Ninja's Guide to Strider Hiryu!

Ninja's Guide to Strider Hiryu!

Postby Ninjanuity » Mon Jan 16, 2012 5:41 pm

Ok guys, this is going to be my first guide, and I decided to do Strider. I'll try my best. :]

Image

Real Name: Strider
First Appearance: Strider (1989)

Overview: After months of fan demand, everyone's favorite futuristic ninja is back! Pretty much unchanged from MvC2 incarnation, Strider is a very fast character who's all about rushing down and pressuring the opponent, with his main goal to force the opponent into the corner. His offense is comprised of several quick and high priority attacks that can be easily chained together. While he doesn't deal a lot of damage all at once, his mixups allow him to constantly start new combos and resets, which allow him to deal big damage which is much harder to block in the corner. Strider has various ways of getting in and closing the distance to start his mixup game, including Vajra, Wall Cling, Ame-no-Murakumo, and more. His wave-dash is also extremely fast. And while he is a rushdown-centric character, Strider can play a decent zoning game if he needs to with his various robotic animals and the Hard version of Gram. He also comes equipped with two awesome Lv. 3 Hypers! Ouroboros in particular strengthens his already deadly mixup game, which can be very hard to block when the orbs are out, especially in Lv. 3 X-Factor, where his speed reaches ridiculous levels. In addition to all this, Strider is great support character with his Vajra assist, which is one of the best in the game, since it always tracks opponents and locks them down on the ground, and hits them out of the air too, allowing for some characters to get access to a free combo. With all these tools, in the end you're left with a very versatile character who can fill any spot on a team and perform well.

However, all these advantages come with a price, and it's his health. Strider has one of the lowest health totals in the game, tied with Rocket Raccoon and Akuma, so it's not uncommon for him to die in one BnB DHC'd into another hyper. Therefore, he must be played with extreme care, as one wrong move will lead to a dead character. This also means he relies on proper team support or X-Factor in order to be effective, but don't let that discourage you. If you play him right, Strider can be one of the most fun and rewarding characters you'll ever play as. Just try not to be reckless. He can't afford to make mistakes.

Health: 750,000
Magic Series: ZigZag
Has a Double Jump, No Air Dash
X-Factor Damage Boost: 120%/135%/155%
X-Factor Speed Boost: 120%/135%/145%

Pros:
+Excellent rushdown game
+Ouroboros strengthens his already stellar mixup game
+Great mobility
+Vajra is one of the best assists in the game
+Very versatile, can be played anywhere on a team (Battery, Assist, Anchor)
+He's a ninja. And ninjas are badass. I would know. ;P

Cons:
-Very low health, recieves the worst punishments for bad guesses compared to other characters
-Heavily relies on assists or X-Factor in order to be effective
-Capcom didn't put him in Vanilla.
-He wears purple. Not very ninja-like.

Colors: Image
Last edited by Ninjanuity on Mon Jan 16, 2012 10:36 pm, edited 1 time in total.
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Re: Ninja's Guide to Strider Hiryu!

Postby Ninjanuity » Mon Jan 16, 2012 5:43 pm

Normals, Command Normals and Throws

Here we're going to cover all of Strider's normals and throws, and what they can be used for. I've included the frame data from official UMvC3 guide, and will be doing so for all of his other moves as well. So let's get to it!

NORMALS: Strider has a Zig-Zag Magic Series, which means he can to chain all 6 different forms of his attacks (L, M, and H while standing and L, M, and H while crouching) into each other, but he can't chain a crouching normal into a standing normal of the same strength. So he can do st. L, cr. L, st. M, cr. M, st. H, cr. H and it will all combo. Keep that in mind as we go through the guide.

Standing Normals:

Standing :attack-light:
(1 hit/35,000 damage/4 startup/11 recovery/2 active/0 on hit/-2 on block)
Fairly standard jab. Comes out fast and can be chained into itself. Everything st. L can do, cr. L can do better, and as a result, there's really no use for this normal.

Standing :attack-medium:
(1 hit/48,000 damage/6 startup/15 recovery/3 active/0 on hit/-2 on block)
Strider does a straight slash. This is a good button to use when the opponent is close, since it has nice startup, range and mostly safe on block. As such, it's a nice footsie tool. In terms of combos, you won't be using this though, you'll use cr. M instead.

