I made this small informative vid about Stryker:
[all other informative vids will be posted here]
I thought I would also take this opportunity to open up a new thread so we can have a community guide. Now I’m by no mean an expert with Stryker (actually I just started using him like yesterday but decided I was gonna main him) so feel free to correct me or contribute your own discoveries, combos, mixups and what not.
Anyway, this is what I got down so far:
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*LEGEND
360: X=1, Y=2, A=3, B=4.
PS3: Square=1, Triangle=2, X=3, Circle=4.
EX = Enhanced Special
B=Back, F=Forward, U=Up, D= Down, J=Jump, +=Press together.
FJ = Forward Jump
NJ = Neutral Jump
Wall = Combo performed on the far side of either side of the level.
Dash = Press forward twice.
xx = Chain into
~ = Cancel into*
1. Normals
3 - kick to the gut. Good poke that is pretty much the center of his mixup game.
4 - Surprisingly fast and has good range to hit at max sweep range. Good AA option and also a good way to end a combo if you want to get the opponent into the corner quickly.
D+1 - Crouch jab is generally used for mixups. If you end a juggle with this it will make the opponent wake up faster.
D+3 - Can’t find a good use for this. I guess you could use that after an empty jump to fool people.
D+4 - Wish this had more reach. It’s hitbox is weird. Kinda hard to connect during juggle combos. Not an awesome poke but still decent I guess.
D+2 - Uppercut
B+1 - Cross Hook
B+2 - Baton Twirl
B+4 - Sweep. Stryker’s sweep is pretty good. Quite fast compared to other characters.
Throw -
F+Throw -
2. Generic Kombos:
Kop Out - 1, 2
Dispatched - 1, 1, 4
Beatdown - B+1, 2, 2
Pain Patrol - 2, 3, 2
The Heat - F+2, 1
Aggravated Assault - B+2, F+1
Spread 'Em - B+2, F+2
Come With Me - B+3, 2
More info:
-Second hit of “Come With Me” is an overhead.
-B+3 hits low.
3. Special Moves
Baton Sweep - D, B, 4
Hits low.
Safe on block: No.
High Grenade Toss - D, B, 2
Good to catch happy jumpers. Kinda slow but deals good damage if it hits.
Low Grenade Toss - D, B, 1
Gun Shot - B, F, 1
Much quicker than Grenade and useful for juggles as well as for zoning.
Roll Toss - B, F, 4
Hits high. This kinda surprised me, I wish this was a command throw or an overhead.
4. Finishers
Time Served - F, D, F, 3 (Sweep)
Have a Blast - D, F, D, F, Block
Babality - D, F, D, B, 2
Stage fatality - F, U, U, 4
5. Anti-Airs
Sweep and Uppercut can of course be used as AA.
But the best option is probably to use 4. It’s fast, deals good amount of damage and you can chain Gun Shot or Roll Toss after it which is neat.
6. Juggle Starter:
Stryker has 3 main ways to start a juggle:
A) B+1, 2, 2 (Beat Down)
B) B+3, 2 (Come With Me)
C) B+2, F+2 (Spread 'Em)
That’s his bread and butter. All three can be chained after a JF punch and both can be follow up with dash 1, 2.
You can also NJ2 right after B1, 2, 2 to slam the opponent on the ground and make him pop up again in the air.
7. BnB best most practical Kombos:
-10 hits 37%: FJ2, B+1, 2, 2, NJ+2, dash, 1, 2, Gun Shot, dash, D+2
-12 hits 39%: FJ2, B+1, 2, 2, NJ+2, dash, 1, 2, Gun Shot, dash, D+3 xx Roll Toss
-12 hits 40%: FJ2, B+1, 2, 2, NJ+2, 1, Gun Shot, 1, Gun Shot, D+2. (Wall)
-13 Hits 41%: FJ+1, B+1 2 2, Gun Shot, Dash, 1 2, EX Gun Shot, Dash, Uppercut.
-13 hits 41%: FJ2, B+1, 2, 2, NJ+2, dash, 1, 2, Gun Shot, dash, 1, 1 xx EX Roll Toss
-10 hits 49%: FJ2, B+1, 2, 2, NJ+2, dash, 2, X-ray.
8. Frame Traps & Mixups
Stryker is a really good mixup character. His BnB juggles are flexible and you have many ways to end, reset or follow up your strings. Here I will share the ones I found were the most interesting:
First you need to reset your BnB juggle with either D+1 or 3.
A) D+1 will make the opponent wake up faster so you can take advantage of this to pursue further mix ups.
-
B+1, 2, 2, U+2, dash, 1, 1, Gun Shot, dash~ D+1 xx follow up
-
B+3, 2, dash, 1, 1, Gun Shot, dash~ D+1 xx follow up
Crouch jab (D+1) follow ups:
-dash 3
-dash throw
-dash~ sweep, NJ3
-dash~ backdash~ block
-dash~ backdash~ :bk: xx special
-dash FJ (neutral xx throw, late JF4 or JF2)
-Gun Shot held
-B+3, 2 xx combo/reset
B) 3 is a kick to the gut, makes airborne opponents stand on the ground. This puts you around sweep range and again allows you to mixup/trap your opponent.
-
B+1, 2, 2, U+2, dash~ 3 xx follow up
-
B+3, 2, dash~ 3 xx follow up
Kick (3) follow ups:
-special (none will combo so beware. Grenade is the safest)
-dash~ 3
-dash~ throw
-dash~ sweep, NJ3
-dash~ 4 xx special
-dash~ backdash~ block
-dash~ backdash~ :bk: xx special
-Gun Shot held
-B+3, 2 xx combo/reset
9. Shenanigans
Random Mindfucks I came up with while goofing off in training mode. Feel free to share your own.
-FJ2, B+1, 2, 2, NJ+2, dash, B+2 xx Gun Shot, Roll Toss (whiff) = makes the opponent turn and look at the opposite direction. Follow up with a sweep, throw or neutral jump.
-After juggling with a 1, 1, xx Gun Shot, dash and perform a Baton Trip (makes it look like a whiff but still hits and crosses-over)
-FJ2, B+1, 2, 2, NJ+2, dash, 2 xx Roll Toss (whiffs and crosses over). Follow up with a cross-over jump as the opponent is waking up. You can land a combo of JF2 or make it neutral and follow up with a throw or sweep.
-FJ2, B+1, 2, 2, NJ+2, dash, 1, dash, 1, empty FJ (ambiguous cross-over). Follow up with a slightly delayed dash* xx sweep or whatever.
*Reason why you should delay your dash is that you’re actually on the other side before dashing. So when the opponent wakes up he will face the wrong direction but only if you delay your dash.
10. Strategy
Genral Tips:
Stryker playstyles:
Zoning:
Punish:
Mixup tips:
Combo tips:
That’s pretty much it for now. Will update this post with the additional info you guys provide. :karate: