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Stalker

Page history last edited by Galdeira 11 years, 10 months ago

Stalker
Description: An ancient martial art originating from a clan of secretive assassins. With a lethal counter attack and fatal assassination techniques, this style is not to be trifled with. 
Price: 189 Astros 
Class: All 
Opinion: Perhaps the most revolutionary scroll in the game, Stalker is the first scroll to ever have a counter launcher. Along with high-damage combos and an omni-grab, Stalker sounds absolutely overpowered on paper, but in practice, is surprisingly balanced, injured greatly by the lackluster properties of its combos. One must not discount the scroll entirely because of its flaws, however; Stalker is potentially one of the most dangerous scrolls in existence. 
DIFFICULTY TO USE: HARD 
DIFFICULTY TO MASTER: VERY HARD+ 
POTENTIAL: VERY HIGH


Combos: 
PPPPP - [495] 
KKKKK - [500] 
KK(K+G)P - [432] 
KP - [290] 
kG - [190] (114) 
(P+G) - [235] 
(K+G) - [120] 

Brutalizer
PPPPPP 
80, 90, 95, 110, 120 [495] 
Stalker's combos are all very long and very painful, and its punches are no exception. Boasting 5 inputs and a powerful 495 damage, Stalker's punch combo is indeed a bruiser. However, it suffers from one fatal flaw: range. 

Stalker's first punch is a simple slap with your left hand. It has some good movement, and thanks to its unique animation, has incredibly wide hitboxes (only to your right).   But the good news end there, because the actual front range of the hit is quite short, forcing you to get a little bit closer than comfort to your opponent in order to hit them. Its recovery, like most first punches, is excellent, as well as its execution speed; use it to harass and poke. 

One special thing that must be mentioned about the first punch is its abnormally disjointed hitbox to your character's right, where he/she ends the slap. The range there is incredibly deceiving and can be used to disorient or confuse most opponents. With creative uses of the first punch, you can devise some interesting ways of pressure: one such example is angling yourself out of the way to the opponent's right, forcing the blocker/victim to block or take the hit, while you move clear out of the way of any counter attack.

Meanwhile, the remainder of the combo is not worth any particular mention, seeing as how it's incredibly unspectacular compared to the first punch. All hits except for the 4th and 5th have some healthy movement, and have similar recoveries: just merely decent. Stun is mediocre, and practically the same for every input. The final punch, though, does have some good angling to your character's right, but there is not enough movement to ensure safety from a counterattack if it's blocked. 

Stalker's punch combo is very long, but unfortunately it does not possess any special traits aside from the wide range of its first punch to allow for any kind of unique pressure on a blocker. While you can move yourself out of the way with the 2nd or 3rd punch, in most cases, the movement is not enough to ensure total safety. Simply use the sheer number of hits with their decent recoveries to confuse an opponent, but keep in mind that there is no noticeable stun to utilize for trickery. The combo ends in a spinning knockback, giving you plenty of time to finish it off with a meaty kG groundhit for that delicious extra damage. 

Punisher
KKKKK 
90, 90, 100, 105, 115 [500] 
Stalker is one of the few scrolls with a kick combo that equals or exceeds 500 damage, making it one of the highest damage dealers to standing opponents. This damage is greatly needed, though, because Stalker lacks a conventional juggle launcher and needs all the damage it can stuff in. That being said, Stalker's kick combo, beside the damage, is again, completely unspectacular and serves no other purpose other than to deal ~500 damage to your opponent: with style. 

Stalker's first kick has an average startup. Not too fast, but not terribly slow, either: comparable to Dragon's first kick. However, the range isn't really there; you're stuck with about as much frontal range as your first punch, only with less horizontal. Much like your first punch, you have to almost kiss your opponent before you can hit them with it. The most plaguing thing about this move, however, is the god-awful recovery on it, practically ensuring a punishment if you end up missing. Make sure you hit the opponent with this, otherwise you'll end up in a world of hurt. 

Stalker's 2nd kick doesn't move that much, and is an incredibly reliable link. It can be delayed fully and still connect, allowing for that cushion in the case you're not sure if your first kick landed or not and you hesitated in pressing the next kick button. Its hitbox is very wide, and will pretty much always connect provided your first kick landed. 

The rest of the kicks are actually subpar in terms of usefulness. Besides dealing some good damage, their range is poor and their angling is nonexistent (especially the last kick; don't even try angling it). Their recovery and stun are also quite lackluster, making the entire combo rather useless in pressure. 

