginary "average height" line. He remains
still as ever, resting on his left knee and palm. The Cipher is held in the
same manner.

Bottom Line: Hiryuu's sprite is in the middle, with no real weaknesses, so
"Image is nothing, Thirst is everything." His motionless stance usually makes
people comfortable, because he will move only when they make him move. His
posture also leads to the quick release of a lot of his basic moves.

==============================
WALKING
==============================

Hiryuu maintains his stance while walking both forward and back. Walking speed
is the same either way, and if you stand at one end of the screen, it'll take
him about 1 second to traverse the distance.

Bottom Line: Hiryuu is one of the quicker characters in the game. Once again,
his posture and stance remains the same, so there are no surprises in the
walking animation. He keeps his cool and you keep in control. Now, get moving.

==============================
DASHING
==============================

TF ; TF will allow Hiryuu to dash forward. This closes the distance in much
faster than if you walked and will sometimes give you the needed edge. If you
start at the edge of the screen, a single dash will place Hiryuu about one
sprite's width past the middle (roughly 3/5ths).

The initial part of the dash involves Hiryuu lowering his stance (picture
Hiryuu's height if he had no head) and sprinting quickly forward. His right
arm is still behind his back holding the Cipher in the same way. After
reaching the middle of the screen, the animation switches to one of Hiryuu
"skidding" to a halt. His center of balance is now shifted backwards as he
comes to a stop.

TB ; TB will allow Hiryu to back up quickly. Instead of a dash, it is a roll
maneuver. Assume that you have dashed forward from the edge of the screen, and
remained in the same place (3/5ths). By rolling back, you will end up in at
the edge of the screen again.

The intial part of the roll has Hiryuu sliding back for a split moment, before
rolling backwards on the floor (his sprite's height being reduced to the
height of a crouch). Completing the roll quickly, he will end up in a crouch
at the edge of the screen and quickly rise into his stance.

Pressing any attack button at any point in the dash/roll animation will make
him stop and go through the attack animation.

Bottom Line: Hiryuu's dashes go equal distances and are incredibly quick. This
makes them a valuable asset to any type of pressure or escape strategy. The
dash can be canceled at any type with the press of an attack button, which
makes it that more useful.

==============================
JUMPING
==============================

In jumping straight up, there are two frames. On the way up, Hiryuu bends his
right leg a lot, his left leg slightly. While in this "seating" position, he
remains in the same stance (Cipher and all), except he extends his left arm
straight out. On the way down, his right leg remains tucked while the left one
straigtens out and down. His upper torso remains unchanged, save his left hand
which is held in front of his face, two fingers extended. My guess is that
this is a shinobi hand alignment (rumored to draw in mystical energy, but
probably more effective as a breathing exercise or intimidation technique).
The speed of his straight jump is very quick, his feet touching back on the
ground in way under a second. The range of the straight jump is the full
height of the screen, and even makes the screen scroll up slightly.

In jumping forward and back (since the animations are the same), Hiryuu
springs forward and "throws" himself head over heels, flipping once before
returning to the ground. You can pinpoint the peak of his jumping trajectory
(he will be totally upside down, with all limbs extended). The vertical range
of forward and back jumps are pretty much the same as the straight jump (the
peak positions will be about the same, as the screen scrolls up slightly).
Horizontally, if you place Hiryuu at one end of the screen, a forward jump
will make him land around the middle. Another jump will put him very close to
opposite edge (if your opponent is there, Hiryuu will land right in front of
him). The speed of the forward and back jumps are identical, being as quick as
the straight jump.

Hiryuu is also blessed with a double jump (press U or UB or UF after an
initial jump), which is useful to fake out opponents or audition for the
circus. Hiryuu can also momentarily use the edge of the screen as wall, and
spring off (a la Chun Li from Street Fighter II). Again, Hiryuu's acrobatic
skills allow him many possible ways to move about the screen.

Bottom Line: It's got to be the shoes, since Hiryuu's jumps, both speed and
trajectory are excellent. Feel free to comfortable jump around like a Beastie
Boy and wreck havoc upon your opponent.

==============================
ATTRIBUTES
==============================

In MARVEL VS. CAPCOM, Hiryuu used to have an excellent offensive and defensive
game. His offensive capabilities are a no brainer, but in my opinion, his
defensive options have become a lot harder. There are two main reasons.

First, the absence of the MP and MK buttons leave Hiryuu without his two
excellent basic attacks. The MP had Hiryuu swing his Cipher from right to
left, making a horzontal slash mark. The MK had Hiryuu swing his Cipher from
left to right, the slash being diagonally down. Both did solid damage, had
decent ranges, and good recovery speed. Personally, I used these constantly
from afar in MARVEL VS. CAPCOM, to charge my Hyper Bar, or just to try to zone
out (and psyche out) my opponent. Now, Hiryuu has less options, relying on
mainly the two fierces for defense (which are slower and riskier).

