Vulcan Hades
Champion
==================================================
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
==================================================
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
- 10 start up, hits high. Whiffs on crouching. Can combo into another and/or Gun Shot.
- 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 which hits low so there's good mixup potential with throw.
- 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.
- 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.
- 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.
- Pretty fast poke (7 start up). Good to create space, avoid special mid and high attacks. Good mix up with dash xx Throw.
- 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.
- Uppercut. One of the fastest uppercut in the game (7 start up). Easier anti-air than 4.
- Cross Hook. His most damaging combo starter. , can be canceled into Gun, Baton Sweep or Roll Toss.
- Baton Twirl. Builds great meter on block but whiffs on crouchers. Stays active for a long time. Can be followed by (low) and combo into Gun Shot, Grenade, Baton Sweep, Roll Toss and even X-ray.
- Hits low. Can be followed by (overhead) or canceled into gun hold. Good mixup opportunity. Can also combo into EN Gun Shot and Roll Toss.
- 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.
Throw - Puts Stryker at max JK range. Right outside of Baton Sweep's reach.
2. Generic Kombos:
Kop Out - ,
Dispatched - , ,
Beatdown - , ,
Pain Patrol - , ,
The Heat - ,
Aggravated Assault - ,
Spread 'Em - ,
Come With Me - ,
More info:
-Second hit of "Come With Me" is an overhead.
- 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 - , ,
Main zoning and mixup tool.
Gun shot can be held or delayed if you hold . Shot will come out when you release . 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 - , ,
Good to catch happy jumpers. Kinda slow but deals decent damage if it hits. Stryker controls the air with this.
Low Grenade Toss - , ,
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 - , ,
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 - , ,
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 - (Sweep)
Have a Blast - Block
Babality -
Stage fatality -
5. Juggle Starters
Stryker has 3 main ways to start a juggle:
A) , , (Beat Down)
B) , (Come With Me)
C) , (Aggravated Assault)
That's his bread and butter.
6. BnB best most practical Kombos:
Midscreen Combos:
-10 hits 35%: (jump in punch) , , dash xx , xx Gun Shot, dash xx xx Roll Toss
-10 hits 36%: (jump in punch) , , , , dash xx , xx Gun Shot, dash xx
-13 hits 37%: (jump in punch) , , , , dash, , xx Gun Shot, dash xx xx Roll Toss
-12 hits 39%: (jump in punch) , , , , dash, xx Gun Shot, dash xx , xx Roll Toss
-13 hits 40%: (jump in punch), , dash xx , xx Gun Shot, dash xx , xx Roll Toss
-13 hits 40%: (jump in punch) , , dash xx , xx EN Gun Shot, dash xx , xx Roll Toss
-12 Hits 41%: (jump in punch) , Gun Shot, Dash, , EN Gun Shot, Dash, Uppercut.
-14 hits 41%: (jump in punch) , , , , dash, , , Gun Shot, dash, , xx EN Roll Toss
-13 hits 42%: (jump in punch) , , dash xx , xx EN Gun Shot, dash xx , xx EN Roll Toss
-14 hits 43%: (jump in punch) , , , , dash xx xx EN Gun Shot, dash xx , xx Roll Toss
-8 hits 42%: (jump in punch) xx X-ray
-8 hits 45%: (jump in punch) , , , X-ray
-10 hits 47%: (jump in punch) , , , , dash, xx X-ray
Wall Combos:
-8 hits 31%: (jump in punch) , , , , , ,
-13 hits 39%: (jump in punch) , , , , , , xx EN Gun Shot,
-13 hits 40%: (jump in punch) , , , , xx Gun Shot, xx Gun Shot,
-11 hits 41%: (jump in punch) , , , , , , , , ,
-16 hits 41%: (jump in punch) , , , , , , , xx EN Gun Shot,
-16 hits 43%: (jump in punch) , , , , , , , xx EN Gun Shot
-16 hits 46%: (jump in punch) , , , xx EN Gun Shot, , xx EN Gun Shot,
-18 hits 48%: (jump in punch) , , , FJ , , xx EN Gun Shot, , xx EN Gun Shot,
-11 hits 48%: (jump in punch) , , , xx X-ray
-9 hits 50%: (jump in punch) , , , xx X-ray
Anti-Air Combos:
-3 hits 18%: xx Roll Toss
-3 hits 20%: xx EN Baton Sweep
-7 hits 29%: xx EN Gun Shot, EN Roll Toss
-7 hits 25%: xx Gun Shot, dash xx , xx Roll Toss
-6 hits 21%: xx Gun Shot, dash xx xx Roll Toss
-7 hits 26%: xx Gun Shot, dash xx , xx Roll Toss
-11 hits 35%: xx Gun Shot, dash xx , xx EN Gun Shot, EN Roll Toss
-9hits 30%: , dash xx , xx Gun Shot, dash xx , xx Roll Toss
-6 hits 40%: , xx X-ray
-5 hits 20%: (from max JP range) Gun Shot (2 hits), dash xx 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 , xx Gun Shot, dash xx
