The Kung Lao in - out is not nearly as risky because making a mistake still leaves Kung in control. The most common error in the Kung version is just spinning them into the corner again. Sometimes you will not spin at all. In Stryker's situation, an attack error leaves him vulnerable and it's also harder to time the JK and position Stryker before you even attempt it.
Scale of 1-10
Difficulty:
Kung - 3. There are three real variables at the critical point and that's Kung's location under the opponent and which way to do the spin. Kung has to be on the opposite side of the opponent but the opponent never has to touch the wall so this means there's only one set up. The other variable is whether or not Kung is considered on the opposite side when he lands, which depends on whether or not they are against the wall. In this situation you either have to spin forward, or backward. You can allow them to drop next to him to ensure spinning is only one direction. A spin before is not required for set up, it's a very free scenario which is why you see it a lot in game. Kung can also in - out spin both sides. Opponent side requires you to spin as he's about to turn around which is a specific timing and not by eye, whereas in Kung's corner you can do it by eye. Kung's relative distance from the corner before the cross over is attempted is not very important as the cross up portion is only dependent on when you cancel the dive kick.
Stryker - 9. There are 5 variables (depending how you count) at the critical point. The opponent must at some point be against the wall because Stryker has to be able to jump over them to the other side. It important to make sure the hits leading up to the cross over are accurate. This means the cancel of the jab into gun from the semi infinite must be done quickly to prevent push back. The character must be high enough so Stryker has time to be beneath them when connecting the JK. The next jab has be performed quickly after the JK, or two jabs must be performed. The gun must be canceled to precisely so the baton dash does not catch the opponent ending the combo, or you can run in after the gun.
Risk:
Kung - 1 He is almost always in control on errors because 90% of the time the error still hits them into the corner. If you miss the spin going the other way, meaning he doesn't spin at all, Kung can still block a wake up attack.
Stryker - 8. The only time you would attempt the cross up part is when you see Stryker clear the opponent, so this is where the danger comes in/. Once crossing over the opponent, if you miss the jab, you can always block, but if you miss the gun, you are 100% vulnerable during the gun recovery. I put this at an 8 and not a 9 only because of hesitation factor from the opponent after blocking the gun on a fall, and the distance they will be away after taking a juggle jab.