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

Vulcan Hades

Champion
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LEGEND

+ = Press together.
FJ /BJ = Forward Jump/Backward Jump.
NJ = Neutral Jump.
EJ = Empty Jump.
P/K= Any Punch/Kick
Wall = Combo performed on the far side of either side of the level.
Dash = Press forward twice.
xx = Cancel into

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Stryker is mainly a zoner / counter-zoner character with very good footsies and his mixup game revolves around resets off 3/B3/EN Baton Sweep and Gun cancels.

EDIT: Last updated on 9th february 2012

1. Normals

:fp - 10 start up, hits high. Whiffs on crouching. Can combo into another :fp and/or Gun Shot.

:bp - Hits special mid and is only -3 on block. I like it because Stryker looks punishable on block but he isn't. So you can take advantage of that to catch their punish/poke attempt with an enhanced move or jump over punch. This normal also hits crouchers and can combo into Gun Shot, Baton Sweep or Roll Toss. Can also be chained into :fk which hits low so there's good mixup potential with throw.

:fk - Kick to the gut. Good low-crush poke that is pretty much the center of his mixup game. When you hit an opponent out of the air with standing 3, it will reset them standing, preventing them to use invincible wake up attack. I suggest canceling the recovery frames with gun cancels.

:bk - Surprisingly fast (8 start up) and has good range. Hits special mid. Main anti-air and best footsie poke. If you AA an opponent with it you can combo into Roll Toss or EN Gun Shot.

:d :fp - Crouch jab is Stryker's fastest poke (6 start up frames). Great to build meter or to create space. Can also be used as anti-air.

:d :fk - Pretty fast poke (7 start up). Good to create space, avoid special mid and high attacks. Good mix up with dash xx Throw.

:d :bk - This poke greatly lowers Stryker's hittable box. I suggest canceling it into gun shot / gun hold or baton sweep. Can also be used as anti-air and high crush.

:d :bp - Uppercut. One of the fastest uppercut in the game (7 start up). Easier anti-air than 4.

:l :fp - Cross Hook. His most damaging combo starter. :l:fp, :bp can be canceled into Gun, Baton Sweep or Roll Toss.

:l :bp - Baton Twirl. Builds great meter on block but whiffs on crouchers. Stays active for a long time. Can be followed by :l:bk (low) and combo into Gun Shot, Grenade, Baton Sweep, Roll Toss and even X-ray.

:l:fk - Hits low. Can be followed by :bp (overhead) or canceled into gun hold. Good mixup opportunity. Can also combo into EN Gun Shot and Roll Toss.

:l :bk - Sweep. Stryker's sweep is very good. Quite fast compared to other characters and it greatly lowers his hittable box. You can use Stryker's sweep to avoid Kano's up ball and Johnny Cage's EN shadow kick.

Throw - Puts Stryker at max JK range. Right outside of Baton Sweep's reach.

:r Throw - Puts Stryker at max JK range. Right outside of Baton Sweep's reach.


2. Generic Kombos:

Kop Out - :fp, :bp
Dispatched - :fp, :fp, :bk
Beatdown - :l:fp, :bp, :bp
Pain Patrol - :bp, :fk, :bp
The Heat - :l:bp, :fp
Aggravated Assault - :l:bp, :r:bp
Spread 'Em - :l:bp, :l:bk
Come With Me - :l:fk, :bp

More info:

-Second hit of "Come With Me" is an overhead.

-:l:fk hits low.

-Second hit of "Sperad 'Em" hits low.

-Last hit of "Dispatched" hits special mid and is approximately -7 on block.

-Beatdown, Aggravated Assault and Come With Me are all safe on block but in slight negative frames.

-Kop Out gives nice push back on hit.


3. Special Moves

Gun Shot - :l, :r, :fp

Main zoning and mixup tool.

