Uppercut Editions - Mortal Kombat Encyclopedia Project Creator and Manager - Join Our Fight and Like the Mortal Kombat Encyclopedia Project on Facebook and Twitter -
Uppercut Editions - Mortal Kombat Encyclopedia Project Creator and Manager - Join Our Fight and Like the Mortal Kombat Encyclopedia Project on Facebook and Twitter -
bleed's Sektor art should be done within the next couple days, that means people working on layout can finally bust out the sektor page.
I plan to get an update of at least a page from you guys doing layout and what your specific designs are and what characters you're doing.


For we are saved by hope: but hope that is seen is not hope: for what a man seeth, why doth he yet hope for? - Romans 8:24
Uppercut Editions - Mortal Kombat Encyclopedia Project Creator and Manager - Join Our Fight and Like the Mortal Kombat Encyclopedia Project on Facebook and Twitter -
There's no real plans to cover Motor Kombat or Konquest in there. However, I imagine we'll tell you how to unlock Taven,Blaze,Meat and Daegon.


For we are saved by hope: but hope that is seen is not hope: for what a man seeth, why doth he yet hope for? - Romans 8:24
Uppercut Editions - Mortal Kombat Encyclopedia Project Creator and Manager - Join Our Fight and Like the Mortal Kombat Encyclopedia Project on Facebook and Twitter -
We should be getting some updates today.
Mortal Kombat Online - Community Manager

