Date: Fri, 21 May 1999 17:17:00 PDT MARVEL VS. CAPCOM STRIDER HIRYU FAQ By: Psyduck228 MY E-Mail: psyduck228@hotmail.com ================================================== Table of Contents ================= 1. Introduction 2. Moves 3. Combos 4. Helpers 5. Strategies 6. Cheap tactics 7. How to fight other characters 8. Partners 9. Awards 10. Special Thanks 11. Conclusion 1. Introduction ================= This is my first FAQ, so please excuse all the mistakes. I wrote this because there is just not enough information on Strider on the Internet or anywhere. This FAQ is written in a way that it assumes that you already know all the basics of the game, and know the combo system. (you should know it very well to play Strider.) This was written with a sense of humor as well, so don’t take offense for anything on here. After all the point of playing a game is to have fun right? None of the things written on this FAQ was meant hurt anybody's feelings, please don't take insults seriously. Oh yeah, please don't sell this FAQ for profit. 2. Moves ================= Legend: U=up D=down B=back F=forward SJ=super jump DP=dragonpunch DPB=dragonpunch backwards QCF=quarter circle forward HCB=half circle back P=punch AP=any punch AK=any kick J=jumping S=standing C=crouching SJ=super jump 1=jab 2=strong 3=firce 4=short 5=forward 6=roundhouse Lets start with strider's basic commands: standing 1: basically just a short range attack, not too useful, except for to start dash-in combos. There are better choices, if you want to inflict more damage. standing 2: a straight sword swipe, great to catch people when they are dashing at you. Also very quick and has decent range. standing 3: a long sword swipe upwards, and it has great range. Can reach quite far to surprise people. standing 4: a basic kick, not much use, except maybe in combos. standing 5: a sword swipe downwards, also great to catch people while they are dashing. Good to hit shorter opponents, such as Megaman, and Wolverine. Also has decent range. standing 6: a sword swipe downwards with great range, good to beat sweeps. crouching 1: same as standing, but it is crouching. Crouching 2: same as standing, but it is crouching. crouching 3: a sword swipe upwards, uppercut type of an attack. This is strider’s launcher, it has great range. Can be used as an anti-air move if the distance is right. I'll explain how to use it as an anti-air move later. crouching 4: same as standing, but it is crouching, this is a low hit, so this can surprise people when you dash-in. crouching 5: same as standing, but it is crouching. crouching 6: a swipe at the opponent's legs. This is strider's sweep move. Has good range, but has a little bit of a lag time. jumping 1: same as standing, but it is jumping. jumping 2: same as standing, but it is jumping. jumping 3: a slash downwards, has good range and priority. This is the move to use most often when in the air. jumping 4: same as standing, but it is jumping. jumping 5: same as standing, but it is jumping. jumping 6: same as standing, but it is jumping, this also has good range and priority, but I rather use jumping 3. Specials: Now lets move on to the special moves. Strider has many special moves and all of them (except maybe that stupid hang on wall move.) have a right moment to use. Which I will talk about later. I don't know the names to the moves, so I will just describe them. You can send me the names to them, but I probably wouldn't put it in. A slash downwards: QCF+AP the punch will determine the range. This move Strider goes towards the opponent and slashes downwards. Can be used to OTG combo. Has no really good use, can be put into combos, but that’s about it. Don't think too hard about this move, it is almost useless. Strider flys across the screen: QCF+AP or AK in the air Strider flys a certain direction and hits you multiple times. The button you push will determine the direction he goes. It is ideal if you want more hits at the end of your air combo, just use jab, but your opponent can roll, and hit you before you recover. Use this move with caution. A slash across the screen: DP+AP or AK use kick for low attacks, and punch for high attacks. This is an ideal combo ender, it has range, and does great damage. Can also be done in the air. Reach is great for this, so maybe you can use it for a projectile type move. Bomb drop: Charge B then F+AK Strider calls for a bomb that floats across the screen. The kick will determine the length. Mainly used if you feel over confident, your opponent is an idiot, or feel it will trade hits. Don't use this move much, it leaves you open to many supers. Call for a leopard: QCF+AK Strider calls for a leopard and it will run and attack the opponent. Has a major delay time, and people will almost always see it coming, so use with caution. tip: If you call for a leopard from across the screen, and if your opponent jumps then grab them for a air throw. Thanks goes to sabre_y@usa.net for this tip. Orb ball: Charge B then F+AP Strider charges for a Orb ball to rotate behind him. Do this move again to fire the Orb ball. This is a better choice for a projectile than calling a leopard, but still use with caution, as this move also leaves you open to attacks. Can also be done in the air. Disappear then dive kick: HCB+AK Strider