Secondly, Hiryuu takes a lot of damage now. Thus, the slightest mistake in
defense will cost you a lot more. Playing defensively will put you at a
disadvantage if you are not extremely cautious. For instance, Hiryuu's 5 hit
ground combo (WP ; WK ; WP ; WK ; FP) will do "33 damage" (based on the
Training Mode's Attack Data) on another Hiryuu. Performing the same combo on
another character such as Hayato or Cable, will do "27 damage." Big deal you
say? Well, after a few unblocked combos, and maybe an unguarded 2 in 1 Hyper
Combo, you'll see the big deal. It's better to go on all out offense.

This is not to say that Hiryuu stinks now. He still is fast, has good range
with his attacks, and has very easy combos. If he was a favorite of yours in
the last game, then Hiryuu is Hiryuu.

==============================
COLORS
==============================

WP - The original color. Hiryuu's Strider uniform is blue, the kanji "Hi" (as
in "Hiryuu") on the shirt being red. His footwear matches the uniform blue.
His scarf is the same red, and his Cipher has a strip of red running down the
center.

WK - The secondary color. Hiryuu's Strider uniform is light beige, the kanji
"Hi" (as in "Hiryuu") on the shirt being red. His foorwear matches the uniform
beige. His scarf is the same red, and his Cipher has a strip of red running
down the center.

FP - The ugly army color. Hiryuu's Strider uniform is olive green, the kanji
"Hi" (as in "Hiryuu") on the shirt being orange. His footwear is black. His
scarf is the same orange, and his Cipher has a strip of red running down the
center.

FK - The ugliest color ever. Hiryuu's Strider uniform is burgundy, the kanji
"Hi" (as in "Hiryuu") on the shirt being orange. His footwear is dark
burgundy. His scarf is the same orange, and his Cipher has a strip of red
running down the center.

AA - The Murderous Intent color. Hiryuu's Strider uniform is black, the kanji
"Hi" (as in "Hiryuu") on the shirt being white. His footwear matches the
uniform black. His scarf is the same white, and his Cipher is red, with a
strip of white running down the center.

AB - The Bloods color. Hiryuu's Strider uniform is a bright red, the kanji
"Hi" (as in "Hiryuu") on the shirt being white. His footwear matches the
uniform red. His scarf is the same white, and his Cipher has a strip of white
running down the center.

==============================
ENTRANCE ANIMATIONS
==============================

ENTRANCE 1 - Hiryuu rides in upon the back of the panther (from the opponent's
side). Upon reaching his starting spot, he teleports and reappears, standing
ready as he faces his opponent. The panther continues on its path off the
screen.

ENTRANCE 2 - Using that handy dandy glider contraption (I call it the "Strider
Glider"), Hiryuu swoops low and drops into place. The glider continues on its
path and then crashes into a bus full of innocent children. Oops.

ENTRANCE 3 - One of those "Item Capsules" from the original Strider game
happens to be in front of Hiryuu. Crouching on the floor and slashing with his
Cipher, the capsule is destroyed, freeing one of those trusty satellites
Hiryuu uses. The satellite than skitters off the screen as Hiryuu stands back
up, ready as ever.

==============================
WIN/LOSS POSES
==============================

WIN 1 - Hiryuu draws his Cipher blade in front of him, holding it up with his
right arm, his left hand poised near the handle. That panther leaps onto the
screen in the meantime, to try and share the spotlight with the Class A
Strider. "Growl!"

WIN 2 - Hiryuu faces the opposite direction in a "I just kicked your ass, but
I won't be a jerk" stance. He remains still and serious as ever, the only
movement is his scarf once again. His Cipher is strapped behind his back.

WIN 3 - Hiryuu will draw his Cipher blade with his right arm, quickly slashing
down once and holding it with the tip pointed towards the ground. While doing
this, he says, "Kisamara ni sonna gangu wa hitsuyou nai" ("I don't need such a
toy against the likes of you.").

WIN 4 - I don't know what Hiryuu ate this morning, but he jumps up and flips
upside down, as he ignores gravity. Still upside down, he "falls" gently to
the top of the screen, assuming the same stance from WIN 2. To ruin his fun,
press Start.

LOSS - While lying upon the ground, his body breaks up into those curved arc
particles, that split up and fly off. Those who have played the old Strider
game will remember that it's Hiryuu's dying animation. Come to think of it, a
lot of old video game characters tended to break up into little parts (RockMan
anyone?).

