Countering-Counters? Emergence of a new playstyle
Now this is pretty advanced stuff. These tricks requires top notch execution and full understanding of zoning, spacing, footsies, conditioning and frame advantage to be really effective. I also suggest you practice them and try to understand the theory as a whole before you start using this online/offline.
I'm not saying
"you should play Stryker like this". I'm just exploring different techniques and other possible ways to play Stryker other than the usual zoning and counter zoning approach. I came up with this "new playstyle" idea while learning/studying the Mileena, Nightwolf and Jade matchup.
COP TRICKS
These are basically gun canceling tricks. Everytime you put your gun out and have frame advantage, you can hold your shot and go for one of these:
Good Cop
Gun hold xx dash cancel into mixups (D3, throw, 4, 2, B3 etc)
Use sparingly. Good Cop is especially effective after you've conditioned the opponent into respecting your Cool Cop / Jumpy Cop / Dirty Cop.
Bad Cop
Gun hold xx dash cancel xx gun shot
This is used to fool people into believing you have no intention of shooting. Can bait crouching opponents to stand up, blocking opponents to lower their guard, zoning characters to try and throw a projectile.
You can of course hold your second shot and cancel it into any other cop trick you want.
I don't recommend using Bad Cop vs certain teleport characters that are more invulnerable during their start up animation (Ermac, Smoke, Raiden).
Cool Cop
Gun hold xx dash cancel xx Stance xx Block
You need to do this very fast. The dash has to be canceled in it's most early start up frames into stance and you need to immediately hold block as you are switching stance.
Cool Cop is used to bait and counter special moves/wake up attacks. This will condition the opponent and make him respect your defense. Consequently, this trick will allow you to use Good Cop up close with more success.
I don't recommend using this trick if you have 3 bars of meter (your x-ray will come out lol).
Dirty Cop
Gun dash cancel into instant crouch tech (D1, D3 or D4)
This basically cancels the transition frames from stand to crouch.
Use Dirty Cop to bait/avoid/stuff specials that hit high (teleports, shoulder etc.). This will condition the opponent and make him respect your defense. Consequently, this trick will allow you to use Bad Cop and Tricky Cop with more success.
Obviously not recommended vs teleporters/sliders that hit crouchers (Quan Chi, Mileena, Reptile, Sektor, Sheeva).
Jumpy Cop
Gun hold, F, UF (or B, UB)
Cancels the dash animation on the earliest of frames. Makes you go from a gun hold to an instant forward/backward jump.
Use this sparingly to bait very fast EN special moves and jump over them. Or to jump over low projectiles. This will condition the opponent and make him fear or anticipate jump ins. Consequently, the opponent will less rely on low projectiles.
Tricky Cop
Gun dash cancel xx another special move
Cancel you gun into Low grenade to hit crouchers at full screen. High grenade to catch jumpers. Roll Toss to go under high projectiles. Baton Sweep to catch roll backs, jump aways etc.
Remember that enhanced versions of Roll Toss and Baton Sweep can be used as parry attacks since they both absorb 1 hit of armor.
+FRAME RESETS
The following resets leave you at an ideal frame advantage. Why is this important? Because it allows you to take your gun out safely before the opponent is even able to respond with a reversal/wake up attack, allowing you to effectively bait or condition your opponent. Ending your juggles with +frame resets ensures that you will always have speed/priority/zoning advantage.
They were designed to fool the eye (opponent thinks you're going to continue the combo, but instead you stop it short surprising the opponent and catching him off guard).
Most of these resets also force a quick stand. The opponent is prompted to react with less time to analyze the situation (and hopefully make mistakes or poor reads which is what you want).
Beatdown Reset
B1, 2, 2, gun hold
Kop Out Reset
End juggles with 1, 2 xx gun hold
Gut Reset
End juggles with 3 xx gun hold
Jab Reset
End juggles with D1 xx gun hold
Gun Reset
Gun shot, gun hold
Baton Reset
End juggles with Baton Sweep
Pain Reset
End juggles with 2, 3 xx gun hold
Uppercut Reset
End juggles with D2, gun hold
Roundhouse Reset
End juggles with 4 xx gun hold
Twirl Reset
B2 xx gun hold
Low Reset
B3 xx gun hold
So you can go from a Reset into a Cop Trick. And from a Cop Trick into a Reset or another Cop Trick.
That's the gist of it.
I feel this is a whole different playstyle altogether (I like to call it Counter-Counter). Stryker is known to be a good zoning and counter zoning character. But this style / game plan is more about baiting/countering, footsies and 50/50 mixups. The goal is not zoning or dealing damage, it's controlling the flow of the match, building meter and conditioning your opponent into adopting certain habbits and reacting to your actions. So you win by countering your opponent's reactions and baiting the opponent into wasting meter for no good reason.
I feel this playstyle is especially effective vs counter characters and characters that can get around Stryker's zoning. After spending hours practicing it I feel confident this style can have as much success as his primary game plan (zoning/counter-zoning). And I also think it might be the key to winning vs our bad matchups.
If opponent tries a wake up reversal, he eats a combo. If he tries to roll away, you win because he just created space which is what you usually want. If he tries to attack low or stay grounded, that's a free safe jump for you. If he doesn't do anything or just block, then he pretty much gives you free meter (blockstring) and opens himself up to a possible mixup / throw attempt. So basically all ending scenarios leave Stryker at an advantage while limiting the opponent's options (you condition him into not using counters and wake up attacks).
Once the opponent realizes he can't use reversals, counters and wake up attacks safely anymore. Then you can start zoning safely or start playing more aggressive up close.