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Ultimate Mortal Kombat 3 - Strategy Guide - Stryker
Basics
Special Moves,
General Gameplay Guide
Advanced Character Guides
Kabal,
Human Smoke,
Kung Lao,
Kano,
Reptile,
Ermac,
Nightwolf,
Smoke,
Sindel,
Jax,
Sonya,
Kitana,
Stryker,
Scorpion,
Sub-Zero,
Jade,
Liu Kang,
Sektor,
Classic Sub-Zero,
Cyrax,
Shang Tsung,
Mileena,
Sheeva
Stryker - Rank: 13
Stryker is a mid tier character, between 13th and 15th, with
seriously powerful combos. He is a major zoning character and has a lot
of different and useful specials moves. He can be a major force in the
right hands, but like all other skill-to-use characters, he is
ultimately defeated by top tier characters. He has a larger than average
juggle zone, so he is massively vulnerable to punisher combos off his
Baton Throw, not many characters can relaunch him, and he has huge
juggling potential with the riot gun. His ducking blocking collision box
is really small. He can't be run jabbed by many character, but likewise,
for whatever reason he can't run jab many of them either.
Basic Moves:
Nice range HK, solid
uppercut that can hit Shang and Kano while they are just ducking, a
trait shared by some other characters, good range sweep, good range HP
jabs, slow, deceptive hit area roundhouse which can be used as anti air
but only in extremely circumstantial situations, if you can hit the
Roundhouse as anti, you're better off doing an aaHP, HP to riot gun,
dashing, HP,HP and try another riot gun, etc, average range, but quick
ducking LK, excellent range JP good for wide cross ups if they are
available, nice JK very similar to Jax.
The high and low
grenades are essential to his zoning. Make sure you mix them up and try
to guess when they are going to jump to knock them back down with the
high grenade and keep them second guessing themselves but try to never
throw out a grenade that will totally miss or you'll get punished. They
are great anti air and anti counter turtling since they can hit very
high and very depending on distance. Only use them in combos if you plan
on terminating a combo for whatever reason.
The Riot Gun is very
fast, and not always easy to punish depending on how close the opponent
is when he blocks so often times it's safe to throw out randomly but
make sure they are going to run into the tail end of the contact so
Stryker's recovery time is shorter incase it is blocked. This sets up
the chance to counter a rush down in their way in. It's good for wake up
or after a knock down and the person is suspect to jump away. It is fast
enough to counter virtually any close range attack for a simple
psychological punish. It is a juggle machine because it counts as
containment in air, similar to Cyrax's net but inside they wobble away
from you so you need to utilize the baton dash sometimes to get close
after it, setting up juggles.
The Baton Trip is virtually
worthless unless it used as a surprised last resort hit to win a match
because Stryker recovers at almost the exact same time as the person
does when they get up and hold down, and he can be uppercut for chip by
everyone for free after it at the very least, and Kabal for example, can
connect an uppercut on him for free or spin him for free if it connects.
The Baton Throw is a very interesting move. It for some reason,
like Sonya's leg grab, has it's own self damage protection properties.
It's normal damage is about 19%, if you connect more than 3 juggled hits
before it, it will do 5%, if in a pop up combo, it does 3%, .5% on
contact and 2.5% on the landing. Weird. Anyway, it's great for early
anticipated cross ups, so if someone goes to jump over you, if you
buffer the F,F you can snag them as soon as they leave the ground,
uppercuts in general can be used the exact same way, but there is a
zoning advantage for Stryker by using the baton throw. It is MASSIVELY
punishable since it's kind of slow and can be blocked from such far
range at start up, it's better to stick to using it as long distance
anti air or anti cross ups.
Stryker has two infinites. One is
semi, the other is true. The semi infinite is his cross screen aa, HP,
HP riot gun, which cannot be done to every character, for example: Shang
Tsung. His true infinite is in the corner, any variation of jump attack,
aajab, riot gun, so, for example: 4 hit pop up, JK, aaLP, riot gun,
probably the easiest and most effective incarnation of it, occasionally
there might be times where Stryker is too close and a straight up JK can
be useful. Make sure you allow enough push back off the jab to create
distance when the riot gun hits, preferably on the way down towards the
end, reducing recovery time, allowing Stryker to JK later, landing
sooner, jabbing sooner, repeating the infinite ideally. The infinite can
be starter off his regular pop up in the corner, or if his other
infinite is forced to terminate you can attempt to continue infing with
the true inf off it. For doing his cross screen infinite against some
characters, it is a good idea to do aaHP, run cancel, step in, aaHP,
instead of aaHPHP. On the male ninjas for example, do his pop up combo,
labor B,F so he actually takes a full step in but do it soon enough
after the pop up so they land on the riot gun instead of being hit by it
at all too late, baton dash-miss, and repeat, this way the character is
low enough to ground to get hit by the gun in a good position but still
be close enough to continue cross screen juggles. If you do the HPHP
they will be too high for the riot gun to connect right. You'll notice
the best way to get this is to have the gun connect well after it's been
fired, essentially landing right on top of the gun's collision area.
This way you have started elapsing the time it takes in-between uses of
the gun, which is very brief, but it's crucial in this combo.
He
can relaunch the Robot Ninjas, Sheeva, and Kung Lao.
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Basic Juggles:
1. aaHP,HP, baton
throw, 3 hits 32% 2. aaHP,HP, riot gun, baton dash (misses),
uppercut 4 hits 36% 3. jump punch, HK, HP, HP, LP, riot gun,
run in, aaHP, JK 8 hits 50%
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Advanced Juggles:
1. jump punch, HK, HP,
HP, LP, riot gun, baton dash, (misses) aaHP, HP, riot gun, repeat
til corner, up to 80%+ depending on the opponent on how far from the
wall you can begin, 90%-100% on Jax as well 2. in corner (HK,
HP, HP, LP, JK, aaLP, riot gun, repeat until satisfied or capable,
and terminate with any variety of attacks) 3. aaHP, HP riot gun,
baton dash, repeat for inf.
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Ultimate Mortal Kombat 3 - Strategy Guide Stryker Cross Screen Infinite
File Size: 2,67 MB |
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Ultimate Mortal Kombat 3 - Strategy Guide Stryker Corner Infinite
File Size: 3,11 MB |
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Last Update
10.22.2009
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