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

Carefoot

http://youtube.com/nickcarefoot
Well I showed that trick at the beginning of my second vid. I dunno why people didn't catch it.

But like Fairlysadpanda said, it still might not be fast enough and could get beat by fast teleports. Plus you can't cancel stance into an immediate block either so it kinda defeats its defensive purpose. Looks pretty cool though. :p

I was thinking it would interesting to cancel dash into a normal or special that modifies Stryker's hittable box.. like D4, Baton Trip or Roll Toss. Haven't tested anything yet.
Dude nerd chills you know what Tom Brady said when I asked him about Stryker? He sort of got this evil grin and said "there is some stuff in this game that people haven't even gotten to below the surface". And from what I can tell your right you are the original presentor of this stance change from dash cancel business. Man your shit is so presise you do play on pad or stick? I'm going to be switching to keyboard I think.
 

dookieagain

Last Bastion of Arcades
Hey I'm doing a full video in Seven parts for Stryker:

Basics, Normals, Specials, Combos, Anti-Air, Punishment, and Matches.

Now I just roughed out the punishment part first since it was of interest to a lot of people, so here it is:

 

PoliceBrutality

Let's go green!!!!
YOOOOOOOOOOOOO THANNNNK YOUUUUUU. FREAKING AWESOME.

Visually I always think that i can punish the KL spin by dashing but i never seem to get out of the block stance in time. Now that I see it, I am a firm believer now lol. Thanks again mate for all the punish demonstrations.

now let's go ahead and save that video in my favorite ;-)
 

Carefoot

http://youtube.com/nickcarefoot
Best Setup for back 1, 2, 2:
Jump over punch (both defensively & offensively, punish setups *sometimes*) is the best setup for this, and as a punish it has the best launcher for Strykers higher damage combos. While randomly throwing it out is fun and leaves you looking like a baddass; realistically an offline human opponent will block this string and punish you with a full combo. Something I didn't understand until Tom Brady told me not to do it and my arrogance didn't get really realize what he meant until about a week of player later. 30-40% damage once mastered.

Jump over punch into 1, 2, 2 if you see an opponent duck blocking.

Best Setup for back 3, 2
As a punish, as a poke into a full combo and as a punish for longer ranged specials. And as a wall combo to be used with 4x kop outs. Or 2x Kopouts into a standing 3 for a reset to a new launcher either back 1, back 3 or one of the many back 2 options (leaving out back 2 into forward 1 or back 4 versus characters with strong wakeup options). Also as with all of Strykers juggles you can end this one with a roll toss to cross you up out of a corner if you have your back to the wall and want the best way to get out of the corner by letting your opponent eat 30-40% damage once mastered.

Best setup for back 2 aka "Batton Twirl", into the three default options or canceled into a gun move. Good against characters with garbage wake up options and where you can poke into a knockdown (where you can just jump over them to cross up out of the corner)

Best punish vs rolls (blocked dive kicks, mileena's roll, Scorpions teleport)
29% damage is the highest I've seen, when you block one certain pecials you are rewared by having your opponent put in a dangling juggle state I will call a "roll". Opponents caught in a roll you can deal out this como:
kopout, dash, kopout, gunshot, dash cancel an uppercut or you can gunshot into a roll toss to crossing them up into the corner (getting your ass, out the corner)...

Strykers main game is setups. You want to look for many of them and you want to always be looking for your next one. Think 2 steps ahead with Stryker.

While Stryker has one of the best keep away games you will need to play the complete version of Stryker if you wish to excel in all the matchups.

Getting setups, getting given setups and taking away setups is very important.

Ending combos with 3 is a great way to go straight into another setup. I made the statement all combos should end with it but I have not perfected this. No idea why I typed this up but I'm putting it here :p
 

Vulcan Hades

Champion
Thanks guys! When I have time, I will update first post will every bit of information you guys provide.

Hey I'm doing a full video in Seven parts for Stryker:

Basics, Normals, Specials, Combos, Anti-Air, Punishment, and Matches.

Now I just roughed out the punishment part first since it was of interest to a lot of people, so here it is:
Good idea man! I was wondering what were Stryker's best punish options. Can't wait to see the matchup part of your video series. :)


I also uploaded 2 new vids a few minutes ago. I'll post them in a moment..
 

Vulcan Hades

Champion
There we go..

Take all this with a grain of salt, as it is mostly brainstorming. Tell me what you think or how some of it could be made better:



VORTEX

A) :l :fp, :bp, :bp, :u:bp, dash xx :bk xx Baton Trip, dash xx Jump in (late kick or make it empty)

Baton Trip gives an untechable knockdown. But the follow up jump is not entirely safe. Some characters can anti-air with a fast enough special. But other characters with poor AA options or slow specials could have a harder time escaping it.