disappears then reappears to do a dive kick. Maybe use this as a surprise move. Not much use. Teleport: DPB+AP or AK Punch will be higher than kick. The punch or kick you push will determine where you teleport to. I'll explain the use of this move later. Has a really bad recovery time when your done teleporting. Hang on wall: QCB+AP Strider will jump back and hang on the wall. You can move up and down. Push down to come down. Push punch for a sword swipe, and press kick to dive kick down, the kick pushed will determine the range. Has no real purpose. If anybody has any use for this please tell me. What kind of moron put this move in the game. It often will get you killed in a close match. However by accident I did this move when megaman was doing his beat plane super and I avoided the whole super, I am still not sure if the computer was too stupid to hit me, or did was this move really meant to be used to avoid that super??? Double Jump: Jump and then Jump again Strider has the ability to double jump, this can be very useful so don't forget about it. Super moves: Now on to the super moves. Strider doesn't have really good super moves, but they can do some major block damage. Ragnarok: DP+two P Strider will grab the opponent and jump into the air and slash them in a X form. Takes decent damage, but is really hard to hit somebody with it. Major delay at the start of the super, and normally can't be comboed. You can however combo it when you have the Uroburos super on, but then that takes 2 bars of super and doesn't do that much damage. So it is not really worth it. Uroburos: QCF+two P Strider charges to get a two orb balls to surround him, the orb balls will hit the opponent and shot rings out when you attack with punch buttons. Start this super and jam on the punch buttons really fast to get alot of rings coming out, this often catches people off guard. Can take a lot of damage when you hit somebody with this super. This super can cancel into any other super. You can use this and then the legion for some major blocking damage. Legion: QCF+two K Strider calls for all his birds and leopards to attack the opponent. You can hold up to make the birds fly higher. Use this for block damage. Also watch for when this super will end to learn how to combo after it ends. Watch for the last bird, the last hit is always that bird, but for some reason sometimes only a few dogs come out, can somebody please tell me why? 3. Combos ================= This is where Strider really shines. Strider has many different kinds of combos, so just use your imagination to think up some really good ones. I will give you some examples below. 1. J4,J3,S1,S4,S2,S5,S3,S6,DP+AP or AK(This combo doesn't take that much damage, it is strange how you get lower hits and higher damage, with different combos, that involve the same moves.) 2. S2,S5,S3,S6,DP+AP or AK(This combo takes more damage than the above one.) 3. S1,S4,S2,S5,C3,then just do any air combo, you can end with and special move, do the orb ball to look cool. 4. C3,J1,J4,J2,J5, then double jump and J1,J4,J2,J5, and end it. The key to this combo is to do it slowly, and it takes a lot of practice, so have fun. Once you master this combo try to do it fast. I have got so good at it now that when I do it, it doesn’t even look like I jumped twice. Super jump and keep pushing up to see what I mean. I even got this combo to go off screen. 5. You must have three levels of super charged for this combo. Have opponent in the corner, Jump in with 3, dash-in with 1,S3,cancel into the Uroburos(this has to be really, really fast.) and jam on the punch buttons really, really fast. now dash in and keep attacking with whatever you want. Now as the Uroburos is about over throw a legion out, then throw a colossus(do this fast, if you don’t it will still OTG, but then your opponent can roll away) and do another Uroburos(the little balls have to have walked off the screen already or you can’t do another Uroburos). Keep attacking when it is almost over throw a colossus and then by this time you should have another super charged up, you can either throw another legion or do a Ragnarok. You can get 99 hits with this combo. OK that combo that’s quite a bit of skills and timing so don’t expect to get it right away. Here it is again: J3 dash-in S1,S3, Uroburos, jam on the punches, dash-in S1,S2,S1,S2,S1,S2,S1,S2, Legion, colossus, Uroburos, S1,S2,S1,S2,S1,S2,S1,S2, Legion, colossus, C3, J1,J4,J2,J5,double jump1,J4,J2,J5, QCF+1 rack up to 99 hit with this combo. Tip: Here is a combo from sabre_y@usa.net Uroburos, dash-in with S1,S4,S2,S5, dash-in S1,S4,S2,S5, Michelle heart, Uroburos, teleport and repeat. Also can get 90+ hits with this combo, thanks goes to sabre_y@usa.net for this one. Now that I got you started just go ahead and think of the rest yourself. I always believed that the best combos are your own. feel free to E-mail me about combos. 