Okay, I disagree with some of what's being said here, and I think it needs to be addressed. I don't mean to shit on anyone with this, but I do think that a lot of this advice is going to steer you in the wrong direction.
First off, your Sektor is pretty good. It needs work, but hey, that's why you made this topic. I'll get to my own critique shortly, and I won't judge for the dropped combos; what the hell can you say to that anyway, besides "practice more"? Anyway, this is the advice I'm referring to:
nice matches...
I think theres 3 things wrong with your game
1)You do too many random EX uppercuts, i mean as soon as you had a bar you'd use it on an EX move, at least in the 2nd match you were pretty predictable.
2) Do more homing missiles, it's arguably sektor's most useful tool and you barely used it.
3) BUILD MORE METER, this kinda goes along with the first one, build some meter instead of doing random EX moves. More meter means more homing missiles and EX uppercuts.
I agree on 1) for the most part, but the appeal of the EX telepunch is that you CAN throw it out at random and get away with it. I'm not saying you should take a stab in the dark, but if you're making informed reads and you think you have an opening, you can get away with throwing one of these out. Still, you never want to use EX-anything too often, especially if it isn't working for you. I agree with 3) for the most part, but it's very situational, because you can't always spam specials just to build meter.
I really don't agree with 2), and that's my only real problem with your post. The homing missile is overrated, as far as I'm concerned. If you throw one of these out, a smart opponent is going to know to stay away from you and block it, because it does no chip whatsoever on block. A lot of people say "run in and do B3 4 so they can't block both at the same time", but like... What's stopping them from blocking the missile in crouch block? The homing missile basically has the same issue as Shang Tsung's soul steal: It tends you towards a predictable style of play. Like the soul steal, you only have a few seconds to capitalize on a homing missile, and so you'll rush in to make use of it. The only real appeal of this is that it pins them in block and sets them up for your leg lift 50/50, but what then? You could run in and do a throw as well, but is that really worth one bar? The homing missile does give you easier access to certain mixups, but none of those are guaranteed and rarely are they worth the meter. Hell, when someone does the leg lift mixup after a homing missile, I'll usually jab them out of it and take the missile for its piddly 8% damage.
If you can convince me of the homing missile's viability, I'll concede, but as far as I'm concerned, it's overrated. None of Sektor's EX attacks are particularly good outside of his uppercut, which is both a great punish and arguably the best wakeup attack in the game. Almost all of your meter should be going towards that, if you ask me.
Now uh, this...
8. You lost the "First Hit Bonus" on many matches that you could have easily got it by starting with Flameburner.
11. No use of overheads and way too dependant on B+3,4. What do you plan on doing if your opponent fuzzy guards B+3,4 or just crouch blocks all day and anticipates the JIP ?
First off, this is the second or third time I've seen you advise people to start every match with flamethrower. You don't. Start. Every. Match. The same way. This is universally terrible advice. I honestly can't think of a single move you could do off the start of every match that's 100% safe across every matchup. If you think your opponent is going to try and jump in or use a special, fine, flamethrower. You could also B1. You could also jump back. You could also, I don't know, block? Have you ever noticed how in most tourney play, both parties tend to start the first round from neutral? Either they're blocking, or they're in a position where they can block if needed, and there's a reason for that. I will say this once, and it goes for every character in the game:
Never start every match the same way. You see a lot of Sub Zero players start every match with a clone, and there are a million and one ways to punish that.
Second, you ask him what he's going to do once his opponent starts blocking low. Uh, throw? High/low mixups really aren't strong in this game. Again, look at any tourney footage: Watch the top 8 from Evo, or CEO, or ECT. How many of those players use high/low mixups? Kung Lao, Nightwolf, Raiden, Cage and Cyrax are considered some of the strongest characters in the game, none of whom rely on high/low mixups. The better 50/50 mixup for anyone with a low starter is to train your opponent to block low with a safe low starter, then throw them. If you can make your opponent commit to blocking low, you're setting them up for easy grabs, along with more predictable play in general. It takes more time to mount an offense out of crouch block than it does out of stand block, so if you can manipulate your opponent into blocking low, you're already ahead of the game. The best offense in this game tends to center on block strings, frame traps and throw mixups, whereas the vast majority of high/low mixups can be easily fuzzy guarded.
Anyway, this is dragging on long enough, so I'll just cover some of the basics.
- Don't rush in if you don't have to. I noticed you doing this a few times, and it just wasn't necessary. Contrary to popular belief, Sektor CAN play rushdown adequately, but he shouldn't if he doesn't have to. Zone your opponent by alternating up missiles/straight missiles (or just stagger straight missiles in matchups where up missiles are less effective). The trick with Sektor's zoning is to goad your opponent into jumping in, at which point you can catch them with a flamethrower and go back to doing your thing. Above and beyond all of this, the number one rule of fighting games is to keep doing whatever you're doing until it stops working, period.
- Use more B1. This attack is a godsend, and it's easily the best tool in Sektor's arsenal. It's safe, it does a whopping 11% for one hit, and it has a fuckton of pushback. If you land a flamethrower, you can follow with B1 as long as you don't think your opponent will jump, and if successful, you'll create enough distance to resume zoning him. Just don't overdo it; this is seriously one of the hardest attacks in the game to punish head-on if used carefully, though anything is punishable if it's predictable.
- Use 1 2 B1 more. Someone mentioned that it gives you access to his higher damage combos, but that's not the point: The point is that it punishes damn near anything in the game that is even remotely punishable. It even interrupts a lot of block strings from neutral, simply because it's faster than the first hit of that string. Because 1 2 B1 combos off a jab that's somewhere around 7 frames (don't hold me to that), it's fast enough to catch a lot of openings that your other combo starters won't. Don't ever take this for granted.
- Sektor's uppercut will get you out of trouble, use it. Again, this is something like 6 or 7 frames, which is the fastest uppercut speed in the game (on par with Cage and Kung Lao, if that gives you some idea). It'll get you out of a lot of frame traps that other characters can hardly do anything about, and it'll even stop Kung Lao's 2 4 ground hat routine. The hitbox isn't spectacular, but you have a flamethrower to catch jump-ins and your uppercut will still stuff crossups just fine. The ultimate purpose of Sektor's uppercut is to save you from pressure strings, and it does a fucking admirable job of that.
Anyway, that should cover it. If you want, just add my GT. I play a fairly wide array of characters, so I could throw all sorts of different shit at you to see how you deal with it and determine what you need to work on from there. Other than that, I can try to answer any other questions you might have. Hope this helps.