UMVC3/Strider Hiryu: Difference between revisions

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Hiryu is a cyber ninja from the future who belongs to an organization known as Strider. He wields the power of an incredibly deadly weapon known as Cypher as well as back up from various cybernetic animals. Like all Ninjas, he's extremely agile as he can cling to walls, teleport and preform incredible athletic feats. Hiryu first debuted in a game called Strider back in 1989 and though he hasn't had the biggest resume, he remains one of Capcom's most popular characters of all time.
Hiryu is a cyber ninja from the future who belongs to an organization known as Strider. He wields the power of an incredibly deadly weapon known as Cypher as well as back up from various cybernetic animals. Like all Ninjas, he's extremely agile as he can cling to walls, teleport and preform incredible athletic feats. Hiryu first debuted in a game called Strider back in 1989 and though he hasn't had the biggest resume, he remains one of Capcom's most popular characters of all time.
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The fans asked for him, and he's back! Everyones favorite future ninja, Strider Hiryu, is almost exactly how you remember him from MvC2. He has one of the lowest life totals in the game at 750,000 HP, but he makes up for it in his speed, combo potential, mixup power, and having two very potent Level 3 Hypers! When not engaging the opponent one-on-one, his robotic pets also make for a decent zoning game, covering both high and low portions of the screen at an alarming rate. Additionally, he has very solid assists, and his X-Factor makes his speed virtually unrivaled. Future ninjas unite!}}
The fans asked for him, and he's back! Everyones favorite future ninja, Strider Hiryu, is almost exactly how you remember him from MvC2. He has one of the lowest life totals in the game at 750,000 HP, but he makes up for it in his speed, combo potential, mixup power, and having two very potent Level 3 Hypers! When not engaging the opponent one-on-one, his robotic pets also make for a decent zoning game, covering both {{high}} and {{low}} portions of the screen at an alarming rate. Additionally, he has very solid assists, and his X-Factor makes his speed virtually unrivaled. Future ninjas unite!}}


=== Alternate Colors ===
=== Alternate Colors ===
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{{UMvC3CharacterAssists
{{UMvC3CharacterAssists
   | Ame-no-Murakumo (M) | direct front | 80,000 | softknockdown <br> groundbounce | Legion
   | Ame-no-Murakumo (M) | {{direct}} {{front}} | 80,000 | {{softknockdown}} <br> {{groundbounce}} | Legion
   | Vajra (H) | direct tiltdown | 80,000 | hardknockdown <br> (air only) | Legion
   | Vajra (H) | {{direct}} {{tiltdown}} | 80,000 | {{hardknockdown}} <br> (air only) | Legion
   | Gram (M) | direct front | 90,000 | softknockdown <br> wallbounce | Legion
   | Gram (M) | {{direct}} {{front}} | 90,000 | {{softknockdown}} <br> {{wallbounce}} | Legion
}}
}}


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{{UMvC3MoveListHeader}}
{{UMvC3MoveListHeader}}
{{MoveListRow | Standing Light | l | 35,000 | rpdfire }}
{{MoveListRow | Standing Light | {{l}} | 35,000 | {{rpdfire}} }}
{{MoveListRow | Crouching Light | d + l | 33,000 | low rpdfire }}
{{MoveListRow | Crouching Light | {{d}} + {{l}} | 33,000 | {{low}} {{rpdfire}} }}
{{MoveListRow | Standing Medium | m | 48,000 |  }}
{{MoveListRow | Standing Medium | {{m}} | 48,000 |  }}
{{MoveListRow | Crouching Medium | d + m | 50,000 | low }}
{{MoveListRow | Crouching Medium | {{d}} + {{m}} | 50,000 | {{low}} }}
{{MoveListRow | Standing Heavy | h | 60,000 |  }}
{{MoveListRow | Standing Heavy | {{h}} | 60,000 |  }}
{{MoveListRow | Crouching Heavy | d + h | 60,000 | low softknockdown }}
{{MoveListRow | Crouching Heavy | {{d}} + {{h}} | 60,000 | {{low}} {{softknockdown}} }}
{{MoveListRow | Special | s | 65,000 | launch nocancel }}
{{MoveListRow | Special | {{s}} | 65,000 | {{launch}} {{nocancel}} }}
{{MoveListRow | Arch Cut | f + h | 63,000 |  }}
{{MoveListRow | Arch Cut | {{f}} + {{h}} | 63,000 |  }}
{{MoveListRow | Slide | df + h | 55,000 | low nocancel <br> otg softknockdown }}
{{MoveListRow | Slide | {{df}} + {{h}} | 55,000 | {{low}} {{nocancel}} <br> {{otg}} {{softknockdown}} }}
{{MoveListRow | Jumping Light | air l | 40,000 | high djcancel }}
{{MoveListRow | Jumping Light | air {{l}} | 40,000 | {{high}} {{djcancel}} }}
{{MoveListRow | Jumping Medium | air m | 50,000 | high djcancel }}
{{MoveListRow | Jumping Medium | air {{m}} | 50,000 | {{high}} {{djcancel}} }}
{{MoveListRow | Jumping Heavy | air h | 60,000 | high }}
{{MoveListRow | Jumping Heavy | air {{h}} | 60,000 | {{high}} }}
{{MoveListRow | Jumping Special | air s | 63,000 | high aircombofinisher }}
{{MoveListRow | Jumping Special | air {{s}} | 63,000 | {{high}} {{aircombofinisher}} }}
{{MoveListFooter}}
{{MoveListFooter}}