==============================
TAUNT
==============================

Start + WK will make Hiryuu taunt. He will assume the same stance from his WIN
2 (the one where he looks away, the Cipher strapped to his back), and says,
"Kisamara ni sonna gangu wa hitsuyou nai" ("I don't need such a toy against
the likes of you."). His taunt takes a hefty amount of time to recover from,
so I wouldn't do this if the match is heating up.

==============================
BASIC ATTACKS
==============================

WP - Hiryuu has something against your eye and he feels like poking it (that
is, if the opponent is about Hiryuu's height). Anyway, his standing WP is
really quick and the probability that you'll use it to start combos is high.
Sure it has no range, but then again, if you can't get close and crowd your
opponent with Hiryuu, what are you doing picking him as one of your
characters? The left hand is held in a "two finger salute," which is a common
finger strike in many types of ninpo.

WK - Hiryuu maintains balance on his left leg, while bringing his right leg
quickly forward to nail his opponent (somewhere on the leg, depending on the
height). An obvious follow up move to the WP, the standing WK comes slightly
slower than the WP.

FP - Hiryuu pivots on his left foot, and places his right foot way in front
(almost his character sprite's width), while swinging the Cipher. The blade
comes across to create a wide arc at his waist level. Keeping the continuous
motion, Hiryuu pulls the blade's path up and back, ultimately creating a
backwards "C" arc. He then steps back into his normal stance.

The range of the standing FP is great (about 2/5ths). Remember that dashing
exercise, where Hiryuu ended up a little past the middle of the screen? Well,
from that position, Hiryuu's FP will hit an opponent that is at the end of the
screen. With proper distance provided, you can catch people as they jump in to
attack also. Of course, with excellent range and power, Hiryuu's FP is pretty
slow. That doesn't mean you shouldn't avoid using it, just use it wisely.

FK - Hiryuu spins in the direction opposite of the standing FP, still pivoting
on his left foot. His right foot revolves around once (but still ends up being
behind the left) as he swings the Cipher at his head level. Continuing with
the motion, he bends his left knee and goes into a lower "lunging" stance, the
Cipher's backwards "C" arc being completed. He then recovers into his normal
stance.

The range of the standing FK will make you drool (about 3/5ths). If your
opponent was at the opposite end of the screen, and Hiryuu was a little short
of the middle, his FK will still manage to catch the opponent. Packing the
same damage as the FP, this is another excellent basic move. The speed
however, is slower that the FP, because of the intricate windup that he goes
through, prior to the slash. Although split seconds are added, it matters
greatly (especially if your opponent is close and wailing away with weak
attacks of his own). Another important thing to note about his standing FK is
that it will make your position move a little forward (much like Yun/Yang's
standing MP). After completing the slash, Hiryuu will find himself a little
closer to his opponent, so be wary.

-----------------------------------------------

D + WP - Pretty much the same as the standing WP, except now from the crouch,
Hiryuu starts poking your knees and thighs. It is also another opener for
combos, if you can catch your opponent blocking high.

D + WK - Again, very similar to the standing WK in terms of speed and damage,
Hiryuu extends his left leg a little from his crouching position. I prefer to
open up combos with this, rather than the crouching WP.

D + FP - I think everyone knows how this goes. As Hiryuu's launcher to begin
Aerial Raves, you'll be wearing this basic move out. From the crouching
position, Hiryuu rises to a stand with his center of balance tilted foward.
His Cipher happened to be swung up with both arms in the meantime, creating a
high, warped backwards "C" arc (usually hitting from the waist up).

The range on his crouching FP is similar to the standing FP, meaning you can
catch your opponent (if he's at the opposite edge of the screen) while
Hiryuu's slightly past the middle of the screen. Watch out though, this move,
like his standing FP and FK, will leave him very open if it misses or is
blocked. You can safely use this as an anti-air move in many cases.

D + FK - Hiryuu spins around in the low crouch, his left leg now in the back
while the knee bends. In the next instant, Hiryuu torques his waist, shifting
his weight forward to the right knee, as his right arm slashes with the
Cipher. The Cipher cuts a low line, catching opponents from anywhere on the
knees to the feet. Essentially, this is Hiryuu's "sweep" move, as it will
knock down the opponent. The crouching FK is faster than the other fierces and
has the same range as the standing FP (2/5ths), so it is an excellent move to
use. Just don't use it too much; don't be a cheesy.

DF + FK - If you remember the rolling animation of Hiryuu's dash (TB ; TB),
then this should be easy to understand. Rolling on the ground at first, Hiryuu
then slides on his back, his legs sliding out to trip up his opponent.