B) :l:bp xx Gun Shot hold xx dash xx Jump over punch

Again, this is particulary useful vs characters with poor AA options.

C) :l :fp, :bp, :bp, Gun Shot hold xx dash xx jump over punch

D) :l :fp, :bp, :bp, :u:bp, dash, :fp, :bp xx Gun Shot hold xx dash xx jump over punch

Same idea. Except the opponent can roll out of these last 2 set ups, so only use them sparingly. You don't want to become predictable.​

Instead of jumping over you can try to poke low or force block / go for a throw.


RESET

Best time to use :fk imo is right after a neutral jump punch following :l :fp, :bp, :bp.

:l :fp, :bp, :bp, :u:bp, dash xx :fk (reset)

Try to hit the airborne opponent while he's far from the ground for maximum stagger state advantage.

follow up:

-dash, force block
-dash, low poke xx roll toss/grenade/dash throw
-Gun Shot hold xx dash xx sweep / :bk / throw
-jump in (not entirely safe)​


BEST POKES

A) :bk

Fast AA roundhouse can hit crouching opponents and be followed up with Gun Shot.


B) :bp, :fk

First hit forces stand. Second hit hits low and staggers to sweep distance on hit. Decent string, I like it.


C) :d:bp

Stryker's uppercut is as fast as his :d:fk. Try to always make it instant by tapping :d + :bp. Good AA and reliable punish option.


D) :d:fp

Stryker's fastest poke (6 start up frames). Great to create space vs rushdown characters and to frame trap up close.

E) :l:fk

Low poke with good range. Can be chained into 2 (overhead) or canceled into Gun Shot/Baton Trip/Roll Toss.

F) :d:fk

Good low poke to create space vs rushdown characters. Mix it up with throw.



BLOCKSTRINGS

You can cancel any unsafe blockstring with Gun Shot held xx dash/backdash xx :fp, :bp / :bk / :d:bk / Roll Toss / Uppecut / Sweep to try and make it safer.

Note: :fp, :bp and :bk can also be cancelled into Gun Shot.


ROLL TRAP

Frame trap using Stryker's fastest crouch poke mixed up with Roll Toss, Uppercut/Sweep and :bk xx Gun Shot.

ex:

A) :d:fp, Roll Toss, :d:fp, Roll Toss, :d:fp etc.

B) :d:fp, :d:fp, Roll Toss, :bk xx Gun Shot, dash/backdash xx Uppercut / Sweep

C) :d:fp, Roll Toss, :d:fp, Roll Toss, :bk xx Gun Shot hold xx backdash xx Roll Toss / :d:bk xx Grenade​

Roll Toss seems to be rather safe on block. I'm guessing it's +0 at best and -5 at worst. And since :d:fp has only 6 start up frames, you can leave a small gap after a blocked roll toss. Wait for them to compromise and counter hit with :d:fp, :bk or an instant uppercut. You can also backdash xx :bk / Grenade if you think your opponent is going to escape by jumping.


METER GAIN

You don't have to release :fp to gain meter with Gun Shot. So you can hold it, dash xx Gun Shot hold dash xx Gun Shot hold etc. to gain meter faster. This is risky and a bit hard to do, but can be an interesting way to build meter.

I would use this if I have a big life lead in the first round (ex I have 60%+ remaining and my opponent has almost no health). I don't want to kill my opponent right away so I would build as much meter as possible before finishing my opponent off with gun shot or whatever.

You want the opponent to block your gun shots as often as possible because they give you double meter gain.


ZONING 101


Use Gun Shot to build meter and mix it up with high grenade (anti-air) and roll toss (high crush). Use EX Roll Toss to go through low projectiles and EX Grenade if you're looking to trade, chip or want to cover a lot of vertical space.

Note: only a few of the EX roll toss starting frames have armor. The later active frames leave you vulnerable to low projectiles and low pokes.


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 or Grenade hits.
:r After Baton Trip or Roll Toss hits.
:r After :bk or uppercut hits. After an air reset :)fk).
:r After a succesful throw.​

Note: Beware of Teleporters. They can wake up teleport to nullify your zoning advantage or counter hit your Gun Shot.

Few tips to deal with teleporters:

-dash/backdash block often.
-Stay crouched (most teleports hit high so they whiff if you stay crouched)

This will make them respect your defense and make them more hesitant to teleport on wake up.


Stryker loses zoning advantage with the following:

:r After a grenade is blocked.
:r After jumping away.
:r After blocking or getting hit by a projectile.
:r After being knocked down.
:r Waiting too much.​

Note: Stryker keeps zoning advantage if his Gun Shot is blocked from far distance.

