Marvel VS Capcom: Clash of Superheroes

                         Strider Hiryu FAQ       /-\          
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Marvel VS Capcom: Strider Hiryu FAQ V1.2
 by Strider Hiryu (12/21/98)
  updated (04/02/99)
Questions? E-mail: Strider_Hiryu@canoemail.com

[Hiryu's Background]

Hiryu is one of the Striders, a modern-day group of ninjas called upon when 
the world is in dire peril. In fact, he is the youngest and best of the 
elite Super A Class Striders. Strider Hiryu first appeared in 1989, on a mission
to stop the evil Grand Master Meio from world domination. Throughout time, 
the Striders have been used to neutralize world threatening situations. With 
Onslaught unleashing his wave of destruction, Strider Hiryu is again the man 
for the job.

[Special Moves]

Ame No Murakamo: D,DF,F+P 
	Hiryu dashes forward and takes a huge cipher sweep. The punch button
	used determines the distance Hiryu runs before slashing:
	  Jab punch= short distance
	  Strong punch= medium distance
	  Fierce punch= long distance


Air Ame No Murakamo: D,DF,F + P/K (air)
	If an Ame No Murakamo is done in the air, Hiryu strikes across the
	screen. It hits up to 4 times if it connects just right, along the 
	lines of Akuma's Dive Kick in previous VS games. The button used 
	greatly affects Hiryu's trajectory:
	  
	  Short kick= straight down with slight forward angle
	  Forward kick= 45 degree angle down and forward
	  Roundhouse kick= straight across the screen with a slight downward
		angle
	  Fierce punch= straight across the screen with a slight upward
		angle
	  Strong punch= 45 degree angle up and forward
	  Jab punch= straight up with slight forward angle


Ghram: F,D,DF+P or K (ground/air) 
	A hyper-extended cipher clash that reaches all the way across the
	screen, use punch for a standing slash or kick for a crounching one.
	Can be done in the air with a punch button, but not with kick. 
	There's quite a lag time betweem Hiryu drawing the cipher and the
	actual slash, so make sure you're a good distance away and don't
	get caught in mid-slash.	


Formation A: D,DF,F+K 
	Terapodal Robo-panther charges along ground, sort of like a semi-
	projectile. Great against people who like to dash in for combos. 
	Again, there's a bit of lag betweem the "summon" animation and the
	Panther actually coming onto the screen, so keep your distance when
	using it.


Formation B: B,F+K 
	A Hawk robot flies overhead and drops a bomb attached to a parachute,
	which slowly falls to the ground and creates a huge explosion. This 
	is a horrible move to use in the heat of a battle; your opponent can rush 
	in an combo you to death or initiate a Hyper Combo while Hiryu's in the 
	"summon" animation. The kick button used determines where the bomb falls: 
          
	  Short kick= close
          Forward kick= medium distance
          Roundhouse kick= far  


Formation C: B,F+P 
	Hiryu tosses out a Dipodal Saucer which sort of hovers beside him 
	indefinitely. It can hit opponents up close, adding hits to 
	close-quarter combos. If you repeat the B,F+P motion, Hiryu 
	detonates the Saucer and sends a Hadouken-like projectile straight
	ahead. Think of this as Hiryu's fireball, but beware the lag time
	between actually summoning the pod and firing it. For best results, 
	summon one when you're feeling safe, and detonate it later. The Pod
	has no other purpose.


Vagula: D,DB,B+P
	Hiryu leaps back and grabs onto the edge of the screen. This is a 
	great tactic to use if oyu can anticipate an opponent using a "Beam"
	Hyper combo (like Ryu's Shinkuu Hadouken). Once grabbed onto the
	edge, Hiryu can pull off a few tricks:
	  
	  Up/Down: shimmy up or down the edge of the screen
	  Forward: Drop from the wall
	  Punch buttons: slash straight ahead
	  B,F: switch to the other edge of the screen
	
	Watch out; Hiryu can't block when he's up there, and he doesn't stay
	grappled forever. He'll fall down after a while.


Teleport Kick: F,DF,D,DB,B+K
	Hiryu teleports upwards while splitting into three images, which 
	quickly reform and drop down in a different location on the screen
	in a kick. The kick button used determines where Hiryu will attack:
	  
	  Short kick: left side
	  Forward kick: middle 
	  Roundhouse kick: right side 
	
	Can be used as an offensive "get-away" tactic.


