Robotic
Gentleman.
I would like to encourage a sound discussion in here about Sektor's B1 in comparison to F2B1.
I know alot of you Sektor players swear by B1, and I understand why: It's fast, it's safe on block, it works as an anti air, it causes push back for zoning and it does 11% damage.
I, however DON'T use this move often because I find F2B1 to be a better option for me, and I wanted to see if anyone else believes this to be the case, or has good reasons for using B1 instead. I don't see this move being utilized nearly enough and I definitely think it should be.
So here's my breakdown:
1. B1 has a fast start up, though I'm not sure on the frames / The first hit of F2B1 is faster.
2. B1 is safe on block for 2% chip / F2B1 is safe on block for 4%.
3. B1 works as an anti air / F2B1 also works as an anti air, though not as good. B1 is better here, but just barely. HOWEVER, flame thrower is better than both, so I don't use B1 as an AA.
4. B1 causes excellent push back to 3/4 screen and leaves opponent standing / F2B1 causes push back to full screen and causes knockdown.
5. B1 is one hit for 11% damage / F2B1 is a two hit combo that causes 15% damage. If only the 2nd hits connects, it causes 11% on it's own for full push back and knockdown.
6. B1 has great range / F2B1 also has great range. Through testing, I found B1 to have greater range than F2B1, but it is so miniscule it's almost not worth mentioning. If taking both hits into account, though, F2B1 has MUCH greater range than B1.
7. On D4 connecting, 12b1 is unavoidable and it must be blocked or suffer the hits. B1 is also unavoidable. F2B1 is unavoidable as well, faster as stated above and full push back for breathing room. In my view, the only two options after D4 connecting are 12B1 and F2B1 depending on if you want to apply pressure or zone.
Miscellaneous stuff: F2B1, when connecting on a player in the air, will cause an odd hit stun on the opponent that will render him frozen for the 2nd hit, causing 13% damage. There are very rare instances where the 2nd hit will not connect. This is useful for players that want to escape your rushdown (when you choose to rush down, btw) by jumping away.
Try it yourself if you haven't already and let me know what you think.
I know alot of you Sektor players swear by B1, and I understand why: It's fast, it's safe on block, it works as an anti air, it causes push back for zoning and it does 11% damage.
I, however DON'T use this move often because I find F2B1 to be a better option for me, and I wanted to see if anyone else believes this to be the case, or has good reasons for using B1 instead. I don't see this move being utilized nearly enough and I definitely think it should be.
So here's my breakdown:
1. B1 has a fast start up, though I'm not sure on the frames / The first hit of F2B1 is faster.
2. B1 is safe on block for 2% chip / F2B1 is safe on block for 4%.
3. B1 works as an anti air / F2B1 also works as an anti air, though not as good. B1 is better here, but just barely. HOWEVER, flame thrower is better than both, so I don't use B1 as an AA.
4. B1 causes excellent push back to 3/4 screen and leaves opponent standing / F2B1 causes push back to full screen and causes knockdown.
5. B1 is one hit for 11% damage / F2B1 is a two hit combo that causes 15% damage. If only the 2nd hits connects, it causes 11% on it's own for full push back and knockdown.
6. B1 has great range / F2B1 also has great range. Through testing, I found B1 to have greater range than F2B1, but it is so miniscule it's almost not worth mentioning. If taking both hits into account, though, F2B1 has MUCH greater range than B1.
7. On D4 connecting, 12b1 is unavoidable and it must be blocked or suffer the hits. B1 is also unavoidable. F2B1 is unavoidable as well, faster as stated above and full push back for breathing room. In my view, the only two options after D4 connecting are 12B1 and F2B1 depending on if you want to apply pressure or zone.
Miscellaneous stuff: F2B1, when connecting on a player in the air, will cause an odd hit stun on the opponent that will render him frozen for the 2nd hit, causing 13% damage. There are very rare instances where the 2nd hit will not connect. This is useful for players that want to escape your rushdown (when you choose to rush down, btw) by jumping away.
Try it yourself if you haven't already and let me know what you think.