Just for the hell of it im putting up these combos i dont see anyone due either to their impracticality or people just havent seen. This is a video i put together in like 5 minutes so dont hate me for the lack of combos. Its just a few that i like to use . Video Revised (updated with new combos) oh and this bread and butter i see no one use
Cool combos, i'll be trying them out later apart from the NJP 1's, I hit that 1/5 so they're not worth me even attempting.
Yea the njp ones were annoying at first but I got used to landing them mid match now Sent from my HTC Sensation 4G using Tapatalk 2
Yo real talk...ive been playing sektor for about a year and some of these i never even thought of...lmao. Im ashamed..... And that BnB does the same damage as his regular bnb if you do f43 instead of f44...but this looks way cooler.
Oh and i have a few other funky ass setups that ill put up. Mainly combos that carry them to the wall
ill just leave this here 21 homing rocket sweep b34 tele 12 flame also on the finish him go as close as u can and do homing rocket straight rocket as quick as u can
@J360 you aint seen boss son! now wheres that sektor guide with the ex missle to f44 tele 1 xray also nice corner combo,ill learn that,great dmg!
you can go far away and do homing rocket, up missle, then fatality. The fatality cancels both missles so it looks like you got hit by 7 missles. I call it the holy fuck your gonna die! Also i have a 42% off of njp in the corner, its great for guys who try to jump out of your corner pressure.
i just love seein de rocket circle around their head first time i did it by accident and nearly shat!!
@IKizzLE Original video edited, added a few more combos for ya. one of them is a meterless midscreen 41% @STORMS can you replace the one on the front page with this new one. thanks alot.
Want a weird combo? f2xxHoming Missile ( f2 on block ) u34 ( you can sneak in an option select vs late crossjumps too if ya do u34db4 and your oppoent crossejumps you late he will be hit by the reversed Tu then the homing missile ) b34 Tu 11b1 for 29% this one makes the overhead hitconfirmable into a combo without comminting to the Tu You can also switch the b34 tu for a 12 tu. You can set this up from 13 / d4 and 122 on block if they stay grounded or punish your HM ( wich can be done but it has to be expected ) , if you go for the low starter you can always do your bnb for something around 38%. Another interesting thing is that if they block the b34 and they are a low crouching hitbox character ( mainly mileena , jax and crouch blocking Sektor ) it will jail them since the homing missile raises their hurtbox right before the 4 hits....but you could always go for a jump in punch so... Anyways good shit @J360 , really enjoying the stylish combos
I don't know what it is but the stance cancel unbuffers the uppercut. I've been searching for a way to apply it mid combo but no luck as of yet. Sent from my HTC Sensation 4G using Tapatalk 2
Thanks alot man. That setup you got sounds funky as fuck I'm gonna try it out when I get to a station Sent from my HTC Sensation 4G using Tapatalk 2
I picked up Sektor (yes J360 i kept my promise, now im all robo) but i dont get something. Why you guys end juggles with b2-flamethrower? b21 seems better to me because you actually get time to release an upmissile or a homing missile having enough time to block even against teleport wakeups and it is the same damage. So...can someone explain me?
@J360 bro, i'm hyped to propelly start sektor after watch your wheird combos wich do more damage haha, i'll be around if i do.
More damage (almost all the time), the reset negates their wake-up game, and Flameburner puts them back into perfect b1 and f2 range as well as putting you in range to check any funny stuff with a b3. And b21 and then an Up Missile isn't safe from fast wake-ups (provided they have enough range). The only way to make Up Missile pressure 100% safe is to end a combo in either 1~UM or 12~UM.
There are several variations to combo enders, b21 gives the same range as flamethrower but gives them the option to wake up. 12 flamethrower puts them at max flamethrower distance which is good for the matches where you want your opponent the fuck away from you. B2 flamethrower is great just go keep them close and negate wakeup. Overall my favorite ender has to be 12 flamethrower, its the perfect distance to do another max range flame thrower.
I love being able to kill wakeup opportunities. I like to throw out followup flamethrowers at times to keep opponents in check. A lot of characters have to either armor through or block if they're expecting a followup because it snubs everything. I've seen really good players eat multiple flames. I, myself, have caught my opponent with four consecutive flames. Hilarious.