And .... playing online you NEVER gonna make a combo beginning with an up missile at close distance.... your opponent may be blind or stupid....and if you miss your opp. has a free combo.
Again, Sektor is a character with amazing combos made for practice mode, but the problem is how to make them online... the strings are
a)quick ones are sooo bad: (H,H,H) and close
b) low ones or overhead are soooo slow (B3,4....) (U3,4)
c)predictible(up missile) and unsafe
Yo stop making posts based on online experiences or because you're setting stuff up improperly.
a) His only "bad" string is 1,2,4 and that's only because I think he can prob be jabbed out of it before the 4.
b) B+3 is slow? Are you kidding me? You must be playing on dial-up. You know how many charas would give for a low launcher that's relatively safe, or a low launcher at all? U+3 cat stance is supposed to be used to mix your opponent up on wakeup. People wakeup with a bunch of shit at times, and some characters it's useless against(Raiden, Kung Lao) but you're supposed to condition them. Anytime you had an opponent stalling or blocking for a quick sec could've been a potential U+3. You can go into low launcher from it or overhead launcher. It's not meant to be used for dash up rushdown unless you've just got your opponent froze like that.
c) Again, you've got the wrong idea. You're probably spamming up missile, telegraphing it, or doing it at inappropriate times. You don't always use up missile for opponent to get HIT with it. As I said in previous post, it's used to start a mixup. If you're fullscreen and recognize it connects, you can confirm into teleport. If it doesn't, oh well. If you're midscreen, and it connects, you can still confirm into combos. If opponent blocks standing, you can go into low launcher or grab. If they block low, you can into grab or quick U+3 overhead. If you use it at unsafe times, or don't profit from the risk, that's on you.
Stop putting so much emphasis on what works during online play. It is a completely different experience than local play in every fg, and especially this one. The strategies posted here are meant to be viewed for local offline play and if someone applies it for online play, it is understood that crazy shit may occur. It is what it is.
I found this combo by accident at a tourney this weekend. In corner:
j.p, 1,2,B+1, j.k->EX Tele, B+2,1, 1,2 1,2, flamethrower 54% (59% with an up missile starter)
The thing that's kinda significant is that for some reason the EX tele doesn't switch sides and put YOU in corner, allowing you to continue combo on wall. And I've only noticed it does this on j.k->EX tele in corner, but on naked j.k it's tricky and has to be executed fast. 1,2,B+1 is the only raw pop up in corner that gives a j.k to my knowledge unless it's AA B+2,1.
Other stuff is if you launch or confirm into a tele in corner, you can dash under them after the pop up and continue a combo on wall but because the timing is so strict you may only be able to get a few hits that's not worth the damage or the effort when you could've just negated a teleport and went for B+2,1 -> jabs/strings->flame/missle ender.