Standing :attack-hard:
(1 hit/60,000 damage/9 startup/23 recovery/4 active/-4 on hit/-6 on block)
A strong vertical slice. You'll be using this alot in combos to chain into cr. H. While it is unsafe on block, if you end a block string with this, you can cancel into his Formation-S (Satellite) to make it safe. Make sure you always cancel it though, since characters with fast limbs can punish it from point black range.

Crouching Attacks:

Crouching :attack-light:
(1 hit/33,000 damage/5 startup/11 recovery/2 active/0 on hit/-2 on block)
Strider does a quick low kick. This can be chained into itself and is useful for starting combos. The rapid fire properties are nice for hit confirming since it hits low. Once you know you're not hitting the opponent, cancel it into Formation-S. As a low, you'll be using cr. M more though since it has more range.

Crouching :attack-medium:
(1 hit/50,000 damage/8 startup/15 recovery/3 active/0 on hit/-2 on block)
Strider slashes downward. This is a great attack to start combos with, and has a lot more range than cr. L, so it's more reliable to use as a low. It also has nice priority and because of the hitbox, it can hit people out of their footsies You'll be starting most ground combos with this attack.

Crouching :attack-hard:
(1 hit/60,000 damage/10 startup/26 recovery/3 active/-8 on block)
Strider slashes and sweeps the opponent. This attack causes a soft knockdown if it hits. You'll be using this in combos mostly, and you shouldn't rely on it as a low to start combos.

Launcher:

Standing :exchange: (while standing or crouching)
(1 hit/65,000 damage/9 startup/29 recovery/4 active/-12 on block)
An upward slash that sends the opponent to the air. Obviously this is your launcher, and the general rule for any character is you never use your launcher outside of combos, since they're very unsafe when blocked. Not much else to say here. You use this to start air combos.


Air Normals:

Air :attack-light:
(1 hit/40,000 damage/5 startup/15 recovery/3 active/+11 on hit/+9 on block)
A downward kick. This isn't a normal you'll be using in combos, but it's a great move to use as an instant overhead because of the hitbox. Jumping then doing this, then double jump canceling and doing it again is a nice double overhead that can mess with some opponents, allowing you to chain to your other air normals then land and start a combo.

Air :attack-medium:
(1 hit/50,000 damage/7 startup/21 recovery/3 active/+16 on hit/+14 on block)
Strider does a straight slash. Obviously used for the classic MMHS air series. While it looks like a good air-to-air, air H is a much better choice because it has a bigger hitbox as well as a greater advantage on block. In combos, you can double jump cancel this, allowing for longer air combos.

Air :attack-hard:
(1 hit/60,000 damage/9 startup/23 recovery/4 active/+18 on hit/+16 on block)
Strider does a broad vertical slash. Again, used for air combos. This is a great air to air because of the size of the hitbox, and since the sowrd has no hurt box, it can interrupt a lot of attacks, which you can then cancel into L Excalibur and start a combo. You can also use this as an instant overhead, but you can't double jump cancel it like the Air L attack to trick people.

Air :exchange:
(1 hit/63,000 damage/10 startup/26 recovery/3 active/+14 on hit/+12 on block)
Strider does a quick downward slash below him. This is your air combo finisher that causes a hard knockdown when used in one. Outside of combos, this can also be used as jump in attack because of the downward hitbox and you can also use it as an overhead on the ground, but you can't double jump cancel it.

One thing many guides leave out is that air exchange S attacks have different startup, recovery and damage than regular S. Here they are:

Up exchange (air :joystick-up: :plus: :exchange: during air combo)
(2 hits/105,000 damage/9 startup/23 recovery/4 active)
No additional effect, but most damaging exchange.

Side exchange (air :joystick-right: or :joystick-left: :plus: :exchange: during air combo)
(2 hits/95,000 damage/9 startup/24 recovery/3 active)
Causes a forced wallbounce, erases one meter from the opponent.

Down exchange (air :joystick-down: :plus: :exchange: during air combo)
(2 hits/95,000 damage/9 startup/22 recovery/10 active)
Causes a forced groundbounce, generates one meter.


COMMAND NORMALS: Command attacks resemble basic attacks but have different chaining and cancelling properties. While sometimes it's possible to chain a normal into a command normal, command normals cannot be chained from or cancelled themselves.

