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Couple quick Sektor things

Robotic

Gentleman.
Just got done messing around in practice and online, I noticed something about Sektor.

1. Jump towards punch (we all use). If it doesn't land and the opponent blocks, the usual thing I've seen the opponent do next is block low. This occurs about 70% of the time, if I had to put a number on it. If you jump towards punch, immediate stance, overhead, I've noticed this comes out fast enough to land and is pretty difficult to see it coming and adjust to either block high or attack on reaction. This is a nice bit for the enemy to worry about during gameplay. Try this next time you're coming in with jump towards punch and you're pretty sure your punch will be blocked as well as your opponent continuing his block expecting you to attempt a combo.

2. Air telupp is just plain faster than regular telupp. I don't have frame data on this, but it seems really clear that if you do instant air telupp it will land sooner than if you started on the ground to begin with. If playing on a pad, I found it easier to press the up-right area of the pad and go into down, forward motion from both player sides. Essentially, if you try it, you'll see that the instant air telupp comes out easier on the P1 side if you go jump towards immediately into telupp. On the P2 side it would be jump BACK, immediately go into telupp. These motions are easier on the thumb and it comes out faster. So if regular telupp is to be performed on it's own, based on what i've seen, there is zero reason NOT to use the instant air telupp since it comes out and connects faster. I was able to connect land telupp, instant air telupp combo without the need for jump kicks or anything else in between in the middle of the screen doing this. Not for combo purposes, merely to see if it was indeed faster. I'm not sure how to incorporate this exactly yet, I just thought I'd throw it out there for those that didn't know.

If you're asking, why not just press up, it's because if you press it up fast enough, your player won't jump. This is odd since it doesn't affect the jump toward and jump away directions - but it DOES explain why your Raiden won't teleport every time you try to ( don't act like it hasn't happened to you!). I'm curious to know why the jump straight up command is ignored if pressed and released really quickly. Anyway, don't press neutral jump, because there will be no instant air telupp if you do it as fast as it needs to be.

So that's all for now. Maybe these tidbits will turn out to be inconsequential, but it doesn't hurt to share.