What's new

LRK8605's Raiden/Stryker Guide

This is a guide to how I play Raiden/Stryker, by no means should it be considered comprehensive or the only way.
I may not have the optimal for every combo so if you have something better let me know and i'll edit it in.
I have been having lots of fun and success with this team.

Overall Strategy

Our basic game plan revolves around staying safe and controlling the neutral using Kameo when needed so we can use F2 or F4 options.
In most matchups, we want to use our meter, footsies and pokes, and long blockstrings to allow time to pass so our Kameo can refill, this is less important against other characters
who may use their Kameo or zoning in the neutral, and more important against those who hold it to extend combos like Sareena or Scorpion Kameo.
Through careful
conditioning in many places, we can find opportunities to sneak in extra damage, and make attacks more likely to hit, against the majority of players.

Normals / Strings



12 : Used if our other punish options are too slow and we need a 7f punish.

Meterless: 12xxDB3 [121.14]
12xxBF3 [120.7 with more corner carry]
1 Kameo Midscreen: 12xxDF2, (far Grenades, pressed approximately as DF2 connects), BF3 [203.14]
1 Bar Midscreen: 12xxDF2mb, F34, F22xxDF2 [298.32]
1 Kameo Corner: 12xxDF2, (close Grenades, pressed slightly after DF2 connects), F34, F22xxDF2 [300.86]
1 Bar Corner: 12xxDF2mb, F34, 242xxDF2 [308.37]

Also can be
used in the neutral as it is +1 on block :
Due to the quick first hit and the advancing nature of the string, it is best used as a sort of neutral os when we think our opponent will either block, or use a string that we can outspeed with 1.
(If they are primarily using a faster string that begins with a high, F43 will often be our preferred option as it easily low profiles.)
Use this string sparingly as
the opponent can read the high and punish accordingly.
If fast enough, you can hit confirm into a combo.
On block, we either go immediately into a D1 option (see D1 below), or once we are confident we have conditioned our opponent to respect D1, we can go for an easy throw.
After landing one throw this way, it is best to not use it again and return to D1 options, as the opponent will be more likely to counter the throw,
but also more likely to get hit by a D1 follow up (as they may try to counter another throw).




123 : I recommend generally not to use this option. The final hit can be ducked and punished, just like a throw after 12, but is less rewarding as it leaves you at +3 (instead of getting damage),
provided it is not flawless blocked, and your only guaranteed option from +3 is D1, which you could have used anyway without adding a punishing opportunity after 12.
Additionally, since 123 and 12, throw can be punished in a similar way, using one or the other makes the other option not worth using as the opponent is more likely to punish it in the future.
At best, the +3 frames could be used as a knowledge check against some players after conditioning them to block using 12, D1, potentially landing a full combo with blocked123, 242etc.
if they try to press, but I recommend using the 12, throw option as you are much more likely to get damage with it against stronger players.




D1 : Our fastest, 7f up close button, we have a few options from it:
Just D1: Our turn if it hits, their turn if it is blocked. Used if we think we will interrupt something slower from the opponent. If it is blocked, take note if the opponent immediately responds :
D1xxDB3: Used to close out rounds with chip provided it is not flawless blocked, or if we think the opponent will try to press after our D1.
After catching them pressing one time in this way, it is best to avoid the meterless version for this purpose as the opponent will be more likely to wait and punish,
and we can return to neutral if they hesitate after a simple blocked D1. We still have two more, somewhat safer options if we are unsure what they are going to do :
D1xxDB3mb: Same uses as DB3 and more, see DB3 special below.
D1 (and toss close Grenades): We can D1 and toss close grenades at the same time, this will often catch the opponent trying to do something they cannot,
if they just sit there and respect the grenades, it is our turn as well. Use this carefully as
if the opponent uses the right advancing / low profiling string, they can avoid the grenades while taking their turn.
After successfully using D1 (close Grenades) one time, it is best to next return to one of the options above for this reason.