Arch Cut ( :joystick-right: :plus: :attack-hard:)
(1 hit/63,000 damage/10 startup/22 recovery/4 active/-3 on hit/-5 on block)
Strider does an arching cut downward. Despite it's appearance and it being a command normal, it isn't an overhead, though it should be. It would really help his game. But anyway, you'll mostly be using this in combos after cr. H and that's it. You can cancel into Formation S to make it safe at the end of blockstrings, so that's always good.

Slide ( :joystick-down-right: :plus: :attack-hard:)
(1 hit/55,000 damage/9 startup/22 recovery/10 active/-11 on block)
Strider does a sliding kick. Like all other slides this hits low, but don't try and use it like Hawkeye's command slide. You can't cancel it into anything, which means the only way to make it safe and not be punished is by hitting the opponent with the very tip of Strider's foot. If it hits, it causes a soft knockdown. Approaching like that is a good way to get in and hit low. The good news is that this attack can OTG, so it's useful for extending combos if it's hard for you to get the timing to OTG with his Formation S Shot, provided you have an assist to help you combo after the slide (like a groundbounce assist) because again, you can't cancel it.

THROWS:Throws are for opening up defensive opponents or snagging those unaware. Since throws come out so quickly, you can actually throw someone out of their moves if your close enough. You can usually combo after a throw, one way or another. Throws are also the main tools for resets that lead to damaging combos.

All of Strider's throws deal 80,000 damage, activate in the first frame and cause a hard knockdown like every other character in the game (except for Wolverine, who can mash his throws for more damage).

Ground throws: Strider does what looks to be a suplex with the opponent and slams them back to the ground headfirst, kind of like Lee's Hidden Lotus from Naruto, except without the spinning part.

Air throws: Strider grabs his opponent, then slams them back down to the ground while standing on them. Very ninja-like.

Strider can follow up all of his throws with an OTG Formation S Shot to continue his combo. This allows for you to pull of resets that lead to big damage. I'll cover more on resets in the combos section.
Last edited by Ninjanuity on Tue Jan 17, 2012 2:00 am, edited 4 times in total.
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Re: Ninja's Guide to Strider Hiryu!

Postby Ninjanuity » Mon Jan 16, 2012 5:43 pm

Special Moves

Ame-no-Murakumo: :joystick-down: :joystick-down-right: :joystick-right: :plus: :attack-button:
:attack-light: (1 hit, 70,000 dmg, 15 startup, 27 recovery, 4 active, -10 on block)
:attack-medium: (1 hit, 80,000 dmg, 23 startup, 25 recovery, 4 active, -8 on block)
:attack-hard: (1 hit, 90,000 dmg, 31 startup, 22 recovery, 4 active, -5 on block)
Strider does a spinning slash. The light version causes a knockdown and the medium and hard versions cause a ground bounce, with the hard version's groundbounce being much bigger. The light version keeps Strider where he is and comes out the fastest, making it practical to use for a quick punish cancel into Legion to OTG. The medium and hard versions send Strider running before slashing, with the hard version going almost full screen. With the exception of the light version, this move is pretty impractical in combos because of its slow startup. The good news is that you can cancel the animation of all versions at ANY time into a Formation-S Shot. If you have a satellite out, you can cancel the Ame-no-Murakumo into the shot and make it virtually unpunishable. This ability to cancel makes this move a great approach option, though I would personally cover myself with an assist juuuuust in case. If it actually hits, you get a ground bounce and a free combo! Remember though, you can only cancel Ame-no-Murakumo into the Formation-S SHOT, not the initial activation.

Excalibur: :joystick-down: :joystick-down-right: :joystick-right: :plus: :attack-button: in the air
:attack-light: (4 hits, 30,000x4 damage, 10 startup, 11 recovery or until you hit the ground, 15 active, +10 on hit, +8 on block)
:attack-medium: (4 hits, 30,000x4 damage, 10 startup, 26 recovery, 15 active, -9 on hit, -11 on block)
:attack-hard: (4 hits, 30,000x4 damage, 10 startup, 26 recovery, 15 active, -9 on hit, -11 on block)
Strider flies through the air in one of 3 directions, and is essential for his air mobility. Light version travels down at an angle, medium goes straight, and hard travels up at an angle. When in recovery, you're actually in a jumping state, so you can still do stuff in the air like block, double jump, attack, or Gram. You're limited to only one Excalibur per jump though.