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{{UMvC3MoveListHeader}}
{{UMvC3MoveListHeader}}
{{MoveListRow | Forward Throw | f + h | 80,000 | throw hardknockdown }}
{{MoveListRow | Forward Throw | {{f}} + {{h}} | 80,000 | {{throw}} {{hardknockdown}} }}
{{MoveListRow | Back Throw | b + h | 80,000 | throw hardknockdown }}
{{MoveListRow | Back Throw | {{b}} + {{h}} | 80,000 | {{throw}} {{hardknockdown}} }}
{{MoveListRow | Forward Air Throw | air f + h | 80,000 | airthrow hardknockdown }}
{{MoveListRow | Forward Air Throw | air {{f}} + {{h}} | 80,000 | {{airthrow}} {{hardknockdown}} }}
{{MoveListRow | Back Air Throw | air b + h | 80,000 | airthrow hardknockdown }}
{{MoveListRow | Back Air Throw | air {{b}} + {{h}} | 80,000 | {{airthrow}} {{hardknockdown}} }}
{{MoveListFooter}}
{{MoveListFooter}}


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{{UMvC3MoveListHeader}}
{{UMvC3MoveListHeader}}
{{MoveListRow | Ame-no-Murakumo (L) | qcf + l | 70,000 | softknockdown <br> groundbounce }}
{{MoveListRow | Ame-no-Murakumo (L) | {{qcf}} + {{l}} | 70,000 | {{softknockdown}} <br> {{groundbounce}} }}
{{MoveListRow | Ame-no-Murakumo (M) | qcf + m | 80,000 | softknockdown <br> groundbounce }}
{{MoveListRow | Ame-no-Murakumo (M) | {{qcf}} + {{m}} | 80,000 | {{softknockdown}} <br> {{groundbounce}} }}
{{MoveListRow | Ame-no-Murakumo (H) | qcf + h | 90,000 | softknockdown <br> groundbounce }}
{{MoveListRow | Ame-no-Murakumo (H) | {{qcf}} + {{h}} | 90,000 | {{softknockdown}} <br> {{groundbounce}} }}
{{MoveListRow | Excalibur | in air qcf + atk | 30,000 x 4 | l makes Strider attack downward. <br> m makes Strider attack straight. <br> h makes Strider attack upwards. }}
{{MoveListRow | Excalibur | in air {{qcf}} + {{atk}} | 30,000 x 4 | {{l}} makes Strider attack downward. <br> {{m}} makes Strider attack straight. <br> {{h}} makes Strider attack upwards. }}
{{MoveListRow | Wall Cling | qcf + s | 0 | Makes Strider jump and cling to <br> wall behind opponent. }}
{{MoveListRow | Wall Cling | {{qcf}} + {{s}} | 0 | Makes Strider jump and cling to <br> wall behind opponent. }}
{{MoveListRow | Wall Exchange | during Wall Cling, s | 0 | Makes Strider fly straight to the <br> opposite wall and cling to that. }}
{{MoveListRow | Wall Exchange | during Wall Cling, {{s}} | 0 | Makes Strider fly straight to the <br> opposite wall and cling to that. }}
{{MoveListRow | Dismount | during Wall Cling, f | 0 | Makes Strider jump off the wall <br> to the ground. }}
{{MoveListRow | Dismount | during Wall Cling, {{f}} | 0 | Makes Strider jump off the wall <br> to the ground. }}
{{MoveListRow | Climb | during Wall Cling, u | 0 | Makes Strider climb up the wall. }}
{{MoveListRow | Climb | during Wall Cling, {{u}} | 0 | Makes Strider climb up the wall. }}