Gun shot can be held or delayed if you hold :fp. Shot will come out when you release :fp. You can cancel Gun Shot held with dash or backdash. You cannot block during the special dash cancel, but you can cancel the dash into stance switch and then into block to defend faster.

Gun shot on block gives more meter. Each bullet blocked gives meter. EX gun shot blocked gives you back almost half a meter.

Gun cancels are great to bait unsafe special moves and to build meter. They can also be used to make the opponent stand up.


High Grenade Toss - :d, :l, :bp

Good to catch happy jumpers. Kinda slow but deals decent damage if it hits. Stryker controls the air with this.


Low Grenade Toss - :d, :l, :fp

Only hits crouching opponent if they're near full screen distance. Occupies nice space but not reliable AA.

Low Grenade > Gun shot is a good frame trap.


Roll Toss - :l, :r, :bk

Hits high, is high crush (makes any high attack whiff completely) and untechable.

Good move to counter-zone people. Goes under high projectiles. EX version has full armor and can be used to go through low projectiles. EX version can also be used as a parry to get out of frame traps.

Roll Toss has good range but it's not completely full screen. It can only reach from far away. From full screen you need to dash up to be in range.


Baton Sweep - :d, :l, :bk

Hits low. Gives untechable knockdown (opponent can't roll out of it). Great for oki and baiting. Main tool for setups.

EN version is supposed to have armor and is sometimes able to absorb up to 3 hits. But NRS also stands for Not Really Serious.

EN version can be followed up with dash xx D3 (reset that will deny wake up phase)


4. Finishers

Time Served - :r :d :r :fk (Sweep)

Have a Blast - :d :r :d :r Block

Babality - :d :r :d :l :bp

Stage fatality - :r :u :u :bk


5. Juggle Starters

Stryker has 3 main ways to start a juggle:

A) :l:fp, :bp, :bp (Beat Down)

B) :l:fk, :bp (Come With Me)

C) :l:bp, :r:bp (Aggravated Assault)

That's his bread and butter.


6. BnB best most practical Kombos:


Midscreen Combos:

-10 hits 35%: (jump in punch) :l:fk, :bp, dash xx :fp, :fp xx Gun Shot, dash xx:d:bk xx Roll Toss
-10 hits 36%: (jump in punch) :l:fp, :bp, :bp, :u:bp, dash xx :fp, :bp xx Gun Shot, dash xx :d:bp
-13 hits 37%: (jump in punch) :l:fp, :bp, :bp, :u:bp, dash, :fp, :bp xx Gun Shot, dash xx :d:bk xx Roll Toss
-12 hits 39%: (jump in punch) :l:fp, :bp, :bp, :u:bp, dash, :bp xx Gun Shot, dash xx :fp, :bp xx Roll Toss
-13 hits 40%: (jump in punch):l:bp, :r:bp, dash xx :fp, :bp xx Gun Shot, dash xx :fp, :bp xx Roll Toss
-13 hits 40%: (jump in punch) :l:fk, :bp, dash xx :fp, :fp xx EN Gun Shot, dash xx :fp, :bp xx Roll Toss
-12 Hits 41%: (jump in punch) :l:fp :bp :bp, Gun Shot, Dash, :fp :bp, EN Gun Shot, Dash, Uppercut.
-14 hits 41%: (jump in punch) :l:fp, :bp, :bp, :u:bp, dash, :fp, :bp, Gun Shot, dash, :fp, :fp xx EN Roll Toss
-13 hits 42%: (jump in punch) :l:fk, :bp, dash xx :fp, :fp xx EN Gun Shot, dash xx :fp, :bp xx EN Roll Toss
-14 hits 43%: (jump in punch) :l:fp, :bp, :bp, :u:bp, dash xx :fk xx EN Gun Shot, dash xx :fp, :bp xx Roll Toss
-8 hits 42%: (jump in punch) :l:bp xx X-ray
-8 hits 45%: (jump in punch) :l:fp, :bp, :bp, X-ray
-10 hits 47%: (jump in punch) :l:fp, :bp, :bp, :u:bp, dash, :bp xx X-ray