2 : An 8f high that is +3 on block, after the opponent has been conditioned to block longer 242 options, you may be able to get away with 2, throw.
Best used only once for the same reasons as 12, throw above.




242 / 2421 : An 8f punish option that leads to a bit more damage than 12.
Combos uses the first four hits of 2421 string, but it is best to just input 242 and hit confirm the rest as if you use it in neutral or punished too slowly, 242 is only -6 on block while 2421 is -16 and contains two armorable gaps.

Meterless: 2421xxDB3 [194.90]
2421xxBF3 [194.51 with more corner carry]
1 Kameo Midscreen: 2421xxDF2, (far Grenades), BF3 [268.91]
1 Bar Midscreen: 2421xxDF2, F34, F22xxDF2 [354.81]
1 Kameo Corner: 2421xxDF2, (close Grenades), F43, F22xxDF2 [357.10]
1 Bar Corner: 2421xxDF2, F34, 242xxDF2 [363.88]

Also can be
used in the neutral if we just want a fast string that is much easier to confirm and more damaging than 12.
After 242 is blocked once, 242xxDB3mb is a great option to catch the opponent trying to press see DB3mb special below.
If the opponent is lacking the meter (or knowledge) to interrupt our gaps we can add in the fourth hit of 2421 string before DB3mb as well for slight chip, and an increased chance of catching them pressing.
Additionally if the opponent is lacking the meter (or knowledge) to interrupt our gaps, we can let the entire 2421 string play out on block and cover the end of it
with a close grenade (approximately timed between the 3rd and 4th hits), this becomes slightly plus if timed right, allowing us to use D1 options afterwards.
Once the opponent has been conditioned to respect this blockstring all the way until the D1, we can delay the grenades slightly further, allowing us to go for
F43 options, or we can just toss the grenades with normal non-greedy timing, but go for a throw as the opponent is expecting to block the D1.
Once we have used either one of these two options, it is best to not use them again as the opponent is more likely to hit us out of them, and more likely to get hit by our simple 2421, grenades, D1 blockstring.
You may want to use several instances of this blockstring to make sure you have really conditioned the opponent to block it before going for a greedier option,
as they may try to interrupt it out of some kind of panic or internal belief that blockstrings can really only last 3 to 4 hits.




B2 : Your only overhead in the neutral, 19 frames and -7 on block, this can be a way to close out rounds with B2 knockdown into DB3 chip, or just used whenever you have the time to press it,
as the opponent will most likely be blocking low in fear of F4 and pokes, as they usually should.
It is a good tool to hit over-turtling opponents and encourage them to stop holding down block.




F21 : Not exactly a core string, one use of this is baiting out players expecting to whiff punish under the high second hit of F22, but this is high risk, low reward, as it is -15 on block,
this should only be used as a read against skilled players after they have successfully whiff punished under the high of F22 (and not on accident) and you think they want to do it again,
however I would be very careful going for this as a player with the knowledge to execute this whiff punish purposefully will probably also know that F21 exists.
It can also be used with far grenades tossed slightly before as a way to get in from a certain distance, but if you are against someone who isn't going to hit you with a projectile while doing this anyway,
you probably do not want to spend kameo to be right up in their face.




F22 / F224 : This string is an offensive staple to be used when your opponent has meter to interrupt your options after F43.

