

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'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%. It for some reason, like Sonya's leg grab, has it's own self damage protection properties.
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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.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. It is fast enough to counter virtually any close range attack for a simple psychological punish.

It's good for wake up or after a knock down and the person is suspect to jump away out of sweep range. Simply put, don't use it in close range if it's going to be blockable. This sets up the chance to counter a rush down on their way in.


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.Only use them in combos if you plan on terminating a combo for whatever reason. They are great anti air and anti counter turtling since they can hit very high and very depending on distance. 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. The high and low grenades are essential to his zoning. 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, dashin, 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. However, Stryker is difficult to relaunch. Expect to get hit with character specific optimal juggles. Large Hurtbox: Stryker has a large hurtbox.LP Jabs Whiff: Stryker's LP jabs whiff on every crouch blocking character except Jax, Kano, Kabal, Robots, Lao, Sheeva and Shang.High Dependent on Glitch Cancel: Stryker's launcher can whiff without Glitch Cancel.Stryker can anti air crossups with Baton Throw. Good Anti Airs: Stryker can anti air conventional jumping attacks with HP and Riot Gun.Great HP Jabs: Stryker's HP jabs have the largest range of any character.LK, HK, Sweep Punish: Stryker can punish LK, HK and unsafe Sweeps on block with Riot Gun.Glitch Jab Launcher: One of Stryker's launchers (HPHPLP) begins with HP, so it can be glitch jab option selected.Kabal, Kano, Male Ninjas, Liu, Nightwolf, Stryker and USub's LP jabs whiff against Stryker. Makes LP Jabs Whiff: Stryker is the only character that can crouch block under LP jabs.Multiple Infinites: Stryker can perform multiple infinites on the majority of the cast.
