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*High potential for mixups and resets with teleports, and wallclings. | *High potential for mixups and resets with teleports, and wallclings. | ||
*"Formation" specials act as pseudo-assists, allowing Strider to play a functional keepaway game or cover his own offense. | *"Formation" specials act as pseudo-assists, allowing Strider to play a functional keepaway game or cover his own offense. | ||
*Vajra is one of the few assists in the game to connect at superjump height, making it a powerful neutral tool. | *Vajra is one of the few assists in the game to connect at superjump height, making it a powerful neutral tool. Also offers very good lockdown from anywhere on the screen. | ||
*One of the best anchors in the game. X Factor 3 and Orbs are some of the hardest to defend in the game. Creates a "pick your poison" scenario with Double Anchor shells (namely Vergil) | |||
| cons = | | cons = | ||
*One of the lowest health totals in the game, allowing Strider to be killed easily and for few resources. Strider is vulnerable to being sniped as an assist and killed. | *One of the lowest health totals in the game, allowing Strider to be killed easily and for few resources. Strider is vulnerable to being sniped as an assist and killed. | ||
*Very poor minimum damage scaling hurts Strider's damage output outside of X-Factor | *Very poor minimum damage scaling hurts Strider's damage output outside of X-Factor. This leads to Feast or Famine scenarios where X Factor usage is critical or else coming back will be increasingly difficult. | ||
*Vajra assist causes a hard knockdown against airborne opponents, limiting its usefulness for characters with poor OTG options. | *Vajra assist causes a hard knockdown against airborne opponents, limiting its usefulness for characters with poor OTG options. Lacks synergy with anyone without good solo OTG options | ||
}} | }} | ||
Revision as of 21:18, 15 August 2022
Introduction
"Striders" are an organization of highly advanced cybernetic ninjas based in the future (the 2040's, approximately). Hiryu originally debuted in his self-titled manga, Strider Hiryu, as well as a tie-in game, Strider. Hiryu is the youngest strider in the organization's history to reach elite status, and is often deployed on dangerous solo missions. His arsenal includes a plasma-emitting sword called Falchion and a set of robotic "Options" which he can summon to assist him in combat.
In UMvC3, Strider is an extremely high-speed character with a focus on crafty mixups. From a distance, Strider can use Formation (214X) to summon his options as a form a pseudo assist to cover his approach. When he has the opponent where he wants them, Strider his teleport special, as well as his Wall Cling attacks in order to mix up the defender and start a combo. Although Strider is very agile and has many dangerous offensive tools, he suffers from low health and poor damage outside of X-Factor. In particular, his minimum damage scaling values are some of the worst in the game, and his level 1 hyper is notoriously low in damage. Strider's most iconic ability is his "Ouroboros" Level 3 install hyper (214XX). Ouroboros surrounds Strider in orbs that automatically fire projectiles as he attacks, giving him seven seconds of nearly incontestable offense.
Strengths | Weaknesses |
---|---|
|
|
Strider Hiryu | |
---|---|
Character Data | |
Health | 750,000 |
Ground Magic Series | ZigZag |
Air Chain Combo Limit | None |
Forward Dash Duration | 54 frames |
Backdash Duration | 38 frames |
Jump Duration | 43 frames |
Superjump Duration | 81 frames |
Walljump? | Yes |
Doublejump? | Yes |
Airdash? | No |
X-Factor Damage Boost (1/2/3) | 20% / 35% / 55% |
X-Factor Speed Boost (1/2/3) | 20% / 35% / 45% |
Minimum Damage Scaling (Normals, Specials) | 3%, 7% |
Minimum Damage Scaling (Hypers) | 30% |
Minimum Damage Scaling (X-Factor) | 35% |
Move List
Assists
Damage | Startup | Active | Recovery |
---|---|---|---|
80,000 | 47 | 4 | 116, 86 |
On Hit | On Block | Guard | Properties |
- | - | Mid | ![]() |
THC Hyper: Legion. Causes Strider to advance forward before slashing, oftentimes ahead of the point character, which makes this assist risky to use outside of combos. |
Damage | Startup | Active | Recovery |
---|---|---|---|
90,000 | 49 | 5 | 118, 88 |
On Hit | On Block | Guard | Properties |
- | - | Mid | ![]() |
THC Hyper: Legion. |
Damage | Startup | Active | Recovery |
---|---|---|---|
80,000 | 58 | 10 | 102, 72 |
On Hit | On Block | Guard | Properties |
- | - | Mid | ![]() |
THC Hyper: Legion. Strider disappears on the ground and reappears above the opponent's point character, attacking downwards. Vajra has very good (but not infalliable) tracking and can connect with an opponent almost anywhere on the stage, including at superjump height.
