vs Kung Lao
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Match-up is freaking hard. Anywhere on the screen, Kung is dangerous. His ground hat beats almost every single one of Strykers options. Dive kick and teleport take care of the rest…
Up close is slightly better in the sense you’ll be able to get most of your damage here, provided you can get past Kung’s insane pressure game.
Only thing I can seem to punish his spin with is baton trip (everything else is either too slow or hardly has any effect) - which does gives you a knockdown and some damage, but grand scheme of things… yeah, nothing special. You won’t be able to out-poke him either because spin is too good and it can be done on reaction - leading to 30%+ damage.
This match-up will test your patience and reactions so you need to be on-point all the time - that means maxing out your punishments on everything. Since your specials are kinda useless, I recommend saving your meter for x-rays (Stryker’s got an easy 49% set-up, available on [media=youtube]wMS66ryY1yM&feature=related[/media] —> learn it).
Summary: Like sub-zero, you gotta get up-close to win this, mainly because of Kung’s teleport. Unlike sub-zero, you can’t rely on your pokes nor corner traps, mainly because of teleport. It is do-able but it’s in Kung’s favor. [/details]
vs Scorpion
Spoiler
vs Sonya
[details=Spoiler]
Zone, zone, zone. Full-screen and throw bombs at her all day. Up close, she will eff your shit up. Her moves come out very quickly (so poking with 1s isn’t recommended) and she can connect her X-ray pretty easily from her main Bnbs, leading to some serious damage.
@ Full-screen: her ring blast is nothing special and you can roll under it (and at the same time toss her onto the opposite side); gun shot will deal with her cartwheel. That leaves her with handspring/dive kick or jumping - toss 'nades and keep your distance.
Summary: Pin her with grenade spam and get the life lead; play dry as hell because she can turn the match around really quickly, especially when she’s got x-ray.[/details]
vs Sub-Zero
[details=Spoiler]
At half screen I don’t recommend zoning (gun and 'nades go over his slide, ice ball goes through gun [but roll goes under] and slide beats ground roll and baton trip; full-screen however it is possible to pin him down with 'nades for a while, but he can get through so don’t rely solely on it).
I found getting in his face (use a mixture of dash block and ground roll), particularly if you’ve cornered him as he can’t get out, to be far more effective since you’ve negated most of his specials - including his ice clone, which has a proximity limit (ice clone won’t come out if you’re too close to him and he still has to recover after performing it - free damage).
Granted he does have his 2,2 string at that range, but he’s got nothing to set it up with and if he whiffs it, you get a free punish.
Sub also has an overhead and follow up (towards+4, 1+2) - it does a chunk of damage and pushes you quite far (about 1/2 screen; within range of slide shenanigans). It has slow start-up and recovery but any Sub worth his er ice? will throw that out if you get too close, especially since the overhead itself can be used as an anti-air. Funky hit-boxes!
His main options on wake up is slide; which does do a fair amount of damage and has a decent knock back on it, but it’s negative on block and the chip damage is relatively low - you can combo him for free (back+3,2 is guaranteed, and if all else fails D+2) and now you’ve got a knockdown.
Generally speaking, take advantage of Sub’s slowness; his attacks have a fair amount of start up and you can usually interrupt them with standing or ducking 1s. Not a whole lot you can do after but it keeps the pressure on and you’re relatively safe.
Summary: don’t stay at half screen, and don’t rely on gun zoning. Do pin him into the corner and keep him there. Position is everything; sub wants you at mid screen, he does not want you up in his face and certainly not with his back against the wall.[/details]
P.s: damage, frames and any other numerical statistics are correct at time of writing.