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Weapons

  1. Cypher - A melee weapon that is one part tonfa & one part broadsword and is enhanced by a plasma feature. This feature allows the cypher for a cutting edge rivalling that of a Star Wars' lightsaber. It can also be modified so that the charge could be dispersed in few different ways: Refer to Abilities section.
  2. Grappling Hook - Not really a weapon, but harness the ability to allow the Strider to climb or grapple up rough and high spots. It is a small scythe-like hook which if you imagine, the blade of hook could be lethally stabbed into a opponent's vital parts, let alone digging into mountains.
  3. Falchion - Hiryu's personal cypher but does not affect the ability of the cypher.

 

Abilities

  • Information adopted from Wikipedia

Manga Cypher Powers

These powers only appear in the pages of the manga, though they were later adapted for the NES game

Ability Description

Slash/Stab

Using high-concentrated plasma energy from the blade, a Strider can slash through all types of materials. Even ceramic armor becomes mere paper for the Cypher. Additionally, the Cypher causes instant death upon piercing a vital point.
Throw Part of the Cypher can be transformed so that it will return like a boomerang when hurled at the enemy. It is also so well-balanced that it can be hurled like a boomerang.
Electrocute

Discharges plasma in the form of electricity. This can either be discharged directly into an opponent's body, or through an aided area-dispersal technique such as immersing the Cypher's blade in water.

 

Arcade Cypher Powers

This ability is only available after collecting a power-up

Ability Description
Extend

The blade extends to twice its normal length for a short duration of time.

 

NES Cypher Powers

These powers appear only in this game, with the exception of the Plasma Arrow, which was adapted for use in Strider 2. Hiryu acquires them merely by leveling up.

Ability Description
Plasma Arrow After receiving an upgrade from a Japanese scientist, Hiryu can charge up the plasma in his Cypher and hurl it at his enemies. Cost: 0 EP
Fire Shoots out a fireball that flies across the screen in a straight line. Cost: 5 EP
Medical Recovers Hiryu's hit points (HP). The amount of HP recovered depends upon the level selected. At level one, Hiryu recovers 20 HP (Cost: 10 EP), level two recovers 50 HP (Cost: 5 EP), and level three recovers a whopping 100 HP (for a cool 50 EP).
Spark Emits a spark that hugs the surface of the ground. Cost: 5 EP
Jump Doubles Hiryu's jumping power. Very handy when Triangle Jump refuses to work. Cost: 10 EP
Warp Returns Hiryu to Blue Dragon space station, regardless of where he is in the stage. Cost: 30 EP
Ground Triggers an earth vibration that damages all enemies who are touching the ground. Cost: 30 EP
SP-Ball Emits a high-powered version of Spark that does increased damage. Cost: 15 EP

 

Strider 2 Cypher Powers

These powers are the most recent versions of his classic abilities. They appear later in Namco X Capcom.

Ability Description
Extend Upon collecting a power-up, the Cypher's blade slightly extends, emits tiny sparks, and does increased damage until Hiryu takes damage.
Boost When activated via power-up, the Cypher can emit blades of plasma that home in on the nearest enemy.
Midare-Giri (Savage Slash) Hiryu hovers in the air for a few moments, spinning in a somersault and slashing wildly about him. He does not take damage during this time.

 


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