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Guide The Ultimate Sektor Guide

NKZero

Noob
MORTAL KOMBAT STRATEGY GUIDE
Sektor
“I will show no mercy!”/”For the Lin Kuei”
Differences between Robot and Human Sektor:
Before anything, it is important to realise that there are some game play differences between the human and robot versions of Sektor (although they aren’t as drastic as the Cyrax versions). Here are the differences:
· Human Sektor has a greater horizontal reach on 122
· Human Sektor’s up missile leaves the screen quicker although it lands on the opponent at the same time as the Robot’s up missile
· Human Sektor’s x-ray has a lower launching level thus making some of his x-ray combos easier to perform

Why play with Sektor?
· His laugh is badass
· He doesn’t have robot man boobs (unlike Cyrax)
· He actually loves the Lin Kuei and supports the cyber initiative (unlike Cyrax)
· The metal sound when he gets beaten up…orgasmic!
· His fatalities are second to none (see: Scarecrow)
Best normals and pokes:
12B1 (HHH)-3 hit string that launches the opponent. Is safe on block. The 1 and the 2 will whiff against characters that are crouch blocking.
11B1 (HHH)-3 hit string that gives great pushback on block and even greater pushback on hit. Is safe on block.
122 (HHM)-3 hit string that gives pushback on block and hit. It is unsafe on block but gives great advantage on hit. The last hit is an overhead.
214 (HHH)-3 hit string that sends the opponent near full screen on hit and gives pushback on block. It is safe on block but the string can be interrupted between the 1 and the 4 by an attack that is seven frames or faster. The 2 will whiff against crouch blockers.
B34 (LH)-2 hit string that starts with a low and launches the opponent. Is safe on block but the 4 will whiff against characters that are crouch blocking.
B21 (HH)-2 hit string that is safe on block. Most commonly used in combos. It is the only string of Sektor’s where all hits will connect with crouch blocking characters.
F2 (H)-fast advancing poke that is safe on block. On hit, Sektor is at advantage.
B1 (H)-fast poke that has great pushback on block and more so on hit. It has great range as well.
D4 (L)-low poke that grants great advantage on hit and is safe on block. It has decent range.

Leg Lift stance:
Sektor is one of the few characters that has a specific stance from which more offensive options are available. When Sektor enters his leg lift stance (U3), he has three options:
1. 34 (LH)-the 34 out of the leg stance shares the same properties as Sektor’s normal B34.
2. 4 (M)-an overhead that can be followed up for a full combo. It is safe on block.
3. Cancelling the stance-that can be done simply by dashing forwards or backwards. Sektor can alternatively input any of his specials and Sektor will perform them in the stance.

Specials:
Teleport Uppercut (DF4)-Sektor’s launching special which is normally used within combos. It can also be used as an anti-zoning move. It is highly unsafe on block and is fully combo punishable. The instant air teleport uppercut is the quickest way of him performing the move so you should learn to master it if you wish to punish a zoner on reaction.
Metal Uppercut (DFblk4)-The EX version may be his best wake-up option. It isn’t a hundred percent safe on block but there are many characters that cannot do anything but poke after it. The metal uppercut is also used in combos for maximizing damage. Also note that the metal uppercut can be poked out of on start-up.

Straight Missile (BF1)-The straight missile is exclusively a zoning tool that is safe from ½ screen and beyond. If blocked at closer ranges, depending on the range, it can be punished by a full combo (at touching distance) or a fast advancing special (at jump-in range).
Double Missile (BFblk1)-This version does more damage as two missiles are hitting you rather than one. The same concept applies with using this missile as the straight missile. Note that while an opponent can neutral crouch the standard straight missile, the EX version will hit them.

Above Up Missile (DB3)-The above up missile lands directly on the opponent’s head. Even on block the up missile gives huge frame advantage and it can be used to start a combo on hit. Due to the fairly slow start-up, Sektor can be poked out of the move or even hit by a fast advancing special so if you want to use it up close, you have to find a safe set-up. As a zoning tool, it is only really safe from ¾ screen to full screen.
In Front Up Missile (DFB3)-The in front up missile lands directly in front of where the opponent is standing. It should be mixed in with the above up missile when Sektor is trying to zone. If you anticipate a jump-in you can use this missile and you will hit the opponent and then continue the combo punish.
Behind Up Missile (DBF3)-The behind up missile lands directly behind where the opponent is standing. It should not really be used because it gives you too much to think about. The up missile and in front missile are sufficient enough to keep the opponent at bay. If the opponent wants to jump back, you should embrace it because that is where you want him to be (if you can out-zone him). If you must use it, then the best time to do so is when you wish to catch an opponent who is trained to tech roll out of the other up missile traps.
Homing Missile (DBblk3)-The EX version is a missile that tracks the opponent and thus he cannot avoid it. It does no chip damage on block. Like the normal up missiles, it gives huge frame advantage on block and on hit.

Flame Burner (BF2)-The flame burner can be used as a zoning tool, an anti-air special or also as a combo ender. It reaches as far as sweep range and slightly beyond. At maximum range it can only be punished by a fast advancing special, but it is highly unsafe at closer ranges. It is another of Sektor’s wake-up options.
Flame Thrower (BFblk2)- The EX version does more damage than the standard version. It also has slightly faster recovery but it is still punishable nonetheless.