Wall Combos:

-8 hits 31%: (jump in punch) :l:fk, :bp, :l:fp, :bp, :bp, :fp, :fk
-13 hits 39%: (jump in punch) :l:fk, :bp, :l:fp, :bp, :bp, :fp, :bp xx EN Gun Shot, :fk
-13 hits 40%: (jump in punch) :l:fp, :bp, :bp, :u:bp, :bp xx Gun Shot, :fp xx Gun Shot, :d:bp
-11 hits 41%: (jump in punch) :l:fk, :bp, :l:fp, :bp, :bp, :fp, :bp, :fp, :bp,:d:bp
-16 hits 41%: (jump in punch) :l:bp, :r:bp, :fp, :bp, :fp, :bp, :fp, :bp xx EN Gun Shot, :fk
-16 hits 43%: (jump in punch) :l:bp, :r:bp, :fp, :bp, :fp, :bp, :fp, :bp xx EN Gun Shot :d:bp
-16 hits 46%: (jump in punch) :l:fk, :bp, :fp, :bp xx EN Gun Shot, :fp, :bp xx EN Gun Shot, :fk
-18 hits 48%: (jump in punch) :l:fp, :bp, :bp, FJ :bk, :fp, :bp xx EN Gun Shot, :fp, :bp xx EN Gun Shot, :d:bp
-11 hits 48%: (jump in punch) :l:bp, :r:bp, :fp, :bp xx X-ray
-9 hits 50%: (jump in punch) :l:fk, :bp, :fp, :bp xx X-ray


Anti-Air Combos:

-3 hits 18%: :bk xx Roll Toss
-3 hits 20%: :bk xx EN Baton Sweep
-7 hits 29%: :bk xx EN Gun Shot, EN Roll Toss
-7 hits 25%::d:fp xx Gun Shot, dash xx :fp, :bp xx Roll Toss
-6 hits 21%::d:bk xx Gun Shot, dash xx :d:bk xx Roll Toss
-7 hits 26%::d:bk xx Gun Shot, dash xx :fp, :bp xx Roll Toss
-11 hits 35%::d:bk xx Gun Shot, dash xx :fp, :bp xx EN Gun Shot, EN Roll Toss
-9hits 30%: :fp, dash xx :fp, :bp xx Gun Shot, dash xx :fp, :bp xx Roll Toss
-6 hits 40%: :fp, :bp xx X-ray
-5 hits 20%: (from max JP range) Gun Shot (2 hits), dash xx:d:bk xx Roll Toss
-4 hits 23%: (from far away) Gun Shot (2 hits), EN Roll Toss
-7 hits 27%: (sweep range and closer) Gun Shot (2 hits), dash xx :fp, :bp xx Gun Shot, dash xx :fk
-7 hits 31%: (sweep range and closer) Gun Shot (2 hits), dash xx :fp, :bp xx Gun Shot, dash xx :d:bp
-9 hits 33%: (sweep range and closer) Gun Shot (2 hits), dash xx :fp, :bp xx Gun Shot, dash xx :d:bk xx Roll Toss


Air-to-Air Combos:

-2 hits 8%: FJP, dash xx :fk
-5 hits 15%: FJP, dash xx :fp xx Gun Shot, dash xx :bk
-4 hits 16%: FJP, dash xx :bk xx Roll Toss (14% for Baton Sweep)
-7 hits 18%: FJP, dash xx :fp xx Gun Shot, dash xx :d:bk xx Roll Toss
-7 hits 18%: FJP, dash xx :fp xx EN Gun Shot, dash xx :d :bp


JK Combos:

Good for counter-zoning low projectiles or projectiles that can't be ducked.