It's rather hard to snag drifters with this combo, so reserve this combo purely for the punishment. Fling it out when you're sure you'll hit the opponent, and don't continue using it if you find yourself getting blocked. 

Fatal Whisper
KK(K+G)P 
90, 90, 120, 132* (220) [432] 
* - reduced damage due to air-time attack 
Stalker's fence edger is relatively straightforward: it has similar inputs to a juggle launcher, and hits over practically every fence. It is also, surprisingly, the highest damage dealing combo Stalker has to offer: once a kG is landed. The KK(K+G)P + kG combo is also more effective at wakeup, allowing you to easily stride over to the opponent's back. 

The only input that deserves special mention is the last hit; it has a "borked" hitbox, much like Kenpo's KP, so you can use it to trick a lot of people. 

Due to the prevalence of Saver, it's not advised to begin the match using KK(K+G)P + kG. Make sure you know they don't have Saver first before you start using this combo, otherwise you will be gimped out on damage, and potentially punished.

Cold Shoulder
KP 
90, 200 [290] 
Stalker's KP has amazing angling properties, much like Kenpo's KP. However, you can't charge it, and its knockback isn't broken. 

You can toy with someone by using it, but pretty much every time you're better off just sticking with your main combos. 

Cruel End
kG 
[190] - standing 
(114) - grounded 
Stalker's ground hit is simple, but deals good damage and has some nice movement to it. 

Connectable after: 
PPPPP 
KKKKK - requires a wall 
KK(K+G)P 
KP 
another kG 
a front grab (requires precise positioning) 
a back grab 
a counter (why would you do this? Just juggle) 
a juggle 
any knockdown attack to the back 

However, its lack of blockstun makes it a bit dangerous to use when your opponent has Saver. You'll be put at a distinct disadvantage if it's blocked. While you can counter a potential attack if your kG ends up getting blocked, it's a very risky maneuver, and not advised. 

Submission
(P+G) - FRONT GRAB 
[235] 
Stalker's front grab looks awesome and throws the opponent forward while spinning them around, allowing you to start wakeup from the back. If your opponent doesn't get grabbed in some weird position far away from you, you can follow it up with a ground hit. 

Oh, and it also guarantees a free combo if it glitches. Pretty neat. 

Dominate
(P+G) - BACK/SIDE GRAB 
Stalker's omnigrab does the same thing as the forward grab. Only it throws them a shorter distance and you get about 3 full seconds of tea-time while they writhe on the floor, before you decide what to do with them. 

If it wasn't obvious enough yet, you can follow it up with a kG and guarantees another grab or a free combo if it glitches. 

Last Word
(K+G) 
[120] 
Undeniably and unarguably the scroll's selling point, and the reason you bought this scroll; a counter that juggle launches. Originally, this concept was thought so gamebreaking that it was considered overpowered, which is a testament to its utility and power. 

Every counter you land will equal to ~500 or ~600 damage (because of the ensuing juggle), depending on if you ground hit or not, and more distance covered than any other counter. No other scroll boasts this capability, and considering smart counters can singlehandedly change the flow of an entire match, it is easy to see that this move is clearly very powerful. 

However, don't let it get to your head; throwing out counters, fishing for juggles makes you predictable, and being predictable makes you easy to defeat. Be smart with your counters. 

Juggles:

Damage Juggle 
(K+G) P P KK(K+G)P kG 
[528] (642) 

Use the fence edger in a juggle for maximum damage. 

Distance Juggle 
(K+G) P P KKKKK kG 
[516] (630) 

If you're going for the edge kill, use this juggle instead; the kick combo in a juggle will carry them further. 

STRATEGY:

Were it not for its counter, Stalker would be a terribly subpar scroll. It goes without saying that you will be using your counter to decide your matches. If you can't land your counters, you're stuck with a scroll that has lackluster 5-input combos, an omni-grab, and no juggle launcher, a relatively poor set of tools at high-level play. Read your opponent's strategies, pay close attention to them and discover their tendencies, and then exploit them. Stalker arguably requires more brains to play at full potential with than any other scroll (except maybe a select few), simply because you will have to be molding your playstyle to counter your opponent. In my opinion, Stalker is a great counter-pick to certain opponents. If you feel you've broken down their attacking habits and can start countering them easily, Stalker is a good choice. Playing blindly against random opponents reduces the effectiveness of the scroll, because it will be harder to counter them. More than anything, success with Stalker requires a clear head; you'll have to know your opponent just as well, if not better, than yourself, if you want to win with it.

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