Very threatening assist when paired with a point character that can solo |
Ground Normals
Damage | Startup | Active | Recovery |
---|---|---|---|
35,000 | 4 | 2 | 11 |
On Hit | On Block | Guard | Properties |
0 | -2 | Mid | ![]() |
Due to the very low total active and recovery frames, if this attack is pushblocked, Strider gains a large amount of frame advantage. Enough to dash back in and continue his offense. |
Damage | Startup | Active | Recovery |
---|---|---|---|
48,000 | 6 | 3 | 15 |
On Hit | On Block | Guard | Properties |
0 | -2 | Mid | - |
Like with 5L, this attack is quite advantageous on pushblock, although not quite to the same extent. Has a pretty impressive hitbox horizontally against grounded opponents, but struggles to hit airborne opponents. |
Damage | Startup | Active | Recovery |
---|---|---|---|
60,000 | 9 | 4 | 23 |
On Hit | On Block | Guard | Properties |
-4 | -6 | Mid | - |
Strider steps forward during this attack about one character length, which extends this move's range and gives it some kara-cancel potential. However, Strider steps back to his original position duriing the recovery, at which time he is very vulnerable. Whiff cancel this move into specials when using in neutral to partially negate its dangerous recovery. Has a large amount of pushback on hit/block, which can make follow-ups with 5S difficult. |
Damage | Startup | Active | Recovery |
---|---|---|---|
33,000 | 5 | 2 | 11 |
On Hit | On Block | Guard | Properties |
0 | -2 | Low | ![]() |
Low-hitting alternative to 5L. Strider's crouching hurtbox is naturally lower than average, and so this move is not any more low-profile than crouching normally. |
Damage | Startup | Active | Recovery |
---|---|---|---|
50,000 | 8 | 3 | 15 |
On Hit | On Block | Guard | Properties |
0 | -2 | Low | - |
Causes Strider's hurtbox to rise slightly compared to his regular crouching stance, making this dangerous to use in neutral. |
Damage | Startup | Active | Recovery |
---|---|---|---|
60,000 | 10 | 3 | 26 |
On Hit | On Block | Guard | Properties |
- | -8 | Low | ![]() |
Less pushback than 5H, making it preferable in certain combo routes. |
Damage | Startup | Active | Recovery |
---|---|---|---|
65,000 | 9 | 4 | 29 |
On Hit | On Block | Guard | Properties |
Launch | -12 | Mid | ![]() ![]() |
- |
Aerial Normals
Damage | Startup | Active | Recovery |
---|---|---|---|
40,000 | 5 | 3 | 15 |
On Hit | On Block | Guard | Properties |
+11 | +9 | OH | ![]() |
Works naturally as an instant overhead against almost every character. Using instant air doublejump beforehand keeps Strider low to the ground, allowing him to solo convert this instant overhead with j.5L > j.5H > j.5S. Can also convert without instant air doublejump against big bodies or by using an assist/x-factor. |
Damage | Startup | Active | Recovery |
---|---|---|---|
50,000 | 7 | 3 | 21 |
On Hit | On Block | Guard | Properties |
+16 | +14 | OH | ![]() |
Similar to grounded 5M. Has a respectable horizontal hitbox but almost no vertical reach. Whiffs often versus grounded opponents. |
Damage | Startup | Active | Recovery |
---|---|---|---|
60,000 | 9 | 4 | 23 |
On Hit | On Block | Guard | Properties |
+18 | +16 | OH | - |
Works as an instant overhead when used out of instant air doublejump. Compared to using j.5L, it is mechanically easier to pull off but slightly slower. |
Damage | Startup | Active | Recovery |
---|---|---|---|
63,000 | 10 | 3 | 26 |
On Hit | On Block | Guard | Properties |
+14 | +12 | OH | ![]() |
- |
Command Normals
Damage | Startup | Active | Recovery |
---|---|---|---|
63,000 | 10 | 4 | 22 |
On Hit | On Block | Guard | Properties |
-3 | -5 | Mid | - |
Strider advances forward while attacking, which can help negate the pushback from 5H/2H and get Strider closer for a follow-up 623L or 5S. |
Damage | Startup | Active | Recovery |
---|---|---|---|
55,000 | 9 | 10 | 22 |
On Hit | On Block | Guard | Properties |
- | -11 | Low | ![]() ![]() ![]() |
Very low profile |
Special Moves
L![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
70,000 | 15 | 4 | 27 | |
On Hit | On Block | Guard | Properties | |
- | -10 | Mid | ![]() | |
M![]() ![]() |
Damage | Startup | Active | Recovery |
80,000 | 23 | 4 | 25 | |
On Hit | On Block | Guard | Properties | |
- | -8 | Mid | ![]() | |
H![]() ![]() |
Damage | Startup | Active | Recovery |
90,000 | 31 | 4 | 22 | |
On Hit | On Block | Guard | Properties | |
- | -5 | Mid | ![]() | |
Strider steps forward and then performs a slash that causes a