This move is great for changing your jump trajectory and confuse people. The light version is mainly used in offensive pressure and in combos. Strider recovers immediately when he lands, making it virtually unpunishable on block (unless they X-factor cancel like an asshole). Since it goes at a steep angle, it's good approach option against grounded opponents in the air, making it almost like a bootleg divekick. The medium version is mainly used as an escape and that's it. When an opponent kills your character off and Strider will be sent in, you can use this to escape from the corner and avoid a mixup. I almost never use the hard version, since you become a sitting duck the entire way down once the move is finished. I mean, you can still do stuff, but you can't move at all, so that's an easy lockdown for the opponent.

Wall Cling: :joystick-down: :joystick-down-right: :joystick-right: :plus: :exchange:
I don't feel like putting up the frame data because it's not important. The only thing that does matter is the divekick after the wall cling.. Anyway, this makes Strider quickly jump and cling to the wall he is facing. He can't block while he's jumping to the wall, so he's very vulnerable, but he jumps to the wall so quickly, it's not that big of an issue. You can climb up and down the wall while clinged on, and you can do several attack unique to the wall cling. Pressing :attack-light: gives you the Ladder Kick, a downward stomp; :attack-medium: gives you the Cypher Attack, a quick slash; :attack-hard: gives you the Jump Kick, a divekick off the wall that causes a ground bounce on aerial opponents. A common tactic Strider players use is a wall cling then do a Jump Kick, since the speed he goes to the wall and comes back is fast enough to catch some people off-guard while they're in the middle of their moves. The Jump Kick is completely safe on block (10 recovery, +10 on block), can only be punished when guarded in the air, is also an overhead attack, and can also causes enough hitstun on the ground to combo afterwards. All of the wall cling attacks can be chained together just like a regular string, and you can cancel the Jump Kick into special moves, most notably Gram, which nets you a wall bounce. Pressing :exchange: while on the wall makes you jump to the opposite wall. While it is kind of funny to press S repeatedly to make Strider jump wall to wall a bunch of times, it can also be used to confuse and disorient the opponent. There are some stylish combos which take advantage of Wall Cling, but mostly, you'll be using it to mix-up the opponent and hitting them with a Jump Kick to start a combo. Best way to do this is to fire a Formation-S Shot then doing the Wall Cling, then divekick. Oh yeah, and you can dismount the Wall Cling by pressing the direction away from the wall.

Gram: :joystick-right: :joystick-down: :joystick-down-right: :plus: :attack-button: (in air OK)
:attack-light: (1 hit, 90,000 damage, 18 startup, 26 recovery, 5 active, -10 on block [0 in the air])
:attack-medium: (1 hit, 90,000 damage, 25 startup, 26 recovery, 5 active, -10 on block [+8 in the air])
:attack-hard: (1 hit, 90,000 damage, 33 startup, 26 recovery, 5 active, -10 on block [+16 in the air])
Strider performs a long sweeping slash. The length of the slice is determined by the strength of the button used, with the hard version covering almost full screen, causing a wall bounce. The startup is too slow for it to be used in most combos, but you can utilize its range as a nice long range zoning tool along with your Formations. The medium version is like the hard version but with less hitstun, range, and startup, and it's actually fast enough to connect in some combos. The light version has the shortest range but the quickest startup, making it usable in most combos. It's also different since it causes a hard knockdown instead of a wallbounce, making LMH xx L Gram xx Legion a nice, quick punish if you don't want to drop a combo. It gets better. You can cancel ANY version of the move at ANY time into the Formation-S SHOT. This allows for it to be unpunsihable and to strengthen the zoning potential the hard Gram already has.

Formations: :joystick-down: :joystick-down-left: :joystick-left: :plus: :attack-button:
Now I know that the formations are named A1, A2, C, and B for L, M, H, and S respectively. I find this order to be weird and I'm sure people can agree with me. So for the sake of simplicity, I will call them Formations A(tiger), B(eagle), C(bomb), and S(satellite) for L, M, H, and S respectively. This makes it easier to remember since many people refer to LMH as ABC anyway, therefore it'll be easier to remember which Formation does what. ANYWAY....on with guide.

:attack-light: TIGER (1 hit, 80,000 damage, 21 startup, 14 recovery, +13 on hit, +11 on block)
Strider summons a mechanical tiger to attack the opponent. The tiger always runs out from behind Strider and travels the entire length of the screen. Strider recovers very fast after summoning one, so you can repeatedly throw tigers at people. These have very low durability however, to the point where most projectiles and even normals can nullify them. Still, since they absorb hits for you, and can be very annoying for characters without projectiles. Use these to annoy along with your eagles until you can find a time to move in.

