oh fuck, lolno man I'm talking about the overhead. U34 not U334 or B34.
this would be good
oh fuck, lolno man I'm talking about the overhead. U34 not U334 or B34.
even if you do U34-EX TU in open space same quick ass recovery which is nice. You could potentially burn a bar of meter to get in on a Freddy or Kenshi and be right in their face and if it's neutral that's awesome, you don't have to fear a throw/blockstring.oh fuck, lol
this would be good
Good God, i'm testing this ASAPeven if you do U34-EX TU in open space same quick ass recovery which is nice. You could potentially burn a bar of meter to get in on a Freddy or Kenshi and be right in their face and if it's neutral that's awesome, you don't have to fear a throw/blockstring.
U34-EX TU is consistent in it's frame data....but you could be right about aerial one yes. This one however I'm 100% it's consistent. If only we could get official frame data for this.Good God, i'm testing this ASAP
edit: So it seems that Ex TU has "random advantage" but instead of being pluss it only becomes less negative, most of the time it looked neutral and other times looked +1 or only slightly less minus than the regular -6. Still, im assuming that Ex TU's random ADV works the same as Cages F3 n the like so this wouldnt make it less minus vs actual moves
Doing a Ex TU while airborn Seemed to increase the chance of it happenning though
this Needs Human testing
It's always -6.Guys I could be wrong or this may have been already mentioned but if you link U34-EX TU on block then Sektor recovers quicker than usual so I doubt he's at -7...in fact he could be neutral which makes a difference but I have no way of figuring out the frame data.
Could you guys double check to make sure my eyes aren't deceiving me. I tried linking EX TU off other strings but it had the same disadvantage on block as you would if you did a naked EX TU.
So not only can you make the overhead launcher safe by linking in EX TU, but you might also not be in as disadvantageous a situation frame data wise. Somberness?
That's ok but I wasn't talking about that. I think that U34-EX TU on block gives different (yet consistent) frame data. I think it's safer than -6. Would you be able to check that by any chance?It's always -6.
I mistakenly had it as -7 for a while.
I did check all situations and it was the same.That's ok but I wasn't talking about that. I think that U34-EX TU on block gives different (yet consistent) frame data. I think it's safer than -6. Would you be able to check that by any chance?
damn. it seems that he recovers faster . Thanks though.I did check all situations and it was the same.
The 4 in that string isn't really hitconfirmable.. At least not for me...i'll try to test this later
But B34 is hit confirmable, so linking it to Ex TU would only help you if they let go of block early. Still, i guess this would be pretty cool of it was neutral
Nor meThe 4 in that string isn't really hitconfirmable.. At least not for me...
So uhhh, a Delayed D4-UM ender tracks tech rolls. . .
like 12B1, F43-TU, B34-Ex TU, (Wait till last possible moment) D4-UM = 40% and can NOT be evaded by tech rolling. It can only be evaded by tech rolling back then Dashing backwards after getting up, which also gives Sektor enough time to throw out another UM
May need more testing but its looking good atm
So B3 4 EX tele is best used when you think the 4 is going to hit.Nor me
\/ And did nobody else see this post? \/
On Block Kancel Advantage is +28 for teleport. A teleport is 29 Frames.. EX teleport is 31 Frames...Can the opponent interrupt Sektor out of his teleport if he does this on block? B3,4(whiff), EX Tele
Also should Sektor players be going for B3,4 more instead of naked B3? A lot of times I see my opponents get hit by B3 and all I get is advantage for pressure but everytime B3 hits I keep thinking "that could've been a full combo...". If you can hit confirm b3,4 into teleport then the reward outweighs the risk IMO.
Hm yeah but if the 4 whiffs then I'm assuming they can interrupt you. The cool thing about b3,4 on block is that you stay in the range where you can do another b3,4 on block and repeat until they guess wrong (get hit by ex tele).On Block Kancel Advantage is +28 for teleport. A teleport is 29 Frames.. EX teleport is 31 Frames...
So they have 1 frame for regular and 2 frames for EX but you appear on the other side and they have to turn around so I doubt it.
Just don't wiff the 4...
Against most characters and the right spacing..Hm yeah but if the 4 whiffs then I'm assuming they can interrupt you. The cool thing about b3,4 on block is that you stay in the range where you can do another b3,4 on block and repeat until they guess wrong (get hit by ex tele).
You kan space B3 4 so that the 4 doesn't wiff though..my problem with full B34 is if B3 gets blocked they can just duck the 4 and combo you. But i do pull the trigger with it if i think my opp will try an move real quick, Since you cant move and block at the same time
Like if i've been bullying them with B21, D4s and S1 jab Feints i assume that they will react when given an intentional breather
The missile is safe. You have +27 to +30 advantage before they kan wake up and it might even be more since they were still airborne as you started recovering. Just don't take too long. Their move still has to reach you as well.And i've been thinking about combo enders lately, like if there really is a stadard Go-To ender. Or at least one that should be used 100% in certain MUs
Specifically B21 with a Straight Missile follow-up. It ties for most Damage, builds meter And has somewhat of a set-up to it. Only thing is i dont know how safe the Missile is
They are used for different things imo, i like B21 more for pressure and Ofensive footsie mind games since pretty much every option is available to you after the pushbackYou kan space B3 4 so that the 4 doesn't wiff though..
I definitely like it better than B2 1.
based on those numbers then some wake-ups could cause you trouble no?The missile is safe. You have +27 to +30 advantage before they kan wake up and it might even be more since they were still airborne as you started recovering. Just don't take too long. Their move still has to reach you as well.
Straight Missile and Up Missile Durations are 52 and 53 respectively so they're nearly identical.
I use B3 and B3 4 as my go to pressure tool. You're at neutral as opposed to -4 with less risk from kross ups since the 4 makes you airborne.They are used for different things imo, i like B21 more for pressure and Ofensive footsie mind games since pretty much every option is available to you after the pushback
B3 for me is more of a counter to pokes and a checking tool. And happens to grant more pressure if it hits