Teleport B,D,DB+P/K 
	Hiryu vanishes and reappears in a different location on the screen.
	The button used determines where he pops up:
	  
	  Jab punch: Top left 
	  Strong punch: Top middle 
	  Fierce punch: Top right 
	  Short kick: Bottom left 
	  Forward kick: Bottom middle 
	  Roundhouse kick: Bottom right 
	
	The teleport is simply amazing for making opponents block the wrong
	way once you've activated the Ouroburos Hyper combo.


Special used during Team Counter: Ghram (jab)



[Hyper Combos]

Ouroburos: D,DF,F+2P
	Most people will argue that this is the cheapest Hyper combo in the 
	game, and they're right. Hiryu summons 2 Dipodal Saucers that fire
	rays of plasma whenever he attacks, and the Saucers themselves can 
	hit opponents repeatedly up close, setting up for MASSIVE combos. One
	way to ensure an ungodly amount of damage is to start an Ouruburos-
	initiated combo, then before the Saucers disappear, pull off a 
	Ragnarok Hyper combo. As a side note, once you've gotten close to your
	opponent with the Ouroburos going, mix up your slashes: low, high, low,
	high, etc. The Pods can also strike your opponent while you're blocking.


Legion: D,DF,F+2K
	A souped-up version of Formation A, Hiryu summons a legion of
	Terapodal Panthers and Hawk robots that charge across the screen. 
	While this combo won't rack into the high hit counts that Hiryu's 
	others will, the damage it does will make an opponent think twice
	before letting you get too far away, which is where this Hyper gets
	its maximum effect. If Hiryu gets hit while pointing for the mechanimals
	to strike, not all of them will rush onto the screen. The longer the wait,
	the more animals appear.


Ragnarok: F,DF,F+2P
	One of the flashiest Hypers in the game. Hiryu rushes forwards, grabs
	unblocking opponents and flies them up into the air, where he leaves
	them suspended while four images of him Ame No Murakamo from
	different angles simultaniously four times. The end result: your
	opponent kisses about a third of their life bar goodbye. The worst part
	of this Hyper is that it's easy to see coming; Hiryu draws his cipher
	and strikes a pose with it before dashing forward. If it's blocked,
	nothing happens, and you'll be in prime position for a combo. Best 
	used during an Ouroburos-initiated combo, making it unblockable, but severely
	dropping the damage it does.

Hyper Combo used during Team Hyper: Legion

*Note* Hiryu takes an insanely long time to initiate his Legion during a Team
Hyper Combo. Unless you're completely certain that your opponent will not block,
avoid using Team Hypers with Hiryu in your team. Stick to the Ouroburos.


[Other Stuff]

-Slide: DF+Roundhouse
	A great low knockdown that can be comboed into or just used when an opponent
	is getting on your nerves and you need a second to think.

-Air Launcher: crouching Fierce
-Knockdown: crouching Roundhouse
-Dive Bomber (throw): F+Strong or Fierce (in close)
-Grappling Hook Flip (throw): F+Forward or Roundhouse (in close)
-Air Bomber (air throw): F+Strong or Fierce (in close, in air)

-Taunt: Hiryu turns his back to his opponent and stands at attention.

-Hiryu's background is a remake of the original Strider's first level, 
 complete with blimp. His theme song is starts out as a remix of the original
 Strider tune "Raid!", but quickly becomes an all-new mix.

-Pre-match animations:
	-Hiryu slashes an item container and a Dipodal Saucer waddles off 
	 the screen.
	-Hiryu glides in on the glider seen in the intro to the original
	 Strider arcade game. 
	-Hiryu rides in standing on the back of a Terapodal Panther, then 
	 teleports into his starting position and starts the match.
*(I just had to note that all of Roll's pre-match animations are parodies of
 Hiryu's. Roll rides in on the back of Rush, glides in holding onto Beat, or
 kicks Fliptop, making him chuck out a hair ribbon. Imitation is the
 sincerest form of flattery I guess.)*

-Match win animations:
	-Hiryu slashes his cipher out in front of him and says the same short 
	 japanese phrase as after he lands from a Ragnarok.
	-Same as above, Terapodal Panther jumps in and poses, too.
	-Hiryu stands tall with his back to his opponent, same as taunt.
	-Hiryu jumps into the air, flips around and lands on the top of 
	 the screen upside down with his arms crossed in front of him.
	-Hiryu assumes his pre-Ragnarok pose and says "A toy?
   	 You send a toy into battle?" in japanese.

