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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