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Strategy Stryker: What not to do

LEGEND

YES!
For Stryker to be effective you need to play a perfect game consisting of ZERO mistakes and great reads. Now, there are alot of things Stryker can do that are almost completely useless and can single handedly ruin you if implemented in your game. I thought i'd make a list of them to try and help you current Stryker players go in the right direction

(4-G/C). Still leaves you at negative frames and leaves you open for all manners of punishment

(4-Baton Sweep). interruptible on reaction, also can be jumped out of in between the link which usually leads to you getting wiff punished

(B21) No point, B2F2 shares all the same positive properties but is "safer" on block and is a launcher

(114) -7 on block and has no advantage over 11 canceled into a special

(232) This string has multiple uses, just stay away from completing the last hit 23[2]

(B122 and B2 Strings) use only as punishers or jump-in mix-ups

(High Grenade) occasionally useful in combos for unbreakable damage, can be used to bait reflect moves. Otherwise obsolete

-tip, B32 is - on block so respect your opponents options afterwards



Can't think of anything else really so i guess thats all for now
 

Espio

Kokomo
The more I think about it I never do use back 2, 1 other than to have something visually different to look at lol. I used it more at release but rarely since then, I still use it to close out rounds sometimes.

I hate accidentally doing 4 baton sweep when I'm trying to do down 4 baton sweep, an input error on my part lol.

I like canceling 11 into special, especially since roll toss is much safer on block.


For anti-air I never really used the high grenade unless I read CSZ's dive kick. I mean I usually do down 1 for anti-air, ex gun shot or sometimes roundhouse.

This should be very helpful to newer Stryker players and more seasoned ones too. Hopefully people don't find it too daunting in regards to the beginning portion.
 

GrandMasterson

The Netherrealm beckons
4~gun cancel is only bad if it's blocked. On hit, it's a fairly good mix-up. Either you shoot or you jump forward or back, go for a D4~gun cancel, dash back into B2 if you read that they're going to rush you, etc. It has a lot more options than you might think. I have yet to have anyone punish a blocked 4~gun cancel before I could jump away or cancel into D3/D4/D1. When they did punish it, it usually wasn't more than a poke (I think someone manged to uppercut me once).

You're right that 4~baton sweep is generally not the best idea, though I still find myself using it sometimes. I usually for a 4~roll toss, though.

You're right that 114 is retarded, about as retarded as the last hit of 232.

B122 is good for grab and gun cancel mix-ups, sometimes I cancel after B12 and opt for a roll toss to gain that extra bit of meter, possibly some damage if the opponent lets go of block thinking I was canceling into a gun or grab.

I use B2 as a footsie tool a lot. It has a lot of active frames and keeps the opponent in check (especially Cage players). You can follow up with the B4 string to lower Stryker's hitbox a lot, though it is a little too whiff punishable.

You're right that high grenade is almost entirely useless, and more often than not so is any EX grenade.

I really hate how much useless shit Stryker has.
 

Espio

Kokomo
I like 114 :(
Me too lol. It's one of his fastest strings as well.

What? That thing destroys Kitana's that like to teleport behind you too... I disagree with the both of you, but use the low grenade more often.
Agreed, I use it for multiple characters with air mobility moves especially Kitana and CSZ. I sometimes sneak air grenades on iaf throwing Liu Kang, Sindel and Mileena players.
 
There's a lot of things I wish i knew about Stryker. Like the hit advantage on gernade and 3, en baton sweep on block.
Maaan I hope his data is next.
 

PoliceBrutality

Let's go green!!!!
add that to the list

NEVER PULL YOUR GUN OUT AT JUMPING AND SWEEP DISTANCE!!!

Sometimes we rely so much on the gun that stryker's footsie games suffer a lot. At jumping and especially sweep, you should have the mind set that your opponent as crossed the danger zone and it's time to switch to the GET THE HELL OUT my face mode. Get that EN Roll toss ready to send damn full screen again and start rebuilding that lost meter from G/C and and blocked gunshot. I must admit that this mind set is not useful for every char as some of them you will have to keep close...but that will also prevent you from getting frustrated when the opp jumps over both your gunshots and punish you with a full combo.