Strategy:
Zoning-Sektor is a very capable zoner with a variety of missiles at his disposal. From ¾ to full screen, Sektor can safely mix it up between the above up missile and the in front up missile. From ½ screen and beyond, Sektor can abuse the straight missile. The great thing about the straight missile is that it knocks the opponent down so it will win a lot of projectile trades and will allow Sektor to launch another straight missile as the opponent is getting up. When the opponent is near jump-in range, you have to be careful with the missiles as you can get punished if they miss their target. The best option in this case is to use Sektor’s flame burner, which is only punished by a fast advancing special at sweep range or slightly beyond. If the opponent is anywhere closer than jump-in range, use the safe B1 for pushback even on block.

Mixing it up between F2 and B1-F2 and B1 are often under-utilised tools that are great at creating space or closing down space. F2 is the more offensive tool, which should be used to close down space. On hit it causes the opponent to stagger, giving great advantage and allowing you to dash in for continuous pressure. The F2 can be followed by a B1 (as part of the string) but it is very unsafe on block so never use it. F2 alone on block is safe. If the opponent blocks a max range F2 and attempts to counter-poke with a D1/D3, because of the optimal pushback, their pokes will whiff and Sektor can B3/B2 punish for a full combo. When opponents hesitate, this allows Sektor himself to D4, dash D3, throw etc. The B1 itself is more of a defensive tool. It pushes back nicely on block and can often be followed up by a flame burner (watch out for the fast advancing specials though). On hit it propels the opponent back to as far as ¾ screen. Don't get too B1 happy as you can be crossed over and hit with a jump-in punch. It does serve as a decent anti-air but unreliable.

The 6 frame standing 1-Sektor’s ridiculous 6 frame jab is most commonly used as a combo starter for either the 12B1, the 122 or the 11B1 string. It can be used to pressure the opponent but it will whiff against crouch blocking characters. It is also an excellent punishing tool because of its start-up speed. While many characters can only poke at that sort of speed, Sektor can do damage in the 30’s and 40’s thanks to his 6 frame standing 1. The best time to use it is when the opponent is jailed to stand block after a jump-in punch. From there, Sektor can mix-it up between 1 and 12 until he can hit confirm for a full combo.

122 string-The last hit of the 122 hits overhead so the opponent must stand block that hit. If the opponent thinks that you will end the 12 with a 2 and they stand block, you can begin to cut the string short and either abuse his 6 frame standing 1 or use 12B1. On hit, Sektor is at great advantage and can get a free jump-in if the opponent is in the corner. When the 122 hits, Sektor can dash in and the opponent must block another 122. It is unsafe on block so to make it safer, Sektor can follow up with the up missile (either above or in front) and therefore he forces the opponent to guess where to move and where to block. If a character has a fast advancing special, it is best to follow up the 122 on block (or even on hit) with the homing missile since it tracks the opponent and keeps him on the defensive. Another important point with the 122 string is the 50/50 you get at the end of the 12 string. You can either end with 122 (overhead) or you could do 12 and then surprise the opponent with a B34 (low starter). The 12 recovers quickly so doing a B3 makes it look like it is part of the 12 string, thus giving you another potential mix-up.

Homing missile-Perhaps his best special. The homing missile should be purely used as an offensive tool because Sektor then gets a free jump-in. Only really use it when you have full meter or just more than two bars because you always want to save meter for a breaker. Once you jump-in punch, you can either throw, use 1 pressure (opponent will be stand blocking since jump-in punch is an overhead attack) or enter his leg lift 50/50.

Leg Lift 50/50-Sektor’s leg lift stance provides him with a 50/50 mix-up because following the U3 with a 34 presents his low option while following the U3 with a 4 presents his overhead option. Both options on hit can lead to a full combo that can be very damaging. The problem lies with your inability to hit confirm the U34 into a teleport. You must either commit to following up the overhead with the teleport or just using a naked U34. The U34 itself is safe on block but if you commit to teleporting and the opponent blocks, you will be full combo punished. For that reason, a possible solution is to follow up the U34 with an EX teleport but it isn’t always worth the meter. The U334 shares the same properties as the B34. The 4 in the B34 or the U334 will whiff against crouching characters. B3 by itself is a perfectly viable poke that can test the opponents’ blocking levels. Also remember that the stance can be cancelled into a throw, a special or any other of his strings.

The corner game-Sektor’s corner game has the potential to be devastating with his use of missiles and the limited space presented for the opponent to move. After ending a corner combo in 122, the opponent falls to the ground quite slowly, allowing Sektor to launch an above up missile safely and guard (and potentially punish) any wake-up attacks. Once the wake-up attack is blocked the up missile will hit them and Sektor can hit them with a highly damaging corner combo before repeating the loop. If the opponent remains blocking, the up missile on block gives Sektor great frame advantage so he can enter his leg lift 50/50, throw or any other strings.

214 string-This string has a nice deceptive delay between the 1 and the 4 but it can also be interrupted by an attack that is 8 frames or faster (so most low pokes and fast specials). However, if opponents choose to remain blocking in anticipation of the delayed 4, Sektor can continue to loop the 21 or enter any of his other strings, throw etc. The 21 is another combo starter for Sektor so if you can hit confirm it, you can deal some very decent damage. Remember that the two will whiff against crouching characters but since the 1 follows up so quickly, the opponent will have a tough time trying to poke out of it. When 4 hits at the end of 214, it sends the opponent to near full screen again which allows you to zone more.