-2 hits 15%: (from far away and closer) FJK, dash xx :bk
-2 hits 18%: (from far away and closer) FJK, dash xx:d :bp
-4 hits 20%: (from far away and closer) FJK, dash xx :d:bk xx Roll Toss
-4 hits 21%: (from far away and closer) FJK, dash xx :d:bk xx EN Baton Sweep

These ones will only work on standing opponents:

-4 hits 24%: (from far away and closer) FJK, dash xx :bk xx Roll Toss
-7 hits 27%: (from far away and closer) FJK, dash xx :fp xx EN Gun Shot, dash xx :d:bp
-9 hits 29%: (from far away and closer) FJK, dash xx :fp xx EN Gun Shot, dash xx :d:bk xx Roll Toss
-8 hits 31%: (from far away and closer) FJK, dash xx :fp xx EN Gun Shot, EN Roll Toss

note: The Jump Kick needs to be deep (aim for the knee or lower)


Anti-Breaker Combos:

-5 hits 16%: (jump in punch):l:fk xx EN Gun Shot
-4 hits 17%: (jump in punch) :fp, :fp xx EN Grenade
-5 hits 22%: (jump in punch) :l:fp, :bp xx EN Grenade
-6 hits 25%: (jump in punch) :l:fp, :bp, :bp xx EN Grenade
-8 hits 42%: (jump in punch) :l:bp xx X-ray
-8 hits 45%: (jump in punch) :l:fp, :bp, :bp, X-ray



7. Strategy


ZONING & COUNTER-ZONING



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:

:r After a Gun Shot, Grenade or Baton Sweep Hits.​
:r After :fk , :bk or :d:bp hits.​
:r After a successful throw.​
:r After a Low Grenade is blocked.​

Note: Roll Toss doesn't leave Stryker with zoning advantage. He can lose to teleports and trade projectiles if he tries to take his gun after a roll toss. And vs most characters you don't have enough frame advantage to cancel gun into block, crouch poke or jump.


Stryker loses zoning advantage with the following:
:r After a Gun Shot is blocked.​
:r After a Roll Toss hits.​
:r After blocking or getting hit by a projectile.​
:r After being knocked down.​
:r Waiting too much.​
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. And 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​
-Low Grenade to hit crouchers or chip.​
-EN Grenade to cover vertical space / Chip​


Disadvantage = Counter-Zone mode:
-Gun xx JP/JK​
-Gun xx Roll Toss​
-Gun xx Stance xx Block​
-Gun xx D1/D3/D4​
-Dash xx JP/JK​
-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​


STANDING 3 RESET



EX BATON SWEEP RESET
Coming soon... :)
METER BUILDING & FRAME TRAPS



THE ART OF BAITING



That's pretty much it for now. Will update this post with the additional info you guys provide. :)
 

dookieagain

Last Bastion of Arcades
Nice. I like the video and I think this Bnb is a little more reliable than the one I had been using.

A few things konqrr had suggested using 3 canceled to gunshot held as a reset and I like that one because it adds another layer to the mixup since if they like to get aggressive you can pop them with the two shots or dash after. It's also good when using 3 as a poke.

Another good poke is standing 4 since it's fast hits mid and staggers. It's also his best anti air and leads to much more damage. Not bad as a punishment option either. There's a lot of stuff on AA and punishment options in the Stryker tactics thread.

Anyway I'd post more but I'm driving across Ohio for power up tomorrow. If you see me on stream rapping Stryker wish me luck. :)
 
You should put in there for anti air BK or 4 and then a Roll and also uppercut. The Back kick to roll is a 18 % punish. Great for punishing blocked teleports if you mess up a combo. I really that that can help stryker players cuz his up close game is very bad IMO decent but not the best. That BK really does save my butt just as dookieagain said above. I do know in the corner you can get some high damage of a BK anti air combo.
 

dookieagain

Last Bastion of Arcades
Also if you have one meter you can do bk to ex gunshot to roll for 25% you can extend it a lot longer in the corner. Both are in the other thread but again phone = pain to copy between threads.
 

