Strider Hiryu is one of the fastest, dangerous & versatile characters in the Marvel vs. series. He has many different projectiles that he can rapid fire, but they have low durability so he looses to many other zoning attacks. His great mobility and melee attacks make him a very effective cross-up Rushdown character, though what he lacks in mixup (due to no grounded overheads) is made up for with strong and amazing pressure with his projectiles, and mind games with his teleports.
In MvC2, it's thanks to most of the button changes that his fast-paced combos are somewhat easier to input. His Ouroboros is also a number one ticket to strong damaging combos and relentless pressure, especially if paired with Dr. Doom's Molecular Shield assist in MvC2. Most of his other moves such as his Wall Cling are a bit under-rated, with difficulty in real practical use. And despite his short dash compared to other speedsters, wavedashing can makeup for most of it.
While Ourobouros is active, no other Hyper Combos (apart from Delayed Hyper Combo) can be performed, preventing situations like guaranteed Hyper Combo hits for Ragnarok. The tactic of using this Hyper Combo to build meter while relentlessly attacking still works here. However, beware that his stronger standing attacks now causes knockback upon hitting, that can potentially interrupt otherwise-continuous combos.
In his return in UMvC3, similar to Zero's changes to vanilla MvC3, Hiryu's independent performance has improved greatly, some moves that were left untouched back then can now be practically used to extend his combos to amazing lengths, making him more practical as an on-point character and like Zero's improvements, has a better neutral game. One of the biggest changes is that his Wall Cling and its followups (thanks to the system changes from MvC2-to-TvC/(U)MvC3) can now be used too well in combos, making him brutal anywhere on the screen, but more so if the opponent is in the center, and his light normals can now be rapid-fired/chained into each other, making his hit confirming much more easier.
He is the only member of the UMvC3 cast to have two level 3 hyper combos, both of which are extremely powerful, so it's best to team up Hiryu with Battery characters so that you can have a full hyper meter when Hiryu is on the field. By stacking a level 3 X-Factor with his Ouroboros hyper mode, Hiryu becomes a powerful anchor character that can tear through two characters in a row.
Despite this, a big weakness for Hiryu like all Fragile Speedster-types is that his health is no doubt within the low range, and he cannot afford to take too many hits from there on. He also has trouble trying to output damage further than expected, often requiring resets, okizeme and whatever other means to reset damage scaling or using his teammates to increase his offense.
Gameplay Changes from Ultimate Marvel vs. Capcom 3[]
Many of his moves feels like how they were in MvC2, due to the reverted button layout, but most of his commands for his specials and even Hyper Combos have been changed:
Formation A is now a command move and separated into two moves. Giving a great advantage for Strider to special cancel
Slide can now be chained and special cancellable
Ame-no-Murakumo is no longer Ground Bounce and cause Hard Knockdown
Excalibur revert its pre-UMvC3 states.
New Moves: Hyper Combo Brionac and the Wall Cling followup finisher Raikiri Slash.