If Strider already has Formation B (214S) summoned, he can cancel the recovery of this attack into Formation B Shot. |
L![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
90,000 | 18 | 5 | 26* | |
On Hit | On Block | Guard | Properties | |
- | -10 (air: 0) | Mid | ![]() ![]() | |
M![]() ![]() |
Damage | Startup | Active | Recovery |
90,000 | 25 | 5 | 26* | |
On Hit | On Block | Guard | Properties | |
- | -10 (air: +8) | Mid | ![]() ![]() | |
H![]() ![]() |
Damage | Startup | Active | Recovery |
90,000 | 33 | 5 | 26* | |
On Hit | On Block | Guard | Properties | |
- | -10 (air: +16) | Mid | ![]() ![]() | |
Strider charges up and then attacks with a large horizontal slash of energy. Higher button strength takes longer to charge but produces a much larger attack, with the All versions are If Strider already has Formation B (214S) summoned, he can cancel the recovery of the grounded version of attack into Formation B Shot. |
L (in air) ![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
30,000 x4 | 10 | 15 | 11* | |
On Hit | On Block | Guard | Properties | |
+10 | +8 | Mid | - | |
M (in air) ![]() ![]() |
Damage | Startup | Active | Recovery |
30,000 x4 | 10 | 15 | 26 | |
On Hit | On Block | Guard | Properties | |
-9 | -11 | Mid | - | |
H (in air) ![]() ![]() |
Damage | Startup | Active | Recovery |
30,000 x4 | 10 | 15 | 26 | |
On Hit | On Block | Guard | Properties | |
-9 | -11 | Mid | - | |
Strider quickly flies across the stage while attacking. Button strength determines direction:
|
Formation A1![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
80,000 | 21 | - | 14 | |
On Hit | On Block | Guard | Properties | |
+13 | +11 | Mid | Priority: Low, Durability: 3 | |
Formation A2![]() ![]() |
Damage | Startup | Active | Recovery |
40,000 | 21 | - | 14 | |
On Hit | On Block | Guard | Properties | |
+14 | +12 | Mid | Priority: Low, Durability: 3 | |
Formation C![]() ![]() |
Damage | Startup | Active | Recovery |
90,000 | 36 | - | 4 | |
On Hit | On Block | Guard | Properties | |
- | - | Mid | Priority: Low, Durability: 3 (Bird), 5* (Bomb), 5 (Explosion), ![]() | |
Strider summons a cybernetic animal assist that appears behind him and advances forward.
Strider's formation specials give him significant mixup potential when paired with his excellent mobility via teleports, wallclings, or standard movement to cross up the opponent. The Formation also allows Strider to play a fairly effective keepaway game in certain matchups. |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | 11 | - | 9 |
On Hit | On Block | Guard | Properties |
- | - | - | Duration: 600 frames |
Strider summons a bomb which hovers behind him for 10 seconds, or until Strider is hit by any attack. The bomb is inactive, and this move by itself does nothing except enable him to later use Formation B (Shot). This move has a very short total duration, and so Strider can cancel 5H, 2H or 6H into this special in order to recover faster while also preparing a bomb for later use. |
Damage | Startup | Active | Recovery |
---|---|---|---|
80,000 | 2 | - | 18 |
On Hit | On Block | Guard | Properties |
+12 | +8 | Mid | ![]() ![]() |
Strider fires the bomb he deployed in Formation B straight forward. This attack is a very fast and very powerful projectile, with the caveat that it had to be prepared in advance. Strider can use the Both Ame-no-Murakamo and Gram can be canceled into Formation B Shot (but not normal Formation B). Constant use of Formation B - both to cancel normals with the activation and to cancel specials by firing - allows Strider to maintain consistent pressure for a long time even with minimal assistance. |
L![]() ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
- | 12 | 9 | 10 | |
On Hit | On Block | Guard | Properties | |
- | - | - | Invuln frames 12-20 | |
M![]() ![]() |
Damage | Startup | Active | Recovery |
- | 12 | 9 | 10 | |
On Hit | On Block | Guard | Properties | |
- | - | - | Invuln frames 12-20 | |
H![]() ![]() |
Damage | Startup | Active | Recovery |
80,000 | 33 | Until Grounded | 11 | |
On Hit | On Block | Guard | Properties | |
+2 | -7 | Mid | Invuln frames 13-29, ![]() | |
Strider's teleport. Allows for standard left/right mixups as If the opponent is in blockstun while you activate Vajra, the opponent can pushblock on reaction. This will cause the M version to be pushed back over the opponent towards the front side, negating the left/right mixup. If the opponent is not locked down when Vajra is activated, the opponent may be able to react with a quick airthrow punish.