Bolton

Noob
Great stuff. I especially love sections 8 and 9, I have a hard time coming up with those on my own.
 

Vulcan Hades

Champion
Thanks guys! I added your info and tips in the first post.

Yeah I was gonna ask you guys what you thought about bk. I also saw it's potential but I had no idea it could hit crouchers. Good to know! You're right, it's a great and fast poke.

Hmm.. I was thinking we could also use :l :fk as a reset for mixups. You know, since opponent will eventually expect us to follow with :bp. looks more risky though.

Also, I'm experimenting with 1, 1 and more ways to incorporate it after resets. I'm also trying to find a good use for :d :fk and :d :bk.
 

dookieagain

Last Bastion of Arcades
So after playing against strong players at PowerUp I have a few concerns about Stryker. While his damage and positioning is solid I feel like his zoning game kind of suffers against the top tier and his up close stuff isn't really fantastic for creating openings.

Things I noticed, gunshot is a great tool, but against the top tier teleport set it's very very risky, you're risking 7% damage and some spacing against getting combo'd for 41% or more. You can bait them with fake gunshots, but that can get predictable and since your punish is only 25% it's kind of still in their favor to risk it. Your anti-zoning close the gap tool is a lot riskier, since roll beats a lot of projectiles but gets scopped up into 50% damage by stuff like Ermac's telekinesis/Smoke's Teleport/Kabal Spin and doesn't lead to a combo. Worse even when your gunshot or grenades hit you get at best 7-10% damage and when the higher tier characters hit with their zoning tools they get serious combos.

Anti-air standing :bk is good, but it's also situational. It doesn't beat close in jumps or crossups, and it's beaten by kicks at midrange, and with Kung Lao/teleports being able to combo off kicks, that's kind of bad. Your anti-air options for close in jumps are pretty limited, you can sometimes do standing 1,2 or a late uppercut, but those are it, and both seemed to get beaten sometimes. Otherwise you're blocking the jump in and eating the mix up. Compared to stuff like Ermac telekinesis/Sub-zero Ice Clone/Smoke Ex-Shake it's really sub par.

Up close your tools are pretty risky, Stryker doesn't seem to have a GTFO/reversal like some other characters. None of his normals are great for interrupting fast string spamming. You kinda have to guess and either jump out, sweep/uppercut, or make space with low :fp. You can do Ex-Sweep as a reversal, but it's not safe if they're poking with two hit strings. Roll is also beaten by a lot of stuff. Worse while the standing :bk staggers, it isn't safe to follow with a jumpin, you can gunshot/fake gunshot dash, but the spacing is tricky. It seems like his only attack that gives you a jumpin/bnb opportunity is standing :fk, but it's so slow and it doesn't seem to have great priority. I'm going to look into what you can do with his 1,2 two string, since it seems to have some sort of frame advantage, but I wish Stryker got more damage off specials/hit confirms, cause while his BnB to reset is good, just landing his BnB seems like an uphill battle.

If anyone has some answers for this stuff please let me know. The lack of record in training mode is really unexcused because testing this stuff with very limited local comp is holding my game back a lot. :(
 

dookieagain

Last Bastion of Arcades
Also a few things I learned at PowerUp from watching/playing. You can punish the ball juggles better than I had thought. You can get a full juggle, but you have to start the :l :fp, :bp :bp just before they land from the juggle. Same for sub-zero slides, but just as he stands up.
 

Vulcan Hades

Champion
dookieagain said:
So after playing against strong players at PowerUp I have a few concerns about Stryker. While his damage and positioning is solid I feel like his zoning game kind of suffers against the top tier and his up close stuff isn't really fantastic for creating openings.
Man that sucks. Yeah I definitely see what you mean.

Imo Stryker is lacking a good overhead. I really wish fk or B+2 and Roll Toss were medium attack. As of right now the opponent can just crouch block vs fk, toss and trip. Not to mention crouching avoids gun shot and grenade if they are close enough. So basically all Stryker has to deal with crouch block is B+3, 2 and throw. That's a bit unfortunate.