{{MoveListRow | Descend | during Wall Cling, d | 0 | Makes Strider climg down the wall. }}
{{MoveListRow | Descend | during Wall Cling, {{d}} | 0 | Makes Strider climg down the wall. }}
{{MoveListRow | Ladder Kick | during Wall Cling, l | 55,000 | Strider attacks with his foot, retains wall cling ; <br> Chains into m }}
{{MoveListRow | Ladder Kick | during Wall Cling, {{l}} | 55,000 | Strider attacks with his foot, retains wall cling ; <br> Chains into {{m}} }}
{{MoveListRow | Cypher Attack | during Wall Cling, m | 60,000 | Strider attacks with his Cyper, retains wall cling ; <br> Chains into h }}
{{MoveListRow | Cypher Attack | during Wall Cling, {{m}} | 60,000 | Strider attacks with his Cyper, retains wall cling ; <br> Chains into {{h}} }}
{{MoveListRow | Jump Kick | during Wall Cling, h | 70,000 | Strider does a dive kick and lands on the ground <br> high <br> groundbounce }}
{{MoveListRow | Jump Kick | during Wall Cling, {{h}} | 70,000 | Strider does a dive kick and lands on the ground <br> {{high}} <br> {{groundbounce}} }}
{{MoveListRow | Gram (L) | dp + l | 90,000 | hardknockdown }}
{{MoveListRow | Gram (L) | {{dp}} + {{l}} | 90,000 | {{hardknockdown}} }}
{{MoveListRow | Gram (M/H) | dp + m / h | 90,000 | softknockdown <br> wallbounce }}
{{MoveListRow | Gram (M/H) | {{dp}} + {{m}} / {{h}} | 90,000 | {{softknockdown}} <br> {{wallbounce}} }}
{{MoveListRow | Formation A1 | qcb + l | 80,000 | proj }}
{{MoveListRow | Formation A1 | {{qcb}} + {{l}} | 80,000 | {{proj}} }}
{{MoveListRow | Formation A2 | qcb + m | 40,000 | proj }}
{{MoveListRow | Formation A2 | {{qcb}} + {{m}} | 40,000 | {{proj}} }}
{{MoveListRow | Formation C | qcb + h | 90,000 | otg proj }}
{{MoveListRow | Formation C | {{qcb}} + {{h}} | 90,000 | {{otg}} {{proj}} }}
{{MoveListRow | Formation B | qcb + s | 0 | Summons Dipodal Saucer.  Will <br> disappear after some time if <br> not used. }}
{{MoveListRow | Formation B | {{qcb}} + {{s}} | 0 | Summons Dipodal Saucer.  Will <br> disappear after some time if <br> not used. }}
{{MoveListRow | Formation B (Shot) | with Dipodal Saucer <br> summoned, qcb + s | 80,000 | otg proj }}
{{MoveListRow | Formation B (Shot) | with Dipodal Saucer <br> summoned, {{qcb}} + {{s}} | 80,000 | {{otg}} {{proj}} }}
{{MoveListRow | Vajra (L/M) | rdp + l / m | 0 | l teleports Strider above and in <br>front of opponent.  m teleports <br> Strider above and behind opponent. }}
{{MoveListRow | Vajra (L/M) | {{rdp}} + {{l}} / {{m}} | 0 | {{l}} teleports Strider above and in <br>front of opponent.  {{m}} teleports <br> Strider above and behind opponent. }}
{{MoveListRow | Vajra (H) | rdp + h | 80,000 | hardknockdown (air only) }}
{{MoveListRow | Vajra (H) | {{rdp}} + {{h}} | 80,000 | {{hardknockdown}} (air only) }}
{{MoveListFooter}}
{{MoveListFooter}}