Ending combos-With Sektor you have the luxury of deciding how to end your combos. While Sektor can dish out some disgusting damage off some combos, an alternative option is to cut the combo short and keep the opponent next to you. You can then follow up with the up missile, block in time against a potential wake-up attack, and continue pressure. For example, after hitting a metal uppercut in a combo, instead of doing B21 or B2-flame burner, Sektor can do B2-above up missile safely and it sacrifices a tiny bit of damage for some pressure. The quickest way of getting an up missile out is ending a combo with F4 into the up missile. Even if you do not wish to use meter in your combos make sure you end with B2 into an up missile or anything which allows you to safely launch the up missile. Standing 2 into up missile is another possible combo ender and since the opponent falls down more slowly after a standing 2, it is safer to get the up missile out. The up missile can also act like a jump-in punch in terms of its jailing abilities. If an opponent stand blocks the up missile, while you are in the air, the jump-in punch will connect before they can recover and duck so as a result, the up missile can also do the work for you. Ending a combo with a flame burner will keep the opponent standing to prevent the option of a wake-up attack. You can also end the combo with a teleport uppercut if you want the opponent to stay further away from you (1/2 screen and beyond). This then allows you to zone. Finally, you can also end a combo with metal uppercut and launch an up missile in enough time to enter your leg-lift stance (after blocking against a potential wake-up). This can be tech rolled though.

Empty jump-Sektor is one of the few characters that can afford to safely empty jump. An empty jump is a jump without the jump-in punch. When an up missile or homing missile forces the opponent to block, when Sektor jumps towards them, they may be expecting the overhead punch. Since they remain stand blocking, Sektor can just land in front of them and quickly catch them with the B34 (low hit) and perform a damaging combo. The start-up of the B34 is 12 frames so it is a quick attack. This presents another guessing game for the opponent and all options are safe for Sektor.

D4 low poke-When D4 hits a standing opponent, 12B1, 21 or B21 cannot be interrupted. D4 into any up missile is not recommended because of the slow start-up on the up missile (which can be punished). If you are going to use any missile, then use the homing missile but overall the set-up is not really worth it.

Anti-air options-Flame thrower, flame burner, 8 frame uppercut and B1 all serve as decent anti-air options. D1 and standing 1 are also possible anti-air options. Flame burner is your best bet while flame thrower is not really worth the meter. Teleport uppercut or metal uppercut will work but that is more of a guess than a reaction to an opponent jumping. B2 is another (although slightly unreliable) option and the B34 presents a legitimate long distance anti-air move.

Air-to-air options-When Sektor hits an air-to-air jump punch or kick; he can follow up with a teleport into full combo for some pretty extensive damage. He can also just juggle with 1’s and end the combo with a flame burner.

Wake-up options-Teleport uppercut, metal uppercut, flame burner and flame thrower are Sektor’s wake-up options. Do not use teleport uppercut or flame thrower because one of them is highly unsafe and the other is a waste of meter. All of Sektor’s options have invincibility frames on start-up. You will have to judge where the opponent is. If the opponent can cross you up, do not use the flame burner/flame thrower on wake-up (resort to using metal uppercut instead). If they are far away and jumping in, then flame burner is your best option. Sektor’s wake-up game isn’t the strongest in any case so sometimes the best option is to simply roll back or just get up and be ready to block.

Other important information:
Getting both hits of the B34 to connect on a crouching blocking character-For that to happen, you can follow up a naked B3 at touching distance with a B34 and both hits will connect. You can also do it of a D3 at touching distance in open space and the corner. D4 will only work in the corner. Another possible time is when you do the overhead attack off the leg-lift stance (U34). F2 on block in the corner further provides the optimal situation to landing all hits of the B34 on a crouch blocking opponent. Please note that this will not work on Mileena, Jax and Sektor due to their exceptionally low hit-boxes.

Getting all hits of 12B1-When you launch an up missile or homing missile on a crouch blocking character, when the missile makes contact, it raises their hit-boxes slightly so that if you time it correctly, all three hits of 12B1 will make contact. This also works with 122 and 11B1. Please note that this will not work on Mileena, Jax and Sektor due to their exceptionally low hit-boxes.

B3 and up missile/homing missile-Before either of the missiles reach the opponent, if you hit B3, the opponent cannot block the missile thus giving you a safe jump-in punch. However, the opponent will be able to block after being hit by the missile.

Finding the appropriate punish-Some moves when blocked simply leave the opponent block stunned e.g. Reptile's elbow dash or Kabal's nomad dash. When you block those types of moves, simply punish with 12B1 since you get a ton of damage off that combo starter and it comes out in 6 frames. If you block something like Mileena's roll or Scorpion's teleport punch (where they roll up into a ball), then you can use 4, d1 or 1 (among others) into teleport uppercut in order to punish. If there is a circumstance where you can get a B2 combo, then use it since it does the most damage.

Dealing with anticipated cross-ups-In order to stop cross ups, right when you see the animation of someone jumping over your head, just dash forward once and mash out standing 1. After the dash, you will auto-correct and the standing 1 will connect every time.

Game design properties:
1. Dash-Sektor has one of the fastest forward dashes in the game so he can close down space very quickly.
2. Throw-After Sektor throws the opponent they cannot interrupt nor jump a B34 unless they use an armoured wake-up attack. Also a flame burner cannot be interrupted unless the opponent does a wake-up attack. At maximum range, the flame burner is only punished by a few characters.
3. Hit-box-Sektor has a very low hit-box so he can duck many attacks that some characters can’t. In addition to his low hit-box his quick pokes allow him to escape pressure quite easily in a crouching state.