-7 hits 31%: (sweep range and closer) Gun Shot (2 hits), dash xx , xx Gun Shot, dash xx
-9 hits 33%: (sweep range and closer) Gun Shot (2 hits), dash xx , xx Gun Shot, dash xx xx Roll Toss
Air-to-Air Combos:
-2 hits 8%: FJP, dash xx
-5 hits 15%: FJP, dash xx xx Gun Shot, dash xx
-4 hits 16%: FJP, dash xx xx Roll Toss (14% for Baton Sweep)
-7 hits 18%: FJP, dash xx xx Gun Shot, dash xx xx Roll Toss
-7 hits 18%: FJP, dash xx xx EN Gun Shot, dash xx
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
-2 hits 18%: (from far away and closer) FJK, dash xx
-4 hits 20%: (from far away and closer) FJK, dash xx xx Roll Toss
-4 hits 21%: (from far away and closer) FJK, dash xx xx EN Baton Sweep
These ones will only work on standing opponents:
-4 hits 24%: (from far away and closer) FJK, dash xx xx Roll Toss
-7 hits 27%: (from far away and closer) FJK, dash xx xx EN Gun Shot, dash xx
-9 hits 29%: (from far away and closer) FJK, dash xx xx EN Gun Shot, dash xx xx Roll Toss
-8 hits 31%: (from far away and closer) FJK, dash xx 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) xx EN Gun Shot
-4 hits 17%: (jump in punch) , xx EN Grenade
-5 hits 22%: (jump in punch) , xx EN Grenade
-6 hits 25%: (jump in punch) , , xx EN Grenade
-8 hits 42%: (jump in punch) xx X-ray
-8 hits 45%: (jump in punch) , , , 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:
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:
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.
STANDING 3 RESET
THE ART OF BAITING
That's pretty much it for now. Will update this post with the additional info you guys provide.
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
==================================================
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
- 10 start up, hits high. Whiffs on crouching. Can combo into another and/or Gun Shot.
- 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 which hits low so there's good mixup potential with throw.
- 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.
- 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.
- 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.
- Pretty fast poke (7 start up). Good to create space, avoid special mid and high attacks. Good mix up with dash xx Throw.
- 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.
- Uppercut. One of the fastest uppercut in the game (7 start up). Easier anti-air than 4.
- Cross Hook. His most damaging combo starter. , can be canceled into Gun, Baton Sweep or Roll Toss.
- Baton Twirl. Builds great meter on block but whiffs on crouchers. Stays active for a long time. Can be followed by (low) and combo into Gun Shot, Grenade, Baton Sweep, Roll Toss and even X-ray.
- Hits low. Can be followed by (overhead) or canceled into gun hold. Good mixup opportunity. Can also combo into EN Gun Shot and Roll Toss.
- 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.
Throw - Puts Stryker at max JK range. Right outside of Baton Sweep's reach.
2. Generic Kombos:
Kop Out - ,
Dispatched - , ,
Beatdown - , ,
Pain Patrol - , ,
The Heat - ,
Aggravated Assault - ,
Spread 'Em - ,
Come With Me - ,
More info:
-Second hit of "Come With Me" is an overhead.
- 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 - , ,
Main zoning and mixup tool.
Gun shot can be held or delayed if you hold . Shot will come out when you release . 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 - , ,
Good to catch happy jumpers. Kinda slow but deals decent damage if it hits. Stryker controls the air with this.
Low Grenade Toss - , ,
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 - , ,
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 - , ,
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 - (Sweep)
Have a Blast - Block
Babality -
Stage fatality -
5. Juggle Starters
Stryker has 3 main ways to start a juggle:
A) , , (Beat Down)
B) , (Come With Me)
C) , (Aggravated Assault)
That's his bread and butter.
6. BnB best most practical Kombos:
Midscreen Combos:
-10 hits 35%: (jump in punch) , , dash xx , xx Gun Shot, dash xx xx Roll Toss
-10 hits 36%: (jump in punch) , , , , dash xx , xx Gun Shot, dash xx
-13 hits 37%: (jump in punch) , , , , dash, , xx Gun Shot, dash xx xx Roll Toss
-12 hits 39%: (jump in punch) , , , , dash, xx Gun Shot, dash xx , xx Roll Toss
-13 hits 40%: (jump in punch), , dash xx , xx Gun Shot, dash xx , xx Roll Toss
-13 hits 40%: (jump in punch) , , dash xx , xx EN Gun Shot, dash xx , xx Roll Toss
-12 Hits 41%: (jump in punch) , Gun Shot, Dash, , EN Gun Shot, Dash, Uppercut.