Meterless Midscreen : F224xxDB3 [203.42]
F224xxBF3 [203.14 with more corner carry]
Meterless Corner : F224xxDB2, 2421xxDF2 [283.42]
1 Kameo Midscreen : F224xxDB3, with close grenades tossed between the second and third hit of F224 [245.07 max - grenade timing affects scaling so practice timing if you want to use this one]
F22xxDF2, (far Grenades), BF3 [233.14 with more corner carry]
1 Bar Midscreen : F22xxDF2mb, F43, F22xxDF2 [328.32]
1 Kameo Corner : F22xxDF2, (close Grenades), F43, F22xxDF2 [330.86]
1 Bar Corner : F22xxDB2, 2421xxDF2mb, F22xxDF2 [357.16]

On block I generally recommend extend the string to F224, even though it is -7 vs. the -6 of F22, the third low hit helps condition the opponent to be hit by another great option on block :
F22xxUp Kameo, an overhead leaving us +6 on block. By using both this option and F224 throughout the match, they are both more likely to hit.
(I usually recommend saving grenade / DB3mb stuff for other moments)
After a blocked Up Kameo, we can use D1 options, later we also have another opportunity to throw the opponent here if they are respecting our plus frames into D1, however forward throw will only give us a shove.



34 : A 12f punish that leads to more damage.

Meterless Midscreen: 34, dashxx34, fj212xxBF3 [337.72 - hard to do consistently, found from a Mandolore1123 post , updated dmg#]
34, 34, fj13xxBF3 [328.86]
Meterless Corner: 34, F43, 242xxDF2 [338.35]
1 Kameo Midscreen: 34, F43 (far Grenades, tossed shortly before the second hit of F43 connects), fj13xxBF3 [358.00]
1 Bar Midscreen: 34, F43, F22xxDF2mb, F2xxDF2 (or slight step forward, 3xxDF2) [385.15]
1 Kameo Corner: 34, F43, 242xxDF2 (close Grenades), 4xxDF2 [405.58]
1 Bar Corner: 34, F43, 242xxDF2mb, 4xxDF2 [399.77]




F3 / F34 : A high starting string that has a gap punishable for free and is easily reactable, it is not your best offensive option. You can try to trick the opponent by doing something such as
F3, F43etc. but I do not think it is worth taking the many risks for this specific team, this trick will work best against mid-level players who just know enough to block the overhead.
It is however, useful for high damaging
whiff punishes or any 17f punish.

Meterless Midscreen: F34, F34, F22xxDF2 [340.72]
Meterless Corner: F34, F34, 242xxDF2 [353.38]
1 Kameo Midscreen: F34, F34, F22xxDF2 (far Grenades) [363.42 - a good spot use DF1 options immediately after landing this]
1 Bar Midscreen: F34, F34, F22xxDF2mb, F2xxDF2 (or slight step forward, 3xxDF2) [397.84]
1 Kameo Corner: F34, F34, 242xxDF2 (close Grenades), 4xxDF2 [417.25]
1 Meter Corner: F34, F34, 242xxDF2mb, F22xxDF2 [416.06]




D3 : A very specific poke in between D1 and D4 in terms of speed/range. You can use D1 options here as well.



B4 : 12f startup sweep and +2 on block, can be used in the neutral if your opponent is getting too close as it pushes them back on block closer to the range you want to play at.
You can catch people off guard if they do not know it is +2 with a D4 afterwards, or even another B4 or F43etc. if they try to press something slow enough. (some microdash required depending on space)




F43 / F434 : This string is your offensive staple when your opponent has no meter to interrupt the gap after F43. Like F22/4, it is -6/-7 on block.
One of the great attributes of this string is that it
low profiles many high starting strings, like the ones Johnny Cage always loves to use (even though he has a 9 frame mid).
This means it is very easy to land if you expect your opponent to use these strings, and you can land it under some strings as they are happening.
On block, we can let the string continue to F434, or end in Up Kameo, in the same manner as F224.
We can also do F43, throw, which happens deceptively fast if timed correctly, after the opponent has been conditioned to block three hits from above options.
Additionally, with this string we can simply do F4xxUp Kameo, meaning we can use this string to hit low, low, low, or hit low, low, overhead, or hit low, overhead.
Once using F43, throw, or F4xxUp Kameo, it is not recommended to go for F43, throw as they are no longer expecting three hits every time.
At this point, a simple F4, throw can be used once as well.
Once you have exhausted both these throw moments it is best to not use them again.