Meter Management:
Meter management is important for pretty much every character, but for characters like Sektor, you need to be a bit more wary of how much meter you have, when to save or use meter, and how to use meter.

The only moves you should be burning meter on are metal uppercut and homing missile. Of course, there will be specific and unique match situations which may require you to use double missile for that extra bit of chip or whatever, but on the whole, stick to metal uppercut and homing missile.

The first key rule is never burn your meter blindly with Sektor. Sektor has a hard enough time getting people off him and preventing cross-ups so if you get caught in a combo, you will want two bars as frequently as possible in order to use the breaker.

Sektor with three bars is as deadly as anyone out there. When you have full meter or near full meter, use a homing missile up close and in turn force your opponent to remain on the defensive. Then, build up your meter again and release another homing missile. Let your opponent know that they cannot escape.

The metal uppercut should either be used as a wake-up attack or within combos to extend damage. When you are doing a combo, you must assess the situation you are in. Will using the metal uppercut finish off the opponent in this combo? Will I need this meter later on for a breaker? You do not need to worry about damage all the time so doing a meter less combo and having an up missile set-up means that you have done decent damage, and you will in turn build more meter off chip damage.

If Sektor has an advantage in zoning, exploit it. Although Sektor is competent up close, why work hard to find solutions around Sektor’s high hitting strings when you can spam missiles (and build tons of meter in the process).

Another thing worth noting is the fact that if you input anything into metal uppercut during a combo and the opponent breaks at the exact moment you input the commands, Sektor will lose his meter before the metal uppercut even comes out. For example, if you do B34-metal uppercut, and the opponent chooses to break when the 4 hits, and you've already inputted the metal uppercut, you will lose the bar and not get the damage. Therefore you must be wary not just of your own meter but also of your opponents meter.

Now onto his x-ray attack. Sektor doesn't do the greatest damage off his x-ray and add that to the fact that he has so many other ways to use his meter, the x-ray isn't really worth it. Only use the x-ray for unbreakable damage if you know you will secure the round/match. His damage off one bar of meter is tremendous so using an x-ray for that purpose is quite simply a waste.

At the end of the day, think of Sektor as someone who constantly needs to re-load his ammunition. When he’s build up enough meter from zoning, go up close, use your homing missile and get your free-jump in for pressure. Although people will play Sektor differently, he cannot be played 100% rush down or 100% zoning. Take advantage of the fact that you have a very well balanced character in your hands that is capable of doing it all.

Frame Data:
http://testyourmight.com/threads/sektor-frame-data.8592/

True Damage, Chip Damage and Meter Building Data:
http://testyourmight.com/threads/sektor-meter-building-data.14850/ (by qweeler)
http://testyourmight.com/threads/sektor-true-damage-and-block-chip-information.17026/ (by qweeler)

Evaluating Sektor:
Advantages:
· Strong zoning tools
· Great set-ups with the use of the up missiles and homing missile
· Very solid damage output
· Low hit-box
· Very quick movement around the screen
· Very decent anti-zoning
Disadvantages:
· Struggles against cross-ups (although D3 can avoid cross-ups)
· Not the best wake-up options
· Little range on his normals
· Most of his combo starters whiff against crouch blockers

Combos:
http://testyourmight.com/threads/sektor-combo-thread-acquiring-target-and-destroying-target-using-maximum-damage.14065/ (by RedRaptor10)
http://testyourmight.com/threads/weird-sektor-combos.17082/ (by J360)

Match-up Discussion:
http://testyourmight.com/threads/tom-bradys-sektor-match-up-thread.14357/(Tom Brady's match-up chart for Sektor)
http://testyourmight.com/threads/nkzeros-sektor-match-up-chart.16498/ (NKZero's match-up chart for Sektor)
http://testyourmight.com/threads/nkzeros-sektor-mu-chart-new.25099/ (NKZero's match-up chart version 2 for Sektor)
http://testyourmight.com/threads/sektor-match-up-videos.26882/ (MU videos for Sektor by Red Reaper)

Sektor Tournament Footage:
http://testyourmight.com/threads/sektor-tournament-footage.14840/

Sektor vs crouching hit-boxes:
http://testyourmight.com/threads/sektor-and-crouching-hitboxes.15846/ (by RomeoBravoDelta)

Sektor mid-screen and corner up missile set-ups:
http://testyourmight.com/threads/mid-screen-up-missile-set-ups.24783/ (mid-screen up missile set-ups by NKZero)

Other Useful Links:
http://testyourmight.com/threads/the-science-of-sektor-ultimate-video-guide.8793/ (The Science of Sektor by Under_The_Mayo)
http://testyourmight.com/threads/how-do-you-use-homing-missile.12731/ (How to use the homing missile by Qwark28)
http://testyourmight.com/threads/how-useful-is-the-u-3-stance.9710/ (Debating the U3 stance by yours truly NKZero)
http://testyourmight.com/threads/i-block-you-roll-what-combo-should-i-do.12012/ (Punishing those who roll on block by Robotic)
http://testyourmight.com/threads/sektor-corner-game-useless-against-characters-with-teleports.14172/ (Sektor's corner game against teleporters by itsmemerawr)
http://testyourmight.com/threads/the-f2-poke.14564/ (Debating the F2 poke by SwiftTomHanks)
http://testyourmight.com/threads/sektors-b21-in-the-corner.16172/ (The effectiveness of B21 in the corner by A F0xy Grampa)
http://testyourmight.com/threads/leg-lift-50-50.26467/ (Renewed debate on the U3 stance by RedRaptor10)

The New Tech Laboratory:
http://testyourmight.com/threads/os-teleport-uppercut.16177/ (Sektor's Option Select by RedRaptor10)
http://testyourmight.com/threads/f44-to-end-combos.18021/ (Ending combos with F44 by SwiftTomHanks)
http://testyourmight.com/threads/sektors-toasty-boost.24900/ (Sektor's Toasty Boost by Red Reaper)
http://testyourmight.com/threads/sektor-tech-discussion-thread.26676/ (Sektor Tech Discussion inc. option selects, more damaging combos etc. by LETHAL LEGEND)
http://testyourmight.com/threads/strings-interruptible-by-6-frame-jab.28828/ (Interrupting strings with standing 1 by Red Reaper)

MK9 Story Mode best quotes
1. Sektor (to Cyrax): “The cyber initiative will eliminate insubordination.”
2. Sektor (to Shang Tsung): "Cyrax is Lin Kuei. He will complete his task."
3. Sektor (to Smoke): "We are the Lin Kuei: more stealthful than the night, more deadly than the dawn!"
4. Sektor (to Cyber Sub Zero): "Your programming has been corrupted."
5. Sektor (to Smoke): "Now do you understand the power of the Grand Master's vision?"
 

UsedForGlue

"Strength isn't everything"
As promised guys here is the Sektor guide filled with tons of info and room for your input as well. I will update the guide as frequently as possible so that we can keep this forum alive and busy.

A special thanks go to Ketchup-LK9T9 and SwiftTomHanks for their commitment to assisting me and giving me extra advice to make OUR strategy guide that much better.

I want to emphasise the fact that this is not my guide nor my absolute creation. This thing will not work without you guys and your additional information and input. Some sections have not been completed but will be once you contribute and over time in general. The main strategy among other things are already done.

============================================================
MORTAL KOMBAT STRATEGY GUIDE
Sektor
“I will show no mercy!”/”For the Lin Kuei”
Differences between Robot and Human Sektor:
Before anything, it is important to realize thatthere are some game play differences between the human and robot versions of Sektor (although they aren’t as drastic as the Cyrax versions). Here are the differences:
· Human Sektor has a greater horizontal reach on 122
· Human Sektor’s up missile leaves the screen quicker although it lands on the opponent at the same time as the Robot’s up missile

Why play with Sektor?
· His laugh is badass
· He doesn’t have robot man boobs (unlike Cyrax)
· He actually loves the Lin Kuei and supports the cyber initiative (unlike Cyrax)
· The metal sound when he gets beaten up…orgasmic!
· His fatalities are second to none (see: Scarecrow)
Best normals and pokes:
12B1 (HHH)-3 hit string that launches the opponent. Is safe on block. The 1 and the 2 will whiff against characters that are crouch blocking.
11B1 (HHH)-3 hit string that gives great pushback on block and even greater pushback on hit. Is safe on block.
122 (HHM)-3 hit string that gives pushback on block and hit. It is unsafe on block but gives great advantage on hit. The last hit is an overhead.
214 (HHH)-3 hit string that sends the opponent near full screen on hit and gives pushback on block. It is safe on block but the string can be interrupted between the 1 and the 4 by an attack that is seven frames or faster. The 2 will whiff against crouch blockers.
B34 (LH)-2 hit string that starts with a low and launches the opponent. Is safe on block but the 4 will whiff against characters that are crouch blocking.
B21 (HH)-2 hit string that is safe on block. Most commonly used in combos. It is the only string of Sektor’s where all hits will connect with crouch blocking characters.
F2 (H)-fast advancing poke that is safe on block. On hit, Sektor is at advantage.
B1 (H)-fast poke that has great pushback on block and more so on hit. It has great range as well.
D4 (L)-low poke that grants great advantage on hit and is safe on block. It has decent range.

Leg Lift stance:
Sektor is one of the few characters that has a specific stance from which more offensive options are available. When Sektor enters his leg lift stance (U3), he has three options:
1. 34 (LH)-the 34 out of the leg stance shares the same properties as Sektor’s normal B34.
2. 4 (M)-an overhead that can be followed up for a full combo. It is safe on block.
3. Cancelling the stance-that can be done simply by dashing forwards or backwards. Sektor can alternatively input any of his specials and Sektor will perform them in the stance.