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{{UMvC3MoveListHeader}}
{{UMvC3MoveListHeader}}
{{MoveListRow | Legion | qcf + atk + atk | 25,000 per Animal | otg proj }}
{{MoveListRow | Legion | {{qcf}} + {{atk}} + {{atk}} | 25,000 per Animal | {{otg}} {{proj}} }}
{{MoveListRow | Ouroboros | qcb + atk + atk | 40,000 per Droid hit, <br> 15,000 per Ring hit. | proj ; <br> Level 3.  Only the Rings <br> count as proj . | level3 }}
{{MoveListRow | Ouroboros | {{qcb}} + {{atk}} + {{atk}} | 40,000 per Droid hit, <br> 15,000 per Ring hit. | {{proj}} ; <br> Level 3.  Only the Rings <br> count as {{proj}} . | level3 }}
{{MoveListRow | Ragnarok | dp + atk + atk | 430,000 | hardknockdown ; <br> Level 3. | level3 }}
{{MoveListRow | Ragnarok | {{dp}} + {{atk}} + {{atk}} | 430,000 | {{hardknockdown}} ; <br> Level 3. | level3 }}
{{MoveListFooter}}
{{MoveListFooter}}


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=== Tips and Tricks ===
=== Tips and Tricks ===


* When using Ouroboros your opponent may attempt to push block you while in the corner, pushing you away when using {{#motion: l}} or {{#motion: m}} teleports and simply trying to get in; use wall cling ({{#motion: qcf}}+{{#motion: s}}) to avoid this and get a chance at an overhead as it cannot be push blocked. Alternatively, you can time the shots and teleport behind or in front of your opponent to force a mix up.
* When using Ouroboros your opponent may attempt to push block you while in the corner, pushing you away when using {{ l}} or {{ m}} teleports and simply trying to get in; use wall cling ({{ qcf}}+{{ s}}) to avoid this and get a chance at an overhead as it cannot be push blocked. Alternatively, you can time the shots and teleport behind or in front of your opponent to force a mix up.
* Vajra ({{#motion: rdp}}+{{#motion: h}}) is not safe on block. It can easily be countered or grabbed, so use try to use it only to punish your opponent's actions, specially in midair.
* Vajra ({{ rdp}}+{{ h}}) is not safe on block. It can easily be countered or grabbed, so use try to use it only to punish your opponent's actions, specially in midair.
* Strider's projectiles have little recovery and can be easily thrown one after the other, but they lack durability; even for his Legion Hyper Combo. Formation B ({{#motion: qcb}}+{{#motion: s}}) has more durability and little startup so it becomes a better choice for most situations. Besides the fact that it can cancel many of Strider's special moves making them safe it can OTG, so always try to keep Formation B when given the chance.
* Strider's projectiles have little recovery and can be easily thrown one after the other, but they lack durability; even for his Legion Hyper Combo. Formation B ({{ qcb}}+{{ s}}) has more durability and little startup so it becomes a better choice for most situations. Besides the fact that it can cancel many of Strider's special moves making them safe it can OTG, so always try to keep Formation B when given the chance.
* Jumping light {{#motion: l}} is an instant overhead. Combine this with his double jump and teleport mix ups to break your opponent's guard.
* Jumping light {{ l}} is an instant overhead. Combine this with his double jump and teleport mix ups to break your opponent's guard.
* His Vajra assist is one of the best assists in the game as it tracks the opponent and causes a hard knockdown. Combine this with characters that have off the ground moves for an easy combo. With teleporting characters for a mix up. Beware however of characters trying to spot the assist to counter it; use it mostly when your opponent's in the air and cannot see the assist coming or cannot counter it with a move or a Hyper Combo.
* His Vajra assist is one of the best assists in the game as it tracks the opponent and causes a hard knockdown. Combine this with characters that have off the ground moves for an easy combo. With teleporting characters for a mix up. Beware however of characters trying to spot the assist to counter it; use it mostly when your opponent's in the air and cannot see the assist coming or cannot counter it with a move or a Hyper Combo.
*If you combine Ouroboros with X-factor Level 3; try to keep your opponent with the air with Excalibur ({{#motion: qcf}}+{{#motion: l}}) to keep them in hit stun for as long as possible while doing damage.
*If you combine Ouroboros with X-factor Level 3; try to keep your opponent with the air with Excalibur ({{ qcf}}+{{ l}}) to keep them in hit stun for as long as possible while doing damage.