4. Helpers ================= Helpers can change the whole outcome of the game. You can pick which one suites you the best. Way too many people pick Psylocke, Colossus, and Lou. Try to break away from these helpers to be more respected. Here is how to pick certain helpers: you'll have to hold start and the specific buttons until you get the helper you wanted Colossus: 2,3,6 Lou: 2 Psylocke: 5 Unknown soldier: 1 Storm: 1,3,4 Saki: 3 Devilot: 2,3 Pure and Fur: 4 Jubille: 2,3,4 Michelle Heart: 1,4 Cyclops: 1,2,4 Iceman: 2,5 Thor: 2,4 Magneto: 3,4 Arthur: 1,2 Anita: 1,2,3 U.S. Agent: 2,3,6 Rogue: 1,2,3,4 Ton-Pooh: 1,3 Juggernaut: 1,5 Shadow (hidden) 1,5,3 Sentinel (hidden) 2,5,3 If you don’t want to remember all those buttons just remember that jab will equal 1, strong will equal 2, fierce will equal 4, short will equal 8, forward will equal 16, and roundhouse is not used. See how the numbers double. So if you want lou he is number 2 so just hold strong, if you want colossus he is number nineteen, so hold jab, strong, and forward. 1+2+16=19, so do you basically get it, hope I didn’t confuse you. 5. Strategies ================= Well here comes the good stuff. The ways of winning (not being cheap, that’s covered in the next section.) Some strategies you may not understand until you actually go to the arcade and play Strider for a while. Well here goes. The importance of knowing when to push the right attacks are very important. Say wolverine is dashing at you from a distance with a ducking 1 or something. Use a standing 5 to counter it, and continue on with the combo of standing 3, standing 6, and some kind of ender. I usually like to end it with the slash across the screen. That takes the most life, so why not? Keep attacking with Strider, don't play defensive with Strider, or you'll be killed. Strider was never meant for turtle players. Constantly dash in with attacks, jump attack. Sometimes jump in and block if you know they will do some kind of anti-air attack. Use the double jump to confuse the opponent, so they wouldn't know when to do an attack. That works well with captain commando when he uses that helicopter helper on you. So your asking how to use the crouching 3 as an anti-air move. Well I'll tell you...... now. If the opponent jumps in at you from a distance, just throw a crouching 3 at him. It usually will hit them, and they wouldn't touch you. Since it has a long distance from the sword and Strider. You'll have to try it to see what I mean. Jump in with a weaker attack and while your still in the air continue with a heavier hit. Let's say you jump in with 4, then you can push 3, and people sometimes will get confused, because they are used to blocking down after they block a jump in attack, but when you are pushing the 3 it is still be an air attack. This works well when you end a air combo with 3, and your opponent will drop first, and you'll be dropping in after them. When you are dropping down you can push 4, then 3, and then continue with your combo. This a lot of times will screw people up. Whenever you start the Uroburos always jam on the punch buttons, even though you don’t actually attack, a bunch of rings will come flying out, and if your close your opponent is usually forced to block, or get hit. If your far away have the rings fly out and teleport towards them. Also you can connect the Uroburos after a standing 3 and keep on jamming on the punch buttons. I can only do it if I have my opponent in the corner, but I can’t seem to get it to work in the middle of the screen, can anybody confirm that it works from anywhere? Picking a good help can mean a lot. I find Strider can use just about any helper. Heres some tricks with them. Lou: A very popular helper among the Strider crowd. Use Lou and then jump across your opponent to get them confused. When you kill one guy, throw Lou out before the other guy jumps out, and then dash behind your opponent, and they wouldn't know which way to block. Lou can also be used defensively, but I don't like using him like that. Heres something neat, use do Uroburos and keep pushing the punch buttons and send out Lou, Strider doesn’t have to move and he can get 30+ hits with this if the opponent doesn’t block. tip: Throw out Lou, and then teleport. You want to get it so you overlap them, so they will not know which way to block. Then before they know it attack them, and there you go you get a free combo. This trick also comes from sabre_y@usa.net. Devilot: Well, not too much use for Devilot, but I did find one useful thing with her. When you kill off one of your opponents, put Devilot out, and then throw legion out. Your opponent is forced to block and if they block Devilot will him them, because Devilot can't be blocked. If they try to hit Devilot away, then they get hit by legion. After they get hit by the legion use D3 to launch them and continue with a air combo. Some consider this cheap, but I don't since you can only do this once. Well it's really up to you. Another thing to do is when your opponent is in the corner, use Uroburos they dash up to them and if they block throw a Delvilot out, and then theres nothing they can do to keep from getting hit. Colossus: The most popular help among everybody. I don't use him much anymore, because he is somewhat cheap. You can think up your own strategies with him, but one interesting thing you can do is, when you hit Colossus, throw legion, and then keep tapping 3 and 6 to switch characters. Your partner will fly out and hit your opponent as part of the combo. One of the most useful ways to change out. This also works with Psylocke. Well, I can't sit here and explain all the helpers so you'll have to think of somethings yourself. That’s right use your brain. Remember to roll often, or be prepared to be OTG quite often. If you are playing somebody that rolls alot, try sweeping them and then throw legion, most likely they will not know which way to block when they get up, or throw Lou our and they will roll right into him. Well that’s about it for the fair strategies. Just remember if you want to be an honorable player, (if there still are any of these.) then prepare to lose often, as there are just too many scrubs, and cheap players out there. 