D4 : A longer range poke used in the neutral used when you need more speed than F4 at a range, 11 frame -6 on block.



Specials

DF1 : A basic high projectile, it can be shot out from afar if the opponent has no projectiles / teleport.
Can be held to add more highs and mids, this is useful to get some chip and make it harder to avoid through both screen coverage and armor break.
In order to have the time to hold it, it is best to have shot out some regular projectiles so the opponent respects them, or you can try to add some cover with grenades.
Charging to three sparky orbs is usually recommended over five or six - by the time someone sees you charging the three, they are more likely to try to hit you out of it in fear of
letting you charge up six orbs, and if you release it at three you will often catch them trying to hit you, and avoid risking them hitting you further.
A useful zoning sequence might look like DF1, (Far Grenades), DF1___(3 orbs).
Meter burning lets it charge faster, another potential way to close out a round with chip if necessary.


DF2 : Aside from combos, can be used as a quick and easy anti-air (8f, can be held so no timing required), the MB version of which leads to a full combo.
Can also be used to catch some moves on read, for example Johnny Cage's F4.


DB2 : The MB version can be used as a side switch combo ender.
Additionally, in rounds where we do not want to risk wakeup options from the opponent, and need just a bit more damage than a combo would provide to end the round,
we can use regular DB2 to stay +21, this would be usually be hit confirmed from 12, 242(1), F22 or F43 and significantly increases their hit advantage.


DB3 : A multi hitting special that hits all around you and gets significant chip damage, , though it can of course be flawless blocked and is full combo punishable at -12.
Useful for closing out rounds with chip. Also can be used on read to easily counter some armored wakeups, jump ins / overs, and advancing attacks in the neutral.
The MB version pushes back, greatly reducing the amount and severity of punishes. If our opponent does not flawless block DB3mb, we get significant chip damage.

We can also toss close Grenades with a small delay to make it safer, or with a long delay to make it remain our turn.
Long delay gives the opponent time to move out and should be only used sparingly after they have been conditioned to respect small delay Grenades.
We can also press 3 again on hit for a full combo, do not press this on block as it is -24 :

DB3mb (Hit), 3, F43, F22xxDF2

BF3 : Our only armored wakeup option, and not a good one as it can be full combo punished on block and the armor can be broken by quick hitting strings.
A unique property of this move is that it can high profile some moves such as Rain's puddle, the second hit of Omni-Man's F3, etc., allowing us to wake up at times some opponents will not be prepared for.
This move can also be used in the air to fly over the opponent as a side switch, some characters will have an easier time responding to this than others.
Close or Far Grenades can also be tossed right before flying over the opponent in this way, making it somewhat safer for you and also hitting a careless opponent sometimes as Stryker can be completely offscreen.
(Although there is an obvious sound cue.)


DU : A teleport that can be used to then full combo punish a well timed projectile read, it is unsafe by itself, but you can do fun things like toss far grenades, teleport, throw/242 etc.
Meter burning it costs two bars and adds a low hit which is -5. You can add it to the end of a blocked string / D1 to get out of the corner.
Tossing close grenades here as well can even turn it around to being your turn with your opponent in the corner just because of a blocked D1,
this is not a terrible option if you happen to be stuck in the corner with nearly full meter and Kameo.


Conditioning in Longer Sets
If you are playing a longer amount of matches against someone, take your time and enforce the conditioning multiple times before going for risky options.
For example, you can use many instances of a normal D1 before going for D1xxDB3, you could use several instances of F434 or F43xxUp Kameo before going for F43, throw.
Every tricky moment you use up is not going to be as usable in the next matches, but every time you take the basic alternatives, you are 'charging up' your conditioning odds of success
for landing D1xxDB3, F21, or the throw moments mentioned. Just use however much you need to win any given match.
 
Last edited: