PoliceBrutality
Let's go green!!!!
Hey guys, we know stryker got buffed in the last patch but let's face it, our cop is still struggling to hold his own against the mid and top tier chars. What do you think he will need to give him an even better fighting chance? I tried to see how his current movesets can be improved rather than asking for something entirely new (*cough* his taser *cough*). I tried to be reasonable for my requested buffs and I would appreciate if you can do the same as well lol. So enough rambling and let's get to it.
Here are my requested buffs:
Standing 4 - This move should have been similar to Dahlsim standing RH in Street Fighter 4. During it's active frame, the hurtbox of stryker's head should be almost non existent leaving only the torso part vulnerable to projectiles and super moves. As it stands, characters with ridiculous JP hitbox beat standing 4 (i.e. Scorpion, Ermac, and even sub-zero). I understand this will make stryker a pain in the ass to get in on him, so to make it fair I would keep the same speed but decrease the damage by 1 or 2%.
Grenades low and high: At jumping distance, throwing a grenade is pretty much a random guess. It shouldn't be this way. My current problem with grenades it that they are pretty much useless and can be either jumped over (low grenade) or whiff (high grenade). To be honest, I can live with that. My biggest problem with grenades is the starting frame. When trying to play footsies from jumping distance (which I think is the ideal place to be with stryker), baiting or making a decent read on a jumping and expect to counter it with grenades is pretty much impossible. they take way too long to come out. The opponent has time to land a jumping punch and interrupt them. Thus, making it useless at this range. Grenades shouldn't be a random guess but something that we should be able to use on reaction. So to make this happen just reduce the starting frame a little, not by much. I dont want them to be instant just like Kabal ground saw, but strict in a way where if we hesitate after reading the jumping we can get punish.
Standing 3: While some are asking for it to be an overhead, I would rather have more stagger on it to allow a safe jumping punch. Something similar to Kitana's fan move (I forgot the name). Keep the speed the same way so that way we dont abuse it.
B1(2)2: Make the second hit of the B122 string an overhead. Also, give the second hit a little more stagger as well to allow B1(2) to be cancelled into baton sweep. This can help slightly and give opponent a reason to block high rather than the automatic low.
B3: This one I think Stryker needs the most, make it FASTER. It doesn't matter if the opponent can see the overhead coming from a mile away, the true potential of this string lies in the start up speed. B3 can be linked in EN Gunshot, and roll toss. One thing I just found out while trying B3 into low grenades is that sometimes the opponent can block the low grenades and sometimes it's a combo. Could this be this move gives random advantage? either way, no stryker play is crazy enough to try low grenade after landing a B3 just for the sake of random advantage lol. Back to my point now...so in other to give stryker a fighting chance back, give B3 enough speed to make it a guessing game after a gun cancel shenanigan.
So let's recap. Standing 4 and grenades should make an opponent think twice before jumping in on stryker. Turn him into a one man tank where it's hard to penetrate, but once you get in he will have to work to get out of pressure. Standing 3 should give him a chance to pressure back (let's face it he doesn't have any lol). Second hit of B122 to be an overhead for further pressure. And B3 to be a little faster to improve his mind game/pressure.
What do you guys think? would that make him overpowered? If yes, which one(s) you think is unreasonable?
Nice to have:
- Increase the speed of standing 2
- make the last hit of 23(2) an overhead
- make the last hit of B2,1 and overhead (lol) I gotta admit that one doesnt make sense lol
Overpower section:
- B2 hits mid
- Grenades are instant just like Kabal ground saw
- Roll toss hits overhead (that one I got came up with after NRS made Noob' shadow an overhead - dont get me started on that one)
- Armor on EN Grenades
EDIT: GIVE HIM HIS DAMN TASER BACK!!!
Here are my requested buffs:
Standing 4 - This move should have been similar to Dahlsim standing RH in Street Fighter 4. During it's active frame, the hurtbox of stryker's head should be almost non existent leaving only the torso part vulnerable to projectiles and super moves. As it stands, characters with ridiculous JP hitbox beat standing 4 (i.e. Scorpion, Ermac, and even sub-zero). I understand this will make stryker a pain in the ass to get in on him, so to make it fair I would keep the same speed but decrease the damage by 1 or 2%.
Grenades low and high: At jumping distance, throwing a grenade is pretty much a random guess. It shouldn't be this way. My current problem with grenades it that they are pretty much useless and can be either jumped over (low grenade) or whiff (high grenade). To be honest, I can live with that. My biggest problem with grenades is the starting frame. When trying to play footsies from jumping distance (which I think is the ideal place to be with stryker), baiting or making a decent read on a jumping and expect to counter it with grenades is pretty much impossible. they take way too long to come out. The opponent has time to land a jumping punch and interrupt them. Thus, making it useless at this range. Grenades shouldn't be a random guess but something that we should be able to use on reaction. So to make this happen just reduce the starting frame a little, not by much. I dont want them to be instant just like Kabal ground saw, but strict in a way where if we hesitate after reading the jumping we can get punish.
Standing 3: While some are asking for it to be an overhead, I would rather have more stagger on it to allow a safe jumping punch. Something similar to Kitana's fan move (I forgot the name). Keep the speed the same way so that way we dont abuse it.
B1(2)2: Make the second hit of the B122 string an overhead. Also, give the second hit a little more stagger as well to allow B1(2) to be cancelled into baton sweep. This can help slightly and give opponent a reason to block high rather than the automatic low.
B3: This one I think Stryker needs the most, make it FASTER. It doesn't matter if the opponent can see the overhead coming from a mile away, the true potential of this string lies in the start up speed. B3 can be linked in EN Gunshot, and roll toss. One thing I just found out while trying B3 into low grenades is that sometimes the opponent can block the low grenades and sometimes it's a combo. Could this be this move gives random advantage? either way, no stryker play is crazy enough to try low grenade after landing a B3 just for the sake of random advantage lol. Back to my point now...so in other to give stryker a fighting chance back, give B3 enough speed to make it a guessing game after a gun cancel shenanigan.
So let's recap. Standing 4 and grenades should make an opponent think twice before jumping in on stryker. Turn him into a one man tank where it's hard to penetrate, but once you get in he will have to work to get out of pressure. Standing 3 should give him a chance to pressure back (let's face it he doesn't have any lol). Second hit of B122 to be an overhead for further pressure. And B3 to be a little faster to improve his mind game/pressure.
What do you guys think? would that make him overpowered? If yes, which one(s) you think is unreasonable?
Nice to have:
- Increase the speed of standing 2
- make the last hit of 23(2) an overhead
- make the last hit of B2,1 and overhead (lol) I gotta admit that one doesnt make sense lol
Overpower section:
- B2 hits mid
- Grenades are instant just like Kabal ground saw
- Roll toss hits overhead (that one I got came up with after NRS made Noob' shadow an overhead - dont get me started on that one)
- Armor on EN Grenades
EDIT: GIVE HIM HIS DAMN TASER BACK!!!