Marvel vs. Capcom Wiki
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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.

Marvel vs. Capcom: Clash of Super Heroes[]

Special Attack
Move Name Input
Ame-No-Murakumo Quarter circle forward30px+Any punch30px
Excalibur Can only be used in air30pxQuarter circle forward30px+Any punch30px or Any kick30px
Gram Can be used in air30pxDragon punch; forward down down-forward30px+Any punch30px or Any kick30px
Warp Reverse dragon punch; back down down-back30px+Any punch30px or Any kick30px
Vajra Quarter circle back30px+Any kick30px
Formation A Quarter circle forward30px+Any kick30px
Formation B Hold back30pxForward30px+Any punch30px
>Fire during Formation B Can be used in air30pxHold back30pxForward30px+Any punch30px
Formation C Hold back30pxForward30px+Any kick30px
Wall Cling Quarter circle back30px+Any punch30px
>Climb Up/Down during Wall Cling Up30px or Down30px
>Ground Drop during Wall Cling Forward30px
>Wall Switch during Wall Cling Back30pxForward30px
>Cipher Kougeki during Wall Cling Any punch30px
>Jimen ni Tobigeri during Wall Cling Any kick30px
Hyper Combos
Move Name Input
Ragnarok Dragon punch; forward down down-forward30px+Any punch30pxAny punch30px
Ouroboros Quarter circle forward30px+Any punch30pxAny punch30px
Legion Quarter circle forward30px+Any kick30pxAny kick30px

Marvel vs. Capcom 2: New Age of Heroes[]

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.

Special Attack
Move Name Input
Ame-No-Murakumo Quarter circle forward30px+Any punch30px
Excalibur Can only be used in air30pxQuarter circle forward30px+Any punch30px or Any kick30px
Gram Can be used in air30pxDragon punch; forward down down-forward30px+Any punch30px or Any kick30px
Warp Reverse dragon punch; back down down-back30px+Any punch30px or Any kick30px
Vajra Quarter circle back30px+Any kick30px
Formation A Quarter circle forward30px+Any kick30px
Formation B Hold back30pxForward30px+Any punch30px
>Fire during Formation B Can be used in air30pxHold back30pxForward30px+Any punch30px
Formation C Hold back30pxForward30px+Any kick30px
Wall Cling Quarter circle back30px+Any punch30px
>Climb Up/Down during Wall Cling Up30px or Down30px
>Ground Drop during Wall Cling Forward30px
>Wall Switch during Wall Cling Back30pxForward30px
>Cipher Kougeki during Wall Cling Any punch30px
>Jimen ni Tobigeri during Wall Cling Any kick30px
Hyper Combos
Move Name Input
Ragnarok Dragon punch; forward down down-forward30px+Any punch30pxAny punch30px
Ouroboros Quarter circle forward30px+Any punch30pxAny punch30px
Legion Quarter circle forward30px+Any kick30pxAny kick30px

Ultimate Marvel vs. Capcom 3[]

Strider_-_Character_Vignette_-_ULTIMATE_MARVEL_VS_CAPCOM_3

Strider - Character Vignette - ULTIMATE MARVEL VS CAPCOM 3

Ultimate Marvel vs. Capcom 3 - Strider Hiryu character trailer

All are equal in the face of death.

Hiryu's winning quote

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.

Command Normals
Move Name Input
Arch Cut Forward30px+Heavy attack30px
Slide Down-forward30px+Heavy attack30px
Special Attacks
Move Name Input
Ame-No-Murakumo Quarter circle forward30px+Any attack30px
Gram Can be used in air30pxDragon punch; forward down down-forward30px+Any attack30px
Excalibur Can only be used in air30pxQuarter circle forward30px+Any attack30px
Vajra Reverse dragon punch; back down down-back30px+Any attack30px
Formation A1/A2/C Quarter circle back30px+Any attack30px
Formation B Quarter circle back30px+Special attack30px
Wall Cling Quarter circle forward30px+Special attack30px
Assist Attacks
Set Name Type Angle Cross-Over
α Ame-No-Murakumo Direct Front Legion
β Gram Direct Front Legion
γ Vajra Direct Tilt Down Legion
Hyper Combos
Move Name Input
Legion Quarter circle forward30px+Any attack30pxAny attack30px
Ragnarok (Level 3) Dragon punch; forward down down-forward30px+Any attack30pxAny attack30px
Ouroboros (Level 3) Quarter circle back30px+Any attack30pxAny attack30px
X-Factor
X-Factor Boosts Damage Speed
Level 1 120% 120%
Level 2 135% 135%
Level 3 155% 145%

Marvel vs. Capcom: Infinite[]

Unique Moves
Move Name Input
Lateral Slice Can be used in air30pxForward30px+Light punch30px
Arch Cut Down-forward30px+Light kick30px
Slide Down-forward30px+Heavy kick30px
Formation A1 Forward30px+Heavy punch30px
Formation A2 Forward30px+Heavy kick30px
Special Moves
Move Name Input
Ame-No-Murakumo Quarter circle forward30px+Any punch30px
Excalibur Can only be used in air30pxQuarter circle forward30px+Any punch30px or Any kick30px
Gram Can be used in air30pxQuarter circle back30px+Any punch30px
Vajra Down30pxDown30px+Any punch30px or Any kick30px
Formation C Quarter circle back30px+Light kick30px
Formation B Quarter circle back30px+Heavy kick30px
>Formation B (Shot) Quarter circle back30px+Heavy kick30px
Wall Cling Quarter circle forward30px+Light kick30px
>Cypher Lateral Slice Light punch30px
>Raikiri Slash Heavy punch30px
>Ladder Kick Light kick30px
>Leaping Kick Heavy kick30px
Hyper Combos
Move Name Input
Legion Quarter circle forward30px+Any punch30pxAny punch30px
Brionac Can only be used in air30pxQuarter circle forward30px+Any punch30pxAny punch30px
Ouroboros Down30pxDown30px+Any kick30pxAny kick30px
Ragnarok (Level 3) Quarter circle forward30px+Any kick30pxAny kick30px

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.
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