There we go..
Take all this with a grain of salt, as it is mostly brainstorming. Tell me what you think or how some of it could be made better:
VORTEX
A) ,
,
,
, dash xx
xx Baton Trip, dash xx Jump in (late kick or make it empty)
Baton Trip gives an untechable knockdown. But the follow up jump is not entirely safe. Some characters can anti-air with a fast enough special. But other characters with poor AA options or slow specials could have a harder time escaping it.
B) xx Gun Shot hold xx dash xx Jump over punch
Again, this is particulary useful vs characters with poor AA options.
C) ,
,
, Gun Shot hold xx dash xx jump over punch
D) ,
,
,
, dash,
,
xx Gun Shot hold xx dash xx jump over punch
Same idea. Except the opponent can roll out of these last 2 set ups, so only use them sparingly. You don't want to become predictable.
Instead of jumping over you can try to poke low or force block / go for a throw.
RESET
Best time to use
imo is right after a neutral jump punch following
,
,
.
,
,
,
, dash xx
(reset)
Try to hit the airborne opponent while he's far from the ground for maximum stagger state advantage.
follow up:
-dash, force block
-dash, low poke xx roll toss/grenade/dash throw
-Gun Shot hold xx dash xx sweep /
/ throw
-jump in (not entirely safe)
BEST POKES
A)
Fast AA roundhouse can hit crouching opponents and be followed up with Gun Shot.
B) ,
First hit forces stand. Second hit hits low and staggers to sweep distance on hit. Decent string, I like it.
C)
Stryker's uppercut is as fast as his
. Try to always make it instant by tapping
+
. Good AA and reliable punish option.
D)
Stryker's fastest poke (6 start up frames). Great to create space vs rushdown characters and to frame trap up close.
E)
Low poke with good range. Can be chained into 2 (overhead) or canceled into Gun Shot/Baton Trip/Roll Toss.
F)
Good low poke to create space vs rushdown characters. Mix it up with throw.
BLOCKSTRINGS
You can cancel any unsafe blockstring with Gun Shot held xx dash/backdash xx
,
/
/
/ Roll Toss / Uppecut / Sweep to try and make it safer.
Note: ,
and
can also be cancelled into Gun Shot.
ROLL TRAP
Frame trap using Stryker's fastest crouch poke mixed up with Roll Toss, Uppercut/Sweep and
xx Gun Shot.
ex:
A) , Roll Toss,
, Roll Toss,
etc.
B) ,
, Roll Toss,
xx Gun Shot, dash/backdash xx Uppercut / Sweep
C) , Roll Toss,
, Roll Toss,
xx Gun Shot hold xx backdash xx Roll Toss /
xx Grenade
Roll Toss seems to be rather safe on block. I'm guessing it's +0 at best and -5 at worst. And since
has only 6 start up frames, you can leave a small gap after a blocked roll toss. Wait for them to compromise and counter hit with
,
or an instant uppercut. You can also backdash xx
/ Grenade if you think your opponent is going to escape by jumping.
METER GAIN
You don't have to release
to gain meter with Gun Shot. So you can hold it, dash xx Gun Shot hold dash xx Gun Shot hold etc. to gain meter faster. This is risky and a bit hard to do, but can be an interesting way to build meter.
I would use this if I have a big life lead in the first round (ex I have 60%+ remaining and my opponent has almost no health). I don't want to kill my opponent right away so I would build as much meter as possible before finishing my opponent off with gun shot or whatever.
You want the opponent to block your gun shots as often as possible because they give you double meter gain.
ZONING 101
Use Gun Shot to build meter and mix it up with high grenade (anti-air) and roll toss (high crush). Use EX Roll Toss to go through low projectiles and EX Grenade if you're looking to trade, chip or want to cover a lot of vertical space.
Note: only a few of the EX roll toss starting frames have armor. The later active frames leave you vulnerable to low projectiles and low pokes.
Advantage vs Disadvantage
The player with zoning advantage has speed priority over his opponent. This means he will not trade because his projectile will always cancel the opponent's projectile before it even comes out.
Stryker gains zoning advantage with the following:
After a Gun Shot or Grenade hits.
After Baton Trip or Roll Toss hits.
After
or uppercut hits. After an air reset
fk).
After a succesful throw.
Note: Beware of Teleporters. They can wake up teleport to nullify your zoning advantage or counter hit your Gun Shot.
Few tips to deal with teleporters:
-dash/backdash block often.
-Stay crouched (most teleports hit high so they whiff if you stay crouched)
This will make them respect your defense and make them more hesitant to teleport on wake up.
Stryker loses zoning advantage with the following:
After a grenade is blocked.
After jumping away.
After blocking or getting hit by a projectile.
After being knocked down.
Waiting too much.
Note: Stryker keeps zoning advantage if his Gun Shot is blocked from far distance.
If you get knocked down far away, it might be wiser to stay grounded (hold down) instead of waking up to avoid eating chip damage from a projectile. This might also nullify your opponent's zoning advantage if used well.
So basically, the idea is this: When you have zoning advantage, you should be in pre-emptive / zoning mode. When you lose your zoning advantage, you should be in reaction / counter-zone mode.
Advantage = Zoning mode:
-Gun Shot to keep your zoning advantage and gain meter
-High grenade to anti-air / make them scared of jumping
-EX Grenade to cover vertical space / Chip
-Dash block / jump forward (advantage lost), EX Roll Toss to counter projectiles
Disadvantage = Counter-Zone mode:
-Gun Shot hold xx dash xx jump in
-Gun Shot hold xx backdash xx Roll Toss
-EX Grenade to trade for big damage and cover vertical space
-EX Roll Toss to counter low projectiles or whiffed specials
-Gun Shot to gain back zoning advantage if they decide to jump / wait
-Jump or Crouch to avoid your opponent's projectile
-Dash block to close distance and take chip damage
-Stay Gounded to avoid your opponent's projectile