-Post match taunts:
	-"Those who seek the truth are the world's saviors!"
	-"Devote yourself, but do not lose who you are!"
	-"It doesn't pay to betray your principles..."
	-"Take me to your boss!"
	-"Who can see the future? Those who create it!"
	-"Selfish ambition is the root of the world's pain."
	-"A false life is equal to death. Be your true self!"
	-"Life or death awaits...a Strider is never certain"

[The Final Battle (Onslaught)]

-Pre-match dialogue:
	-Hiryu: "........."
	-Onslaught: "Nothing to say? A silent scream will suffice..."

-Post-match dialogue:
	(jumps up high into the air, grabs onto his glider as it passes
	and flies off)
	-Hiryu: "Target terminated. Mission completed." 
	 
-Strider Hiryu's ending:
	Seems farmiliar? Probably will if you're ever beaten the
	original Strider arcade: Shot of a whale on the ocean, glider flies
	across the sky, Hiryu drops onto the whale's back and stands proud.
	Hiryu turns towards the camera seconds before the screen fades out.
	The background music is a remixed version of the ending theme in
	the original Strider as well.

-Onslaught strategies (1st form):
	*Use dashing partners to inflict lots of damage without risking your
	 life bar.
	*Don't waste Hyper bars on Ragnarok; Onslaught can't be lifted into
	 the air, so it's pointless.
	*Ouroburos works fantastic for creating huge combos on Onslaught,
	 but he has the nasty habit of teleporting away mid-combo, leaving
	 you quite open.
	*Legion works well for nulling and countering the Sentinel Force.

-Onslaught strategies (2nd form):
	*Don't stand still! If Onslaught catches you with even one attack,
	 Hiryu's in for a hurting.
	*Once again, Ragnarok is useless. 
	*Ouroburos can be efective if you continually do the air Onslaught-Killer
	 combo (see below). Since Ouroburos can strike while you block, keep you 
	 combos short against Onslaught to be able to retaliate anytime.
	*Legion is the Hyper combo to use here. Wait until Onslaught appears
	 close to the ground to nail him with about 10 hits from the safety
	 of the other side of the screen.
	*General rule: whenever Onslaught rushes off to one side of the
	 screen in a huge rush, Super Jump! At very least, block and 
	 push-block. If you don't block his rushing arm and take all the
	 hits, you'll take about 80% damage. Don't say I didn't warn you.


[Simple Combos]

S.Jab, S.Short, S.Strong, S.Forward, S.Fierce, S.Roundhouse, Ame No Murakamo

C.Jab, C.Short, S.Strong, S.Forward, S.Fierce, S.Roundhouse, Ame No Murakamo

Short, Strong, Fierce, Roundhouse, Ame No Murakamo

Ouroburos, Teleport, hit buttons

C.Foward, Ame No Murakamo 

S.Short, S.Forward, C.Roundhouse, Ame No Murakamo 

(Ouroburos) J.Fierce /S.Jab /C.Short /C.Forward /C.Fierce /Ragnarok 

(Ouroburos) J.Fierce /J.Roundhouse /C.Short /C.Forward /C.Fierce /Ragnarok 

*Air Combo: (Jab /Short /Strong /Forward /Fierce) 
*Air Combo: (Jab /Short /Strong /Forward /Fierce /Roundhouse 
	     /Forward Ame No Murakamo)

Great Onslaught-Killer combo: Strong /Fierce /Roundhouse
(quick and damaging; use on ground against 1st form, in air on 2nd form)


[Advanced Combos]
J.Fierce /S.Jab /C.Short /C.Forward /C.Fierce /Super Jump (Jab /Short /Strong
	/Forward and either Fierce, Roundhouse, Ame No Murakamo or Ghram) 

J.Roundhouse /C.Short /C.Forward /C.Fierce /Super Jump (Jab /Short /Strong 
	/Forward and either Fierce, Roundhouse, Ame No Murakamo or Ghram)