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. 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
-EX Grenade to cover vertical space / Chip
-Dash block / jump forward (advantage lost), EX Roll Toss to counter projectiles​

Disadvantage = Counter-Zone mode:

-Gun Shot hold xx dash xx jump in
-Gun Shot hold xx backdash xx Roll Toss
-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​
 

D_Matt_Ma

Sheeva isn't Goro's wife. Goro is her husband.
Good job with the 2nd vid. Liked the zoning review. Not yet convinced the "vortex" works here as MK just has the almighty block button.
 

Vulcan Hades

Champion
Good job with the 2nd vid. Liked the zoning review. Not yet convinced the "vortex" works here as MK just has the almighty block button.
The way I see it: If they block your jump punch, you still get a free mixup, frame trap, free meter gain and a throw attempt. So it's all good. :p

I know it's not a true vortex because you can't loop it consistently (they can escape with fast anti-airs or whatever). But the fact that they can block it doesn't change anything as long as they're in blockstun or what I like to call hesitation stun. :)
 

Vulcan Hades

Champion
nice video Vulan :)
Incoming silly questions: How do you stay grounded?

Anybody know how to properly break grabs?
You hold :d to stay on the ground (when you get knocked down - no need to time it, just hold down). Some overheads or sweep can still hit you in this position. It's also possible to block while laying on the floor. Just hold Down + Block. :) (taken from Tom Brady's system guide)

1 or 3 techs forward throws. 2 or 4 techs back throws. So it's a pretty f**** up guessing game right now. NRS are thinking about making it a 1 button tech. That's cool with me as long as throws don't become too easy to tech.
 

PoliceBrutality

Let's go green!!!!
You hold :d to stay on the ground (when you get knocked down - no need to time it, just hold down). Some overheads or sweep can still hit you in this position. It's also possible to block while laying on the floor. Just hold Down + Block. :) (taken from Tom Brady's system guide)

1 or 3 techs forward throws. 2 or 4 techs back throws. So it's a pretty f**** up guessing game right now. NRS are thinking about making it a 1 button tech. That's cool with me as long as throws don't become too easy to tech.
Now I gotta go find the Tom Brady's system guide. Looks like im missing on a lot of basic stuffs

by the way, the ending for the second video is KRAZY!!!!!
 

Carefoot

http://youtube.com/nickcarefoot
Opinion of using crosshook (b + 1) as a poke? I know the rest of the string is sort of dial a combo-esque. Is crosshook safe on block? Or is b+1, 2 as safe or safer?

It feels safe. The third hit feels unsafe. No data just going by feel here.


edit: Also Vulcan, I don't know how I feel about staying crouch blocked ever. Its really unsafe. Your asking to eat a full combo on a jump in medium.
 

Vulcan Hades

Champion
Opinion of using crosshook (b + 1) as a poke? I know the rest of the string is sort of dial a combo-esque. Is crosshook safe on block? Or is b+1, 2 as safe or safer?

It feels safe. The third hit feels unsafe. No data just going by feel here.
On a side note B2, F2 seems like the safest string on block if you ask me. According to my calculations it's actually +0. But some weird thing I noticed is that it has more recovery when you do it off a jump in punch. Not sure if they fixed it.


edit: Also Vulcan, I don't know how I feel about staying crouch blocked ever. Its really unsafe. Your asking to eat a full combo on a jump in medium.
Not sure I follow you. Where did I say to stay crouched blocked? You mean vs teleporters? I just meant that teleports hit high so it's a good idea to crouch from time to time to discourage or punish teleports.
 

PoliceBrutality

Let's go green!!!!
Opinion of using crosshook (b + 1) as a poke? I know the rest of the string is sort of dial a combo-esque. Is crosshook safe on block? Or is b+1, 2 as safe or safer?

It feels safe. The third hit feels unsafe. No data just going by feel here
I was playing against the CPU and it did a b+1,2xxbaton trip to break my high block. Very tricky stuff IMO. So if the opponent blocks low, Im guessing you can cancel into roll toss instead. I hardly get punished after a roll toss unless I try to cross jump right after. And the third hit is definitely unsafe. I got punished by Kano ball once. So I'm guessing any fast special will punish on block.
 

Carefoot

http://youtube.com/nickcarefoot
2,3,2 seems to work as a meaty against certain characters. Tested against Kung Lao & Shang Tsung in casuals.

Also learned that neutral jump punch combos are ESSENTIAL for Stryker. Full punish on Kung Lao teleports by 29% should be BNB! Same goes on his dive kicks!

Huge progression in the Kung Lao matchup today for me, lots learned.

Must sleep now.

Goodnight everyone.
 

