UMVC3/Strider Hiryu/Combos

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Motion Input Chart
7 Ub.png 8 U.png 9 Uf.png
4 B.png 5 N.png 6 F.png
1 Db.png 2 D.png 3 Df.png
Notation Meaning
(Leave a space) cancel from the previous normal to the following.
, Link from the previous move to the following.
> Cancel the previous move into the following special / super move.
~ Cancel special into set followup or plink previous attack into the following.
dl. / delay Delay the following move.
whiff Must whiff the following move.
land Must land on the ground before the next move.
rejump Must land then jump again before the next move.
j. / sj. Move is done in a jump / superjump.
jc / sjc Cancel previous move into a jump / superjump.
ia./tk. Instant Air or Tiger Knee Special or Super Move.
XX Any two attack buttons excluding S.
NXX Dash / Airdash in N direction.
X+S Any other attack button and S pressed at the same time.
AA Anti-Air
[X] Hold input
-X- Release input
(N) Connect with only the Nth hit of this attack.
(Move) Move is optional.
[sequence] x N Repeat sequence N times.

Beginner Combos


Combos One Star.png
Basic, simple combos with few requirements or restrictions.
  • Work on all or nearly all characters.
  • Require little to no resources (Meter, Assists, Character Specific Stocks).
  • Need minimal adjustments for positioning or starter.
Strider Basic Excalibur Loop
Easy
Damage: ~350,000 (without bar) ~450,000 (with 1 bar)
Meter Gain: 0.8 bars (costs 1)
2L 2M 2H 6H 5S sjc. (j.M j.M) j.H > j.236L, rejump (j.M) j.H > j.236L, land, 5H 6H 5S sjc. j.M j.M) j.H j.S, land, (236XX)

Looping L Excalibur is a fundamental skill to learn when picking up Strider, and - if you are playing Strider Anchor and banking on only using him in Level 3 X-Factor - you can get away with only knowing how to do this for awhile. The basic loop is very consistent, can be easily confirmed into from just about any starter (including janky air-to-airs), works in any screen position and against any character. It works both in and out of X-Factor with very minor modification, and is the closest thing you have to a consistent combo while Ouroboros is active.

The M hits in parentheses are optional: they make the combo easier but add additional Damage Scaling, making the rest of the combo weaker.

Strider Basic Throw Pickup
Easy


(Forward Throw), 214S 214S (shot) Dash up x2 5S sjc. j.M j.M (djc.) j.H 5S, land, 214S, 214S, 5S sjc. j.M j.M j.H 5S

The second skill you will want to learn as a new Strider player is being able to 214S 214S in order to quikcly prepare and fire a Formation B shot in order to pick up from a variety of Hard Knockdowns. There are more optimal throw combos, but this one does not require any other more-difficult extensions and works basically the same on a grounded forward throw and both airthrows. However, keep in mind that Strider can not 214S 214S pickup off a grounded Back Throw against normal-sized characters, only against big-body characters.


Core Combos


Combos Two Stars.png
Core combos that balances reward with execution and reliability.
  • Works against a selected set of characters.
  • Can require adjustments for positioning and resources.
  • Are expected to be consistently performable by a skilled player who main the character.
Standard Midscreen Combo into Wall Cling
Medium
Damage: ~460,000 (without bar) 580,000 (with 1 bar)
Meter Gain: 0.9 bars
(Starter) 5S8 sjc. j.M j.M9 djc. j.H delay j.5S, land, 214S, 214S, 236S, L M H > j.623H, land, (214S) 623L (> 214S, 421H) > 236XX

Strider's ability to combo into Wall Cling provides a big damage boost, but has awkward spacing requirements. If Strider is too close to the opponent, Formation B will hit OTG too quickly, not giving Strider enough time to travel to the wall. If Strider is too far away, he can not connect Formation B in time at all. The air combo shown here is a reliable way to give Strider the correct spacing midscreen: After the 5S Launcher, superjump-cancel with a neutral jump, then cancel the second j.M with a forward double jump. Lastly, delay the j.5S slightly to maximize the amount of time you will have to set up and fire Formation B. If you notice you are too close to the corner after the Air Combo, be prepared to relaunch with 5S rather than go for the Wall Cling.

The second Formation B extension after the Wall Cling is not only fairly challenging, it is notoriously inconsistent. You may want to opt for a simpler ender. Rather than prepare a 214S, use the time to dash forward slightly and ensure that 623L connects, then cancel directly into hyper.

Once you are familiar with the basic concept for canceling into Wall Cling, it can be added to a variety of confirms. Strider's ground forward throw leaves him at the perfect distance to Wall Cling.

Alternate route that adds one Excalibur loop for more meter build

In any situation where Strider can combo into Wall Cling attacks, he can alternatively do 236S, L M > j.236L land > 623XX to end the combo with Ragnarok for heavy unscaled damage. Video Example

Corner Gram LoopsIf you got assists, use them
Medium
Damage: ~455,000 (without bar) 580,000 (with 1 bar)
Meter Gain: 0.7 bars (costs 1 bar)
(Starter) 5H > 623L, 214S, 214S, (dash) 5H (delay) 2H > 623L, 214S, 214S, (dash) 5H (delay) 2H > 623L > 236XX

Strider can loop an OTG Formation B into Gram for additional Hard Knockdowns a few times solo. 5H (and 6H) very quickly lose too much hitstun to reliably combo into 623L, but 2H juggles much longer. A slight delay is necessary, or 5H will juggle too high and 2H will whiff.

The 5H 2H section of each rep is a good spot to call assists for various extensions, and in general this is a useful combo route to master.