6. Cheap tactics ================= OK this sections is for all the people that just doesn't care about honor. That all they want is to win. (these people should know that they suck) Or are just feed up with cheap players and want to fight back. (which still doesn't make you an honorable player, because your going to be doing cheap things.) Well here goes, on with the cheese. Throwing...this may not be cheap when used mildly, but when abused, this can be the cheapest thing in the game. Walk up and throw your opponents a few times. For some reason I notice people get pretty pissed off when you do this. Now they try to be get you back for throwing them. Now that you have thrown them off their game, stay on yours and you'll do just fine. Forget about throwing, go after them with combos, dash into to them with 2 or some kind of long range attack, so they are not in range to throw you. Heres a major thing about this game that bothers me, block damage. I have never seen a game where you can take so much block damage. You can be kill just from blocking. This does put Strider at an advantage though. His legion super takes a grip of block damage. Pick Psylocke for a helper, use Psylocke, throw legion and keep repeating until you are out of supers. This can be jumped out of, but is quite hard for the bigger characters in this game. 2on1 are the cheapest thing in this game. Especially when you have Strider. Just about anybody with a kick super will make this work. Say you have Gambit and Strider just keep doing QCF with two kicks, and even if they block they will lose a lot of block damage. No other combination is worst than a Strider and War Machine, there is no way to jump from it, and blocking will at least take half life away, you just die or block, your choice.(insert evil laugh here, waa, hahaha.) Well now that I have thought about it, I am not going to tell you much more of these cheap strategies. These cheap strategies will piss people off, so use at your own risk, and watch out for your health and well being. 7. How to fight other characters ====================== Here is where I explain how to destroy the competition. Usually Strider has a speed and priority advantage, so use this to your wisdom. Remember Strider takes in a lot of damage, so don't trade hits. However his combos do take off quite a bit of damage. I will cover every character in this section, and character that have different forms of themselves will have a different section for them. I will use all strategies in this section, including cheap ones. After all this is to teach you how to win. It's obvious that the 2on1 will work on every single character, so I will not mention them. Well lets get started. Ryu: Well Ryu in his basic mode is not to hard to handle. Constantly dash in with combos. Ryu players like to use there uppercut for an anti-air move, so remember to block, and to double jump. Watch out for players that like to combo Ryu's super fireball, that combo takes half life away, so two times and Strider is done for. A defensive Ryu player likes to throw fireballs a lot, and these players are the easiest to beat. Constantly keep jumping and double jumping to confuse them and once you have a chance combo them. An offensive Ryu player is even easier, because you are better at it than he is. Keep yourself from a bit of a distance from him, and use this to your advantage, because your sword will reach him, and he can't reach you with his attacks. Also watch out for Ryu players who like to throw, for some reason he has good throwing priority. A good helper to use would be Lou. Ryu in ken mode: Wow this guy will give Strider problems. Watch out for his air hurricane kick, because this takes so much damage. His air combo also takes a lot. Most players keep on the offense with this mode. They will constantly attack you. So just follow what I said about a offensive Ryu. Remember to watch out for the super dragonpunch super, it can catch anybody off guard, because it has so much speed, and at the start up it is invincible. A defensive player is a different story. (why the hell would anybody want to play defensive in this mode?) Just go ahead and attack them, his fireball is a joke, and they are just sitting ducks for you to kill. Just beware of his super dragonpunch. A good helper to use is Lou. Evil Ryu: Although now as dangerous as in Ken mode, this is still a character to be reckon with. His hurricane kick is nothing to worry about, but he has a full screen fireball, and a diagonal direction air fireball. He can combo his air super fireball so watch out. Also watch out for the people that like to rain on you with the air fireball super. Most of the times they like to jump do it once, and then again to catch you off guard when you try to attack