| Twitch | YouTube | Lawful Chaos |
Signature and avatar by ThePredator151
Speed: 6/10
Range: 9/10
Power: 6/10
Safety: 7/10
Specials: 8/10
Overall: 7/10
Stances:
Val Tudo
Tomahawks
Specials:
Spirit Arrow: D, B, 1
Nightwolf's Spirit Arrow is one of the best projectiles in MKA. Not only does it look cool, but it has a decent startup, and the arrow flies very fast (about a half second to get to your enemy at maximum distance). As if that weren't enough, you can practically spam this move because of the fast recovery time. Abuse this move at long distance.
Rhino Charge: F, F, 4
Very much similar to Sub-Zero's Cold Shoulder, Nightwolf lowers his shoulder and rushes his opponent in the hopes of taking them out. Hits from about a half screen away, and you can use it safely to close distance against your opponent. The move itself is good in juggles, but that's about the end of the offensive uses of this special. Keep this move as a surprise tactic.
Lightning From Above: D, U, 1
This move is useful at the end of a combo, right as your opponent hits the ground. They'll be practically helpless to this move unless it gets tech rolled, so this attack will be good most of the time. This attack is otherwise ineffective due to its slow startup, enemies can see it coming easily.
Reflector: F, B, 2
Nightwolf's trademark move from the classic days, he summons a shield that will throw back projectiles used against him. Useful to a degree, but impractical against certain characters. (hint hint, use this often against Stryker)
Throw: Trip Up
Nightwolf's throw is extremely useful, because it does good damage and you can juggle off of it, meaning that you can string together a large combo after it's been done. This alone gives him an edge on most characters.
Soaring High: 1, 1, 1, CS
Nightwolf's style branch is also one of his best launchers, as you get to Tomahawks stance and can add on another good 10-12% with most of his juggle options. All hits are mid.
Best Moves:
Val Tudo: 3
This simple kick does 11%, making it a good, quick punisher and also a way to give yourself some room if you need it, or a method of throwing your opponent into a deathtrap. It doesn't juggle, but with the damage that it does you can use it and make it worthwhile.
Val Tudo: F+2
Nightwolf's main launcher in Val Tudo sends the opponent bouncing off the ground to an obscene height, allowing you to pick and choose what you want to do to your opponent on their way down. This launcher is the best way to punish attacks from Val Tudo.
Tomahawks: B+1
Nightwolf has excellent options in Tomahawks, but this launcher comes out quick and can easily catch your opponent napping. Nightwolf has some pretty good 3 and 4-hit ground combos in this stance, so use one of those or go airborne for more damage.
Tomahawks: D+2
This uppercut does ridiculous damage (16%) and sends your opponent far away, where you can mix-up the Lightning From Above with the Spirit Arrow for more damage afterwards. Definitely worth the lack of a juggle opportunity.
Combos:
(Val Tudo) 1, 1, 1, CS, jump, 2, 2, 1, 1, 3, 4 (11 hits, 28%)
(Val Tudo) B+1, F+2, jump, 2, 2, 3, 3, 4 (8 hits, 22%)
(Val Tudo) 1, 1, 1, CS, F+2, jump, 2, 2, 1, 1, 3, 4 (12 hits, 28%)
(Val Tudo) 1, 1, 1, CS, F+2, jump, 1, 1, 2, 1, 1, 3, 4 (13 hits, 29%)
(Val Tudo) B+1, 1, 1, 1, 1, 1, CS (7 hits, 31%)
(Tomahawks) Throw, jump, 2, 2, 1, 1, 3, 4 (9 hits, 24%)
(Tomahawks) F+2, jump, 2, 2, 1, 1, 3, 4 (8 hits, 24%)
(Tomahawks) 1, 1, 1, 2, 3, 4 (6 hits, 26%)
(Tomahawks) 1, 2, F+2, jump, 2, 2, 1, 1, 3, 4 (10 hits, 29%)
(Tomahawks) 1, 1, F+2, 1, 2, 3, 4 (7 hits, 24%)
(Tomahawks) F+2, jump, 1, 1, 2, 1, 1, 3, 4 (9 hits, 29%)
(Tomahawks) B+1, 1, 2, 3, F, F, 4 (5 hits, 31%)
(Tomahawks) B+1, jump, 1, 2, 3, 1, 1, 3, 4 (8 hits, 33%)
(Tomahawks) B+1, 2, 3, F, F, 4, 2, 3, F, F, 4 (7 hits, 44%)
(Tomahawks) B+1, 2, 3, 2, 3, 4, (wall) F, F, 4 (7 hits, 41%
Playing As:
Nightwolf has a lot of options in his Tomahawks stance, so first and foremost you'll want to stay there. Without Tae Kwon Do, Nightwolf does lose some offensive firepower, but Val Tudo is better than it was in MKD so you can use it effectively. Spam Spirit Arrows if your opponent isn't coming up close to get to you (and even if they are, spam them anyway) and when they get too close, hit them with a Rhino Charge. An important strategy with Nightwolf is to throw often, because his throw gives you a free juggle. Free juggles equal big damage, and big damage equals wins for you. The issue here is that Nightwolf isn't especially powerful on juggles, meaning that you have to make the absolut emost out of every chance you get with him. Another thing you could try with Nightwolf is to mix-up his low attacks with some mids from Val Tudo to counter your opponent's wakeup game. Nightwolf can 50/50 very well (due to his large number of mids and an adequate supply of lows) and this can lead to launchers if your opponent guesses wrong.
Playing Against:
Nightwolf can beat you from any range, but he isn't particularly spectacular at any one thing. Counterpick with characters that play extremely well at short range (i.e. Rain), and do your best to stay there. Block the Spirit Arrows and don't throw projectiles at him, because they will be shot back at you by his Reflector. Once he gets you out of your comfortable attack range, you're going to have to work like hell to get back into it, so be sure he doesn't catch you with one of his many pushback and knockdown moves. Also, you can feel somewhat safe against Nightwolf because his Tomahawks stance attacks are for the most part slow, so you'll have time to block if you miss with a quick recovering move. That combined with Nightwolf's lack of a devastating combo can give you the edge you need to win. Get ahead in the fight early, and stay there to defeat Nightwolf.
Final Analysis:
Nightwolf has a plethora of ways he can beat an opponent. He can outslug them with his quickness in Val Tudo, hit and run them from Tomahawks, turtle them, and projectile spam them. When facing Nightwolf, you can be sure that no two Nightwolf players will use him the same way, because he can do everything fairly well. Nightwolf will be on the borderline of upper-mid tier status. Use his many juggle starters (including his throw) to your advantage in a fight, and make sure you punish everything (especially in Val Tudo, you have no excuse not to in that stance because it has many quick moves). As stated above, the key to winning with Nightwolf is to get ahead in the fight and do just enough to stay there. You might find yourself eating up the entire time limit when you play matches with Nightwolf.
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Tomahawks - B+1, 1,2,3, F,F+4 - 31%
Tomahawks - B+1, jump, 1,2,3, 1,1,3,4 - 33%
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Mortal Kombat Online - Community Manager