Midscreen Gram Loops into Corner Wall Cling
Hard
Damage: ~567,000 (without bar) 670,000 (with 1 bar)
Meter Gain: 1.3 bars (costs 1 bar)
(With 214S prepared) 5H > 623L > 214S, dash 214S dash 6H > 623L > 214S dash 214S dash x2 5H 5S sjc. j.M j.M9 djc. j.H j.S, land 214H, 214S, 236S L M H > j.623H, land, (214S) 623L (> 214S, 421H) > 236XX

Very damaging combo by Strider standards. If you land a hit with Formation B already stocked, you should try to confirm into some variant of this combo. This route introduces two new concepts:

  • You can cancel 623L into an already-stocked 214S and have enough time to dash up behind it, prepare another 214S, and still connect a 5H or 6H.
  • If you score a Hard Knockdown in the corner with 214S already prepared, you can call a 214H Bird Bomb, then juggle 214S into 214H, giving Strider enough time to set up a corner Wall Cling that would otherwise not be possible.

Comboing in X-Factor

Strider's main goal in X-Factor combos is to kill meterless in order to preserve as much bar as possible for additional uses of Ouroboros (214XX), or to be able to close the game out with a simple combo into Ragnarok (623XX). X-Factor solves the problem of Strider's awful minimum Damage Scaling, and the speed boost allows him to perform a variety of extensions even after significant Hitstun Deterioration, but it does not change the fact that Legion (236XX) is a poor hyper. Notable extensions available in X-Factor include:

  • In any level of X-Factor, Strider can cancel 5S Launcher into a TK M Vajra, 5S sjc. 4217M, j.H j.5S, in order to side-switch. This can be useful if Strider has his back to the corner when he lands a hit, as he can quickly place the opponent there for extensions that are corner-only or easier in the corner.
  • In X-Factor 2 or 3, Strider can relaunch after a Hard Knockdown by calling 214H Bird Bomb, OTG-ing with H slide, then recovering and linking another attack: 214H, 3H, 5S sjc. etc.
    • Also in X-Factor 2 or 3, Strider can instead relaunch with Formation B using a 214H, 214S, 214S sequence.
  • In X-Factor level 3, Strider can set up Formation B mid-confirm with 6H > 214S, 5M/2M the timing for 2M is a little more lax but it does less damage and has slightly more pushback.

Various extensions in XF2/3
Kill combos in XF3
XF3 combos off IADJ pressure


Assist Extensions

Strider's main use for assists in combos is to cover the set up of a 214S Formation B. Having a satellite stocked gives Strider a powerful cancel option for any special and makes his OTG potential much stronger. The generic way to do this is som variant of 5H/6H + Call Assist > 214S, (dash up) 5H and this works with a variety of fast assists.

Strider also has a few methods for tagging into other, more damaging characters mid-combo. The Ground Bounce from Wall Cling H as well as the Wall Bounce from TK j.6239H Gram provide enough time to Hard Tag to several characters. Legion takes long enough to finish hitting OTG that Strider can DHC to many characters with fast install hypers (or whiffing fast non-install hypers) and let them continue the combo.

Compilation of assist extensions and Hard Tag setups with Doom, Dormammu, Strange, Zero, Frank, and Dante

Strider combo using Zero and Dante assists for Satellite extensions
Same concept with Magneto assist

Strider/Strange/Akuma

Strider/Dante/Vergil mixed DHC/Hard Tag to Vergil Sword Loops

Hard tags to Zero (low video quality) Part 2


Advanced Combos


Combos Three Stars.png
Advanced Combos are specialized in usage, require awareness, execution, and have advantages over core combos.
  • May only work on a few characters or in specific circumstances.
  • Can have any amount of requirements such as meter, positioning, starter.
  • Are not necessarily harder than core combos, but require more specific knowledge.
TK H Gram combo
Hard
Damage: ~553,000 (without bar) ~983,000 (with 3 bars)
Meter Gain: 1.05 bars (costs 3 bar)
(Starter, with 214S stocked) 623L > 214S (shot), dash 214S (prep), dash 5H > 623L > 214S, TK 6239H land, 214S dash 5S sjc. j.M djc. j.H j.5S, land 214H, 214S, 236S, L M H, land, (dash) 2H > 623XX

H Gram provides a very high Wall Bounce, and if Air H Gram is done as low to the ground as possible, it lands quickly with almost no recovery. If you can connect a TK H Gram, it gives Strider enough time to stock an extra Formation B before continuing the combo. The typical places to do this are during the travel time from a long-range OTG 214S, or while the opponent is being hit by an assist.

Advanced Combo Showcase by Clayton Chapman

Comboing After Legion

The spread of animals summoned by Strider's Legion hyper is partially random and - with a favorable pattern - it is possible for the opponent to be juggled long enough that Strider can recover and extend the combo afterwards for slightly more damage. There are two key elements for this to work:

  • Strider wants to be as close to the opponent as possible when he activates Legion, and ideally have the opponent cornered. Strider hops backwards during Legion activation, so being too far away will mean he is out of range for any potential follow-up.
  • The last hit of Legion needs to be one of the slower "leaping" tigers. It will appear noticeably behind the rest of the zoo and hit fairly late compared to other outcomes.

Video Example.

Certain delayed-hitting assists, like Hidden Missiles and Sentinel Drones, can allow Strider to combo after Legion regardless of RNG. Video Example.

TAC Infinites

Note: Strider's known TAC Infinites are not currently considered to be human-practical.

Corner Down
Corner Up, Corner/Midscreen Side

Combo Theory


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Combo Tables

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