them. Also watch out for the super dragonpunch as you would with Ken. He can also combo his ground super fireball. This mode is not to be taken lightly. A offensive and defensive player is hard to go against, and a mix is even worst. Just remember you have speed, priority, and range on your side. A good helper to use is Lou. Gambit: OK heres one thing you don't want to do is mess with, this guy's anti-air move. It will beat any attack you have. So don't jump too often, instead dash at him, pressure him into making mistakes. Run up and throw him. A defensive gambit is more dangerous than a offensive one. So use Psylocke, throw legion, and uroburos to take block damage. Sure you play like a bitch, but hey you win. Watch out when somebody picks Gambit and use Colossus for a helper. If they decide to play offense, then show them what Strider is made of. A good helper to use is Psylocke. War Machine: Oh my god, this is the ultimate keep away character. Smart bomb, smart bomb, smart bomb, smart bomb....oh sorry I was having one of bad memories again. Well anyways, go attack War Machine, don't let up on it. Throw him. Don't let him get away. An offensive War Machine is different. If he wants to come attack you let him, anything to keep him from running away. Watch out for his 6 when he jumps on top of you, it is hard to tell if it is a cross-up or not, so watch out. Do block damage, and stay on War Machine if you want to win. Watch out for players who like to use his flight move to run away and to use his diving knee. Those are the dangerous War Machine players, they can really mess with you in the air. He doesn’t take damage all that well. A good helper to use is colossus. Zangief: The throwing machine Zangief. Stay a distance away from Zangief, and play keep away. Your sword will have the range you want. Keep this up and you'll win. Here a trick you can do, jump in and use 3, then 6, and hold back and constantly tap 2. Most Zangief players will try to throw you when you land, but they will get thrown instead. Strider majorly overpowers Zangief in this game. You can't really lose if you play right, so don't screw up. You'll make yourself look bad. A good Helper would be Lou. Armor Zangief: Just play keep away from this guy. Stay a distance away from him and use S3,S6 and repeat doing this until he is dead. Use legion to hit him, he really can't do anything about it. A good helper to use would be Psylocke. Spiderman: Heres a guy that will give Strider problems. He's short, so when he dashes in use a 5 to hit him, and not 2. His attacks have priority over yours, so don't go at him to often. Instead your going to have to play this one keep away style. Do a little hit and run. If he throw spider webs at you then super jump. Watch out for his anti-air, it has extreme priority. A Defensive or Offensive Spiderman is the same to me. play cheaply. Use block damage, throw him, do whatever. You can almost call Spiderman the anti-Strider of this game. A good helper to use is Colossus. Wolverine: Somebody that can match the combo abilities of Strider, this is certainly not a good thing. Wolverine players like to dash often, so use you 5 to stop them dead on there tracks. Don't let him get too close to you. His combo's kill Strider extremely fast. Well most Wolverines are offensive, so just one strategy will work here. Keep a safe distance, don't let him cross you up. remember just a simple 4 can mean death. Use all the tricks you got to beat him. Throw him, block damage, whatever. If you ever fight a defensive wolverine player, then you'll have an easy time, because wolverine like Strider, was meant to attack. Don't use Colossus on Wolverine, because when he dash at you with a crouching 1, Colossus will miss him. For some reason he has really good throwing range, almost as good as Zangief, anyways just watch out for this. A good helper to use is Psylocke. Chun-Li: They certainly improved Chun-Li in this game. She has a lot of priority in most of her moves. Her new air super takes way too much and can be comboed. So watch out and don't get hit in the air. When you get swept always roll. When she combos her super lighting kick, and the player keeps pounding on the buttons, it take a lot of damage. Well as you can tell Chun-Li is a dangerous character. Keep on the offense and you should be O.K., and go throw her a few times. Most Chun-Li players have a pattern, so watch for it. She has a triple jump, so it can be quite confusing. Stay close to Chun-Li to get put more pressure on. A offensive and defensive Chun-Li are the same really. Just go and attack them before they attack you. A good helper to use is Michelle Heart. Captain Commando: Another keep away character. His hits take quite a bit of damage, and so does his special moves and supers. Try to stay close to him, watch out for players that pick Colossus as a helper. Use your double jump often to confuse them on when to use their moves, and try to be alert. His moves come out quite fast, and if he has Colossus, it's even more dangerous. Go and throw him a few times, use block damage, he takes damage almost as bad as Strider does, so keep that in mind. A good helper to use is Lou. Morrigan: This is who every turtler uses. Talk about playing like a bitch. Her air fireballs are as annoying as