UMVC3 Brady Guide Combos by Daniel “Clockw0rk” Maniago
469, 700 damage, 18% meter loss:
c., st.:h:, c.:h:, :f:+:h:, :s: xx forward super jump, j., , :h: xx :qcf:+:l:, forward jump, j., :h: xx :qcf:+:l:, st :s:, forward super jump, j., , forward double jump xx:h:, :s:, land, :qcf:+:2p:
notes - air :qcf:+:l: must hit three times for the rest of the combo to work.
543, 500 damage, 27% meter loss, midscreen required:
c.:l:, , st :h:, c.:h:, :f:+:h:, :s: xx forward super jump, j. xx forward double jump, :h:, :s:, land :qcb:+:s:, :qcb:+:s:, :qcf:+:s:, wall :l:, , :h: xx :dp:+:h:, :dp:+:l: xx :qcf:+:2p:
notes - Doubling jumping after air and performing :h:, :s: causes Strider to fall to the ground faster, giving you more time to summon Formation B and fire it. Firing it, performing the wall cling and then attacking all must be done as fast as humanly possible for it to work.
489, 400 damage, 33% meter loss, corner required:
c., st.:h:, c.:h:, :f:+:h:, :s: xx forward super jump, air xx forward double jump, :h:, :s:, land, :qcb:+:s:, backwards dash, :qcb:+:s:, forward dash, :s: xx forward super jump, j., xx double jump, :h:, :s:, land, :qcf:+:2p:
notes - backdashing before firing Formation B ensures the projectile hits late, giving you time to juggle after it. This will not work otherwise because of hit stun decay.
588, 400 damage, 49% meter loss, mid screen required:
c., st.:h:, c.:h:, :f:+:h: xx :dp:+:l: xx :qcb:+:s:, :qcf:+:s:, wall :l:, , :h: xx :dp:+:h:, :dp:+:l: xx :qcf:+:2p:
notes - you must start with Formation B summoned for this to work. The positioning for this combo is less strict than combo II as your opponent can be slightly closer to the corner than midscreen for it to work.
541, 000 damage, 26% meter loss, mid screen required:
forward jump, forward double jump, air :h:, :s:, land, c.:h:, :f:+:h:, :s: xx forward super jump, j. xx double jump, :h:, :s:, land, :qcb:+:s:, :qcb:+:s:, :qcf:+:s:, wall :l:, , :h: xx :dp:+:h:, land, :dp:+:l: xx :qcf:+:2p:
notes - double tapping :uf::uf: causes Strider to perform a shallow double jump close to the ground. This mimics a very low jump that allows for near instant over head jump attacks at close distances. This example shows a mid screen combo. Near corners, continue the combo after :h:, :s: hits with something similar to combo III.
488,500 damage, 24% meter loss (against airborne enemy):
forward jump, j., , :h: xx:qcf:+:l:, land, st., :s: xx forward super jump, j.xx double jump forward, j., :h:, :s:, land, :qcb:+:s: x2, :qcf:+:s:, wall :l:, , :h:xx :dp:+:h:, :dp:+:l: xx :qcf:+:atk::atk:
notes - this is a midscreen combo starting off the low jump instant overhead trick. The jump attacks cannot be done against very small crouching, like Rocket Racoon, Ameterasu and Morrigan.
411,500 damage, 57% meter loss:
front or back throw, :qcb:+:s: x2, :qcf:+:s:, wall :l:, , :h: xx :dp:+:h:, :dp:+:l: xx :qcf:+:atk::atk:
notes - After Strider lands after the throw, you must summon Formation B as quickly as possible.
372,200 damage, 67% meter loss:
front or back throw, :qcb:+:s: x2, forward dash, :s:, j. xx forward double jump, j.:h:,:s:, land,:qcf:+:atk::atk:
notes - Again, summon Formation B as rapidly as possible for the OTG.
**716,900 damage, ****120% meter loss, **requirements: 2 bars, X-Factor, midscreen:
c.:l:, c., st.:h:, c.:h:, :f:+:h:, :s: xx forward super jump, j. xx forward double jump, j.:h:, j.:s:, land, :qcb:+:s: x2, :qcf:+:s:, wall :l:, , :h: xx :dp:+:h:, :dp:+:l: xx :qcf:+:atk::atk:, XFC, :rdp:+:h:, land, :qcf:+:atk::atk:
notes - Here’s an X Factor combo that tacks on additional damage on Combo 1 when you need it and leaves a lot of X Factor time left over for the next challenger if the previous is KO’d. Be sure to activate X Factor just as you perform the hyper combo to ensure its damage is buffed. Wait until about half the robo-animals hit, then perform Vajra. When Strider lands from Vajra, cancel its landing period into Legion to ensure the animals OTG in time.
771,500~941,600 damage, 5~32% meter gain, requires X-Factor:
c., st.:h:, :f:+:h:, XFC, st.:h:, :f:+:h:, :dp:+:m:,:qcf:+:h:, :s: xx forward super jump, j., xx forward double jump, j.:h:,:s:, land, :qcb:+:s: x2, forward dash, :s: xx forward super jump, j., xx forward double jump, j.:h:, :s:, land, :qcf:+:atk::atk:
notes - Omit Ame no Murakamo when near corners.
Honourary Striders: Maziodyne.