Sub's 2 can be ducked, but the next hit can not. So poking him or uppercutting him is extremely harsh. Sektor's 1 and 12 BOTH whiff so Sub can take full advantage of this. Also in the corner it's impossible to do a f2 - you go into the ice clone. If you watch the matches, while I'm in mid screen, I'm destroying him. At some point in time I'll get push to the corner and then it's strait up game over.footsie maybe? not a single time did you f2 after he walked in front of a clone. He disrespected that zone that you can control. I don't really think this matchup is in Sektor's favor, but f2 on block is 0 and on hit is plus frames. That should be your pressure tool to keep Sub Zero at mid screen rather than you backing up constantly and trying to use flamethrower all day. Make him respect that move, then he'll jump into flamethrower.
Just like Sektor's jab being ducked, Sub Zero's 2 can be ducked by Sektor everywhere on the screen. You never took advantage of that either.
I've never thought this was anything more than a 5-5. Whoever controls there space wins.
If any string whiffs when you crouch block, you will always be given a chance to poke out or even uppercut. One more thing, if you manage to trade with Mileena, you can still hit her with B121 off the freeze, then start 21. The 2 will hit in this case, but if you want to continue pressure, then you must hit her with either a D3, or D4 to get frame advantage otherwise she will just poke away with D4. Also if you manage to block Mileena's D4, you can poke her back with D4 since Mileena's D4 is even on block, and SZ's D4 is 4 frames faster (8 frames vs. 12).I'm just thinking, in the corner. If you ex tele and he blocks. Do you end up on the outside or inside?
Also if the 4 from the b+3, 4 is always whiffing and he's always going to d+4. Can't your cross over? Or block the d+4, and poke back?
I realise its not much, but this is sorta like the sub mileena match up. Sub can't 2,1 pressure at all cuz the first 2 whiffs. So it comes down just punishing mistakes and d+4'ing like mad, and on hit moving into pressure.
I got no idea if any of this works, but just a thought lol.
Also doesnt f+2 have an ender like b+1 or something. Or is that punishable?
The thing though is your not going to let it whiff lolIf any string whiffs when you crouch block, you will always be given a chance to poke out or even uppercut. One more thing, if you manage to trade with Mileena, you can still hit her with B121 off the freeze, then start 21. The 2 will hit in this case, but if you want to continue pressure, then you must hit her with either a D3, or D4 to get frame advantage otherwise she will just poke away with D4. Also if you manage to block Mileena's D4, you can poke her back with D4 since Mileena's D4 is even on block, and SZ's D4 is 4 frames faster (8 frames vs. 12).
Here's the thing B3 is only neutral frames on block, meaning that say if the SZ player reads the crossover attempt he could do 22, D4, NJP, etc. The best option in this case is D4 (speaking as the SZ player) because SZ's hitbox lowers when he does D4, whiffing any JIP (jump-in-punch) attempts; there is also the possibility of D4 knocking Sektor out of the air even before he jumps. Any Sektor players correct me if I'm wrong, but isn't B3 one of the few hit-confirmable teleport strings Sektor has?The thing though is your not going to let it whiff lol
Cut the string at b+3 and then cross over
you can still get poked out i think, but if they mistime they are going to eat the jip
and also subbies uppercut aint the greatest lol
but yeah, it was just a thought. Would probably lose out to the poke in most cases.
Yeah your right, like I said it was just a thought. Sorry.Here's the thing B3 is only neutral frames on block, meaning that say if the SZ player reads the crossover attempt he could do 22, D4, NJP, etc. The best option in this case is D4 (speaking as the SZ player) because SZ's hitbox lowers when he does D4, whiffing any JIP (jump-in-punch) attempts; there is also the possibility of D4 knocking Sektor out of the air even before he jumps. Any Sektor players correct me if I'm wrong, but isn't B3 one of the few hit-confirmable teleport strings Sektor has?
Nothing to be sorry about, I am just explaining it from a perspective of a SZ player who had one too many people try to cross me up lol. Its always good to conversate on the SZ forums, especially considering there's hardly any discussion anymore . But to answer your question, you simply have to block the D4, and try to play the footsie game. I am not sure what Sektor has for footsies though, so I can't really comment on that. However, playing footsies with SZ could also lead to another mindgame because he can cancel his pokes into clones (D3~Clone, D4~Clone, etc).Yeah your right, like I said it was just a thought. Sorry.
But if you know the Sub is going to d+4, what would be the proper reaction? Just block and d+4/d+3 back?
Sektor players have always known about his weakness, particularly about how most of his strings start with true highs. It's just something that people don't tend to poke out of for some reason, I guess it's the evolution of the game.Seriously though, no more trolling brady. But anyways, I tested sektor strings, and most of his strings can be ducked from first hit, if not then its 2nd hit (just tested on reptile only). Wonder if this will make him a bad character in the future?
Lol i play sub too. But i've been crossed over so many times, i always eat the jip after i whiff the d+4. Only cross up defence i got is njp and jump back kick. 2,2 seems too shoddy cuz sub turns around so damn slow. (Off topic, but what wins? A njp or a sharp jump kick. Cuz against smoke i always lose to that dam jump kick teleport even when i read it and try njp him out).Nothing to be sorry about, I am just explaining it from a perspective of a SZ player who had one too many people try to cross me up lol. Its always good to conversate on the SZ forums, especially considering there's hardly any discussion anymore . But to answer your question, you simply have to block the D4, and try to play the footsie game. I am not sure what Sektor has for footsies though, so I can't really comment on that. However, playing footsies with SZ could also lead to another mindgame because he can cancel his pokes into clones (D3~Clone, D4~Clone, etc).
Ive never realized it because no one in Florida plays sektor, but I guess people overlook this because of his tools. They didnt not test out his strings at all (i used to be one of them haha)Sektor players have always known about his weakness, particularly about how most of his strings start with true highs. It's just something that people don't tend to poke out of for some reason, I guess it's the evolution of the game.
The jump kick will always beat out your D4, so against characters that have air throws, you really have to be careful when you throw D4 out. If I had to choose between a NJP and a jump back kick, it would definitely be jump back kick, because if you whiff your NJP you could potentially get AA comboed. Another thing, according to frame data, flamethrower is -18 on block, so you could potentially full combo punish him if you dash and 22 (since SZ's 2 is 9 frames, meaning you have 9 frames to punish Sektor 18-9=9). However, I don't know if 9 frames is enough time to punish the flamethrower with a full combo when its spaced out like that. But, one thing is for certain, you could always use slide to punish a blocked flamethrower, but if you manage to make a read, you could potentially shoot an ice ball to trade with the flamethrower.Lol i play sub too. But i've been crossed over so many times, i always eat the jip after i whiff the d+4. Only cross up defence i got is njp and jump back kick. 2,2 seems too shoddy cuz sub turns around so damn slow. (Off topic, but what wins? A njp or a sharp jump kick. Cuz against smoke i always lose to that dam jump kick teleport even when i read it and try njp him out).
I thought sektor could footsies with flamethrower lol. Its hard to punish (well in my experience. but i only play online so i can't really talk. DAMN AUSTRALIA WHY DO THEY HAVE TO BAN THE GAME FOR. NO OFFLINE COMP). And when using the human costume, you can't tell if its a missle or the flamethrower. You try jump the missle and you might eat a flamethrower in the face lol. You seen that match right? Tom eats like 4 flamethrowers in a row from swifttomhanks lol.
lol no i worded it wrongThe jump kick will always beat out your D4, so against characters that have air throws, you really have to be careful when you throw D4 out. If I had to choose between a NJP and a jump back kick, it would definitely be jump back kick, because if you whiff your NJP you could potentially get AA comboed. Another thing, according to frame data, flamethrower is -18 on block, so you could potentially full combo punish him if you dash and 22 (since SZ's 2 is 9 frames, meaning you have 9 frames to punish Sektor 18-9=9). However, I don't know if 9 frames is enough time to punish the flamethrower with a full combo when its spaced out like that. But, one thing is for certain, you could always use slide to punish a blocked flamethrower, but if you manage to make a read, you could potentially shoot an ice ball to trade with the flamethrower.