And like you just mentioned, he doesn't have a reliable anti-air or wake up GTFO reversal. All those things are really gonna hurt his game but I still think he's mid tier and tourney viable.

Uploading a new vid right now. Was fooling around in training mode again trying to brainstorm more resets and mixup stuff..
 

Vulcan Hades

Champion
Alright, here it is.

Reason why I didn't talk about the Gun Shot held trick in the first post is simply because I had no idea it was even possible to actually hold back the firing of the gun lol. That's a pretty cool find. Thanks for mentioning it.

So with that new find, I hit training mode trying to figure out what would be it's best usage in the mixup game.

Here's the vid I made:


A few things to think about:

-Gun Shot held~dash can't immediately be canceled into block for some reason. Which kinda sucks vs quick teleporters. However you can cancel dash into switch stance into block which is very useful to bait and punish teleports.

-You can also cancel Gun Shot held~dash into forward jump. A quick tip on how to do it fast: Do B, F, 1 (hold), then press F, UF. That will make an immediate jump forward after gun held.

-Gun Shot held will probably provoke a few main reactions: The opponent will either crouch block, jump or teleport. So keep this in mind. Vs certain characters it might be wiser to cancel into :bk, Grenade or jump. Vs teleport you might want to back jump or block more.

-I think Gun Shot held works best with :d :fk mixed up with Throw.

-:d :fk is pretty quick and might be useful to create space vs heavy pressure characters.

-Gun Shot held can potentially surprise the opponent while he's in the air. For example: :l :fp, :bp, :bp, :u :bp, dash, :fp, :bp, Gun Shot held (opponent falls down, they're surprised you didn't finish your juggle and probably/hopefully couldn't roll out in time), dash~ Throw or :d :fk

-:fk reset into Gun Shot held is nice. On ground you can also use :l :fk ~Gun Shot held.

- :fp, :bp as a reset is interesting. Makes the opponent wake up faster in the air or step back a little on ground. But :fp, :fp seems faster/safer on block.
 

dookieagain

Last Bastion of Arcades
Man that sucks. Yeah I definitely see what you mean.

Imo Stryker is lacking a good overhead. I really wish fk or B+2 and Roll Toss were medium attack. As of right now the opponent can just crouch block vs fk, toss and trip. Not to mention crouching avoids gun shot and grenade if they are close enough. So basically all Stryker has to deal with crouch block is B+3, 2 and throw. That's a bit unfortunate.

And like you just mentioned, he doesn't have a reliable anti-air or wake up GTFO reversal. All those things are really gonna hurt his game but I still think he's mid tier and tourney viable.

Uploading a new vid right now. Was fooling around in training mode again trying to brainstorm more resets and mixup stuff..
I think he's mid tier, but I'm torn on him being tourney viable. I feel like the top tier pretty solidly crushes the mid tier. I mean Raiden, Kung Lao, Ermac, Smoke, even Cyber Sub and Reptile, seem to have tools to really wreck Stryker. I mean true enough he has good resets, but I'm starting to really wonder how we even get in to get that first hit. His basic attacks are slow, any other character throwing out a poke is going to beat them in general. Sometimes you'll hit with :bk, but that spins them too far to stage an offense. Nobody really good is going to let you hit with a :fk and if you cancel to Gunshot hold mixups they aren't safe, so as soon as those become common knowledge he's going to just get beaten by fast stuff.

I guess the problem is he has great combos and a cool mixup, but what do you get? 34% off a jumpin punch, which you're going through hell to land, and then maybe a throw. On the other hand someone like Cyber Sub, Johnny Cage or Liu Kang can get near you and shut down your whole game with safe 50-50s. And your tools for keeping them out can all be ducked and have vicious recovery.

I still like Stryker, but I don't think taking him to a tournament is viable. I just feel like the top tier has such better tools and he isn't really in position to get the hits he needs to start his offense.
 
