Robotic
Gentleman.
I will update post 1 as I find more and as input from you guys comes in and is confirmed.
1. SektorCyrax's meterless 42% combo now does 41% (JIP, 12B1, IATU, B21, B21).
2. The situational UM, JIP, B2~TU, B21, B34, EXTU, B2~Flame Thrower now does 56%. It used to do 57%. As a side note, ending with b21 used to do the same 57% as if you ended with flame thrower, now that variation does 55% damage.
3. The projectile punish combo IATU, B21, F34,EXTU, B2~Flame Thrower ender or B21 ender now does 40%. Pre-patch this combo was 42%.
4. Corner combo 12B1, B21, 12, 122, Flame Thrower now does 43% as opposed to 45% pre-patch.
5. Impractical corner combo UM, JIP, 12B1, B21, 122 X-Ray was at 62%, now it is at 60%.
6. Impractical corner combo UM, JIP, 12B1, B21, 12, 12 X-Ray dropped to 58% from 60%.
7. UM, JIP, 21~TU, B21, B34, EXTU, B2, Flame Thrower (or end with 1) was 57%, now it is 53%.+
8. 21~TU, B21, B34, EXTU, B2, Flame Thrower (or end with 1) was 48% (I'm not 100% on the pre-patch number), now it is 44%.+
*Miscellaneous stuff:
1. I fuckin hate the dash cancel dash correction
2. Seriously, fuck that.
3. Back to back Flame Throwers take a tiny bit longer to come out. I don't have another human to test this on, but this may suck pretty bad as it could be a big enough window for your opponent to jump in or away without harm. Someone please test. @
4. 124 is now a 3 hit combo. Though it was listed as a combo in the move list, opponent could always block 4. The time between the 2 hit and 4 hit has narrowed. Also, I've never noticed if 124 was special cancellable on the 4 hit pre-patch, but it is now - maybe new combo possibilities??
5. Arguably the most important nerf of all. In practice mode, when resetting position by pressing select on PS3 (don't know for 360), character faces DO NOT inconsistently look around nervously anymore, wondering what just happened and possibly having an existential crisis because they might just be in the Matrix! I always loved that. <>
6. For those that love poking and rushing down, an unimportant FYI: Post patch, behind and forward upmissile can be launched by cancelling your pokes. If your opponent is respecting your upclose game and you are very close, you can d4 behind missile, f2b1 if they are blocking high. The f2 will push them into the upmissile and chip comes out to 6%, not including the d4. If you're just a little farther away, the f2 will not push them into the upmissile - b1 will though. You can b1 instead if they are blocking low for 4% chip as it will still push them into the behind upmissile . Ideally, your hits will land. All of this shit can be escaped, but in real game situations, you will catch nervous opponents in a lot of stuff and you should know everything Sektor is capable of doing to decide for yourself what you are going to use and when, or simply discard if you wish. <>
Oh, if you manage to land the f2 pushing them into the upmissile, you can cancel into TU, b21, b34, EXTU, B2 flame or 1 for 49%. Not too shabby if you catch them sleeping. Extremely risky combo. <>
*Edit 1
+Edit 2
@Edit 3
<>Edit 4
1. SektorCyrax's meterless 42% combo now does 41% (JIP, 12B1, IATU, B21, B21).
2. The situational UM, JIP, B2~TU, B21, B34, EXTU, B2~Flame Thrower now does 56%. It used to do 57%. As a side note, ending with b21 used to do the same 57% as if you ended with flame thrower, now that variation does 55% damage.
3. The projectile punish combo IATU, B21, F34,EXTU, B2~Flame Thrower ender or B21 ender now does 40%. Pre-patch this combo was 42%.
4. Corner combo 12B1, B21, 12, 122, Flame Thrower now does 43% as opposed to 45% pre-patch.
5. Impractical corner combo UM, JIP, 12B1, B21, 122 X-Ray was at 62%, now it is at 60%.
6. Impractical corner combo UM, JIP, 12B1, B21, 12, 12 X-Ray dropped to 58% from 60%.
7. UM, JIP, 21~TU, B21, B34, EXTU, B2, Flame Thrower (or end with 1) was 57%, now it is 53%.+
8. 21~TU, B21, B34, EXTU, B2, Flame Thrower (or end with 1) was 48% (I'm not 100% on the pre-patch number), now it is 44%.+
*Miscellaneous stuff:
1. I fuckin hate the dash cancel dash correction
2. Seriously, fuck that.
3. Back to back Flame Throwers take a tiny bit longer to come out. I don't have another human to test this on, but this may suck pretty bad as it could be a big enough window for your opponent to jump in or away without harm. Someone please test. @
4. 124 is now a 3 hit combo. Though it was listed as a combo in the move list, opponent could always block 4. The time between the 2 hit and 4 hit has narrowed. Also, I've never noticed if 124 was special cancellable on the 4 hit pre-patch, but it is now - maybe new combo possibilities??
5. Arguably the most important nerf of all. In practice mode, when resetting position by pressing select on PS3 (don't know for 360), character faces DO NOT inconsistently look around nervously anymore, wondering what just happened and possibly having an existential crisis because they might just be in the Matrix! I always loved that. <>
6. For those that love poking and rushing down, an unimportant FYI: Post patch, behind and forward upmissile can be launched by cancelling your pokes. If your opponent is respecting your upclose game and you are very close, you can d4 behind missile, f2b1 if they are blocking high. The f2 will push them into the upmissile and chip comes out to 6%, not including the d4. If you're just a little farther away, the f2 will not push them into the upmissile - b1 will though. You can b1 instead if they are blocking low for 4% chip as it will still push them into the behind upmissile . Ideally, your hits will land. All of this shit can be escaped, but in real game situations, you will catch nervous opponents in a lot of stuff and you should know everything Sektor is capable of doing to decide for yourself what you are going to use and when, or simply discard if you wish. <>
Oh, if you manage to land the f2 pushing them into the upmissile, you can cancel into TU, b21, b34, EXTU, B2 flame or 1 for 49%. Not too shabby if you catch them sleeping. Extremely risky combo. <>
*Edit 1
+Edit 2
@Edit 3
<>Edit 4