D_Matt_Ma

Sheeva isn't Goro's wife. Goro is her husband.
Patch is now up. X-ray can no longer be punished on wake-up (tested on computer with wake-up enhanced hat spin).
Someone please confirm that b+1,1,2 has BETTER recovery. If it is, then Stryker is now a contender ;)
 

PoliceBrutality

Let's go green!!!!
Patch is now up. X-ray can no longer be punished on wake-up (tested on computer with wake-up enhanced hat spin).
Someone please confirm that b+1,1,2 has BETTER recovery. If it is, then Stryker is now a contender ;)
B+1,2,2 seems to have the same recovery to me. Since I dont have anybody to help me test everything, im afraid Styker only had the xray fixed :-( they say he has more armor on EX Roll but im not sure if that is true. I tested that against sub's clone and I still have to be kinda close to them to actually go through. Then again I dont remember what the exact distance was before the patch. I still get frozen by the clone after the EX Roll toss if I am at a jumping distance. Did anyone else find new changes? I guess we going to have to wait for path notes
 

D_Matt_Ma

Sheeva isn't Goro's wife. Goro is her husband.
I can confirm B+1,2,2 is not buffed. So sad.

I too have not confirmed if enhanced roll has more armor. It doesn't feel any of his rolls have more armor on the enhanced version, which SUCKS for him.

That hotfix that comes out after this patch... I hope it buffs him up some more. They're limited on what they can do in the hotfixes. If he gets a buff at this point, it's either higher damage, hit property changes, or better frames on block. No new moves that make him awesome like Sheeva.
 

Carefoot

http://youtube.com/nickcarefoot
Hes just unpolished. So hard for me to want to keep practising combos with negative edge right now I'm kind of down and out about it at the moment. Sigh.


Is high grenade anti-air (ie a flying sindel) is that juggleable into a gun move? Ie someone is falling after I chucked a grenade at them then I followup with an ex-gun move for cross screen juggle?
 

Fairlysadpanda

Really bad at fighting games.
So I was doing some theoryfighting today in training mode, and I've been thinking about Stryker in a different way to how I was thinking about him previously.

We all know that Breakers are godlike in this game, and we also all know that getting lots of meter is a very good thing. So I was fishing around with Stryker looking for potential to gain meter quickly, and I decided to check out b+2. If you get a hit, it goes into a 34% combo easily. If you don't, it builds at least a third of a bar of meter, and can be chained into what look to me like safe follow-ups and his gun, which as we all know does a nice amount of chip and does even more meter building on block.

So, here's my theory on how to play Stryker.

You need to play close-up with your opponent with the express intention of gaining meter, not scoring damage. Once you have two or three bars, then you're in the happy situation of being able to play a largely risk free zoning game. Given that meter carries through rounds, this means that your immediate gameplan on starting a match against someone is being safe, scoring meter, seeing what they're doing and then once you've got your meter running away to set up projectile wars where you have the advantage. If they teleport, either you deal with it or you breaker (If they teleport and you have X-ray, then you get an almost completely free 45% X-ray thanks to GDC).

Thoughts?
 

Vulcan Hades

Champion
Yeah, that's pretty much how I play Stryker. B2, F2 and 2, 3 are very underestimated strings imo.

Up close I don't even try to combo at all, I just keep frame trapping and mixing up with short strings. If I land a hit then yeah I try to go for a bit more damage but my main goal is to chip (build meter).

Then if I score a throw, an uppercut or a roll toss, I lay back and zone / counter zone until I see my opponent trying to get in / teleport. I always try to be ready to either counter the teleport or counter the jump in.

The only time I try to go for a full combo is if I land a jump punch, anti-air or to punish a blocked special move.
 

PoliceBrutality

Let's go green!!!!
Hey guys you know how KL keeps on doing the down+3 or 4 into low Hat, well I played a stryker the other day and he kept on doing Down+4xxBaton sweep. You have no idea how many times i fell for it. It feels like we have frame advantage on D+4. I started doing that online and it also mess up the other opponent. I barely use baton sweep in general, but this new pressure string is actually amazing. and I think the thing is if the opponent blocks the baton sweep you are in range (or might need to slightly dash) for a second Down+4 into throw.

So pretty much Down+4xxBaton sweep, D+4 into throw or mix it up. the only thing is that it's a freaking pain to do the baton sweep after the D+4. You guys should try it when applying pressure :)
 
Wow, I just stopped by this sub-forum to look around and see some good stryker tech and I have to say, this is probably the most information on a single character in the game right now, anywhere on the web. Keep up the great work guys. Talk about a lot of information to absorb lol.
 

Carefoot

http://youtube.com/nickcarefoot
D + 4 is free uninteruptable damage, and you can check them immeditly after with standing 4. Standing 3 lands? Do another standing 3, check them with 4. I play Stryker like a street fighter character. Except Street Fighter characters can't cancel pokes into gun or gun cancel into pokes. So theres that :D