Hi there. I have been playing Stryker since the game first came out and I have to agree with your (dookie's) assessment of him. He seems like he is mid tier to me as well for all the reasons mentioned.

I was wondering what do you all do in the reptile matchup? It seems very tough for Stryker. You cannot roll under reptile's force balls and he can mix up the speeds of the balls as well. Jumping in is a very risky option even against the force ball, as if he decides to charge the ball it anti airs very consistantly. Also he has that really fast medium special move which is tough to block. Lastly, zoning with grenades doesn't work very well because his acid spit move is very fast. It seems to me like Stryker doesn't have a lot of answers here. ( I hope I'm missing something. -_-)

Vulcan: Thanks for the vids they helped improve my Stryker a lot, and good start to the guide. Whats the input to cancel the gun animation? Do you just do the gun special and hold the button, then dash immediately? I dont own the game yet so I haven't tried it.
 

dookieagain

Last Bastion of Arcades
Gun cancel is hold :fp and then dash.

Reptile is tough. You can punish both elbow charge and slide with full combos so try to bait those and punish. I'd use gunshot more than grenades since a good reptile is not going to jump. Watch when he has EX though since they blow through projectiles.

You can try dashing in and mixing up a little, but he's going to get more damage than you if he lands something in close. I'm not sure how fast/good his pokes are, but if you land a knockdown with a sweep or a throw or a :fk crossup jump in and try to get some damage.

Crossup jumps in general are Stryker's best hope for big damage.
 

Tim Static

Adminerator
Lead Moderator
Gun cancel is hold :fp and then dash.

Reptile is tough. You can punish both elbow charge and slide with full combos so try to bait those and punish. I'd use gunshot more than grenades since a good reptile is not going to jump. Watch when he has EX though since they blow through projectiles.

You can try dashing in and mixing up a little, but he's going to get more damage than you if he lands something in close. I'm not sure how fast/good his pokes are, but if you land a knockdown with a sweep or a throw or a :fk crossup jump in and try to get some damage.

Crossup jumps in general are Stryker's best hope for big damage.
Quick props to you, sir, for coming out, playing on stick AND having a Stryker I dont want to ever play LOL. Thanks again bro. Hope to see you out there again soon!
 

dookieagain

Last Bastion of Arcades
Same here, sorry I had to leave early, was great meeting and playing with the TYM guys. I feel like I have much to learn still. :)
 
Thanks for the Reptile tips. Knowing that you can do a full combo to punish the dash and slide should help a lot.

I got to play in training mode today and I think i may have found a useful combo:

j.FP, back+FK, BP, dash forward, c.BK, roll toss.
28% works midscreen and corner.

I use this sometimes when the opponent is quite consistent at blocking the cross up FP. The back FK is a low and the BP is a mid, so they will have to react to block correctly. Although its not to hard to react to the string, it can keep people on there toes. 28 percent isn't very good for a Stryker combo, but at least you can mix up the strings and still get decent damage off. I think the string is punishable on block, but i forgot to test it.
 

KingKuma

Noob
Hey guys, I'm having trouble with his BnB 39% no meter combo.

I just can't seem to get the dash, d4, roll part down.

Any tips?
 

dookieagain

Last Bastion of Arcades
Thanks for the Reptile tips. Knowing that you can do a full combo to punish the dash and slide should help a lot.

I got to play in training mode today and I think i may have found a useful combo:

j.FP, back+FK, BP, dash forward, c.BK, roll toss.
28% works midscreen and corner.