Specials:
Teleport Uppercut (DF4)-Sektor’s launching special which is normally used within combos. It can also be used as an anti-zoning move. It is highly unsafe on block and is fully combo punishable. The instant air teleport uppercut is the quickest way of him performing the move so you should learn to master it if you wish to punish a zoner on reaction.
Metal Uppercut (DFblk4)-The EX version may be his best wake-up option. It isn’t a hundred percent safe on block but there are many characters that cannot do anything but poke after it. The metal uppercut is also used in combos for maximizing damage. Also note that the metal uppercut can be poked out of on start-up.
Straight Missile (BF1)-The straight missile is exclusively a zoning tool that is safe from ½ screen and beyond. If blocked at closer ranges, depending on the range, it can be punished by a full combo (at touching distance) or a fast advancing special (at jump-in range).
Double Missile (BFblk1)-This version does more damage as two missiles are hitting you rather than one. The same concept applies with using this missile as the straight missile. Note that while an opponent can neutral crouch the standard straight missile, the EX version will hit them.
Above Up Missile (DB3)-The above up missile lands directly on the opponent’s head. Even on block the up missile gives huge frame advantage and it can be used to start a combo on hit. Due to the fairly slow start-up, Sektor can be poked out of the move or even hit by a fast advancing special so if you want to use it up close, you have to find a safe set-up. As a zoning tool, it is only really safe from ¾ screen to full screen.
In Front Up Missile (DBF3)-The in front up missile lands directly in front of where the opponent is standing. It should be mixed in with the above up missile when Sektor is trying to zone. If you anticipate a jump-in you can use this missile and you will hit the opponent and then continue the combo punish.
Behind Up Missile (DFB3)-The behind up missile lands directly behind where the opponent is standing. It should not really be used because it gives you too much to think about. The up missile and in front missile are sufficient enough to keep the opponent at bay. If the opponent wants to jump back, you should embrace it because that is where you want him to be (if you can out-zone him).
Homing Missile (DBblk3)-The EX version is a missile that tracks the opponent and thus he cannot avoid it. It does no chip damage on block. Like the normal up missiles, it gives huge frame advantage on block and on hit.
Flame Burner (BF2)-The flame burner can be used as a zoning tool, an anti-air special or also as a combo ender. It reaches as far as sweep range and slightly beyond. At maximum range it can only be punished by a fast advancing special, but it is highly unsafe at closer ranges. It is another of Sektor’s wake-up options.
Flame Thrower (BFblk2)- The EX version does more damage than the standard version. It also has slightly faster recovery but it is still punishable nonetheless.

Strategy:
Zoning-Sektor is a very capable zoner with a variety of missiles at his disposal. From ¾ to full screen, Sektor can safely mix it up between the above up missile and the in front up missile. From ½ screen and beyond, Sektor can abuse the straight missile. The great thing about the straight missile is that it knocks the opponent down so it will win a lot of projectile trades and will allow Sektor to launch another straight missile as the opponent is getting up. When the opponent is near jump-in range, you have to be careful with the missiles as you can get punished if they miss their target. The best option in this case is to use Sektor’s flame burner, which is only punished by a fast advancing special at sweep range or slightly beyond. If the opponent is anywhere closer than jump-in range, use the safe B1 for pushback even on block.
Mixing it up between F2 and B1-F2 and B1 are often under-utilised tools that are great at creating space or closing down space. F2 is the more offensive tool, which should be used to close down space. On hit it causes the opponent to stagger, giving great advantage and allowing a free jump-in punch for continuous pressure. The F2 can be followed by a B1 (as part of the string) but it is very unsafe on block so never use it. F2 alone on block is safe. The B1 itself is more of a defensive tool. It pushes back nicely on block and can often be followed up by a flame burner (watch out for the fast advancing specials though). On hit it propels the opponent back to as far as ¾ screen.
The 6 frame standing 1-Sektor’s ridiculous 6 frame jab is most commonly used as a combo starter for either the 12B1, the 122 or the 11B1 string. It can be used to pressure the opponent but it will whiff against crouch blocking characters. It is also an excellent punishing tool because of its start-up speed. While many characters can only poke at that sort of speed, Sektor can do damage in the 30’s and 40’s thanks to his 6 frame standing 1. The best time to use it is when the opponent is jailed to stand block after a jump-in punch. From there, Sektor can mix-it up between 1 and 12 until he can hit confirm for a full combo.
122 string-The last hit of the 122 hits overhead so the opponent must stand block that hit. If the opponent thinks that you will end the 12 with a 2 and they stand block, you can begin to cut the string short and either abuse his 6 frame standing 1 or use 12B1. On hit, Sektor is at great advantage and can get a free jump-in. It is unsafe on block so to make it safer, Sektor can follow up with the up missile (either above or in front) and therefore he forces the opponent to guess where to move and where to block. If a character has a fast advancing special, it is best to follow up the 122 on block (or even on hit) with the homing missile since it tracks the opponent and keeps him on the defensive.
Homing missile-Perhaps his best special. The homing missile should be purely used as an offensive tool because Sektor then gets a free jump-in. Only really use it when you have full meter or just more than two bars because you always want to save meter for a breaker. Once you jump-in punch, you can either throw, use 1 pressure (opponent will be stand blocking since jump-in punch is an overhead attack) or enter his leg lift 50/50.
Leg Lift 50/50-Sektor’s leg lift stance provides him with a 50/50 mix-up because following the U3 with a 34 presents his low option while following the U3 with a 4 presents his overhead option. Both options on hit can lead to a full combo that can be very damaging. The problem lies with your inability to hit confirm the U34 into a teleport. You must either commit to following up the overhead with the teleport or just using a naked U34. The U34 itself is safe on block but if you commit to teleporting and the opponent blocks, you will be full combo punished. For that reason, a possible solution is to follow up the U34 with an EX teleport but it isn’t always worth the meter. The U334 shares the same properties as the B34. The 4 in the B34 or the U334 will whiff against crouching characters. B3 by itself is a perfectly viable poke that can test the opponents’ blocking levels. Also remember that the stance can be cancelled into a throw, a special or any other of his strings.
The corner game-Sektor’s corner game has the potential to be devastating with his use of missiles and the limited space presented for the opponent to move. After ending a corner combo in 122, the opponent falls to the ground quite slowly, allowing Sektor to launch an above up missile safely and guard (and potentially punish) any wake-up attacks. Once the wake-up attack is blocked the up missile will hit them and Sektor can hit them with a highly damaging corner combo before repeating the loop. If the opponent remains blocking, the up missile on block gives Sektor great frame advantage so he can enter his leg lift 50/50, throw or any other strings.
214 string-This string has a nice deceptive delay between the 1 and the 4 but it can also be interrupted by an attack that is 7 frames or faster (so most low pokes and fast specials). However, if opponents choose to remain blocking in anticipation of the delayed 4, Sektor can continue to loop the 21 or enter any of his other strings, throw etc. The 21 is another combo starter for Sektor so if you can hit confirm it, you can deal some very decent damage. Remember that the two will whiff against crouching characters but since the 1 follows up so quickly, the opponent will have a tough time trying to poke out of it.
Ending combos-With Sektor you have the luxury of deciding how to end your combos. While Sektor can dish out some disgusting damage off some combos, an alternative option is to cut the combo short and keep the opponent next to you. You can then follow up with the up missile, block in time against a potential wake-up attack, and continue pressure. For example, after hitting a metal uppercut in a combo, instead of doing B21 or B2-flame burner, Sektor can do B2-above up missile safely and it sacrifices a tiny bit of damage for some pressure. Even if you do not wish to use meter in your combos make sure you end with B2 into an up missile or anything which allows you to safely launch the up missile. Standing 2 into up missile is another possible combo ender and since the opponent falls down more slowly after a standing 2, it is safer to get the up missile out. The up missile can also act like a jump-in punch in terms of its jailing abilities. If an opponent stand blocks the up missile, while you are in the air, the jump-in punch will connect before they can recover and duck so as a result, the up missile can also do the work for you. Ending a combo with a flame burner will keep the opponent standing to prevent the option of a wake-up attack. You can also end the combo with a teleport uppercut if you want the opponent to stay further away from you (1/2 screen and beyond). This then allows you to zone.
Empty jump-Sektor is one of the few characters that can afford to safely empty jump. An empty jump is a jump without the jump-in punch. When an up missile or homing missile forces the opponent to block, when Sektor jumps towards them, they may be expecting the overhead punch. Since they remain stand blocking, Sektor can just land in front of them and quickly catch them with the B34 (low hit) and perform a damaging combo. The start-up of the B34 is 12 frames so it is a quick attack. This presents another guessing game for the opponent and all options are safe for Sektor.
D4 low poke-When D4 hits a standing opponent, 12B1 or B21 cannot be interrupted. D4 into any up missile is not recommended because of the slow start-up on the up missile (which can be punished). If you are going to use any missile, then use the homing missile but overall the set-up is not really worth it.
Anti-air options-Flame thrower, flame burner, 8 frame uppercut and B1 all serve as decent anti-air options. D1 and standing 1 are also possible anti-air options. Flame burner is your best bet while flame thrower is not really worth the meter. Teleport uppercut or metal uppercut will work but that is more of a guess than a reaction to an opponent jumping. B2 is another (although slightly unreliable) option and the B34 presents a legitimate long distance anti-air move.
Air-to-air options-When Sektor hits an air-to-air jump punch or kick; he can follow up with a teleport into full combo for some pretty extensive damage. He can also just juggle with 1’s and end the combo with a flame burner.
Wake-up options-Teleport uppercut, metal uppercut, flame burner and flame thrower are Sektor’s wake-up options. Do not use teleport uppercut or flame thrower because one of them is highly unsafe and the other is a waste of meter. All of Sektor’s options have invincibility frames on start-up. You will have to judge where the opponent is. If the opponent can cross you up, do not use the flame burner/flame thrower on wake-up (resort to using metal uppercut instead). If they are far away and jumping in, then flame burner is your best option. Sektor’s wake-up game isn’t the strongest in any case so sometimes the best option is to simply roll back or just get up and be ready to block.

