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Sektors lack of fuel

PND_Ketchup

"More deadly than the dawn"
i'd safely say in mk3 he was one of the worst characters, all he had were basic weak combos and projectiles that didnt work very well due to run jabbing, that said he was a defensive counter character (deja vu?) in that you could anti air with a jab jump kick teleport punch jump kick, his style focused heavily on that teleport he had and air to airing with it was KEY to victory, his tracker missile was a good defensive tool too stop their advance then again it wouldnt hit them sometimes ¬¬.
 

A F0xy Grampa

Problem X Promotions
As the best Sektor player in the universe I will say all that needs to be written in a Sektor guide.

1. Flamethrower
2. Never talk of the Flamethrower
 
hey thanks for posting guys! yeah i was drunk and was feeling adventurous. none the less ill stick my my word and help organize all tip/tricks with him. we have a matchup discussion thread and a great great guide written by Crathen (that i forgot about out, sorry!) we also have combos/corner vids/mind games as a stickied thread. So i guess this could be the hub for the most random (insightful?) tips tricks and tech. for instance, i could say sektors iTU on reaction can punish acid spit. so we can make an 'iTU on reaction to projectiles, punish' section in here or whoever takes the reigns and decides to up the ante and test out stuff with othe rplayers to see what projectiles are punihable on reaction from an iTU. We could also come up with what specifically punishes flamethrower from what distance to each character. These are just some topics that im thinking of. We can add this to Crathens general sektor guide, combine it with the matchup discussion thread (once we get solid matchup knowledge against every character). We could also add his corner mind games as a section of it also (or at least reference the already stickied thread about it) and basically just cram all this stuff into one thread (organized of course) So we know where to go for anythign sektor related. A master guide..better yet. An MK9 Sektor Wikipedia! (TYM style, meaning ANYTHING you need to know about the character you can find it)
 

PND_Ketchup

"More deadly than the dawn"
hey thanks for posting guys! yeah i was drunk and was feeling adventurous. none the less ill stick my my word and help organize all tip/tricks with him. we have a matchup discussion thread and a great great guide written by Crathen (that i forgot about out, sorry!) we also have combos/corner vids/mind games as a stickied thread. So i guess this could be the hub for the most random (insightful?) tips tricks and tech. for instance, i could say sektors iTU on reaction can punish acid spit. so we can make an 'iTU on reaction to projectiles, punish' section in here or whoever takes the reigns and decides to up the ante and test out stuff with othe rplayers to see what projectiles are punihable on reaction from an iTU. We could also come up with what specifically punishes flamethrower from what distance to each character. These are just some topics that im thinking of. We can add this to Crathens general sektor guide, combine it with the matchup discussion thread (once we get solid matchup knowledge against every character). We could also add his corner mind games as a section of it also (or at least reference the already stickied thread about it) and basically just cram all this stuff into one thread (organized of course) So we know where to go for anythign sektor related. A master guide..better yet. An MK9 Sektor Wikipedia! (TYM style, meaning ANYTHING you need to know about the character you can find it)
i was fighting usedforglues reptile recently and i can confirm the instant air tele can punish the acid spit :)

This is a really good idea for a written guide, im still putting my video thang up though XD
 

Red Reaper

The Hyrax Whisperer
this guide shouldn't mention human sektor. humans are weak.
I agree.. If I wanted to use a human I wouldn't have mained Sektor...

i was fighting usedforglues reptile recently and i can confirm the instant air tele can punish the acid spit

This is a really good idea for a written guide, im still putting my video thang up though XD
Is the instant air tele really that much faster than the normal tele?? I know it should be faster... I'm just wondering by how much.

Also.. I think when we test out projectile punishes with instant air tele we should put the distance because I'm sure that plays an important part...
 

Chaosphere

The Free Meter Police
I agree.. If I wanted to use a human I wouldn't have mained Sektor...



Is the instant air tele really that much faster than the normal tele?? I know it should be faster... I'm just wondering by how much.

Also.. I think when we test out projectile punishes with instant air tele we should put the distance because I'm sure that plays an important part...
Oh yeah it's much faster. Not only that, but the start up animation on normal teleport is so much slower that it's very easy to react to. With the instant air teleport, they have to be jedi's to react to it.
 

PND_Ketchup

"More deadly than the dawn"
I agree.. If I wanted to use a human I wouldn't have mained Sektor...



Is the instant air tele really that much faster than the normal tele?? I know it should be faster... I'm just wondering by how much.

Also.. I think when we test out projectile punishes with instant air tele we should put the distance because I'm sure that plays an important part...
instant air tele, proof is in the name really :p

It just gets rid of the startup time making him drop down instantly, it can catch any projectie in the game if you're far enough to not get hit.
 

PND_Ketchup

"More deadly than the dawn"
on a serious note, we do need someone to clearly state the differences between human and robot so people who want to take sektor up can look at the differences and decide :)
 

Red Reaper

The Hyrax Whisperer
instant air tele, proof is in the name really :p

It just gets rid of the startup time making him drop down instantly, it can catch any projectie in the game if you're far enough to not get hit.
Well nothing's really instant... You still have to do the inputs and you are adding an additional input.

I am going to try it out though, I have not been using it at all... Seems like it would make me a little better.

(Though I usually play against people that rush me down so maybe not... lol.)

Because Chaosphere plays Sektor and we play together all the time, just makes it easier on both of us.
That definitely makes sense.. Though, you are left with the short stick...
 

spongebob

ಠ__ಠ
Well nothing's really instant... You still have to do the inputs and you are adding an additional input.

I am going to try it out though, I have not been using it at all... Seems like it would make me a little better.

(Though I usually play against people that rush me down so maybe not... lol.)



That definitely makes sense.. Though, you are left with the short stick...
ia TU is important to sektor but its not as important as some make out. Like ketchup said he has so many other tools a lot of good sektor players I've played agaisnt and watched don't even use it that much.

Also although not everyone may get the same problem but fucing it up and getting jump 4 and then a late TU even once in a match can cost you lol.

Would any1 be willing to compare execution and reocvery frames between robo sek's and human sek's missles? Or even a video with them side by side? Its the main advantage people say robo sek has over his human counterpart but i've never really felt it really.
 

Robotic

Gentleman.
A quick thing about the upmissile enders: we need to establish not only our capability to block incoming wake ups and misc offensive options from the opponent. Example: d4, upmissile ender is totally safe from opponent's options IF I choose to block. Though really good info to keep handy, this negates the purpose of ending with upmissile - to continue offensive pressure. If this is going to be a HARDCORE Sektor hub, I'll get serious about testing every possible option the opponent has after [b2 or 1 or 2 or d4 or f4] into upmissile.

The example I gave earlier regarding this would be Mileena - If I d4 umissile AND jump in on Mileena, she CANNOT wakeup hit me on ANYTHING; her telekick will whiff, her roll will go under me while I'm mid air. Anything else and she will get hit. For Smoke, if I do the same setup, he cannot shake as the upmissile will land right when his animation is beginning - the active frames have not begun for shake. If he does his teleport perfect, he will whiff the first hit BUT get hit by my jump in punch when he reappears on the other side for the 2nd hit. If you try to dash forward instead of jumping in for pressure against Smoke and he does his teleport, you WILL get hit, but (don't quote me on this last part) I believe he will get stuffed by the upmissile on his 2nd hit.

Stuff like that I'll try to get to for you guys.
 

spongebob

ಠ__ಠ
A quick thing about the upmissile enders: we need to establish not only our capability to block incoming wake ups and misc offensive options from the opponent. Example: d4, upmissile ender is totally safe from opponent's options IF I choose to block. Though really good info to keep handy, this negates the purpose of ending with upmissile - to continue offensive pressure. If this is going to be a HARDCORE Sektor hub, I'll get serious about testing every possible option the opponent has after [b2 or 1 or 2 or d4 or f4] into upmissile.

The example I gave earlier regarding this would be Mileena - If I d4 umissile AND jump in on Mileena, she CANNOT wakeup hit me on ANYTHING; her telekick will whiff, her roll will go under me while I'm mid air. Anything else and she will get hit. For Smoke, if I do the same setup, he cannot shake as the upmissile will land right when his animation is beginning - the active frames have not begun for shake. If he does his teleport perfect, he will whiff the first hit BUT get hit by my jump in punch when he reappears on the other side for the 2nd hit. If you try to dash forward instead of jumping in for pressure against Smoke and he does his teleport, you WILL get hit, but (don't quote me on this last part) I believe he will get stuffed by the upmissile on his 2nd hit.

Stuff like that I'll try to get to for you guys.
If the opponent wants to wake up attack you then they have to start inputting it as soon as they are hitting the ground, so the only way you'll get punished is if you immediately go for a string straight after. The better thing to do is wait and the only mixup should be whether they decided to roll or not. Because you can't delay wakeups once you see the opponent hasn't done anything then you can go in and continue offense.

Its only like a split second that you need to block then when you see the missle coming down and they havn't waken up go in with either a b21 for which will still hit (for chip) crouch blockers, check them with b34, throw, or even a leglift or a jump in I don't know if the up missles bocked you may have enough time to try it.

I'd still recommend seeing if they wakeup or not before jumping. You may be able to get into the air faster then you can block but if you jump immediately after up missle ender then neckbite and her tk will still catch you (if you placed the missle wrong)
 
Also although not everyone may get the same problem but fucing it up and getting jump 4 and then a late TU even once in a match can cost you lol.
That's the reason I don't really use them. No matter how long I practice iaTUs, it's always about a 60-40 split between iaTUs and neutral jump 4>TU. And with the input bug, I don't think anyone will be able to get it 100% of the time, since it's an extremely fast motion and MK seems to have issues with those.
 

Chaosphere

The Free Meter Police
That's the reason I don't really use them. No matter how long I practice iaTUs, it's always about a 60-40 split between iaTUs and neutral jump 4>TU. And with the input bug, I don't think anyone will be able to get it 100% of the time, since it's an extremely fast motion and MK seems to have issues with those.
And that's why I can't wait to get my HitBox
 

spongebob

ಠ__ಠ
Can somebody on xbox test this for me? Set the opponent to jumping or just do any bnb making sure tech roll for the opponent is on, end with 1 behind missle does the missle catch the opponent in block?
 
And that's why I can't wait to get my HitBox
If REO is anything to go by, a HitBox can actually make things worse. The issue is MK not being able to reliably read fast inputs, and you can put things in so fast with a HitBox that it drops and misreads stuff. He's been particularly having issues with that with Kabal.
 

Robotic

Gentleman.
Regarding the telekick hitting you - I d4 into upmissile and it does not hit me. Do you b2, 1, f4, 2, or d4? Depending on your answer, it may be that d4 gives you that teeny bit of extra time.