-14 hits 41%: (jump in punch) , , , , dash, , , Gun Shot, dash, , xx EN Roll Toss
-13 hits 42%: (jump in punch) , , dash xx , xx EN Gun Shot, dash xx , xx EN Roll Toss
-14 hits 43%: (jump in punch) , , , , dash xx xx EN Gun Shot, dash xx , xx Roll Toss
-8 hits 42%: (jump in punch) xx X-ray
-8 hits 45%: (jump in punch) , , , X-ray
-10 hits 47%: (jump in punch) , , , , dash, xx X-ray
Wall Combos:
-8 hits 31%: (jump in punch) , , , , , ,
-13 hits 39%: (jump in punch) , , , , , , xx EN Gun Shot,
-13 hits 40%: (jump in punch) , , , , xx Gun Shot, xx Gun Shot,
-11 hits 41%: (jump in punch) , , , , , , , , ,
-16 hits 41%: (jump in punch) , , , , , , , xx EN Gun Shot,
-16 hits 43%: (jump in punch) , , , , , , , xx EN Gun Shot
-16 hits 46%: (jump in punch) , , , xx EN Gun Shot, , xx EN Gun Shot,
-18 hits 48%: (jump in punch) , , , FJ , , xx EN Gun Shot, , xx EN Gun Shot,
-11 hits 48%: (jump in punch) , , , xx X-ray
-9 hits 50%: (jump in punch) , , , xx X-ray
Anti-Air Combos:
-3 hits 18%: xx Roll Toss
-3 hits 20%: xx EN Baton Sweep
-7 hits 29%: xx EN Gun Shot, EN Roll Toss
-7 hits 25%: xx Gun Shot, dash xx , xx Roll Toss
-6 hits 21%: xx Gun Shot, dash xx xx Roll Toss
-7 hits 26%: xx Gun Shot, dash xx , xx Roll Toss
-11 hits 35%: xx Gun Shot, dash xx , xx EN Gun Shot, EN Roll Toss
-9hits 30%: , dash xx , xx Gun Shot, dash xx , xx Roll Toss
-6 hits 40%: , xx X-ray
-5 hits 20%: (from max JP range) Gun Shot (2 hits), dash xx 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 , xx Gun Shot, dash xx
-7 hits 31%: (sweep range and closer) Gun Shot (2 hits), dash xx , xx Gun Shot, dash xx
-9 hits 33%: (sweep range and closer) Gun Shot (2 hits), dash xx , xx Gun Shot, dash xx xx Roll Toss
Air-to-Air Combos:
-2 hits 8%: FJP, dash xx
-5 hits 15%: FJP, dash xx xx Gun Shot, dash xx
-4 hits 16%: FJP, dash xx xx Roll Toss (14% for Baton Sweep)
-7 hits 18%: FJP, dash xx xx Gun Shot, dash xx xx Roll Toss
-7 hits 18%: FJP, dash xx xx EN Gun Shot, dash xx
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
-2 hits 18%: (from far away and closer) FJK, dash xx
-4 hits 20%: (from far away and closer) FJK, dash xx xx Roll Toss
-4 hits 21%: (from far away and closer) FJK, dash xx xx EN Baton Sweep
These ones will only work on standing opponents:
-4 hits 24%: (from far away and closer) FJK, dash xx xx Roll Toss
-7 hits 27%: (from far away and closer) FJK, dash xx xx EN Gun Shot, dash xx
-9 hits 29%: (from far away and closer) FJK, dash xx xx EN Gun Shot, dash xx xx Roll Toss
-8 hits 31%: (from far away and closer) FJK, dash xx 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) xx EN Gun Shot
-4 hits 17%: (jump in punch) , xx EN Grenade
-5 hits 22%: (jump in punch) , xx EN Grenade
-6 hits 25%: (jump in punch) , , xx EN Grenade
-8 hits 42%: (jump in punch) xx X-ray
-8 hits 45%: (jump in punch) , , , 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:
After a Gun Shot, Grenade or Baton Sweep Hits.
After , or hits.
After a successful throw.
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:
After a Gun Shot is blocked.
After a Roll Toss hits.
After blocking or getting hit by a projectile.
After being knocked down.
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 TRAPSTHE ART OF BAITING
That's pretty much it for now. Will update this post with the additional info you guys provide.