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Video/Tutorial The Kurtis Stryker Guide to Riot Control & Police Brutality

JJocelot

Don't give up!
Wow, Stryker's getting buffs? What are they? This is honestly the first I have heard of this.
Vulcan mentioned it a little earlier on in this thread:

Hey guys, just thought I'd let you know.. I received a reply from Paulo Garcia when I asked about Stryker. Here's what they're planning to give him:

+ B1, 2, 2 is gonna be a lot safer on block (finally!)
+ Grenade Toss will have less recovery frames (not sure if start up will remain the same)
+ EN Baton Sweep will have less recovery frames (not sure if start up will remain the same)
+ EN Roll Toss will have longer armor. (This can't be hotfixed though. He said it needs to be in a patch)

- Stryker still won't be able to block after gun cancel (this will likely never happen, we better forget about it. Could make Stryker seriously good if he could instant block after a gun cancel)
 

D_Matt_Ma

Sheeva isn't Goro's wife. Goro is her husband.
Looks like I'm wrong. No patch changes reported with the compatability pack. This only means that Stryker is not getting those improvements for Evo.
 

Pakman

Lawless Victory!
Looks like I'm wrong. No patch changes reported with the compatability pack. This only means that Stryker is not getting those improvements for Evo.
Well that's complete bollocks to be honest. Right now, with his tools as they currently are, Stryker is not going to win any tournaments. He just doesn't have the reliability he needs. When NR buffs him and fixes training mode, I will take him to tournaments. Until then, I'm pretty much done with this game.
 

Carefoot

http://youtube.com/nickcarefoot
Well that's complete bollocks to be honest. Right now, with his tools as they currently are, Stryker is not going to win any tournaments. He just doesn't have the reliability he needs. When NR buffs him and fixes training mode, I will take him to tournaments. Until then, I'm pretty much done with this game.
I'm fucking dumb I hate this character and I have zero patience to learn a new one so I'm stuck with Stryker for Evo and probably still won't want to learn anymore characters (because on blast - learning in this game is dogshit awful so I'll exit that vomit inducing experience and keep playing Stryker).

"When NRS buffs him and fixes training mode"

Oh you mean waiting for MK10?

They didn't even make Stryker hat with the bullshit avatar trash they added for every other character. Clearly an after thought lower tier character who has only gotten worse as far as matchups as none of these DLC characacters even feel 5-5.

As far as a fight gaming player I can't help but feel sort of let down and disapointed. Kind of hyped myself for this game too much I think after Evo I can look forward too not having to play this as right now this game has cost me a lot of my time and money, so I am willing to break even now and say fuck it. But we'll have to see...

So couple things.

I'm noticing that the tools Stryker has are kind of trash when you look at what they lack.

The X-Ray is garbage. Yes it can technically be linked in a combo but apart from being extremly trash in a scaled combo its considerably nerfed. Its a high that can be ducked under, blocked and crossed up super easily - can be hit out of and safe jumped to be baited. In many match ups its worthless and in other matchups its worth is debateable (the only legitimate ones I can think of is Sheeva).

The zoning tools are hard countered by teleports, sky drops, parries, etc, and yet the risk is so high for piddly reward.

Stryker has a lot of worthless Strings.

What the fuck is the point of 1, 1, 4 anyone? Why do 1, 1, 4 for 11% damage when 1 directly into 4 is both safer and pushes them further back.
don'
What the fuck is the point of 2 , 3 , 2 ? So I can do 2, 3, into roll toss or sweep? Why don't I do a real combo into of a terribly unsafe and unrewarding trash string. Waste of time.

Standing 2 and back 2 are so unsafe and yet both are taking up 25% of Strykers button mapping. If you put a standing 2 or back 2 on screen accidentially - you are going to eat a million dicks for your failure.

Stryker has nothing that auto corrects. Fuck all. A lot of it should, IE if I want to punish someone who I know is going to teleport so I do it on reaction and I'm facing the wrong way because a common bug I found is if I do Strykers X-Ray and my animation for standing is facing one way theres a chance its straightup lying to me so they get a free combo and I lose all my meter.

No combos, no specials, X-Ray, nothing.

This character I have played since release, has been extremely uphill and I have reaped very little reward. A guy who played Tekken picked up MK9 and beat my Stryker with his day old Kung Lao @ PDP. Says that hes a fast learner but shows that even with me playing from release from my character I still lacked the essential bug free-tools that a character should need to compete at a high level. I'd rather they stop expanding the cast and give me an option to give them money to improve the current cast that feels to me - unpolished, and almost still in beta for many characters in the cast.

On a positive note down 1 as an anti-air off a crossup if it lands on an opponent in the corner I can get a 9-6% combo doing a johnny cage style juggle occasinally where the only thing I can hit the opponent with is the down 1 so I can repeatedly hit them in a juggle state crouching for many hits and the potential is high for last time I did it I hit the opponent 5 times.

Rolltoss phases through Johnny Cages enhanced rush kick, as well as nightwolfs charge as well. Also I feel as time goes on rolltoss is going to be less of a useful move as players learn you can poke someone out of it consistently on reaction offline pretty damn easily. My training partner can tell you a lot about the shit Stryker he abuses with Kung Lao I'll get him to give me a list of junk he looks to punish from me.

A change I'd love to see is making back 1, 2, 2 having the first two hits work like subzeros ice sword string where you can check them with it safely - can't tell if thats how it works now but that would make it at least in my mind - more fun than it is now where its an inconsistent punish.

Gripes; revisit standing 2 - this move has potential but falls flat of use outside of safely linking into X-Ray and being a special high is cool (even at 2% chip) - but not if its unrewarding.

I'd also like to see EX-Sweep not lose to normals or specials which are non-enhanced or are just a poke. Sweep in general is highly unsafe for a combination of an offensive and defensive 'wakeup' its sort of does neither properly. Hell even the 2nd hit of ex-sweep won't always come out (ie crossup is non-buggy) but occasionally I will use it and only get the first hit, be unsafe on block AND be punished while costing me bar - health all for nothing.

Stryker is in my opinion a bug infested character that I like to play but when people abuse his holes (just like rape) I want to scream.

And looking at how safe rains teleport is, it seems NRS isn't wanting people to be interested in Stryker outside of his design or aesthetics. As far as a serious fighting game character goes it seems like either I or them is going to do a lot of work to win games. But regardless of how hard I work to make it work, I won't be giving any credit to NRS who has only aided in the uphill battle which is MK9.

Venting is over but seriously NRS pickup your shit.
 

Pakman

Lawless Victory!
Thank you carefoot for that extremely cathartic post. I knew Stryker had problems but assumed that was down to online experience - didn't know he suffered so badly offline, too.

I suggest we create a how to improve stryker thread and bring some optimism into the discussion.
 
The X-Ray is garbage.

Clearly an after thought lower tier character who has only gotten worse as far as matchups as none of these DLC characacters even feel 5-5.

Baton Sweep/EN sweep needs a buff.

2 and B2 have great potential but need less recovery.

NRS pickup your shit.
Those are the things I completely agree with. Stryker is moving down on the tier because of the DLC characters. Skarlet, Kenshi and Rain are just 3 more bad matchups for Stryker which is really unfortunate. But this is a reality a lot of other characters are facing, so it's not only Stryker.

The rest I disagree for various reasons.

I don't think X-ray is that bad (it does have super armor) but Stryker needs his meter for Breakers and EN roll toss. So 3 meters for a counter/parry that might not even land and is so unsafe on block is a bad idea to me. So I only use it in combos to finish off an opponent.


Carefoot said:
What the fuck is the point of 1, 1, 4 anyone?
Well not every string needs to have a purpose. And you don't have to end it with 4.

1, 1 xx roll toss is Stryker's best punish for Kung Lao's spin, Raiden's teleport and Reptile's Elbow Dash on block. So it's use is punishing fast specials with small recovery window.

1, 1 alone is a pretty decent blockstring imo. You can mixed it up like this: 1, 1 xx gun shot/cancel > 1, throw > 1, 1, jump


Carefoot said:
What the fuck is the point of 2 , 3 , 2 ? So I can do 2, 3, into roll toss or sweep?
2, 3 is one of my favorite and most effective string. 2 forces stand and 3 hits low and can be canceled into gun shot or gun cancel.

Again, I like to mixup 2, 3 with 2 xx gun cancel.

B2 is my new BnB (real talk). It's my favorite poke because it builds crazy meter on block and opens so many mixup and set up options for Stryker (no matter if they get hit or block). I just wish it hit special mid and didn't completely whiff on crouchers.


Carefoot said:
On a positive note down 1 as an anti-air off a crossup if it lands on an opponent in the corner I can get a 9-6% combo doing a johnny cage style juggle occasinally where the only thing I can hit the opponent with is the down 1 so I can repeatedly hit them in a juggle state crouching for many hits and the potential is high for last time I did it I hit the opponent 5 times.
You can do much more than 9% off a D1 hitting an airborne opponent.