hell. Try to stay close and don’t let her run away. Watch out for Colossus, that’s just about who every Morrigan player picks for a helper. If they hit you with Colossus then a super fireball, that takes a little more than half of your life bar, so you should really watch out. Double jump to avoid the Colossus. This is one character where I like to throw. Just don’t let up and keep the pressure on. Use the Uroburos super often. A good helper to use would be Michelle Heart. Venom: The ultimate turtler is here. Venom really gets on my nerves. That venom fang move really sucks. (this is my opinion, but really it is a good move and beats just about every regular and a lot of supers in the game.) Watch out for the venom fang, it has almost no recovery. the only time you can really hit Venom after the venom fang is when you are in the corner. If you block a venom fang you best bet is to use 3, 6 then swipe across the screen. That’s just about all you can do. Watch out for his standing, and crouching 3, it reaches almost all the way across the screen. This is one character you should try to kill with block damage. This is one character that doesn’t have to move to beat you. A expert Venom play is very hard to beat. Good luck with him. A good helper to use would be Psylocke. Captain America: Hmmm.... is it just me or does all his hits take too much damage. Watch out, three or four simple combos and your dead. Try to stay close to him and attack constantly. Strider can hit him after any of his supers, so remember that. Just dash in and hit fast. Defensive and offensive Captain Americas are the same just keep on putting pressure on them. If he uses his cartwheel move, just remember to block the other way. A good helper to use is Lou. Jin: Don’t underestimate Jin. he may seem like a joke character, but he really isn’t. If played correctly he can be a very powerful character. I have seen a few good Jin players before. Watch out for people that like to combo his super, it takes over half of Strider’s life when he hits any kind of combo involving his super. Watch out when they have a Michelle Heart, or Lou helper. Try to have Jin on the defense. Remember that all his hit take block damage. I will say this for the last time try hard to not underestimate him, even though there aren’t all that many good Jin players out there. A good helper to use is Lou. Hulk: Hulk is very slow, but not slow to the point were he can’t fight back to Strider. use stronger attacks against Hulk, forget about using 1, and 4, because Hulk can trade hits with you, and you will always get the worst of it. Watch out for his Gamma Wave super, that can take over 60% of your life. Also watch out for Colossus, when you are fighting against Hulk, as that can set up for the Gamma Wave. Jump in with 3,6 and continue your combo, constantly attack Hulk and you’ll come out on top. A good helper to use is Lou. Strider: Well use your imagination, just remember do unto others, what others do unto you. (or something like that.) A good helper to use is Michelle Heart. Megaman: Hmm...This little guy if played correctly can give Strider some trouble. If played incorrectly, you can destroy him. Watch out for players that like to play block damage. Watch out for players that send out Lou, kick a rock ball and use the mega buster. You can get kill by just block damage. So watch out for it. If they don’t do that and like to attack with Megaman then you will have a easy time, he is no match for Strider. Strider just destroys him. A good helper to use is Cyclops. Roll (hidden): Now heres the joke character, if you can’t beat her you shouldn’t play Strider anymore. Why make him look bad right? Use any helper it doesn’t matter. Gold War machine (hidden): Well, do what you would do with armored Zangief. Play keep away, use you Uroburos super, and remember you can block while you are using this super. A good helper to use is Psylocke. Red Venom (hidden): Well heres the fastest character in the game. Watch out for his throw, and try to attack him before he attacks you. Just do something, he can’t take damage. If you can’t hit him then use helpers and legion to kill him by block damage. he can’t even take block damage. All I have to say is, you either have a very hard time or a very easy time. A good helper to use is Psylocke. Orange Hulk (hidden): Well he is quicker, but he has no armor. So whatever you did to Hulk will work with him, and he is easier because he has no armor, and he is not nearly as quick as Strider. A good Helper to use is Lou. Shadow Lady: Hmmm... haven’t seen too many Shadow lady players. She isn’t nearly as dangerous as Chun-Li. Well I guess you can use your Chun-Li strategy against her. A good helper would be Michelle Heart. Lilith: Same damn thing as Morrigan. Except maybe a worst fireball, so overall is even worst. Just stick with the same Strategies as Morrigan. Maybe she likes to attack a little more, that’s about it. A good helper would be Michelle Heart. 