Other important information:
Getting both hits of the B34 to connect on a crouching blocking character-For that to happen, you can follow up a naked B3 at touching distance with a B34 and both hits will connect. You can also do it of a D3 at touching distance in open space and the corner. D4 will only work in the corner. Another possible time is when you do the overhead attack off the leg-lift stance (U34). Please note that this will not work on Mileena, Jax and Sektor due to their exceptionally low hit-boxes.
Getting all hits of 12B1-When you launch an up missile or homing missile on a crouch blocking character, when the missile makes contact, it raises their hit-boxes slightly so that if you time it correctly, all three hits of 12B1 will make contact. This also works with 122 and 11B1. Please note that this will not work on Mileena, Jax and Sektor due to their exceptionally low hit-boxes.

Game design properties:
1. Dash-Sektor has one of the fastest forward dashes in the game so he can close down space very quickly.
2. Throw-After Sektor throws the opponent they cannot interrupt nor jump a B34 unless they use an armoured wake-up attack. Also a flame burner cannot be interrupted unless the opponent does a wake-up attack. At maximum range, the flame burner is only punished by a few characters.
3. Hit-box-Sektor has a very low hit-box so he can duck many attacks that some characters can’t. In addition to his low hit-box his quick pokes allow him to escape pressure quite easily in a crouching state.

Meter Management:
Meter management is important for pretty much every character, but for characters like Sektor, you need to be a bit more wary of how much meter you have, when to save or use meter, and how to use meter.

The only moves you should be burning meter on are metal uppercut and homing missile. Of course, there will be specific and unique match situations which may require you to use double missile for that extra bit of chip or whatever, but on the whole, stick to metal uppercut and homing missile.

The first key rule is never burn your meter blindly with Sektor. Sektor has a hard enough time getting people off him and preventing cross-ups so if you get caught in a combo, you will want two bars as frequently as possible in order to use the breaker.

