Potentially new Stryker Tech? (maybe, somewhat, kinda)
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posted12/17/2011 03:46 AM (UTC)by
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Spaceman
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02/03/2011 07:50 AM (UTC)
alright mko strategy zone, I'm taking a quick break from my miserable, soul crushing alI night study session to see if im on to something here in regards to stryker. I have barely played stryker so forgive me if I state the obvious here. Anyway, I was inspired by the new Nightwolf arrow trap recently shown over at TYM. Seen here.

Basically the premise is that after 122 arrow hits Nightwolf is left with huge advantage and all the opponent can do is block or jump. I thought that was a really cool strategy so I put on my big boy pants and tried it with various other members of the cast.

It seems after a 11 gunshot stryker is also left with advantage and a second dash in 11 gunshot cannot be interupted, only blocked. In addition 11 gunshot has very little push back on block and stryker seems to recover instantly.

Now the part i'm unsure about is if he has any frame advantage after a blocked up close gunshot or exactly how fast his 11 string is, but it SEEMED like he did when i tested this on the expert AI (which i know is not the most accurate way to test things, but whatchagonnado). The AI could not escape without taking the hit or of course poking out of it, but i was sometimes able to beat out there poke with my own and continue the pressure. And if they jumped the 11 gunshot would still catch them and a simple follow up 3 would make them land on there feet so i could continue the trap (this could vary with timing tho, i need to test it more). Also, it takes about three repetitions of 11 gunshot on block to get a bar of meter so meter can be built very fast. Throwing in the occasional EX gunshot not only looked cool as fuck, but also built a ton of meter on block and either leaves Stryker with the same or maybe even more advantage as his normal gunshot.

Anyway I'd really appreciate any feedback on this. As I said i'm not a styker player so I'm not sure if his 11 string is the best for this as it hits high, but it did seem like his quickest string that combo'd and didn't push back too far on block or hit.
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Espio872
12/16/2011 07:01 AM (UTC)
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There are some combos that when performed put the computer in lock down, I remember experimenting with one of Rain's combos and the computer refused to respond with anything but blocking( this was when I was testing out dash canceling the roundhouse) and was chip damaged to death.

The problem with the computer is that despite their clairvoyance (i.e. move reading, they're vulnerable to certain tricks a human opponent can get out of with minimal difficulty).


From my personal experience, that is actually punishable by uppercut and low poke and after that you can end the pressure rather easily as I've done to Stryker players and as I've had happen to me.

The only way the opponent would be in trouble is if they refused to react by ducking and doing a punish. If they stand up the whole time, then no they'll have to take all four hits, but odds are they'll catch on rather quickly.


1,2 gun shot is more advisable, because it's safe on block and gets you all that chip damage and meter building without committing yourself to as high of risks as doing 1,1, gun shot that has unoticeable- zero pushback.

The true advantage of 1,2 is that it makes gunshot safe, especially if done immediately after, it'll catch a jumper most of the time to setting them up for a roundhouse into roll combo for 22%.

Apart of the Nightwolf pressure is his lightning, an unblockable move as was mentioned in the vid and Nightwolf's combo into arrow appeared to have pushback., whereas as 1,1 gunshot doesn't have any notable, if any pushback. The crux of the Nightwolf pressure also includes the lightning as a major component.
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Nephrite
12/16/2011 10:11 AM (UTC)
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Maybe, somewhat, kinda... LOL


Hmmm... When I was in the lab with Stryker and messed a bit with him, I didn't find the 1, 1 string of much use, except for juggling the opponent, but even then I hardly use it.

Like Espio, I prefer the 1, 2 string which has a greater stun effect, so I mix it up with his d4, throw or standing 4.


Can you test it with a human opponent though? I assume they'd be able to uppercut.
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Spaceman
12/17/2011 03:46 AM (UTC)
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Damn i was worried it would be super easy to get out of. I know exactly what you're talkin about too Espio, with some of the simplest things being Godlike against the computer and then worthless on a real opponent.

1,2 gunshot is for sure the better string. The only reason i went with 11 in the first place is because it combo's. An opponent can block after 1,2 but building meter on block or pushing them back is definitely for the best.

I still might give this a try as soon as i can play online, at the very least you might be able to 11 gunshot and then dash in 11 gunshot before they can uppercut or poke, but hopes for that are extremely slim. But if for some reason my wannabe tech proves useful i'll update this thread.

So close, yet so far...except not close, just far. tongue
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