=== Combos ===
=== Combos ===
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== Strategy vs. Strider ==
== Strategy vs. Strider ==


[[Category: Ultimate Marvel vs Capcom 3]]
[[Category:Ultimate Marvel vs Capcom 3]]

Revision as of 23:16, 8 December 2020

Ultimate Marvel vs Capcom 3UMvC3Logo.png
UMVC3/Getting StartedUMVC3#CharactersUMVC3/GlossaryUMVC3/Game MechanicsUMVC3/Game ModesUMVC3/StrategyUMvC3HeaderButtons.png

Strider

Umvc3 strider face.jpg

Hiryu is a cyber ninja from the future who belongs to an organization known as Strider. He wields the power of an incredibly deadly weapon known as Cypher as well as back up from various cybernetic animals. Like all Ninjas, he's extremely agile as he can cling to walls, teleport and preform incredible athletic feats. Hiryu first debuted in a game called Strider back in 1989 and though he hasn't had the biggest resume, he remains one of Capcom's most popular characters of all time.


In a nutshell

The fans asked for him, and he's back! Everyones favorite future ninja, Strider Hiryu, is almost exactly how you remember him from MvC2. He has one of the lowest life totals in the game at 750,000 HP, but he makes up for it in his speed, combo potential, mixup power, and having two very potent Level 3 Hypers! When not engaging the opponent one-on-one, his robotic pets also make for a decent zoning game, covering both High.png and Low.png portions of the screen at an alarming rate. Additionally, he has very solid assists, and his X-Factor makes his speed virtually unrivaled. Future ninjas unite!

Alternate Colors

Strider colors.jpg

Players to Watch

Clockw0rk, Marvelo, Drew Grimey, Killer Kai, Richard Nguyen, Forward, Marn

Character Vitals

CHARACTER DATA
Health:
750k.jpg
Double Jump:
Yes
Air Dash:
No
Air Dash/Jump count:
1
X-FACTOR
Level 1
Level 2
Level 3
X-Factor Damage Boost:
20.0 %
35.0 %
55.0 %
X-Factor Speed Boost:
20.0 %
35.0 %
45.0 %
X-Factor Duration:
10.0 s
15.0 s
20.0 s
MINIMUM DAMAGE SCALING
 
L Attacks
M Attacks
H Attacks
Special Moves
Hyper Combos
Normal:
3 %
3 %
3 %
7 %
30 %
X-Factor Lvl 1:
35 %
35 %
35 %
35 %
30 %
X-Factor Lvl 2:
35 %
35 %
35 %
35 %
30 %
X-Factor Lvl 3:
35 %
35 %
35 %
35 %
30 %

Video Walkthrough


Combos



easy XF3 ToDs

Technology


Strider/Zero hard tags
Strider/Zero hard tag confirm from super jump height

TAC Infinite


Hit/Hurtbox Guide


Move List

Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Ame-no-Murakumo (M)
Direct.png Front.png
80,000
Softknockdown.png
Groundbounce.png
Legion
Beta2.png Gram (M)
Direct.png Front.png
90,000
Softknockdown.png
Wallbounce.png
Legion
Gamma2.png Vajra (H)
Direct.png Tiltdown.png
80,000
Hardknockdown.png
(air only)
Legion

Normal Moves

Name
Command
Damage
Notes (glossary)
Standing Light
L.png
35,000
Rpdfire.png
Crouching Light
D.png + L.png
33,000
Low.png Rpdfire.png
Standing Medium
M.png
48,000
Crouching Medium
D.png + M.png
50,000
Low.png
Standing Heavy
H.png
60,000
Crouching Heavy
D.png + H.png
60,000
Low.png Softknockdown.png
Special
S.png
65,000
Launch.png Nocancel.png
Arch Cut
F.png + H.png
63,000
Slide
Df.png + H.png
55,000
Low.png Nocancel.png
Otg.png Softknockdown.png
Jumping Light
air L.png
40,000
High.png Djcancel.png
Jumping Medium
air M.png
50,000
High.png Djcancel.png
Jumping Heavy
air H.png
60,000
High.png
Jumping Special
air S.png
63,000
High.png Aircombofinisher.png

Throws

Name
Command
Damage
Notes (glossary)
Forward Throw
F.png + H.png
80,000
Throw.png Hardknockdown.png
Back Throw
B.png + H.png
80,000
Throw.png Hardknockdown.png
Forward Air Throw
air F.png + H.png
80,000
Airthrow.png Hardknockdown.png
Back Air Throw
air B.png + H.png
80,000
Airthrow.png Hardknockdown.png