Sektor with three bars is as deadly as anyone out there. When you have full meter or near full meter, use a homing missile up close and in turn force your opponent to remain on the defensive. Then, build up your meter again and release another homing missile. Let your opponent know that they cannot escape.

The metal uppercut should either be used as a wake-up attack or within combos to extend damage. When you are doing a combo, you must assess the situation you are in. Will using the metal uppercut finish off the opponent in this combo? Will I need this meter later on for a breaker? You do not need to worry about damage all the time so doing a meter less combo and having an up missile set-up means that you have done decent damage, and you will in turn build more meter off chip damage.

If Sektor has an advantage in zoning, exploit it. Although Sektor is competent up close, why work hard to find solutions around Sektor’s high hitting strings when you can spam missiles (and build tons of meter in the process).

At the end of the day, think of Sektor as someone who constantly needs to re-load his ammunition. When he’s build up enough meter from zoning, go up close, use your homing missile and get your free-jump in for pressure. Although people will play Sektor differently, he cannot be played 100% rush down or 100% zoning. Take advantage of the fact that you have a very well balanced character in your hands that is capable of doing it all.

Frame Data:
http://testyourmight.com/threads/sektor-frame-data.8592/

Evaluating Sektor:
Advantages:
· Strong zoning tools
· Great set-ups with the use of the up missiles and homing missile
· Very solid damage output
· Low hit-box
· Very quick movement around the screen
· Very decent anti-zoning
Disadvantages:
· Struggles against cross-ups (although D3 can avoid cross-ups)
· Not the best wake-up options
· Little range on his normals
· Most of his combo starters whiff against crouch blockers

Combos:
Coming soon…

Match-up Discussion:
Coming soon…

Other Useful Links:

The New Tech Laboratory:
None at the moment

MK9 Story Mode best quotes
1. Sektor (to Cyrax): “The cyber initiative will eliminate insubordination.”
Gay.

:)
 

ryublaze

Noob
Great guide! I'm sure anyone who wants to pick up Sektor will find this guide very helpful.

Additional information you can add:
- Human Sektor's X-Ray fires lower than Robot Sektor's which makes some X-Ray combos easier to perform.
- Ending a combo with EX TU, UM allows you to enter his 50/50 Leg Lift mixup. Block first for any wake-up attacks, then if the opponent blocks the missile use Leg Lift. It can be tech rolled though.
- Behind Up Missile can also be useful if your opponent is trained to tech roll out of Up Missile traps, but yes it definitely should be used the least out of his Up Missile options.
- Before Homing Missile or Up Missile reaches the opponent if you do B3 and it hits then the opponent will not be able to block the missile. You get a safe jump-in punch from this but the opponent can block after being hit by missile.
- F2 on hit or block creates perfect distance for a B3 or B3, 4.
- Sometimes I accidently burn 1 bar of meter during a combo with EXTU. If my opponent breaks at the exact moment I input a jump kick, EXTU I'll just lose the meter even before the TU animation occurs. This is very important for meter management.
 

GOL Eklectic

Surrender, it's over.
A hit f2 does give +6 but doesn't give a safe jump in. Also 122 gives +16 on hit but isn't a safe/free jump in.
 

xInfra Deadx

Gimmick stolen by Jordan Peele
Another thing you can add is that his footsies aren't that great...they may be safe but they either have short range (b3) or it puts Sektor too close to your opponent (f2).
 

GOL Eklectic

Surrender, it's over.
In the corner 122 on hit does since the push back is minimal. They also can't stop another 122 if you dash in and do it.
Nice.. yo a move that I think is under rated is Sektors standing 4 because its 15 frames, has hella range, and hits mid. Its a really good footsie tool and canceling it with upmissiles is pretty good.
 

NKZero

Noob
Wow guys thanks a lot I'll make the necessary corrections and additions later today when I come back from work. Still though, all of you are boring as hell giving me all the technical info. Nobody got any story mode quotes they wanna remind us of (Sektor only) or why we should play with him? :p

I will also get started on the combo section today (perhaps start a new thread then post the link here to save space) and will also browse the forums to look for any useful links that are up to date i.e. after the latest patch.

Thanks again. Let's keep up the contribution!
 

NKZero

Noob
A hit f2 does give +6 but doesn't give a safe jump in. Also 122 gives +16 on hit but isn't a safe/free jump in.
Fair enough thanks for pointing that out. I always thought F2 did because every time I did it I got a free jump. Guess my opponent was shit scared to move haha. Also I should have specified as Swift pointed out that 122 will get u a jump in only in the corner...will make the changes.
 

NKZero

Noob
A mix-up that RedRaptor10 likes using on me is after a 12 on block, instead of finishing with the overhead he'll do a B3 into combo or continued pressure.
I knew I was missing something! I will call it the "Error 50/50". No i won't, but still thank you it will go as a separate point in the strategy section later today.....
 
On sektors corner combo ending with an up missile-characters that have fast advancing wake ups don't get hit by the missile. For example kitanas cutter, reptiles dash, Laos ex spin, and others. But wow, great effort I can't wait to put in some sektor practice. Thanks
 

NKZero

Noob
On sektors corner combo ending with an up missile-characters that have fast advancing wake ups don't get hit by the missile. For example kitanas cutter, reptiles dash, Laos ex spin, and others. But wow, great effort I can't wait to put in some sektor practice. Thanks
I think it ultimately depends on how you end the combo. with most characters you can do 12 and then 122-up missile whereas with some of the characters you mentioned you only do the 122-up missile. