Pakman
New member
You need to understand his character design. Stryker is all about zoning, counter zoning and building meter quickly and safely. That last one, meter building, is very important in MK because it means the difference between breaking a combo or dying. Getting 32% bnbs mid screen (and off blocked combos) without meter is actually very good damage output for what he is capable of.
Back 2, forward 2 builds approx 1/3 of a bar on block and is incredibly safe. It also leads to a juggle on hit. Every one of Stryker's juggles he can follow up with Gun shot (approximately 1/12th bar on activation; plus 1/4 bar on block,). If you aren't in your opponent's face, you should be full screen away firing guns and grenades all day, and thus building meter safely.
This in conjunction with every one of his specials causing knockdown means you have one of the best meter building characters in the game. So what do we use all this meter for?
Combo breaker = Stryker can get meter fast. The ideal norm in this game is you should always be sitting on 2 bars so you can combo break - 2 bars is not hard for Stryker to gain.
X-ray = 38% damage by itself. Has armour. Can be used as an anti-air. Not the best x-ray, but at damn near 40% life, it's a god-send. Noone is going to go anywhere near you when you have 3 bars stocked, which leaves them in range of zoning. Again, meter building and zoning is Stryker's forte. 3 bars is very much doable.
EX gun shot = it's one of the fastest specials in the game; you can interrupt pretty much any move (including torpedoes, shadow kicks, teleports etc). It only does an extra 2%, but it's because it comes out so fast, and you can prime it like regular gun shot. It's not used for damage, it's used for zoning. (safe on hit and block)
EX ground roll = super armour, extended range and approx 25% more damage. Used for damage, mix up and space clearing (Safe on hit; unsafe on block)
EX Baton trip = super armour, extended range and an extra hit (mix-up). Unsafe on block, but you do get some armor and more damage. Used mainly for damage and mix-up (safe on hit; unsafe on block)
EX grenades = extra damage, 2 grenades. Almost impossible to avoid. Excellent long range zoning (safe on hit and block) Use it mainly for literally pinning an opponent to the ground and thus starting zoning shenanigans.
The only ex move that could really use a buff, is his ground roll in terms of super armor. But, if he gets 1 frame too much, he's broken (because of how fast he can build meter, he'll ALWAYS be able to get out of low zoning via enhanced ground roll.).
Now let's see his "bad" match-ups:
* anyone with a teleport (Raiden, Scorpion, ermac*, Noob*, Smoke, Kung*, Sektor, mileena)
* anyone with low zoning (liu kang, sub-zero, kabal, reptile*, sindel)
* misc (nightwolf due to reflector and unblockable thunder, cyrax due to capture net/bombs)
His favourable match-ups:
*anyone else because Stryker is so god-damn fast.
Overall, he has 14 "bad" match-ups - imo only 4* if them are actually bad matches (i.e. 6/4s in opponent's favor); the other 11 he's at a slight disadvantage i.e. 5.5/4.5 (with a bit more time and play, I think he'd go even 5/5s), because of teleports/low zoning shutting down his zoning game, but it's not that big of a deal because he can get decent damage off his juggles, without spending any meter and at mid-screen.
The other 14, he really has no problem with i.e. 6/4s in his favour (JC, Sonya, Kitana get zoned hard. Even CZ, who has a teleport can't do much). Seriously, he whoops half of the cast with zoning alone (i.e brain-dead fighting), struggles with about 10 others (can't rely on zoning alone, so you have to get your 32% juggles in) and has to play perfectly (good reads; damage maximisation off any blocked move; correct spacing; meter management - basically high level play) to beat a handful of top tiers.
One buff on enhanced roll (the move he could really do with a buff on), and all his bad match-ups are now favorable, including the top tiers. That's how close he is to being perfect.
Back 2, forward 2 builds approx 1/3 of a bar on block and is incredibly safe. It also leads to a juggle on hit. Every one of Stryker's juggles he can follow up with Gun shot (approximately 1/12th bar on activation; plus 1/4 bar on block,). If you aren't in your opponent's face, you should be full screen away firing guns and grenades all day, and thus building meter safely.
This in conjunction with every one of his specials causing knockdown means you have one of the best meter building characters in the game. So what do we use all this meter for?
Combo breaker = Stryker can get meter fast. The ideal norm in this game is you should always be sitting on 2 bars so you can combo break - 2 bars is not hard for Stryker to gain.
X-ray = 38% damage by itself. Has armour. Can be used as an anti-air. Not the best x-ray, but at damn near 40% life, it's a god-send. Noone is going to go anywhere near you when you have 3 bars stocked, which leaves them in range of zoning. Again, meter building and zoning is Stryker's forte. 3 bars is very much doable.
EX gun shot = it's one of the fastest specials in the game; you can interrupt pretty much any move (including torpedoes, shadow kicks, teleports etc). It only does an extra 2%, but it's because it comes out so fast, and you can prime it like regular gun shot. It's not used for damage, it's used for zoning. (safe on hit and block)
EX ground roll = super armour, extended range and approx 25% more damage. Used for damage, mix up and space clearing (Safe on hit; unsafe on block)
EX Baton trip = super armour, extended range and an extra hit (mix-up). Unsafe on block, but you do get some armor and more damage. Used mainly for damage and mix-up (safe on hit; unsafe on block)
EX grenades = extra damage, 2 grenades. Almost impossible to avoid. Excellent long range zoning (safe on hit and block) Use it mainly for literally pinning an opponent to the ground and thus starting zoning shenanigans.
The only ex move that could really use a buff, is his ground roll in terms of super armor. But, if he gets 1 frame too much, he's broken (because of how fast he can build meter, he'll ALWAYS be able to get out of low zoning via enhanced ground roll.).
Now let's see his "bad" match-ups:
* anyone with a teleport (Raiden, Scorpion, ermac*, Noob*, Smoke, Kung*, Sektor, mileena)
* anyone with low zoning (liu kang, sub-zero, kabal, reptile*, sindel)
* misc (nightwolf due to reflector and unblockable thunder, cyrax due to capture net/bombs)
His favourable match-ups:
*anyone else because Stryker is so god-damn fast.
Overall, he has 14 "bad" match-ups - imo only 4* if them are actually bad matches (i.e. 6/4s in opponent's favor); the other 11 he's at a slight disadvantage i.e. 5.5/4.5 (with a bit more time and play, I think he'd go even 5/5s), because of teleports/low zoning shutting down his zoning game, but it's not that big of a deal because he can get decent damage off his juggles, without spending any meter and at mid-screen.
The other 14, he really has no problem with i.e. 6/4s in his favour (JC, Sonya, Kitana get zoned hard. Even CZ, who has a teleport can't do much). Seriously, he whoops half of the cast with zoning alone (i.e brain-dead fighting), struggles with about 10 others (can't rely on zoning alone, so you have to get your 32% juggles in) and has to play perfectly (good reads; damage maximisation off any blocked move; correct spacing; meter management - basically high level play) to beat a handful of top tiers.
One buff on enhanced roll (the move he could really do with a buff on), and all his bad match-ups are now favorable, including the top tiers. That's how close he is to being perfect.
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