In fact my favorite way to bait and punish teleports is: Gun cancel xx D1 xx gun shot, D4 xx roll toss for around 20% damage.


Carefoot said:
Also I feel as time goes on rolltoss is going to be less of a useful move as players learn you can poke someone out of it consistently on reaction offline pretty damn easily.
This is true but at the same time Stryker's Roll is exactly like Mileena's roll or her teleport kick: it's a counter zone move. You should never use it other than on reaction/anticipation to your opponent's zoning. It's not a special that Stryker should be throwing randomly.
 

Carefoot

http://youtube.com/nickcarefoot
Thank you carefoot for that extremely cathartic post. I knew Stryker had problems but assumed that was down to online experience - didn't know he suffered so badly offline, too.

I suggest we create a how to improve stryker thread and bring some optimism into the discussion.
Its not bad I just had a series of losses against Michalengelo online and then my friend offline (the diffrence by the way is disgusting, this game is a fucking atrocious the last time a game was as bad as this I played Duke Nukem 3D over 14.4kb online but this tops that.

Aight so; on blast. I love Stryker still but Kenshi has a lot of armor, all his ex moves from what I can tell are safe standing trades (damage and he gets knockdown advantage).

Scarlet pretty much you need to get random gun cancel tele baits, DON'T THROW GRENADES, respect the slide she has its as dirty if not worse than reptile and sub zero.

Rain is like raiden with the teleport, and hes like Ermac if he gets a combo its going to hurt.

Sorry a lot of what I said is kind of vague but some times the hit box collision in this game gives me situations that make me puke. No draw game is enough to make me vomit as well.

Okay so Evo rules here;

I feel my vs Cyrax, Smoke and Kung Lao are really good right now. Jax is and Baraka are random for me.

Many Kung Laos are really happy to be overly aggressive so just shutting them out at every window becomes a fun game of whack a mole. Offline Kung Laos are MUCH faster than online Kung Laos so when I play online I kind of feel like Neo vs Kung Lao.
 

Carefoot

http://youtube.com/nickcarefoot
Those are the things I completely agree with. Stryker is moving down on the tier because of the DLC characters. Skarlet, Kenshi and Rain are just 3 more bad matchups for Stryker which is really unfortunate. But this is a reality a lot of other characters are facing, so it's not only Stryker.

The rest I disagree for various reasons.

I don't think X-ray is that bad (it does have super armor) but Stryker needs his meter for Breakers and EN roll toss. So 3 meters for a counter/parry that might not even land and is so unsafe on block is a bad idea to me. So I only use it in combos to finish off an opponent.



Well not every string needs to have a purpose. And you don't have to end it with 4.

1, 1 xx roll toss is Stryker's best punish for Kung Lao's spin, Raiden's teleport and Reptile's Elbow Dash on block. So it's use is punishing fast specials with small recovery window.

1, 1 alone is a pretty decent blockstring imo. You can mixed it up like this: 1, 1 xx gun shot/cancel > 1, throw > 1, 1, jump



2, 3 is one of my favorite and most effective string. 2 forces stand and 3 hits low and can be canceled into gun shot or gun cancel.

Again, I like to mixup 2, 3 with 2 xx gun cancel.

B2 is my new BnB (real talk). It's my favorite poke because it builds crazy meter on block and opens so many mixup and set up options for Stryker (no matter if they get hit or block). I just wish it hit special mid and didn't completely whiff on crouchers.


You can do much more than 9% off a D1 hitting an airborne opponent.

In fact my favorite way to bait and punish teleports is: Gun cancel xx D1 xx gun shot, D4 xx roll toss for around 20% damage.

This is true but at the same time Stryker's Roll is exactly like Mileena's roll or her teleport kick: it's a counter zone move. You should never use it other than on reaction/anticipation to your opponent's zoning. It's not a special that Stryker should be throwing randomly.
How do I practice that punish.

Also yeah I know a lot of the shit I said was unagreeable with but if you've ever experienced the bugs I saw day 1 @ PDP (unpatched Xbox 360 consoles) you'd understand why I think I'm playing a beta. I saw the kind of stupid bullshit online a 20k National tournament could make.

Also I disagree strongly if you don't have zoning advantage but the opponent isn't making a zoning attempt random rolls can be a bit psychic on punishes so I think sometimes its okay to put roll on screen if a zoning attempt is likely coming.
 