8. Partners ================= In this section I will tell you who are good partners, who aren’t, and what advantages you would have. Also remember the 2on1 and what they can do with block damage together. I will also give you some good combos with these other characters. With the combos I am not going to include jump-in attacks, you can use what ever you want, and if I don’t know what the move is called, I will just put the motion for it down. I will also rate them. It goes from Poor, O.K., Good, Great, and Excellent. Ryu: Well, Ryu and Strider is a not that good of a combination. They both play a different style of game. They just don’t seem to mix together. Well maybe somebody can prove me wrong, but if I was playing a game I wanted to win I wouldn’t use them. Rating: Poor Combos to use: 1. S4,S3, super fireball (the combo of choice with Ryu, takes really good damage, also works with evil Ryu.) 2. D4,D5, super dragonpunch (a very easy and effective combo to use in ken mode, and evil mode.) 3. S4,S3, change into Ken or Evil Ryu, then super dragonpunch (Now this is a cool combo.) Gambit: Except for the 2on1 there really isn’t too many other good things I can say about this team. Rating: O.K. Combos to use: 1. Punch Throw, Royal Flush (this works anywhere on screen, and you can’t roll after Gambit’s punch throw. If you have your opponent in the corner, you can do a D2,D3 and do an air combo instead.) 2. Colossus, dash-in S3, Throw cards with 3, Royal Flush (you have to hit the S3 before Colossus hits for the fifth time, so as he hits the fifth time you cards will connect.) War Machine: Say cheese. All I have to say. (insert evil laugh here, waa, hahahahaha.) Rating: Excellent Combos to use: 1. D2,S6,J1,J4,J2,J5,J+U3, flight,J1,J2,J+U3, shoulder cannon (this combo takes some practice.) 2. D2,S6, war destroyer (easy and takes a lot of damage) Note: Remember to 2on1, and watch people get pissed. Zangief: Use the 2on1, and have Strider throw legion and Zangief go grab. Zangief has power, Strider has speed, so why not add this together. This is a deadly combination if used correctly. Rating: Great Combos to use: 1. D2,J4,J5, short spinning closeline, as they drop down, do a J5, and then do somekind of throw.(you can use 2 to throw them back up and repeat the combo, you can get out of this since after the second J5 it is not a combo anymore, but is rather hard if playing against a good Zangief player.) 2. S6, DP+4 to air grab(normally use a Jumping bodypress to hit them first and then use this combo.) Spiderman: Yes! This is a very good team. Spiderman has so much priority. These two just seem to go together, give this combination a try and you’ll know what I mean. The 2on1 is not too bad either. rating: Excellent Combos to use: 1. D4,D5,S6,J1,J4,J2,J5, somekind of finisher (use J3 to finish and you land after your opponent, and while your dropping you can either attack or chose to come down then attack with a low attack, this confuses people.) Wolverine: A team more on offense than anything else. Perhaps that’s a good thing, but remember stop attacking, and you die. If you 2on1 do a QCF+two P Wolverine will be doing his berserker barrage, while Strider does his Uroburos. Now that your opponent thinks it is safe to hit Wolverine, because Strider is so far away from them, use Strider to teleport to catch them off guard. Not too bad if your playing turtles. Didn’t get a excellent rating because you hear so much shit from the crowd. Rating: Good Combos to use: 1. in or close to corner D1,D4,D5,D3,D6, super jump 1,J4,J2,J5, head stomp, J6 OTG with S4,S5,S5,S3,S6 (remember you have to super jump or it this combo will not work. Remember to let go of down after the head stomp, and just push 6. When you OTG them, they can’t roll away. this combo is a little hard at first, but keep trying, watch for the frame of animation when wolverine is about to recover from his D6 and that is when you super jump. If you have Wolverines Berserker rage on you can do it anywhere on screen.) 2. D1,D4,D5,D3,D6, qcb+1 (don’t do this combo if your in or near the corner, because if you are fighting some fast character, they will be able to hit you. Also it will not hit Megaman, or Roll.) 3. D1,D4,D5,D3, Berserker Barrage (simple and damaging combo.) 4. D1,D4,D5,D3,D6, Fatal claw (Yet another simple and damaging combo.) 5. In corner D1,D4,D2,S6,J1,J4,J2,J5, head stomp, J6, OTG with S4,D2,S3,S6 (Also in this combo to remember to let go of down after the head stomp.) Chun-Li: This can work out, but I couldn’t seem to do anything useful with them. Maybe it is because I don’t really use Chun-Li, well if somebody has advice let me know. Rating:O.K. Combos to use: 1. D1,D2,D3, Super lighting kick (jam on the buttons to see the full effect of this combo, very damaging with the max amount of hits.) 2. S6,J1,J4, air demon (also very damaging.) Captain Commando: A keep away character and a offensive player? Sure, why not? It throws people off every once in awhile. Rating: Good Combos to use: 1. D4,S6, Captain Sword 2. In corner dash-in D1,D3, Captain Storm (this is a very nice combo, remember to dash-in.) 3. D1,D3, qcb+3 (takes no super and is very damaging.) Morrigan: No, no, no. This is not good. I hate this combination. Doesn’t seem to have anything good about them. Rating: Poor Combos to use: 1. Colossus, Soul Eraser (this is the only damn thing that is somewhat good with her.) To me she is just a keep away character and nothing more, so combo don’t really help her much. Venom: Yes, a good combination. They can be very good together. Have Venom fight first, then have Strider to come in and take care of the rest. They’ll never know what hit them when the whole match they try to come and hit you, then you throw out Strider and to bash his head in. A very good team indeed. Rating: Great Combos to use: 1. Dash-in D1,D5, Venom bite super (the one with the kicks.) 