Like with the assist version, |
Damage | Startup | Active | Recovery |
---|---|---|---|
- | Until walled | - | -1 |
On Hit | On Block | Guard | Properties |
- | - | - | - |
Strider leaps towards the opposite edge of the screen, and then clings to it. He will remain there for 295 frames (~5 seconds) or until he performs an attack that causes him to leave the wall (or until he is hit). Wall Cling's movement is impervious to pushblock, and so Strider can use it to create cross-up situations which are more challenging to block than Vajra cross-ups. While on the wall, Strider has several unique actions he can perform. He can also press |
Ladder Kick![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|---|
55,000 | 8 | 11 | 16 | |
On Hit | On Block | Guard | Properties | |
-4 | -6 | Mid | Maintains Wall Cling | |
Cypher Attack![]() |
Damage | Startup | Active | Recovery |
60,000 | 6 | 3 | 23 | |
On Hit | On Block | Guard | Properties | |
-3 | -5 | Mid | Maintains Wall Cling | |
Jump Kick![]() |
Damage | Startup | Active | Recovery |
70,000 | 10 | Until Grounded | 10 | |
On Hit | On Block | Guard | Properties | |
+12 | +10 | OH | ![]() | |
Wall Exchange![]() |
Damage | Startup | Active | Recovery |
- | 27 | - | 1 | |
On Hit | On Block | Guard | Properties | |
- | - | - | Maintain Wall Cling (on opposite wall) | |
Strider's various attacks from Wall Cling. He can chain them together in a standard magic series fashion ( Keep in mind that all of these attacks are considered normal attacks, and thus can be canceled into specials even on whiff. This is mainly useful for canceling Jump Kick into Gram in certain combo routes. |
Hyper Combos
Damage | Startup | Active | Recovery |
---|---|---|---|
25,000 x15 | 9+1 | - | 76 |
On Hit | On Block | Guard | Properties |
+12 | +6 | Mid | ![]() |
This hyper sucks. Strider summons a random assortment of approximately 20 tigers, leaping tigers, and eagles. This hyper hits Despite being a hyper, the individual animals summoned are **low** priority. They can be partially or even wholly negated by your opponent's regular projectiles, and opposing hypers will destroy them entirely. |
Damage | Startup | Active | Recovery |
---|---|---|---|
430,000 | 8+0 | 21 | 33 |
On Hit | On Block | Guard | Properties |
- | -33 | Mid | Invuln frames 1-20, ![]() |
Strider dashes forward and (hopefully) catches the opponent in a standard cinematic level 3 hyper. Significant amount of invulnerability, circumvents damage scaling, and deals large amounts of damage. Can be used in combos fairly easily. Because it has 0 frames of post-flash startup, if the opponent is close and is not already holding block when the super flash begins, they will not be able to block the attack. |
Damage | Startup | Active | Recovery |
---|---|---|---|
15,000 (Projectiles), 40,000 (Satellites) | 13+2 | - | 7 |
On Hit | On Block | Guard | Properties |
- | - | Mid | Disables meter gain, Priority: Low, Durability: 3 per projectile |
Install hyper. Strider surrounds himself with orbiting satellites that have active hitboxes and last for 420 frames (7 seconds). While Ouroboros is active, any press of |
Universal Mechanics
Damage | Startup | Active | Recovery |
---|---|---|---|
80,000 | 1 | 1 | - |
On Hit | On Block | Guard | Properties |
- | - | Throw | ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|
80,000 | 1 | 1 | - |
On Hit | On Block | Guard | Properties |
- | - | Airthrow | ![]() |
Damage | Startup | Active | Recovery |
---|---|---|---|
50,000 | 2 | 4 | 22 |
On Hit | On Block | Guard | Properties |
- | -5 | Mid | Snapback |
Animation and hitbox based on 236L |
Damage | Startup | Active | Recovery |
---|---|---|---|
27,000 | - | 18 | 31 |
On Hit | On Block | Guard | Properties |
- | -12 | OH | ![]() |
- |
Team Position
Strider is almost always chosen as an Anchor character. With the possible exception of Phoenix, there is no other character in the game where the difference between their normal strength and their potential as an anchor is more apparent. Several factors contribute to this:
- At only 3% (7% for specials), Strider's minimum damage scaling is the worst in the entire game. After only about seven hits in a combo, Strider's damage will have deteriorated well below what most character's attacks would do. Activating X-Factor forcibly sets his minimum damage scaling to 35% instead, so it is almost mandatory for him to deal any significant damage.