| Twitch | YouTube | Lawful Chaos |
Signature and avatar by ThePredator151
Speed: 6/10
Range: 10/10
Power: 6/10
Safety: 7/10
Specials: 8/10
Overall: 8/10
Stances:
Hua Chuan
Nightsticks
Specials:
Low Grenade: D, B, 1
Stryker takes out a grenade and throws it at his opponent on a declining arc. Where it hits your opponent depends on how far away from them you are. If you're as far as possible, this hits low. Get a little closer and it hits mid, and if you're close, it'll hit high. This is the better of Stryker's grenades, so use this as an annoyance when you have distance.
High Grenade: D, B, 2
Meant for jumping opponents, the High Grenade's usefulness doesn't go past hitting someone jumping in (you could also try this against opponents who teleport, if you're quick enough you may land the grenade). A tricky property with this special is that if you're as far as possible from your opponent, the High Grenade will hit a standing enemy (hits mid). So you're extremely far away you might try to mix this up with his Low Grenade to mess with your opponent's head a bit.
Upward Gun Blast: B, F, 2
This move makes Stryker pulls out a machine gun and fire rounds into the air. Like the High Grenade, use this against jumping or teleporting opponents. The difference is that this move has no uses against a standing opponent. So wait until your opponent tries to jump in, or if they teleport (i.e. Mileena) you could try and catch them with this move.
Ground Gun Blast: B, F, 3
Stryker whips out his gun and fires straight at his opponent. Good from long to extremely long range, this attack is a good anti-wakeup move as well. If you take your opponent out with either Grenade, time this attack as they rise for some free damage (unless they somehow see it coming and block in time) since this move comes out pretty fast.
Stun Gun: D, F, 3
Stryker extends his tazer, similar to Scorpion's Spear, towards his opponent. Note that this move does NOT hit from a full screen away, but a step closer will do the trick. You can spam this move effectively, as you have a very small delay after hits before being able to do it again. Use this move against enemies who want to get close to you, but are expecting some other projectile.
Throw: Hostile Approach
Stryker grabs his opponent and punches them in the face three times, the final one knocking the opponent down. This throw actually registers 6 hits for 15% damage in the game, so its power makes it somewhat worth going in close to use it.
Dirty Fists: 2, 2, CS
Stryker's style branch is a 3 hit launcher, the first two hits are mid and the final one is high. Stryker has solid juggle options from Nightsticks, so if you're drawn into a fight make sure you bring out this combo.
Best Moves:
Hua Chuan: B+1
This move causes a slow knockdown, allowing you to possibly add another quick hit for some extra damage. This move is very powerful on its own, but you're not done there. To maximize your profits here, use 3 after this move for 23%.
Hua Chuan: 4
Not sure whether this hits low or mid, but it's a great single attack if you plan to use it as a punisher. This attack benefits Stryker because he can do it and then use the knockdown to get into his desired range (as far away as possible).
Nightsticks: B+2
This move may hit high, but it does hit twice for 17% damage. This is Stryker's most damaging move in this stance, and it also starts a few of his combos out of Nightsticks, so it's useful to get the combo started with some big damage.
Nightsticks: U+4
This move is excellent. It's a launcher, but the added twist is that Stryker sidesteps before using it, allowing you to avoid an enemy attak and punish with whatever juggle or air combo you choose.
Combos:
(Hua Chuan) 2, B+1, 2, 2, CS (5 hits, 20%)
(Hua Chuan) 2, B+1, jump, 3, 1, 1, 1, 4 (8 hits, 26%)
(Hua Chuan) B+1, 3 (2 hits, 23%)
(Hua Chuan) 2, 2, CS, jump, 2, 2, 1, 1, 3, 4 (10 hits, 22%)
(Nightsticks) B+2, 1, 1, U+1 (5 hits, 30%)
(Nightsticks) B+1, B+2, 1, 1, U+1 (5 hits, 26%)
(Nightsticks) B+1, CS, B+1, 3 (3 hits, 21%)
(Nightsticks) B+2, B+1, jump, 2, 2, 1, 1, 3, 4 (10 hits, 32%)
(Nightsticks) B+2, B+1, B+2, 1, 1, U+1 (7 hits, 32%)
Playing As:
Stryker is meant to use his specials and nothing else. However, you don't necessarily have to play that way with him to win. Given his launchers and combos in Nightsticks, you can get into a slugfest with your opponent and be fairly confident about winning. Still though, his main purpose is to stand where his opponent can't hit him. Stryker can take most of the characters in MKA, there are only a select few who could conceivably defeat him consistently (namely the big bosses, Sareena, Sub-Zero). He's got the same Hua Chuan that made Ermac competitive in MKD, complete with its combos and launchers. Although it isn't very damaging (other than B+1, 3), you can use its pokes and the style branch combo to get to where you want to be. Once you're in Nightsticks, though, stay there. Stryker's got some nasty juggle combos from Nightsticks, some of which claim 30% or more. Use Nightsticks and Stryker's specials to their fullest potential, and you'll win many fights with him.
Playing Against:
Good luck. Stryker isn't god tier, but he's very difficult to beat if the Stryker player is using him correctly. Counterpick with characters that can keep the pressure on with speed (Sareena comes to mind, as do Mileena and Sonya) and fast projectiles (again, Sareena, also Nightwolf). Other characters also work well, like Noob (raw power), Moloch/Onaga/Blaze (can't be hit with projectiles), and Sub-Zero (great because his freeze moves are the best projectiles to trade with), but for the most part you simply need to outwit the Stryker player to win. Make it difficult for him to hit you by circling around him (just watch out for B+4 in Hua Chuan) and keeping the pressure on by staying up close. Throw often against Stryker so that he can't get away from you. It seems like a simple strategy, but in practice it's difficult to pull off unless you've got the speed advantage.
Final Analysis:
Stryker is very good, surprisingly good to a degree. He has far and away the best range in MKA and his combos in Nightsticks, though hard to pull off at times, are worth the effort. Stryker is the opposite of Rain in a way, in which you need to keep people away from you with Stryker, but with Rain you've got to be in close. He's got range, good, deceptive specials, most of his moves are pretty safe, and he's got a 30% combo without going airborne. Stryker can compete with the entire cast of MKA, and defeat all but a few of them with little difficulty. For that, Stryker should be placed in the top tier (of normal characters, or those not named Moloch, Onaga, or Blaze) or at the very top of the high-mid tier.