Hiryuu travels quite far with the slide manuveur. In fact, start at the edge
of the screen and execute the slide, and Hiryuu will end up in the same place
the forward dash does (3/5ths). The slide is speedy and does the same damage
as his orthodox sweep. However, it is important to know that the initial half
of the slide (when he is rolling), is only contributing to the range of the
move. If you execute the slide close to the opponent, Hiryuu will still be
stuck in the roll animation (thus, he will be rolling right next to the
opponent, not moving anywhere). I doubt you'll find an opponent that will let
Hiryuu even finish to the slide part, so beware of doing the slide when close
to your opponent.

-----------------------------------------------

U + WP (UB + WP and UF + WP) - Whether jumping back, straight up, or forward,
Hiryuu does the same thing. Basically, he executes a finger strike as if he
was doing a standing or crouching WP (his legs tuck up however). The quickest
of his air attacks, it's range is pretty much non-existent. The arm also goes
straight, which makes it ideal for meeting your opponent head on in mid-air.

U + WK (UB + WK and UF + WK) - Hiryuu simply extends his left foot out for a
light hit on the opponent. Once again, it is similar to his standing and
crouching WK in terms of speed, damage, and range. I prefer this over the
jumping WP because his leg is aimed diagonally down (makes me feel easier when
jumping in to attack).

U + FP (UB + FP and UB + FP) - While in the air, Hiryuu raises his Cipher high
with the right hand. He creates another backwards "C" arc by slashing
downwards, skillfully avoiding his legs (that would hurt). His left hand is
up, while his back is turned towards you.

Excellent range (same as the standing FP) and good power and priority, Hiryuu
should be comfortable with taking his opponents out of the air, or jumping in
order to ruin someone's day. Just watch the slow execution. Also, once Hiryuu
completes the slash, he remains in the last animation until he lands again.
That means if you slash on the way up (before he reaches his peak), Hiryuu
will be an open target until he lands. Ouch.

U + FK (UB + FK and UF + FK) - Hiryuu is so damn athletic. Remember the
initial animation for the standing FK? Well, he does that in the middle of the
air. However, the follow up is a "body splash" position (that horrible pool
jump where the water stings your chest upon impact). His Cipher swings out to
create a downward slash, the backwards "C" once again forming.

Excellent range (get the pattern?), and provides a good alternative to the
jumping FP (better for jump in attacks). Once again, watch the slow speed and
the "freezing" animation (Hiryuu remains in the "body splash" position until
he returns to the floor).

==============================
SPECIAL MOVES
==============================

Ame no Murakumo - D ; DF ; F + WP or FP
If you're comfortable with using Hiryuu's standing FK, then I don't see any
real reason why you'd even want to do this move, save as a combo finisher.
Hiryuu dashes at first, then spins just as he does in the standing FK
animation. While he's winding up, he slides forward instead of stepping. The
Cipher slash still creates a similar backwards "C" arc.

Obviously, the difference between the WP and FP are the ranges. If Hiryuu is
at one edge of the screen, and the opponent is at the other end, then the WP
will fall short. Hiryuu will end about his sprite's width before the middle
(2/5ths). However, executing it with a FP will let Hiryuu travel to the middle
of the screen, and the Cipher arc will even hit the opponent!

Don't get too excited, since this move pretty much sucks. It's very risky, can
be stopped before it's full completion, and your opponent will generally laugh
out loud as he punishes your Hiryuu. You could probably do a quick dash, then
FK, and it'll probably be safer (after all, it's the same thing!).

The WP Ame no Murakumo is useful after Hiryuu's crouching FK though. If done
immediately, the Ame no Murakumo will slice the opponent's character while it
is on the ground. The FP Ame no Murakumo seems to slow to do this.

Batsu tells me that "Ame no Murakumo" is "Formation of Rain Clouds."

-----------------------------------------------

"Air" Ame no Murakumo - D ; DF ; F + WP or FP or WK or FK (in the air)
This is more useful, but once again, is best tacked on the end of an Aerial
Rave. Hiryuu pauses in mid-air for a split second, then quickly moves a
certain distance (direction dependent on which attack button), while his
Cipher blurs behind him (creating a streak effect). The WP will make Hiryuu
take to the skies at a sharp angle (think 1 o'clock on a clock face). The FP
will make Hiryuu control his gravity defiant path, (think between 2 and 3
o'clock). The WK will make Hiryuu mirror the angle of the WP, except this
time, it's down toward the ground (around 5 o'clock). And as expected, the FK
will mirror the FP, except it will head down.

You could use this move by itself to try and confuse your opponent (try and
catch them out of the air), and you could even use it to escape certain
situations (if you're in the corner). It's pretty quick (Hiryuu's mid-air
windup doesn't lag too much), and might be able to snuff some of your
opponent's moves. I wouldn't rely on it too much though. Be especially careful
if you do the WP one, because after Hiryuu soars to the top of the screen,
it's a long way down to the ground (and the opponent will not give Hiryuu the
courtesy to land safely).

-----------------------------------------------

Ghram - F ; D ; DF + WP or FP (can be done in air) or WK or FK
Wow, this brings back memories. Hiryuu draws back his Cipher (picture Nash's
arm when he winds up for a one arm Sonic Boom), then swings it horizontally
across, creating a very wide crescent slash. The difference between the weaks
and the fierces are of speed and range. The windup is slightly longer for the
fierces, but the range is also slightly greater (very, very little difference
though). The WP and FP are Hiryuu's normal Ghram, while the WK and the FK will
make Hiryuu crouch first, and execute a low Ghram.

This was an old powerup that let Hiryuu rule in Strider, because of it's
range. Ghram will allow Hiryuu create a Cipher arc that covers 4/5ths of the
screen. If you are at the edge of one screen, the only way you will miss the
opponent is if he is also at the opposite end of the screen. Although the
windup will cost Hiryuu time, it still is better than the Ame no Murakumo. You
might be able to use this when your opponent gets careless, but it is best to
attach Ghram as a combo finisher.

-----------------------------------------------

Formation A - D ; DF ; F + WK or FK
Hiryuu's Formation A would make Ace Ventura jealous. Calling upon either the
panther or the eagle depends on either the WK of the FK. Hitting WK will make
Hiryuu extend his left arm and point at the opponent ("Go doggy, get 'em!").
The panther will growl and run onto the screen, traveling the full length and
hopefully nailing your opponent. The panther will reach the other side of the
screen in roughly half of a second. In hitting FK, Hiryuu will still point at
his opponent, but the eagle will enter the screen directly above him. It will
swoop down and fly towards the other end of the screen. The lowest point in
its trajectory occurs in the middle of the screen. It is halfway between that
middle imaginary horizontal line and the top of the screen (or 3/4ths of the
screen from the bottom).

Hiryuu's panther was never dominant in MARVEL VS. CAPCOM, and neither is it
here. The eagle is even more useless, since its trajectory is horrible. Even
if you do hit, the damage isn't worth the trouble. You'll lose any type of
projectile fight with Formation A, especially if the animals get "beamed" (as
opposed to "fireballed").

-----------------------------------------------

Formation B - HB for 1 second ; F + WK or FK
Hiryuu extends his arm and opens his palm, calling upon the Heavens to dish
out Divine Retribution on all evil doers. Yeah right. This will make a loyal
eagle fly across (very high so you can only see its claws), carrying an
explosive present for your opponent. The bomb will drop via a parachute, and
explode on impact.

A WK will make the bomb's range shorter, while the FK will make the range
longer. The WK Formation B will make the bomb fall about the width of Hiryuu's
sprite short of the middle (2/5ths). The FK Formation B will make the bomb
fall about the width of Hiryuu's sprite from the opposite edge of the screen
(about 4/5ths). Formation B is good only when you have time to set it up
properly. Realize that Hiryuu is very vulnerable during the beginning (when he
first calls upon the eagle carrier), and then it takes even more time for the
bomb to get to its final destination. If you get the hang of the delay and use
it to your advantage, you can make your opponent get very defensive (and
hopefully screw them up).

-----------------------------------------------

Formation C - HB for 1 second ; F + WP or FP
Formation C actually has to be done twice to do any damage. Hiryuu will first
two finger "salute" his opponent, summoning a single satellite to spin around
behind him. Executing the same command once more, will cause Hiryuu to crouch
and point forward with his left hand, the satellite turning into a fiery
projectile that goes across the screen. Firing the satellite can be done in
the air, but not summoning.

Summoing the satellite initially causes Hiryuu to be vulnerable, so look for
windows in time that he can do it safely. And once again, I wouldn't rely on
Hiryuu's Formation C too much, since it's not a very good projectile move.
However, I do enjoy psyching out my opponent by summoning a satellite, and
then continuing to fight without ever releasing. Sometimes my opponent becomes
wary of the spinning satellite, and focuses on what possible evil thing I
might do with it. Plus, it adds some more motion to Hiryuu's stance. His
moving scarf now has some company.

-----------------------------------------------

Vagula - D ; DB ; B + WK or FK
Hiryuu hops up and quickly "splits" four ways, each image blurring hastily
into nothingness. A split moment later, the four images of Hiryuu reappear,
though this time in kicking frames. The images decide to converge back in the
same spot, and if your opponent happens to be in that spot, well it sucks to
be him.

The WK Vagula will make the Hiryuu images converge in an area on the left side
of the screen (somewhere between 2/5ths and the middle), while the FK Vagula
makes the Hiryuu images converge on the right side of the screen. With these
two options, the Vagula can be used effectively as an offensive move or an
escape move. Use it too much though, and the element of surprise is lost; so
is a lot of Hiryuu's health bar.

-----------------------------------------------

Teleport - B ; D ; DB + WP or WK or FP or FK
Hiryuu decides to pull the ol' Houdini and confuse his opponent (and possibly
get into better position). The WP and the WK will make Hiryuu reappear on the
left side of the screen. The FP and the FK will make Hiryuu appear on the
right side of the screen. The difference between the punches and the kicks is
where Hiryuu reappears in terms of height. A WP and a FP will make Hiryuu's
image fade back in way above in the air (at about the same height as Hiryuu's
peak in a normal jump). Hiryuu will then drop down the ground. A WK and a FK
will make Hiryuu's image fade in a little under the height of his jump,
therefore returrning to the ground a lot faster.

Whether to use the Teleport offensively or defensively depends on the
situation. For me, the best time to use it is when I predict any type of
"beam" Hyper Combo (Shinkuu Hadouken, Soul Eraser, etc.), where Hiryuu's will
safely drop behind the opponent's character. Since that particular Hyper Combo
makes the character vulnerable from behind, you can guess what happens. Still,
I don't regularly incorporate the Teleport into my strategy. If it was more
like Yang's Kaihou or "Pleasant Kneel" (his teleport from Street Fighter III:
Third Strike), I would definetly use it more.

-----------------------------------------------

Wall Cling - D ; DB ; B + WP or FP
Hiryuu decides to take a break from the ground yet again, and clings on the
edge of the screen. This will make Hiryuu hop up on the wall, positioning with
his back towards you, so you can finally see how he holds the Cipher. The WP
will make Hiryuu leap up, the height being about 4/5ths of the screen from the
bottom. The FP will make Hiryuu leap up, forcing the screen to scroll
considerably before he latches onto the wall. Once on the wall, pressing WP or
FP will make Hiryuu slash away with his Cipher. There seems to be no
difference in power or speed between the two punches. Pressing WK or FK will
make Hiryuu go into a dive kick, landing back on the ground. If you latch onto
the left side of the screen, a WK will most likely make Hiryuu land somewhere
on the left side (between 2/5ths and the middle). It depends on the how high
on the wall Hiryuu is. The FK will most likely send Hiryuu into the right side
of the screen.

Hiryuu can climb up by pressing U, and he can climb down (more like slide) by
pressing D. Also, becareful about climbing too high, or sliding down too low.
Either will force Hiryuu to drop back to the ground. Also realize that after a
certain time period on the wall, Hiryuu will automatically drop back down
(hey, it's tiresome).

While on the wall, by inputing B ; DB ; D ; DF ; F + WP or FP will make Hiryuu
quickly fly across the screen, and if not stopped by the opponent, attach
himself to the other wall.

I never use this move. There are better things to do.

==============================
HYPER COMBOS
==============================

Ourobourus - D ; DF ; F + WP + FP
Hiryuu will give the opponent the usual Strider "two finger salute," and
summon two satellites. As the satellites orbit around around Hiryuu in a
circular fashion, you still maintain control over him. Hiryuu can now proceed
to move into his opponents vicinity, using the satellites to assist him as he
attacks. The satellites hit the opponent. Hiryuu hits the opponent (you will
be attacking, right?). When Hiryuu attacks, the satellites also project
circular rings of energy to hit the opponent. Basically, the opponent is going
to get a lot of hits. Just watch the timer that pops up above the Hyper Bar,
which tells you how much you've got left.

This Hyper Combo was excellent in MARVEL VS. CAPCOM, because people could pull
off an insane amount of hits while doing solid damage. The Ourobourus puts
great pressure on the opponent (they tend to block or run away), which goes
along well with Hiryuu's offense oriented style. The beauty was that it could
be used for defense as well, since Hiryuu has a circle of protection around
him. However, now it seems that CAPCOM greatly reduced the time of the
Ourobourus, and it doesn't last as long. People can't do as many hits, which
means that can't do as much damage. Does it suck then? Actually, I think it's
better. Even though the time is shorter, at least you know when the Hyper
Combo is ending! This is valuable information many people overlook, since all
they concentrate on is the number of hits you can pull off. Instead, just
think of what you can do now that you have the knowledge of the Ourobourus'
timing. For instance, at the last hit of the Hyper Combo, simply execute a
launcher and extend the combo with an Aerial Rave.

-----------------------------------------------

Legion - D ; DF ; F + WK + FK
Hiryuu will assume that same stance from Formation A (the Pet Detective one).
This time, he unleashes the whole damn zoo on his opponent, as a multitude of
panthers (filling up the bottom half of the screen) and eagles (filling up the
top half of the screen) race through the screen. Since the whole screen is
crowded, it is very hard to deal with, other than blocking. In MARVEL VS.
CAPCOM, the Legion did good damage and could also be counted on for its chip
damage. Just remember that the panthers and eagles always appear from the edge
of the screen. If Hiryuu is standing next to his opponent, and they are at the
middle of the screen, this gives the opponent valuable time to hit Hiryuu and
"snuff" his Hyper Combo.

-----------------------------------------------

Ragnarok - F ; D ; DF + WP + FP
Hiryuu assumes the same stance in his WIN 1 pose (holding the Cipher in front
of him). He then dashes forward in an attempt to grab his opponent. If
successful, he leaps up into the air quickly with them, and splits into four
mirror images. Each image fades away from sight, only to come back and pass
the suspended opponent (a la cool samurai movie style). As eash image passes,
the Cipher "streaks" and viciously slashes the opponent. This happens four
times, before the opponent's body finally crashes back onto the floor. Hiryuu
happens to then reappear (via the Teleport) on the ground next to them,
saying, "Ninmu kanryou" ("Mission accomplished").

This is a difficult Hyper Combo to connect with, because it is virtually
impossible to combo into. Plus, Hiryuu seems not to be in a hurry, and most
opponents have enough time to block (and it's only one block, before they then
turn and punish Hiryuu). In MARVEL VS. CAPCOM, Ragnarok did solid damage, but
was more for a flashy finish. Now, CAPCOM weighed the difficulty of pulling it
off, and rewards the Hiryuu player with a 50% damage Hyper Combo. Good luck,
though.

==============================
ASSIST TYPES
==============================

Alpha - Hiryuu executes his Ame no Murakumo. If your character is not near the
edge of the screen, Hiryuu will leap into place so that the Ame no Murakumo is
not out of range. After completing the move, he turns around in the same
stance of his WIN 2, before leaping back off the screen. Picking this Assist
Type will let Hiryuu execute his Legion when involved in a Dual/Triple Hyper
Combo.

Not a great Assist Type, since it is slow to execute, plus puts Hiryuu in a
lot of danger (he takes damage like hell). It is best used when you're in the
middle of a combo already, keeping the opponent busy while Hiryuu pops up.

Beta - Hiryuu executes his Vagula. Once again, if your character is not near
the edge of the screen, Hiryuu will leap into place at first. You will not
have to worry about range and direction though, as Hiryuu will home in on the
opponent automatically. After completing the move, he turns around in the same
stance of his WIN 2, before leaping back off the screen. Picking this Assist
Type will let Hiryuu execute his Legion when involved in a Dual/Triple Hyper
Combo.

An ok Assist Type, since the Vagula was always good for confusing people.
Still, watch out of it's blocked, and pray that Hiryuu makes it out relatively
unscathed.

Gamma - Hiryuu executes his Formation A with the eagle. Once again, if your
character is not near the edge of the screen, Hiryuu will leap into place at
first. The eagle has its usual flight path that it follows to the key. After
completing the move, he turns around in the same stance of his WIN 2, before
leaping back off the screen. Picking this Assist Type will let Hiryuu execute
his Legion when involved in a Dual/Triple Hyper Combo.

Do not pick this Assist Type. It's useless.
==============================
STRATEGY
==============================

From everything you've read so far, I think you can pretty much figure out
what Hiryuu is all about. Everything down to his basic animations of standing
and jumping speak for itself. He is a very precise, combo character, who can
easily be played with a certain "rhythm." You will be very comfortable with
moving around and throwing out basic attacks, and his specials seem more
useful for evasive/confusion tactics. Just be very careful because Hiryuu's
health bar can be whittled down very easily.

Hiryuu used to have a "Dial-a-Combo" on the ground. What I mean by "Dial-a-
Combo" is that most of his strength on the ground comes from a very simple,
but effective button presses. If you pretend that you are dialing a phone
number correctly and precisely, you will find that Hiryuu's more extravagant
and damaging combos are a piece of cake. For instance, Hiryuu can link 5 hits
on the ground, just with basic attacks. WP ; WK ; WP ; WK ; FP or FK is a
bread and butter combo. Take a moment in your mind to realize how easy that is
(say it out loud if you have too). Hiryuu used to be able to link both the FK
after the FP, but CAPCOM toned this down, by making the FP knock away the
opponent (the FK will miss). Wait a second, did you forget all the special
moves he can use as combo finishers? What about the Ame no Murakumo? What
about Ghram? Yes, most of these finishers are still intact, and you should
begin incorporating them into your combos when you feel more comfortable.