:attack-medium: EAGLE (1 hit, 40,000 damage, 21 startup, 14 recovery, +14 on hit, +12 on block)
Strider summons an eagle to glide across the screen above him. The eagle also comes out from behind Strider and has low durability just like the tiger. It will nullify aerial attacks, but the eagle will be destroyed. Again, use it to annoy people and play a ranged game, using these eagles to keep people out of the air, and cover the ground with the tigers and bombs.

:attack-hard: BOMB (1 hit, 90,000 damage, 36 startup, 4 recovery)
Strider summons an eagle holding a bomb to glide across the screen. Midway through its flight, the eagle drops the bomb towards the ground, where it will slowly descend until it explodes. The opponent can be hit by the eagle or the bomb, and the bomb can explode if it makes contact if the opponent. You can use this in the same manner as your Formation B, but you have to watch out since it comes out slower (that bomb is too heavy for that eagle, give it time), but it can be used as a nice zoning tool with your other formations.

Vajra: :joystick-left: :joystick-down: :joystick-down-left: :plus: :attack-button:
:attack-light: (12 startup, 10 recovery, 9 active, frames 12-20 invincible)
:attack-medium: (12 startup, 10 recovery, 9 active, frames 12-20 invincible)
:attack-hard: (1 hit, 80,000 damage, 33 startup, 11 recovery, active till grounded, +2 on hit, -7 on block, frames 13-29 invincible)
lol This move. The light and medium version simply teleport you above and in front or behind the opponent respectively, no matter where they are. Strider becomes vulnerable during the startup, but afterwords, he's in a jumping state and can do all of his regular moves and block as well. You can use these to start an offense (in conjunction with an assist to cover you, of course), punish slow moves, or use it to avoid a keepaway lockdown. Don't use this move too recklessly though, as it's VERY EASY for the opponent to air throw you if they see it coming. The heavy version is different since Strider teleports to the opponent's location and does a dive kick that leaves just enough hitstun to start a combo with L on the ground, and causes a hard knockdown if the opponent is airborne. This makes Vajra H ideal for hitting characters who spend a lot of time in the air. This includes those who love to take the skies and rain down projectiles, such as Dr. Doom and Trish, or those that rely on air mobility to begin most of their offense, like Nova, Dorm, Magneto, and even Ammy. On top of this, it's surprisingly safe on block, being virtually unpunishable when the opponent is blocking standing or crouching. Clever adversaries can jump and block the Vajra H if they see it coming, and punish Strider as they both land. They can also X-Factor the blockstun from Vajra and punish. To avoid this, use it only to punish ranged attacks rather than throw it out randomly. You can of course make it safe if you call a good assist to cover you beforehand though.
Last edited by Ninjanuity on Fri Oct 05, 2012 8:52 pm, edited 8 times in total.
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Re: Ninja's Guide to Strider Hiryu!

Postby Ninjanuity » Mon Jan 16, 2012 5:44 pm

Hyper Combos

Legion: :joystick-down: :joystick-down-right: :joystick-right: :plus: :attack-button-2x:
(15 hits, 25,000 per hit, 9+1 Startup, recovery 76, 12 on hit, 6 on block)
Or the animal farm, or the zoo, or whatever you wanna call it. Strider summons a herd of mechanical tigers and eagles to fill the screen. Legion hits OTG, so you most commonly see it as a combo ender. When this hyper is activated, the animals will come regardless of whether Strider is hit while pointing. This means a THC can be performed extremely early if need be. Legion is pretty slow to start, and opponents can completely avoid it on reaction by super-jumping, so really, this hyper should only be used in combos or THCs.

Ragnarok: :joystick-right: :joystick-down: :joystick-down-right: :plus: :attack-button-2x:
(18 hits, 430,000 damage, 8+0 startup, 33 recovery, -33 on block, 20 frames of invincibility)
Strider's first lv. 3, he dashes toward the opponent and triggers a cutscene where he launches a fury of attacks if it connects. This hyper has invincible startup, and deals 430,000 points of unscaled damage. This can comboed into after a Gram wallbounce, or an OTG slide, X-Factor cancel and do it. Most of the times I find myself using it is by taking advantage of the invincibility and using to blow through someone else's hyper if they decided to do a random one (like Dormammu's Chaotic Flame for example). Pretty stylish way to end a combo as well, though mostly you'll be saving the three bars for his other level 3...