I use this sometimes when the opponent is quite consistent at blocking the cross up FP. The back FK is a low and the BP is a mid, so they will have to react to block correctly. Although its not to hard to react to the string, it can keep people on there toes. 28 percent isn't very good for a Stryker combo, but at least you can mix up the strings and still get decent damage off. I think the string is punishable on block, but i forgot to test it.
It's punishable on block and can be interrupted after the :l :fk by armored moves or fast moves or counters. Also if you want to move them forward instead of back (since you're usually trying to get corner) you can do the :l :fk :bp dash :fp Gunshot, or if you want to use a meter think you can do Ex-Gunshot to either :d :bp or roll. For a lot of damage in corner you can do :l :fk :bp :fp :bp Gunshot :fp :bp Gunshot :bk for 41% Replace with Ex-Gunshot in the middle for 45%

Hey guys, I'm having trouble with his BnB 39% no meter combo.

I just can't seem to get the dash, d4, roll part down.

Any tips?
I do :fp then roll. More consistant.
 

dookieagain

Last Bastion of Arcades
my midscreen BnB

FJ :bp, :l:fp, :bp, :bp, :u:bp, dash, :fp, :bp, Gun Shot, dash, :fp: roll 39% / 41% with EX Roll
Yeah that's what I suggested, although I kind of want to go further than that. Remember, the corner is key in this game, especially with Stryker's ability to shut down jump out attempts with :bk into gunshot into combo (only works into the corner). So I suggest always knowning what corner you're closest to and changing up your BnB depending on where you want to move them. Remember you can end with :fp roll to put them behind you or :d :bp to push them ahead. Also once they're in the corner end your combos with :bk I know it's a bit less damage, but both :d :bp and roll take them out of the corner and it's worth it to be able to stand on them and pressure.
 

ruskor

Noob
Yeah that's what I suggested, although I kind of want to go further than that. Remember, the corner is key in this game, especially with Stryker's ability to shut down jump out attempts with :bk into gunshot into combo (only works into the corner). So I suggest always knowning what corner you're closest to and changing up your BnB depending on where you want to move them. Remember you can end with :fp roll to put them behind you or :d :bp to push them ahead. Also once they're in the corner end your combos with :bk I know it's a bit less damage, but both :d :bp and roll take them out of the corner and it's worth it to be able to stand on them and pressure.
ah cool didn't know that BK - Gun combo.

i'll just stick to stryker know even when i win more with sub or ermac, i wanna main stryker so bad but when i hit online feelin confident i get my ass whooped and i go back to other chars to win :/

need to get all options down with styker and beat them!
 
Good read. I haven't got the game yet but once I do (I'm in Australia, lols) I'm hoping to main Stryker. His one of the most unusual but cool characters in my opinion (shoutouts to Mokop) and this will be my first 'serious' MK game. I thought there was no one using him since I didn't see any at PowerUp but seems like there were some off stream. He seems like an effective character, and is similar to Chris in MVC3 who I use.
 

Vulcan Hades

Champion
Just listened to Tom Brady on the podcast talking about Stryker a bit. Basically he said Stryker is mainly a zoner that relies on Gun Shot to keep people away. That kind of surprised me a bit because I always saw Stryker as a mixup/mid-range kind of character. But it's true his Gun Shot is fast and good enough to deal with zoners and rushdown characters.

Tom Brady thinks Stryker is definitely tourney viable. So I'm guessing he either knows something we don't and doesn't want to elaborate on it. But yeah apparently Stryker is much better than people think right now.

My take on it, is that Stryker follows a similar game plan as Nightwolf does. By that what I mean is you have to condition your opponent into adopting certain habbits like crouching, jumping or teleporting and then begin to counter those habits. Nightwolf for example uses his Shoulder Charge to condition people into crouch blocking, then mixes up with Lightning, overhead and throw. Stryker uses Gun Shot to condition the opponent and Gun Shot held to appear vulnerable and bait stuff.

Also, listening to Brady talk about the game in general made me realize this MK is much more about mind games, space control and meter management than anything else.
 

PoliceBrutality

Let's go green!!!!
Yo which podcast did Tom Brady talked about Stryker? I just listened to the SRK and Liveon3 podcast and did not hear Tom talk about Stryker. is it a different podcast that you are referring to?