Special Moves

Name
Command
Damage
Notes (glossary)
Ame-no-Murakumo (L)
Qcf.png + L.png
70,000
Softknockdown.png
Groundbounce.png
Ame-no-Murakumo (M)
Qcf.png + M.png
80,000
Softknockdown.png
Groundbounce.png
Ame-no-Murakumo (H)
Qcf.png + H.png
90,000
Softknockdown.png
Groundbounce.png
Excalibur
in air Qcf.png + Atk.png
30,000 x 4
L.png makes Strider attack downward.
M.png makes Strider attack straight.
H.png makes Strider attack upwards.
Wall Cling
Qcf.png + S.png
0
Makes Strider jump and cling to
wall behind opponent.
Wall Exchange
during Wall Cling, S.png
0
Makes Strider fly straight to the
opposite wall and cling to that.
Dismount
during Wall Cling, F.png
0
Makes Strider jump off the wall
to the ground.
Climb
during Wall Cling, U.png
0
Makes Strider climb up the wall.
Descend
during Wall Cling, D.png
0
Makes Strider climg down the wall.
Ladder Kick
during Wall Cling, L.png
55,000
Strider attacks with his foot, retains wall cling ;
Chains into M.png
Cypher Attack
during Wall Cling, M.png
60,000
Strider attacks with his Cyper, retains wall cling ;
Chains into H.png
Jump Kick
during Wall Cling, H.png
70,000
Strider does a dive kick and lands on the ground
High.png
Groundbounce.png
Gram (L)
Dp.png + L.png
90,000
Hardknockdown.png
Gram (M/H)
Dp.png + M.png / H.png
90,000
Softknockdown.png
Wallbounce.png
Formation A1
Qcb.png + L.png
80,000
Proj.png
Formation A2
Qcb.png + M.png
40,000
Proj.png
Formation C
Qcb.png + H.png
90,000
Otg.png Proj.png
Formation B
Qcb.png + S.png
0
Summons Dipodal Saucer. Will
disappear after some time if
not used.
Formation B (Shot)
with Dipodal Saucer
summoned, Qcb.png + S.png
80,000
Otg.png Proj.png
Vajra (L/M)
Rdp.png + L.png / M.png
0
L.png teleports Strider above and in
front of opponent. M.png teleports
Strider above and behind opponent.
Vajra (H)
Rdp.png + H.png
80,000
Hardknockdown.png (air only)

Hyper Moves

Name
Command
Damage
Notes (glossary)
Legion
Qcf.png + Atk.png + Atk.png
25,000 per Animal
Otg.png Proj.png
Ouroboros
Qcb.png + Atk.png + Atk.png
40,000 per Droid hit,
15,000 per Ring hit.
Proj.png ;
Level 3. Only the Rings
count as Proj.png .
Ragnarok
Dp.png + Atk.png + Atk.png
430,000
Hardknockdown.png ;
Level 3.

Mission Mode

Strategy

Tips and Tricks

  • When using Ouroboros your opponent may attempt to push block you while in the corner, pushing you away when using L.png or M.png teleports and simply trying to get in; use wall cling (Qcf.png+S.png) to avoid this and get a chance at an overhead as it cannot be push blocked. Alternatively, you can time the shots and teleport behind or in front of your opponent to force a mix up.
  • Vajra (Rdp.png+H.png) is not safe on block. It can easily be countered or grabbed, so use try to use it only to punish your opponent's actions, specially in midair.
  • Strider's projectiles have little recovery and can be easily thrown one after the other, but they lack durability; even for his Legion Hyper Combo. Formation B (Qcb.png+S.png) has more durability and little startup so it becomes a better choice for most situations. Besides the fact that it can cancel many of Strider's special moves making them safe it can OTG, so always try to keep Formation B when given the chance.
  • Jumping light L.png is an instant overhead. Combine this with his double jump and teleport mix ups to break your opponent's guard.
  • His Vajra assist is one of the best assists in the game as it tracks the opponent and causes a hard knockdown. Combine this with characters that have off the ground moves for an easy combo. With teleporting characters for a mix up. Beware however of characters trying to spot the assist to counter it; use it mostly when your opponent's in the air and cannot see the assist coming or cannot counter it with a move or a Hyper Combo.
  • If you combine Ouroboros with X-factor Level 3; try to keep your opponent with the air with Excalibur (Qcf.png+L.png) to keep them in hit stun for as long as possible while doing damage.

Combos

Basic Strategy

Advanced Strategy

Strategy vs. Strider