D_Matt_Ma

Sheeva isn't Goro's wife. Goro is her husband.
The only thing we can do is advance out of our bracket and lose miserably on the stream to make it known to everyone.

I disagree with most of the fixes people are proposing though. All I want is for the grenade toss to cause a push-back block stun similar to Sheeva's fireball. That way, Stryker maintains advantage even on blocked bombs from a distance.

I don't care about the better wake-up game or more safety. All I want is a better zoning game, and faster bomb recovery (what NRS is already planning to do) and a push-back block stun is all he needs to zone.
 
All I really want for striker is for his gun cancel to function like kabal's dash. If it could be cancelled out of straight into block it would be so much easier to pull off mind games with it. I find it takes too much time to try gun canceling as it currently functions, especially if you are trying to bait a wake-up.

I don't see how it would in any way make Stryker OP if he had that. I mean kabal can cancel the dash into other specials and use it to close distance. Stryker would only be able to shoot, jump, block, or advance with the dash cancel. He pretty much has the worst functioning special cancel in the game in my opinion.

That is all I would really want from styker, and the decrease in grenade recovery would be nice to make them more viable and finally a better hitbox on the standing 4 for anti - air.
 

Carefoot

http://youtube.com/nickcarefoot
Stryker's zoning is excellent. That's not where he needs help.
Its mediocre with the DLC. Before it was excellent. Realize that 3/4 of them have a teleport. Also note that all the DLC is A tier. Strykers zoning is good but not amazing. While its true his zoning is good knife cancels from Skarlet make her the best. His zoning is on par with the rest of the cast. Against good players its randomly nice to get a good frame trap from far away but anyone half decent won't put themselves in a comprimising situation like that. They're getting in your ass and staying there.

All I really want for striker is for his gun cancel to function like kabal's dash. If it could be cancelled out of straight into block it would be so much easier to pull off mind games with it. I find it takes too much time to try gun canceling as it currently functions, especially if you are trying to bait a wake-up.

I don't see how it would in any way make Stryker OP if he had that. I mean kabal can cancel the dash into other specials and use it to close distance. Stryker would only be able to shoot, jump, block, or advance with the dash cancel. He pretty much has the worst functioning special cancel in the game in my opinion.

That is all I would really want from styker, and the decrease in grenade recovery would be nice to make them more viable and finally a better hitbox on the standing 4 for anti - air.
Standing 4 is already the beefiest normal in the game. Just sit in practice mode with the jumping opponent and learn the 'height' of it as well as the width of the hitbox. You want to space yourself in the sweet spot. Uppercut crossups but if someone is jumping into a space that isn't perfect for standing 4 adjust accordingly to anti-air them. 7 frame start up means you can.

Strykers meter game seems kind of goofy because he has a good time building meter but spending it seems to be an absolute bust. In the beta Strykers X-ay was mid and I'd love to know why they took it away.
 
Realize that 3/4 of them have a teleport.
Realize that most teleports only hit high and that there is a block button.

Teleports and low fireballs have never given me any kind of trouble (except for Kabal's ground saw). Stryker players just need learn how to bait and get around those two things. If for you a character with a teleport and/or a low projectile = bad matchup for Stryker then I suggest you learn how to crouch tech, stance block and how to jump cancel.

It's all about conditioning the opponent and anticipating their counter moves.
 
Yea your right.... I do need to practice a bit with his standing 4 to get it down. Never really compared it with every other characters normals for anti-air.

And to Vulcan, I feel that if Stryker could cancel gun hold right into block like kabal can his dash it would be much easier to bait out teleports and projectiles. I know you have that stance cancel into block you've come up with but I still find it hard to perform consistently and unless you are anticipating the move it is tough to time it well to punish fast moves.

I just feel that making the gun cancel function as kabal's dash would give Stryker a more consistent mind game option that leads to more consistency when it comes to punishing an opponent that you have properly read or conditioned the way you want. The way the gun cancel currently is makes it almost a necessity to be at frame advantage to use, and full screen to 3/4 screen to be able to utilize the dash advancement of the cancel effectively.
 
Not that I disagree.. that would be awesome for sure. but Paulo Garcia already said that would never happen because it was intended to work this way (Skarlet and Jax can't block either after they special cancel). So it's pointless to hope for something like that.


I think the main problem is most people don't want to change their playstyles. They want to pick up Stryker and safely zone/spam gun shot vs everyone. But the minute they fight a character that can get around brain dead zoning or that has a low projectile they give up and think it's a 3-7 matchup.