J.Short /J.Roundhouse /Dashing Jab /C.Short /S.Strong /S. Forward /S. Fierce
	/S. Roundhouse /Jab Ame No Murakamo /Teleport Kick

S.Jab /S.Short /C.Forward /C.Fierce /Super Jump(Jab /Short /Strong /Forward 
	/PAUSE /Short /Strong /Forward)

J.Roundhouse /D.C.Short /C.Forward /C.Fierce /SJ.Jab /Super Jump(Short 
	/Strong /Forward /Ame No Murakamo or Ghram) 

Dashing Helper Attack /Legion /Dashing Helper Attack /Legion 
	/Dashing Helper Attack /Legion         

(dashing helper examples: Juggernaut, Psylocke, Colossus, USAgent)
(Watch out, the timing for this one is quite tricky. Start the next series
 of Helper/Legion as your opponent just hits the ground)


[Strategy/Comments]

-Hiryu has the ability to double jump. Use this to completely avoid 
 beam supers and also to throw off your opponent's timing. Beware specials
 that take adventage of this, like Captain Commando's Captain Corridor.

-In addition to the double jump, Hiryu can triangle jump off walls. Do this by 
 hitting the opposite direction as you jump towards and touch the side of the 
 screen.

-Hiryu's Ghram can reach all the way across the screen. Keep this in mind, 
 as you will be able to hit many unsuspecting opponents with it. 

-If you are caught in a close battle and need a safe way of chipping your 
 opponent to death, use his Legion super. The Hawks and Panthers cover the 
 entire screen and your opponent will be forced to block. Also, if you see 
 Chun-li do something like a Kikosho and you are a good distance away from 
 it, use the Legion Hyper. The animals will break through the bubble and 
 she will take a good deal of damage. 

-The Ouroburos is definitely Hiryu's most effective Hyper. It tends to 
 connect best on bigger characters. Typically, Hiryu players attack high or 
 low depending on how their opponent is blocking, and the Ouroburos connects. 
 If you see your opponent pull out the Ouroburos, do whatever you can to 
 stay away from him. Air dash, double jump or triple jump, just make sure he
 can't get near you. If he does, chances are you're going to end up getting 
 caught in a huge combo. 

-Hiryu, simply put, CANNOT trade hits with a powerful opponent like Hulk or 
 Zangief; while he can dish out hits, he really can't take them. Watch your
 life meter and avoid being tagged with things like Hulk's Fierce or 
 something like Morrigan's Soul Eraser. Beware fighting against Onslaught's
 second form; he can deal an unblocking Hiryu about 80% damage with that 
 dashing arm attack or those exploding lasers.

-Hiryu is the mediocore to semi-moderately skilled player's Wolverine. 
 It pains me to say this, but typically, cheapos looking for a character 
 with more potential without totally losing those button smashing features 
 pick him. 

-Hiryu's teleport can be one of his most helpful moves when used 
 appropriately. One of its best uses is helping the Ouroburos connect. 
 Another is helping him get out of tough situations. Don't forget! The 
 button you press determines what part of the screen he will appear on. 
 Use your judgement to figure out which one is best. 

-Same goes with the Air Ame No Murakamo; it's a great air assault IF you 
 can get it to connect. Learn each button's trajectory. There's nothing 
 worse than zooming right over an opponent's head or stopping just short, 
 since Air Ame No Murakamo leaves you open at the end (especially when using
 the punch buttons and attacking upward).

-Hiryu's Vagula is similiar to Spider-Man's wall-crawling ability. If you 
 need a place to stay while your opponent is firing a beam Hyper on the 
 ground, just cling to the wall until the Hyper is completed. Better yet, 
 if you're quick, you can zoom to the other side of the screen and drop down
 to unleash a combo.

-Learn the proper times to use Hiryu's Formations! If you want to force an 
 opponent out from a spot on the screen, use the bomb-dropping Hawk. If you
 want to stop a constant dasher, try sending out the Panther. The Dipodal 
 Saucer should be used if you want something to aid you while dashing in.




Marvel VS Capcom: Clash of Super Heroes is a trademark of Capcom 
Entertainment 1998, and a trademark of Marvel Comics, 1998.

Strider is a registered trademark of Moto Kikaku, 1989

This FAQ is a copyrighted 1998, Strider Hiryu.
Dedicated to Sawyer.

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