Tomorrow I just have to work on the very fine details, like scratches and stuff, the slits on his mask..., some clean up work and I'm done.
It still doesn't look real enough for me, so I'll try and fix that also.
If anybody has a critique, please tell me so I can fix it.
Just to add some stuff.
His best moves are 2,3 / 3 and throw.
3 / 2,3 gives 50/50 and his throw is unbreakable juggle.
In Vale Tudo you can spam b+1.
d+1 is a good poke and d+3 is his best low because it's unparryble.
Combos:
Tomahawks - b+1, 2,3, f,f+4, 2,3, f,f+4 - 44%
Tomahawks - b+1, 2,3, 2,3,4 (opponent is now near wall) f,f+4 - 41%
Vale Tudo - b+1, 1,1 1,1,1,cs - 31%
His arrow actually kinda sucks cause it has a slow start up.
The shoulder is a great, also one of his best moves, it's so fast and can be used to punish wiffs from sweep distance.
Uppercut Editions - Mortal Kombat Encyclopedia Project Creator and Manager - Join Our Fight and Like the Mortal Kombat Encyclopedia Project on Facebook and Twitter -
That is pretty good, moseph. I hadn't realized Nightwolf was any good.

I wish you would color your work some times.

Uppercut Editions - Mortal Kombat Encyclopedia Project Creator and Manager - Join Our Fight and Like the Mortal Kombat Encyclopedia Project on Facebook and Twitter -
All of which can be found at the MKwarehouse.
Though i was under the imprettion that this was an internet based guide, i thought that you would be putting the text and seperate images on yourself so that they could be extracted for use by the reader.
Also some of Mk warehouses cutouts are not well done, so any that i feel are not to standard i shal cut out myself as long as you tell me which renders you need and give them to me.
Tell me a character at a time to do aswell, just order me around, i only did scorpion first because i had his render at the handy anyway, and it was just to show you what i was doing initialy.
Explain and demands shal be met.

Who's next?
Here is the PSD file.
This picture needs smooth transparency to look good against a background.
If you can't open the PSD file, send me the page background, and I'll put Sektor on it, where ever you want.
Use Winrar to unzip the file. Get it from Download.com if you need it.