You have to adapt your playstyle to each matchup. You don't zone vs Noob, Ermac or Mileena, you play a more counter style.

Vs counter characters, I only do gun cancels when I have enough frame advantage. That way I never get punished because my gun is already out and canceled before they can even respond with a wake up attack. I've come to the conclusion that uppercut, standing 3, standing 4, gun shot and baton sweep are often the best ways to end a combo. Roll Toss deals more damage and creates good space so it's great vs characters like Kitana and JC that you don't want close to you but at the same time it leaves you at neutral frame advantage (meaning you'll lose to teleports if you try to gun cancel afterwards and trade projectiles if you try to shoot). So doing a few less % to keep frame advantage can be worth it imo. Because it can potentially lead to another 25-30% punish if it works or you can simply outzone them. But again, this is only really good vs counter-zoning characters like Mileena, Scorpion, Sub, Ermac, Noob, Nightwolf and Smoke. Vs other characters you can pretty much always gun cancel safely and end combos with roll toss.
 

Carefoot

http://youtube.com/nickcarefoot
Realize that most teleports only hit high and that there is a block button.

Teleports and low fireballs have never given me any kind of trouble (except for Kabal's ground saw). Stryker players just need learn how to bait and get around those two things. If for you a character with a teleport and/or a low projectile = bad matchup for Stryker then I suggest you learn how to crouch tech, stance block and how to jump cancel.

It's all about conditioning the opponent and anticipating their counter moves.
Only Scarlet has a target teleport, so half of the DLC cast. Happy?

Anyway I quit this game boycotting the load times I'm going to play Street Fighter on PC and say fuck the load times for a game I don't enjoy.

If I come back, it will be after the Stryker buffs and after the Freddy nerfs.

Peace and of course, chicken grease.
 

PoliceBrutality

Let's go green!!!!
Only Scarlet has a target teleport, so half of the DLC cast. Happy?

Anyway I quit this game boycotting the load times I'm going to play Street Fighter on PC and say fuck the load times for a game I don't enjoy.

If I come back, it will be after the Stryker buffs and after the Freddy nerfs.

Peace and of course, chicken grease.
This is a sad day man. Have fun playing SF. Gonna miss doing stryker mirror with you :-(

Sent from my Droid using Tapatalk
 
@ Vulcan.... Yes you are right. I have never really used Jax or Scarlet so I was unaware that they couldn't dash block out of their cancels. I always felt just from looking at them doing the cancels that they had less recovery time after they dash out than Stryker.... probably just looks like it when it actually isn't. But I also agree that since that buff to his cancel won't happen it is just a matter of better recognizing when you have enough frame advantage to do the cancels effectively.
 
Made a small video about that low projectile punish I was talking about:


Works from far range and closer (but not from full screen). You can use gun hold to bait low projectiles then dash cancel and jump over them into JK combos. You have to jump on anticipation not on reaction. If you jump on reaction they will likely be blocking but you can still get some pressure in.

Easiest punish: Late jump kick, dash xx 4 (15%)

Best most practical punish: Late jump kick, dash xx D1/D4 xx Roll Toss (19-20% meterless)

Most damaging punish: Late jump kick, dash xx 1 xx EN Gun Shot, dash xx 4/D2 (25-27% for 1 bar)

You can also use these to punish Mileena's D4 btw.

Negative edge makes these punishes a bit hard to do so you need to practice them a lot to make sure you get the timing down. Definitely not easy but it's a must vs characters with projectiles that can't be rolled under. (Liu Kang, Sindel, Kabal, Cyrax, Noob etc)
 

PoliceBrutality

Let's go green!!!!
Damn V you never seize to amaze me with the tools and punish you be finding. As always thanks for sharing and contributing to the stryker players out there. Now off to the lab to get a thumb sore practicing that thing :)
 

PoliceBrutality

Let's go green!!!!
Hey guys, thought I would share my approach in practicing gun canceling dash block. I think Quan chi is a perfect candidate to practice it as sky drop is a decent wake up attack. The good thing is that you get to do two practice in one session (a) you get to practice gun cancel into block after a successful knock down, (b) you get practice punishing teleport on block. Pretty cool right hehe. The info from Tom Brady's video about wake up attack will also come into play.

1. Set the computer to do wake up attacks after a knock down.

2. Make sure you dont setup the meter to full because the xray will most likely come out with each attempt to gun dash cancel.