2. Punch throw, S1,S5, Venom bite super basically just stand in one place and play turtle and you’ll be just fine. Captain America: Well, there 2on1 works. This team will also have power and speed, and works pretty good. Rating: Good Combos to use: 1. In the corner D1,D2,S3, Final Justice or hyper charging star 2. In the corner D2,S6, Final justice or hyper charging star 3. D1,D2,D3,J1,J1,J1,double jump, J1,J4,J2,J5,J3 Jin: Probably should stay away from him. It just doesn’t seem to work out. Rating: Poor Combos to use: 1. Jump in with J+D6,D1,D2, Blodia Punch (I only added the jump in is because most people fall for it.) 2. D1,D3, OTG with Blodia Vulcan (If they roll sometimes they will not know which way to block if they roll too far.) 3. In the corner D1,D3,super jump and cancel into J+D3, Dash-in D1,D3, OTG with Colossus, Blodia Vulcan, or Blodia Punch (you have to super jump and cancel it super fast, this combo really takes practice, but really pays off, because it’s so damn cool. If you don’t want to OTG then you can Super jump after the second D1, and either end with J6, or air throw.) Hulk: You’ll have some major power on your side. I imagine some people can find some good uses with this team. Rating: O.K. Combos to use: 1. D4,D3, cancel into a gamma wave 2. In the corner D1,S3, Gamma crush or Gamma quake 3. In the corner D1,S3, super jump J1,J4,J3 as you come down OTG with J6,D1,S3 (Mega damaging combo, that takes no super at all, and they can’t roll away. If you want, you can air throw instead of the J3, and still continue this combo, but they can roll away, but if they don’t roll away, then you can super jump again after the S3 and repeat the combo.) Strider: Hmmmm.... this is the dream combination. Rating: You tell me Megaman: Not all that good, you really don’t need any block damage. Strider can take care of that by himself, he really doesn’t have anything Strider can use. Rating: Poor Combos to use: 1. S6,J1,J4,Hyper megaman 2. Charge the mega buster for about 20-30 seconds, S1,S2, Mega buster, taunt, and then team super(you can skip the taunt, but it makes this combo look so much better.) Roll (hidden): Worst than Megaman. Stay clear of her. Rating: Death Combos to use: None, don’t bother Red Venom (hidden): Super fast, but I would stay with regular Venom. I don’t really like this guy, you put this team together and die pretty fast. Rating: Good Combos to use: 1. Punch throw, S1,S4,S2,S5,S6, venom bite super (just keep holding forward while you are doing this combo.) You can pretty much think of your own combos with him, it’s not that hard with this guy. Orange Hulk (hidden): Well, just stay with regular Hulk. Rating: Poor Combos to use: 1. D4,D3, Gamma Wave 2. D1, Gamma Quake (works with regular Hulk too.) Shadow Lady (hidden): hmmm... don’t know how to use her either. I feel that she is worst than Chun-Li, so I really think you shouldn’t use this team. Rating: Poor Combos to use: Send me some Lilith (hidden): Same thing as Morrigan, just read above. Except maybe worst. Rating: Below poor Combos to use: None 9. Awards ================= Heres a little thing I made up to give characters the credit that they derserve. Most overpowered character in the game: Strider or Wolverine (can’t decide, they are both really overpowered.) runner-up: Spiderman and Chun-Li (these two have too much priority, don’t know which one is worst.) Most annoying character: Morrigan (the way she plays, not the way she looks.) Runner-up War Machine (the ones that like to run away.) Coolest Character: Jin (minus the disturbing move where he takes off his clothes, hes just so damn cool.) Runner-up: Strider (Need I say anything else.) Best super move: Jin’s Blodia Vulcan (The first person view makes this one my favorite.) Runner-up: Morrigan’s heart super (you just can’t leave this one out.) Best Comeback Character: Jin (It’s all about the armor.) Runner-up: Strider (He can’t take hits, but he sure can give them.) Most overpowered team: Strider and War Machine (it’s just all about block damage.) Runners-up: Strider and Wolverine (If there was no such thing as a 2on1, they would have won.) Most Annoying team: Morrigan and War Machine (Sorry people that like to play keep away.) Runners-up Morrigan and Lilith (as if one wasn’t bad enough.) 10. Special Thanks ================= Here are the people that I want to thank: shanebadoo@sunbeach.net for reading this FAQ over for me and being a cool guy. sabre_y@usa.net also for reading over my FAQ, giving me some tips, and being a nice guy. 11. Conclusion ================= Well, so what do you think of this FAQ, is it any good. Please give me some feedback, as this is my first FAQ. Oh yeah and the legal stuff, Capcom characters are trademarks of Capcom, and Marvel Characters are trademarks of Marvel. Remember my E-mail is Psyduck228@hotmail.com, E-mail me if you have and questions or contributions. _______________________________________________________________ Get Free Email and Do More On The Web. Visit http://www.msn.com