I actually started thinking about this mind set from playing CRKFIEND. At jumping distance he usually slowing back dashing with an annoying standing 4 into roll toss anti air punish lol.
 
Other one... never use grenades to control the air... aways use Gun shot, or standing 4. Grenades are good just from far away... like a screen.

"send out the whores" .
 

GrandMasterson

The Netherrealm beckons
There's a lot of things I wish i knew about Stryker. Like the hit advantage on gernade and 3, en baton sweep on block.
Maaan I hope his data is next.
Grenade hit advantage is dependent on both whether your opponent was grounded or in the air (and how high they were in the air), and how far away they were when hit. Stryker has ridiculous advantage if you hit them with a grenade in the air far away, but only at about +3 when they're hit on the ground up close (I'd say far away on the ground is nearly +30).

3's hit advantage is also dependent on whether or not your opponent was in a juggle state and how high in the air they were when they were hit. The higher they are in the air when you hit them with 3, the more advantage, whereas hitting them when they're almost near the ground will leave Stryker at practically 0. If you hit them with 3 on the ground, I'd wager he's at about +15.

I'd say a blocked EX sweep is about -3.
 

Espio

Kokomo
LETHAL LEGEND what do you think of 2,3, roll toss? I never use it personally, but I've noticed the roll toss links into it and since roll toss is safe on block, it seems like it wouldn't be a horrible idea, but I wanted to get your opinion if you've tried it, I might experiment more with it when I get back to playing:).
 

PoliceBrutality

Let's go green!!!!
LETHAL LEGEND what do you think of 2,3, roll toss? I never use it personally, but I've noticed the roll toss links into it and since roll toss is safe on block, it seems like it wouldn't be a horrible idea since roll toss is safe on block, but I wanted to get your opinion if you've tried it, I might experiment more with it when I get back to playing:).
Yeah I mostly go for G/C after 2,3. Another combo is 2,3 xx EN gunshot. You can hardly follow with anything tho as it put the opponent outside of dash forward standing 4, D4. I also think it gives you full advantage since you have enough time to do gun hold

EDIT: another random combo is B3 xx roll toss. You probably know this already

Also B3xx EN gunshot
 

Espio

Kokomo
Yeah I mostly go for G/C after 2,3. Another combo is 2,3 xx EN gunshot. You can hardly follow with anything tho as it put the opponent outside of dash forward standing 4, D4. I also think it gives you full advantage since you have enough time to do gun hold

EDIT: another random combo is B3 xx roll toss. You probably know this already

Also B3xx EN gunshot
I noticed that from you, the 2,3 gun cancel.You go from gun cancel into throw, which seems quite effective.


I remember using 2,3 roll toss when the game first came out, I like it, but I put more emphasis on other things and it fell out of use with me, not because it was bad.

Back 3 roll toss I was messing around with in the lab, it's okay, haven't used it outside of there because I just figure I could do back 3, baton sweep or replace it with 2 and those are most useful from my experience, not saying it's a bad idea though.

I'm not a big fan of meter in combos like that, especially if you can't follow up with much off of 2,3 ex gun shot. I noticed you can't combo off of regular gun shot in the combo.

If I press 23 then I'm usually going for 23G/C. You can hitconfirm the roll toss easy enough
I'll probably combine the two to keep my opponent guessing a bit more, especially if they block the 3.
 

PoliceBrutality

Let's go green!!!!
Espio872 Another setup I like to do is 11 xx gunshot, then slight dash 2,3 x G/C while they are recovering from the gunshot animation. if they try to jump, the 2 will land and 3 will whiff. If they stay crouch block, then you can G/C into D4 xx G/C or baton sweep.

On the subject of using meter in combos. I think there is something there about EN gunshot in a combo simply because you get absolutely full advantage. Put the opponent on auto block and try doing 11 or B21 xx EN GS and dash forward and see what happens. You are already right in the opponent's face before they can block. Of course the thing is what can we follow it up with lol.

Im curious to know what do the stryker players spend their meters on?

From playing CRKFIEND, I noticed how effective EN gunshot is as AA, especially from jumping distance (he always catches me off guard with that one:(). Since it's 4 bullets it lasts longer so the case where people jumps over your normal gunshots and combo you is almost non existent.