3. Practice gun canceling
a. do forward/back dash into switch stance: You known that you are doing it successfully when stand in the same spot and switch stance despite the forward input being on the screen.
b. Once you get comfortable with a., try to include block after the forward/back xx stance (remember make sure that you are still in the same spot).
c. Now pull out your gun and HOLD 1. Do step b. while you are still HOLD 1. Same as step a and b, a successful gun cancel block occurs when you stay on the same spot and just switch stance into block.

4. Now that we got the hard part out of the way, let's have some fun with it.
- Roll Toss: As far as I am concerned, I do not have enough zoning advantage after doing a roll toss to do the gun cancel block (V since you are more comfortable with it can you please confirm). Every time I try to gun cancel block after the roll toss, I always get hit by the Quan chi's EN sky drop doing the block animation. If you guys can successfully do it let me know.
- Baton Sweep: Now this is where I get the most fun with this training. Baton sweep gives you full zoning advantage after a knock down. Honestly im finally beginning to see the usefulness of it. After a baton sweep I get enough time to pull my gun, cancel into stance block. The other beauty of using baton sweep as a combo finisher is that it gives you enough time to dash forward and stuff the EN sky drop with a standing 3. There is still a little timing to it which I still need to figure out.
- Sweep: Havent really looked into it

5. Finally the teleport punish for the ball animation. After successfully blocking the EN sky drop I for for the followings:
- 1xxgunshot...1,2xx roll toss
- 1xxGunshot..standing 3 for reset
- 1xxgunshot..1xx baton sweep to go back to the zoning advantage

Im sure there are more ways to punish a block teleport ball animation. Hopefully this information will be useful to you guys. I you feel comfortable doing it against Quan chi, you can move you by practicing it against Mileena

I still have a long way to go in my quest to mastering gun cancel into block...either the full dash comes out or im doing the inout and nothing happens :-( Sorry I dont have a video to show the different steps.
 
- Roll Toss: As far as I am concerned, I do not have enough zoning advantage after doing a roll toss to do the gun cancel block (V since you are more comfortable with it can you please confirm). Every time I try to gun cancel block after the roll toss, I always get hit by the Quan chi's EN sky drop doing the block animation. If you guys can successfully do it let me know.
- Baton Sweep: Now this is where I get the most fun with this training. Baton sweep gives you full zoning advantage after a knock down. Honestly im finally beginning to see the usefulness of it. After a baton sweep I get enough time to pull my gun, cancel into stance block. The other beauty of using baton sweep as a combo finisher is that it gives you enough time to dash forward and stuff the EN sky drop with a standing 3. There is still a little timing to it which I still need to figure out.
- Sweep: Havent really looked into it
Yes you're right. Roll Toss leaves both players at neutral advantage which makes it unsafe to gun cancel or gun shot afterwards. For this reason alone, I try to never end my combos with it vs characters that I don't want to trade with (Sub/Cyrax/Reptile) or vs characters that have a teleport (Mileena, Quan Chi).


From my experience, the combos that deal most damage + Leave you at ideal frame advantage are:

1. B1,2,2, NJ2, dash xx 2 xx gun shot, dash xx D2

2. B1,2,2, NJ2, dash xx 2 xx gun shot, dash xx 1 xx Baton Sweep

3. B1,2,2, NJ2, dash xx 2 xx gun shot, dash xx 4 xx gun hold


Roll Toss is godlike vs Johnny Cage, Kitana, Sonya and Baraka though. Best way to keep them as far away as possible. :)

It's always situational. If you're going for the kill or for maximum damage: roll toss. If you want to start zoning, gun cancel, stuff, pressure or bait something: baton sweep, uppercut or standing 4. And standing 3 when you feel confident enough in your mixups, footsies and frame traps up close. I don't suggest ending combos with anything else tbh. Because any of those 5 options will always be better than any other one (damage and adv. wise).
 
What´s up guys?

I´m new here in the forum, also my main is Stryker, and of course, no better page to visit, than your main char.
I see much of you insist in the (<1) (2) (2) combo. Actually, no one likes the (<2) (>2) ?? I ever think that have more options to mixups, and of course... safe on block.
 
I like B2, F2. It's safer on block and builds good meter. The problem is it's easy to drop/punish.

They can crouch under your B2 if you don't time your jump punch. And if they block your B2, there's a small annoying gap just before the F2 where they can move. I'm pretty sure some characters could punish you with a 6-8 frame attack.

NRS needs to reduce the start up of B2 and either reduce the gap between B2 and F2 or increase the blockstun of B2.