- Strider has two very powerful Level 3 Hypers: a standard cinematic level 3 and his Ouroboros install, but his Level 1 hyper is quite weak. Strider is significantly more threatening if he enters the fight with several bars of meter already built by his teammates.
- Strider's speed boost in high levels of X-Factor is one of the strongest in the game (only Chun-Li's speed boost is higher). This speed boost drastically increases the effectiveness of his teleports and wall clings as mixup tools, making them much more difficult for the opponent to react against.
As consolation, Strider's "Vajra" assist is among the game's best assists (although its effectiveness varies heavily based on the point character calling it). It is one of a handful of assists that reaches superjump height, has very strong tracking and is difficult for many characters to punish. Strider still offers a lot of support in the backline while waiting to enter the stage as an anchor character.
Notable Synergies
Doctor Doom: Doom may have the easiest time of any character in the game converting off a hard knockdown, such as after an air Vajra assist hit. His fantastic mobility and -hitting normals (5M and 5H) allow Doom to easily convert a Vajra hit into a full, highly-damaging combo. Doom also makes an excellent battery for Strider, as he has several meter-positive combo routes as well as reliable TAC infinites to rapidly build up meter for Striider to spend. If Strider ever gets snapped in, Doom has several DHC options to allow him to escape at the cost of 2 bar.
Players to Watch: Dead X Pride, (Vergil/Doom/Strider), Artiztik (Vergil, Doom, Strider), Clockw0rk (Vergil/Doom/Strider), Marvelo (Nova/Doom or Strange/Strider), Static Alpha (C.Viper/Doom/Strider)
C.Viper Viper is a fast, aggressive point character who sometimes struggles against airborne zoning as her main long-range options are ground-only. Strider serves as an excellent check on characters like Doom, Magneto and Modok who would otherwise be able to run away from Viper by escaping to superjump height. Thanks to jump-cancel Seismo, Viper can easily convert the hard knockdown from a Vajra hit into a full combo.
Players to Watch: Static Alpha (Viper/Doom/Strider), Crazy Joe (Viper/Dante/Strider)
Nova: Nova can run simple but effective strike/throw mixups by calling Vajra and jumping up to an opponent to attempt a throw. Opponents who mash throw break risk getting caught by Strider. Nova has multiple solo pickup options after a hard knockdown, and gets great damage off of both a throw and a Vajra hit.
Players to Watch: Marvelo (Nova/Doom or Strange/Strider), Amongst_Shadows (Nova/Strange/Strider)
Dante: Jam Session is an excellent assist that provides a large amount of total lockdown. It pairs well with Strider's Vajra assist, as one of Vajra's biggest weaknesses is the lack of blockstun, which can be compensated for by also running Jam Session. Dante himself also makes good use of Vajra assist, as he can solo pickup using either 3HH or 623M. Like with Doom, Dante has access to Devil Trigger as a safe DHC option to rescue Strider if he gets snapped in early.
Players to Watch: Richard Nguyen (Zero/Dante/Strider), Marvelo (Nova/Dante/Strider), Terry Bogard (Morrigan/Dante/Strider), Crazy Joe (Viper/Dante/Strider)
Other Players to Watch: ask for Coach Arithmatic (Strider/MODOK/Rocket Raccoon)
Combos
Solo Combos
X-Factor Combos
Sample Team Combos
-
TAC Infinites
Alternate Colors
Videos and External Resources
easy XF3 ToDs
Strider/Zero hard tags
Strider/Zero hard tag confirm from super jump height