IAD jMK(blocked) xx M.Sekh + Squig cHP call / IAD jMK(blocked) xx M.Sekh, Squiq cHP call + cL/jM/sH; if blocked recall while they are locked down
Do mixups, see assist come in, reaction xx M.Sekh and deal half life damage to their assist rather than getting DPd out of IAD jHP
- Two very very basic uses, neither of which I would rate as "Sekh can do very little"
"Once you avoid the low" .. which one just magically does 100% of the time?
Sekhmet costs a lot less meter than what a plethora of other characters use to "safeishly" land hits on opponents (Bypass-Knives, Sing SBO, Catheads, Sniper, ..)
"Sekhmet costs like half a bar to do two mixups that may cost the opponent a character.. btw if you want to counter her, you can always just spend a full meter on 0 damage" stays a riot btw
- I would be a lot happier with Sekhmet if the initial call cost a nudge more meter, so mixups / anti-AAs (suspect the opponent goes for smth that would hit you out of jMK, Sekh M instead) / assist punishes / etc followed by "Sekhcall into assist+recall" at least put a dent on your resources
- Other option: Sekhmet call costs meter at the beginning of startup, not when Sekh is coming out. This would mean 1) getting CHd out of it makes you lose out on bar (more risk!) and 2) a watchful opponent can see the meter disappearing, recognize that Sekh is going to appear soon, and do whatever against it (block)
And yeah, Eliza has a good bunch of other shit, but at least that is interesting to play against.. Sekhmet is boredom incarnate
Though I don't at this time have any specific problems with Eliza or sek. I agree with this post.
Mostly though I just don't agree with SnapBack being a proper punish and here's why:
1. Eliza might be on low health. If she is, you don't want to snap her out as that gives her the ability to recover red life albeit less life than she had, you are actually GIVING her extra life by snapping her out in many circumstances.
2. Snap does no damage and snaps in a presumably full health character... To whit, you aren't solving the problem, just avoiding it for the time being. And maybe that's enough, but it doesn't feel like it to me.
3. not all snaps were made the same. Painwheels snap is low and has good range but wiffs airborn characters easily. Sek is very likely to be airborn when attempting to snap her. Bella's snap on the other hand hits very high in the air, but lacks a bit of horizontal range. These might or might not be huge things but I think there is a significance there.
4. Snaps being 12 frame startup still means they are relatively slow to come out and snapping sek on reaction to sek armoring through something is going to be a rather rare punish in my mind (rightly so, it shouldn't be easy to snap sek in this way IMHO)
I could see the snap argument being a good one if it treated Eliza as if she were last character, even when she's not. This would mean that snaps would give full combo on sek, but the starter would use up oth and do no damage for a meter. Seems like a good dartboard suggestion. But even if it IS a good suggestion, I don't think mike would ever do it because it creates a special circumstance and mike tries like hell to avoid those like the plague.
At which point I would say something such as... Why not buff snaps to give otg against ALL armor attacks? Then snaps would actually be a decent way to punish armor. Unlike sweeps that give no combo in many respects (except "sweep like" attacks such as cilia slide).
But yeah probably a shitty idea on multiple counts. I don't put to much thought into these things anymore because my give a fuck has considerably dwindled.
Having said that
@Spencer what's the problem with just push locking sek away and then laughing at all that meter she's losing while you run?
It's what I've ALWAYS done to sek and its my flowchart way of dealing with anything I deem to be oppressive, priority wise, from any character. It does get me frame trapped and stuff... But I digress... 2 player game and all.
In fact, does sek have any REAL ways to counter pbgc into jump/super jump back (aka the mvc2 counter to everything) off the top of my head, with sek having no airthrow said and only one low, it would be an extremely easy way of dealing with sek in a very braindead way.
Also, when I defend against sek, yeah I usually just jump away and laugh, but about 20% of the time I go for a throw. Gotta mixup stuff ya know?
If any of this is completely dumb. Forgive me. I don't play THAT much anymore and have a total of 700 games played since the replay saver went up.