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{{Character Subnav MK1|chara=Stryker (Kameo)|discord={{{discord|}}} }} | |||
===Lethal Takedown/Cop Bop=== | ===Lethal Takedown/Cop Bop=== | ||
Stryker grants all characters with a '''50/50''' by way of two Summon abilities: “Lethal Takedown” (K) is a 26f baton sweep that hits Low, while “Cop Bop” (U+K) is a 22f baton strike that hits Overhead. Both of these attacks will cause a quick knockdown on hit, although the low sweep has 20 more frames of knockdown advantage. His low Summon is +1 on block and his overhead Summon is +6, making them effective tools for pressuring the opponent and/or setting up frame traps; hitting these attacks meaty (at 4 and 3 active frames respectively) will make them additionally plus on block, allowing players to set up very advantageous situations on oki. Cop Bop will become -9 on Up Block and cannot be made safer by hitting meaty. These Summon attacks can be cancelled into from any normal or string that is special-cancellable, but it is important to note that not all Kameo cancels will grant a natural kombo after the normal/string that is being cancelled (which applies vice versa to leaving gaps in the player’s blockstring). However, attacks that do naturally kombo into these Summons (and/or do not have gaps on block) can force the opponent to guess between Low and Overhead, with only 4 frames to react between the two. Both of these attacks gain '''invulnerability''' when used as a Getup. These assists cost half of the Kameo Gauge to perform; Lethal Takedown has no cooldown window and will begin refilling the gauge at a moderately faster rate, while Cop Bop has a slightly longer cooldown window before refilling at the same rate (as Stryker takes longer to run offscreen). | Stryker grants all characters with a '''50/50''' by way of two Summon abilities: “Lethal Takedown” (K) is a 26f baton sweep that hits Low, while “Cop Bop” (U+K) is a 22f baton strike that hits Overhead. Both of these attacks will cause a quick knockdown on hit, although the low sweep has 20 more frames of knockdown advantage. His low Summon is +1 on block and his overhead Summon is +6, making them effective tools for pressuring the opponent and/or setting up frame traps; hitting these attacks meaty (at 4 and 3 active frames respectively) will make them additionally plus on block, allowing players to set up very advantageous situations on oki. Cop Bop will become -9 on Up Block and cannot be made safer by hitting meaty. These Summon attacks can be cancelled into from any normal or string that is special-cancellable, but it is important to note that not all Kameo cancels will grant a natural kombo after the normal/string that is being cancelled (which applies vice versa to leaving gaps in the player’s blockstring). However, attacks that do naturally kombo into these Summons (and/or do not have gaps on block) can force the opponent to guess between Low and Overhead, with only 4 frames to react between the two. Both of these attacks gain '''invulnerability''' when used as a Getup. These assists cost half of the Kameo Gauge to perform; Lethal Takedown has no cooldown window and will begin refilling the gauge at a moderately faster rate, while Cop Bop has a slightly longer cooldown window before refilling at the same rate (as Stryker takes longer to run offscreen). | ||
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{{Navbox-MK1}} | {{Navbox-MK1}} | ||
[[Category: Mortal Kombat 1]] | [[Category: Mortal Kombat 1]] | ||
[[Category: Stryker]] |
Revision as of 11:57, 11 February 2025
Lethal Takedown/Cop Bop
Stryker grants all characters with a 50/50 by way of two Summon abilities: “Lethal Takedown” (K) is a 26f baton sweep that hits Low, while “Cop Bop” (U+K) is a 22f baton strike that hits Overhead. Both of these attacks will cause a quick knockdown on hit, although the low sweep has 20 more frames of knockdown advantage. His low Summon is +1 on block and his overhead Summon is +6, making them effective tools for pressuring the opponent and/or setting up frame traps; hitting these attacks meaty (at 4 and 3 active frames respectively) will make them additionally plus on block, allowing players to set up very advantageous situations on oki. Cop Bop will become -9 on Up Block and cannot be made safer by hitting meaty. These Summon attacks can be cancelled into from any normal or string that is special-cancellable, but it is important to note that not all Kameo cancels will grant a natural kombo after the normal/string that is being cancelled (which applies vice versa to leaving gaps in the player’s blockstring). However, attacks that do naturally kombo into these Summons (and/or do not have gaps on block) can force the opponent to guess between Low and Overhead, with only 4 frames to react between the two. Both of these attacks gain invulnerability when used as a Getup. These assists cost half of the Kameo Gauge to perform; Lethal Takedown has no cooldown window and will begin refilling the gauge at a moderately faster rate, while Cop Bop has a slightly longer cooldown window before refilling at the same rate (as Stryker takes longer to run offscreen).
Low/High Grenade Toss
“Grenade Toss” is an Ambush assist that calls Stryker out from behind the executing player to lob two grenades that hit immediately one after the other; these combined grenade hits may naturally kombo when hitting at specific angles, causing up to 60 dmg on its own but sometimes scaling down to 57. “Low Grenade Toss (B+K)” will toss the grenades underhanded at a lower angle and somewhat closer distance, while the “High Grenade Toss” (F+K) throws the grenades overhanded in a higher arc at a slightly farther distance. These grenades will be advantageous enough on block to continue pressure by keeping players' moves plus (or at least safe), while also protecting Stryker from being hit by keeping him behind the lead character. They also have enough hit advantage to allow players to link a follow-up attack into a full kombo; the hit reaction of the Low Grenade Toss will leave a grounded opponent in a standing state but will trigger a ground bounce against airborne or juggled opponents. The hit reaction of the High Grenade will launch a grounded/standing opponent. This assist cost half the Kameo Gauge and will begin refilling at a very slow rate once Stryker has thrown the grenades and begins running offscreen.
Kuffed
“Kuffed” (D+K) is a Summon assist that quickly calls Stryker out from behind the opponent to grab them and cuff their hands behind their back “detaining” them. This move will restand an airborne or juggled opponent, preventing them from using a reversal/getup; although this restand will not stun the opponent or grant enough hit advantage to continue a kombo, its +35f hitstun will grant the player a reset that still leaves them at the advantage, causing any immediate follow-up attacks that may connect in time to jail the opponent. This move is a High attack that can be avoided by neutral ducking, as well as being further than halfscreen distance away from the edge of the screen where Stryker appears; it is also +2 on block but does not jail when cancelled into, making it risky to use against a defending opponent outside of kombos. This assist costs halt the Kameo Gauge and has a slightly delayed cooldown before it will begin refilling at a moderate rate.