Ouroboros: :joystick-down: :joystick-down-left: :joystick-left: :plus: :attack-button-2x:
(rojectiles: 15,000 damage, Ouroboros: 40,000 damage, 13+2 startup, 7 recovery)
Here it is. What makes Strider the vicious character that he is, and why you need to watch your back if you see him packing 3 bars. His signature attack, two satellites are summoned to orbit Strider during battle at the cost of three levels of hyper meter. Each satellite has active hit frames and can damage nearby foes. Pressing any button shoots one ring projectile from both satellites, and these can be fired rapidly as a combo. Strider is free to move, attack, and call crossover assists while Ouroboros is active.

Ouroboros is not something to take likely, and anyone who believes you can simply block the assault has obviously never played a good Strider player. It allows you to take complete control of the match, leaving your opponent with very few options. They're forced to either run away or risk getting crossed up by the projectiles. Vajra, Satellite shots, and Wall Cling allow you to truly mix people up. X-Factor Lv. 3 Ouroboros is easily one of the most frustrating things to face in the game, and can turn the tide of a match easily. I can't tell you how many times I've seen Maximilian get his other two characters destroyed and have only Strider left, and pops on this bad boy and takes the match.

Of course, Strider's not invincible during this hyper. He can still be hit if the opponent is outside the satellite range, especially by attacks with disjointed hitboxes, like Nemesis and Dormammu's launcher. During hitstun, the satellites have no active hit frames, making them useless while Strider is caught in a combo. Strider is also unable to fire rings while guarding or being hit. Even though Ouroboros is best used offensively, make sure to guard any incoming hyper combos that might be used in retaliation.

Now for his assists:

Strider has three useful crossover assists to choose from. Strider—a Ame-no-Murakumo can be used to extend combos, but it can be dangerous to use otherwise because of Strider’s forward movement. Strider—b Gram has decent speed and range, and it causes a wall bounce. Strider’s best crossover assist is Strider—g. When called, Strider performs Vajra H, which tracks down opponents regardless of their height, resulting in a hard knockdown on aerial targets. Adversaries can no longer attack from high in the sky with confidence when Strider has this crossover assist at the ready.

Even though Strider is useful as a crossover assist, don't be reckless and call him out all the time. Strider’s health is too damn low, so a well-placed hyper combo can K.O. him instantly if he is called at an inopportune time. Oh yeah, and don't use it on BloodyNight's Haggar. You'll just eat a Lariat to the face.
Last edited by Ninjanuity on Sat Oct 06, 2012 1:42 pm, edited 2 times in total.
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Re: Ninja's Guide to Strider Hiryu!

Postby Ninjanuity » Mon Jan 16, 2012 5:45 pm

Gameplan

Here, I will discuss Strider's general play-style and the strategy you should use while playing him.

Strider’s strength lies in his effectiveness at both short and long range. He has some of the fastest attacks in the game, three different projectiles and teleports to choose from at a distance, and high-priority cypher swings at mid to close range. Strider has the tools to get close to his opponent easily, so waiting for the right moment is key. Once again, Strider’s main weakness is his low health, which is one of the lowest in the game. Because of this, it is important to play Strider as safe as possible covering any recovery time with crossover assists or a Formation B shot when possible. It is also important to not become too reliant on Vajra, since it can lead to swift death fast.
Last edited by Ninjanuity on Sat Oct 06, 2012 2:30 pm, edited 1 time in total.
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Re: Ninja's Guide to Strider Hiryu!

Postby Ninjanuity » Mon Jan 16, 2012 5:45 pm

Ouroboros and Team Synergy: Coming Soon!
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Re: Ninja's Guide to Strider Hiryu!

Postby Ninjanuity » Mon Jan 16, 2012 5:46 pm

Tips, Tricks, Videos: Coming soon!
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Re: Ninja's Guide to Strider Hiryu!

Postby Ninjanuity » Mon Jan 16, 2012 5:47 pm

Meh, one more just in case. ;p
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Re: Ninja's Guide to Strider Hiryu!

Postby Ninjanuity » Mon Jan 16, 2012 5:53 pm

.......Last one.
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Re: Ninja's Guide to Strider Hiryu!

Postby Keyblade » Mon Jan 16, 2012 7:25 pm

Hope it's ok to post now, but I can't wait to see how this turns out. :D
Shout out to FatMus2 for the sig and avatar! :D
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