Another nice thing with Hiryuu's "Dial-a-Combo" is that is can easily be mixed
up and varied. The bread and butter combo listed above is simply a base model,
and you can experiment for different variations that keep your opponents on
their toes. Remember, his weak basic attacks pretty much are the same speed
and type, so they can be swapped. For instance, WP ; D + WK ; WP ; D + WK ; D
+ FK ; Ame no Murakumo (WP version) will do nicely, since it alternates
between high and low.

Finally, Hiryuu's "Dial-a-Combo" works nicely in the air, and follows the same
patterns in any of his Aerial Raves. This smoothness in transition allows for
Hiryuu to start with a long ground combo, and end with an Aerial Rave. One of
my favorites is WP ; D + WK ; WP ; WK ; D + FP (launcher) ; TD ; U (super
jump) ; WP ; WK ; WP ; WK ; Air Ame no Murakumo (FP version). Although
seemingly insane, it has a low learning curve, and becomes a natural thing for
Hiryuu (just practice!). For added craziness, I execute this combo string
immediately after an Ourobourus (I did this for 45 hits and around 50%
damage!).

==============================
VS. ABYSS
==============================

Hiryuu is an excellent character against all three forms of Abyss, because his
basic attacks do not have terrible lag, and the "Dial-a-Combo" method works
extremely well.

Against the first form, pretend your are fighting a weaker Onslaught, since
you can predict what type of attack Abyss is going to do. Always stay near and
blocking (getting yourself into a corner actually benefits you), and then
retaliate when openings occur for free hits. Don't get too greedy though,
because Abyss can take off quite a chunk of Hiryuu's health bar if you get too
careless. You might even want to activate the Ourobourus to make things go
quicker.

Against the second form, keep your distance and call upon the panthers from
Formation A. The panther will remain low enough to go under Abyss' flame
attack, making it very easy to knock off his energy. When the large bubbles
come up, stand your ground while TWP to hopefully pop them before they can
trap Hiryuu. If you want, execute a Legion to make things go quicker.

Against the third form, go on the defensive always, since Abyss goes by a
pattern. Abyss usually emerges in jumping distance, where Hiryuu can then
execute a simple 3 hit combo (WP ; WP ; FP for instance). After returning to
the ground he should always block. Abyss will do two things in reaction. He
will either melt into the floor, in which you then know that several columns
of fire will shoot up for a lot of chip damage (better than being hit and
juggled though!). The large sphere is open to be hit, but I usually go against
the temptation. Abyss might also leap forward with an attack that will catch
you if you do not land immediately after hitting him (say, if you hesitated
when he first popped up, or went for more than 3 hits). Just be patient,
always guarding, and the Legion Hyper Combo does some decent damage as well.

Another good way to quickly dispose of Abyss's third form is to activate the
Ourobouros Hyper Combo (when safe of course), then simply jump up (when he's
basically over you) and Dial-a-Combo. The satellites freeze Abyss so you can
then do as you please. Dial away.

==============================
COMBOS
==============================

I never understood "Combo" sections of FAQ's, because there are two types of
characters in the VS. Series. "CCC" or Crazy Chain Characters (such as Hiryuu
and Chun-Li), and One Hit Wonders (such as Hulk and Juggernaut). With "CCC,"
basic attacks can be switched around like nothing, and a combo will still pop
out! Combinations seem endless! I will however, tell you a few of my
favorites. I'm not bothering with the ones that are really obvious and easy to
figure out. Just remember, "1-800-STR-IDER."

WP ; WK ; WP ; WK ; FP or FK

WP ; WK ; WP ; WK ; D + FK ; Ame no Murakumo (WP version)

WP ; WK ; WP ; WK ; FP ; Ghram (WP version)

D + WP ; D + WK ; D + WP ; D + WK ; D + FK ; Ame no Murakumo (WP version)

(Formation C initialized) HDB + WP ; HDB + WK ; HDB + WP ; HDB + WK ; HB + FP
; Formation C (WP version)

WP ; D + WK ; WP ; WK ; D + FP ; TD ; U (super jump) ; WP ; WK ; WP ; WK ; Air
Ame no Murakumo (FP version)

(Jumping in) WP ; WK ; (land) WP ; D + WK ; WP ; D + FP ; TD ; U (super jump)
; WP ; WK ; WP ; WK ; Air Ame no Murakumo (FP version)

==============================
GRADE
==============================

A

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FAQ © 2000 The Dali Ramas ([email protected])
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