My fear is that we spend so much time saving meters for EN Roll toss and breakers that we might actually overlook some useful setup like that EN Baton sweep reset (let's face it, most of us thought that move was useless LOL!!!)
 

Espio

Kokomo
Espio872 Another setup I like to do is 11 xx gunshot, then slight dash 2,3 x G/C while they are recovering from the gunshot animation. if they try to jump, the 2 will land and 3 will whiff. If they stay crouch block, then you can G/C into D4 xx G/C or baton sweep.

On the subject of using meter in combos. I think there is something there about EN gunshot in a combo simply because you get absolutely full advantage. Put the opponent on auto block and try doing 11 or B21 xx EN GS and dash forward and see what happens. You are already right in the opponent's face before they can block. Of course the thing is what can we follow it up with lol.

Im curious to know what do the stryker players spend their meters on?

From playing CRKFIEND, I noticed how effective EN gunshot is as AA, especially from jumping distance (he always catches me off guard with that one:(). Since it's 4 bullets it lasts longer so the case where people jumps over your normal gunshots and combo you is almost non existent.

My fear is that we spend so much time saving meters for EN Roll toss and breakers that we might actually overlook some useful setup like that EN Baton sweep reset (let's face it, most of us thought that move was useless LOL!!!)
I might experiment with that set up more off of 1,1, gun shot, I usually do back 1,2,2 (blockstring) or throw after it, but not 2,3, gun cancel. I have done 2,3,2 before though.

Not that it's bad to use meter in combos, but Stryker gets only like a 1% increase in many of his meter based combos, which is why I don't really get into it, there are characters like Kitana who use a bar and can get 50+% damage combos, if Stryker had that I'd be all over it. It's not a bad idea to use meter sometimes, just my personal preference.

I don't know what to follow up with either..I would just go into another block string to be honest, I've never tried something like 1,1, ex gun shot because I just do non-enhanced.


lol ex gun shot is the best for online lol and possibly the best offline too for AA, it has good damage. I usually can only get about 22% damage off of my down 1 anti-air combos, the bullets are also quicker in addition to there being four from what I can tell(don't quote me on the faster part though), it's legit:).

Ex baton sweep into down 3 reset is nice, I mean I'm all for playing a complete character and using all of his tools, I just don't like the buggy armor on ex baton sweep, but it's still useful quite often.

I do primarily use breakers and ex roll, but I still use ex grenades, gun shots, and baton sweep often because mixing it up is crucial for success, no matter who you select.


Ex grenades to blow up Kitana's jump in or IAF attempt and close out a match is great for me, I've used it to shut down Sindel's airborne shenanigans too. Spacing is crucial though.

I also like to if I'm doing a big combo and they're about to get a breaker, I'll end in ex grenade to get that unbreakable damage and close out the round.
 

PoliceBrutality

Let's go green!!!!
Espio872 Also dont forget the EN grenade trade setup too :)

Does anyone know how punishable B2B4 is?

Im currently working on a setup where I do a close sweep, then lock the opponent in with the B2 hovering over them (because of the long active frame) then cancel into Gunshot or baton sweep on hit or just do B4 on block.

I know the training sucks, but it seems that B2 actually hit on wakeup opponents similar to scorpion's spear. Doesnt work on low hitbox tho (i.e. Mileena).

EDIT: I get a feeling I've been posting a bunch of useless setups lately but im just trying to breakout of my current habit and explore different approach at the moment in hope to find something useful :D
 

LEGEND

YES!
Espio872 Also dont forget the EN grenade trade setup too :)

Does anyone know how punishable B2B4 is?

Im currently working on a setup where I do a close sweep, then lock the opponent in with the B2 hovering over them (because of the long active frame) then cancel into Gunshot or baton sweep on hit or just do B4 on block.

I know the training sucks, but it seems that B2 actually hit on wakeup opponents similar to scorpion's spear. Doesnt work on low hitbox tho (i.e. Mileena).

EDIT: I get a feeling I've been posting a bunch of useless setups lately but im just trying to breakout of my current habit and explore different approach at the moment in hope to find something useful :D
B2B4 is one of the setups for OS Baton Sweep, works really well in the corner otherwise they will usually see it and tech roll backwards