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Combo List - Sektor XL Sektor Combo Thread

Ok, in the original post, I am having trouble with the first combo. After the first teleport, sometimes I drop the 21, which I'm sure I will get down in time, but more frustrating is when I finish the combo but the air charge doesn't hit because it looks like it's not reachin the opponent. Am I doing it to early or too late?
 

bdizzle2700

gotta stay sharp!
Do the corner combos still leave the opponet in the corner? When i do like b1 tele it switches sides and im in the corner. But anyways in the corner you can do (for simplicity sake say a 50-50) b1 tele run under 21 114 ender. Does about 22-27% depending on opener and ender. An easier combo is starter tele run under 11 114 ender and thats a percent less
 
Do the corner combos still leave the opponet in the corner? When i do like b1 tele it switches sides and im in the corner. But anyways in the corner you can do (for simplicity sake say a 50-50) b1 tele run under 21 114 ender. Does about 22-27% depending on opener and ender. An easier combo is starter tele run under 11 114 ender and thats a percent less
Do you play on playstation?
 

SM StarGazer

The voice of reason in a Sea of Salt
3 bar round ender. On hit F212bb-ExUpRocket. Immediately use Ex Straight Missle. If The homing rocket hits the ExStraight Missles will aloowing you to do the following. Telecut, f212bb-ExTelecut, f212bb-Telecut.
 

stamatis

Όσα δε φτάνει η αλεπού. ........
3 bar round ender. On hit F212bb-ExUpRocket. Immediately use Ex Straight Missle. If The homing rocket hits the ExStraight Missles will aloowing you to do the following. Telecut, f212bb-ExTelecut, f212bb-Telecut.
Damage?
 

M2Dave

Zoning Master
All combos should be ended with 1,1,1,2. This string creates a long knock down that is similar to Tremor's stone punch (d,b+2).

(b+1, b+3, string) xx teleport punch, 2,1, f+4,3 xx teleport punch, run 1,1,1,2.

If you run immediately, you will switch sides. If you wait slightly and run, you will remain on the same side.

You can do (b+1, b+3, string) xx teleport punch, run 2,1, run 2,1, run 1,1,1,2 if you have no meter.
 
All combos should be ended with 1,1,1,2. This string creates a long knock down that is similar to Tremor's stone punch (d,b+2).

(b+1, b+3, string) xx teleport punch, 2,1, f+4,3 xx teleport punch, run 1,1,1,2.

If you run immediately, you will switch sides. If you wait slightly and run, you will remain on the same side.

You can do (b+1, b+3, string) xx teleport punch, run 2,1, run 2,1, run 1,1,1,2 if you have no meter.
How are you liking this character so far?
 

IrishMantis

Most humble shit talker ever!!!
Man i hate jump kick Tele with Sektor in the corner.

Its so inconsistent as it switches sides depending on how they are fucking breathing lol
 

xInfra Deadx

Gimmick stolen by Jordan Peele
All combos should be ended with 1,1,1,2. This string creates a long knock down that is similar to Tremor's stone punch (d,b+2).

(b+1, b+3, string) xx teleport punch, 2,1, f+4,3 xx teleport punch, run 1,1,1,2.

If you run immediately, you will switch sides. If you wait slightly and run, you will remain on the same side.

You can do (b+1, b+3, string) xx teleport punch, run 2,1, run 2,1, run 1,1,1,2 if you have no meter.
I kinda disputed with myself over the use of 1,1,1,2 midscreen...just because it didn't feel 100% consistent as a combo ender. I do like it in the corner though...
 

bdizzle2700

gotta stay sharp!

Notes: Some of these are just different variants of whats been posted. In the corner b1 tele run under 21 is really hard so i did 11 lol. I tried ending with f212>> in the corner but f2 usually misses.
 

9_Lives

Noob
My perspective on combo enders thusfar, irrelevant though it may be:

With a little practice, no wakeup, be it teleport or slide, will punish the midscreen 1112 into up rocket ender. It needs to be maximum possible height (which as far as I've seen is only possible when I do it after JUST a njp lol) with a perfectly timed uprocket afterwards to meaty however, so while safety is nice, the overall lockdown or 3% cost of waking up with tele/slide/whateva is key imo. If they have to respect the rocket on wakeup at full screen, then you get the freedom you need to start zoning them out as they sort of have to hold that after they've blocked the uprocket

21 doesn't leave them full screen, so while it has good enough advantage to land a meaty rocket and break armor, I think it defeats the purpose of the play style. That being said, it's a good way to mount an offense if you need to run back a big life deficit.

114 is probably the best ender for the most part. This will lock em down at very nearly full screen. That's right where we want them.

But in the corner either 21 or 114 is a must, because the meaty hit is really nice for breaking armor at close range.

tl;dr I like my enders how I like my women, with a little meat on the bones. :DOGE
 

ChatterBox

Searching for an alt.
I've been using f131xxrockets as an ender. If you do a combo without much gravity in it they hit meaty at full screen, if you do one with a lot of gravity they miss teleports but you still get to block. I've had pretty good success with it against scorpions.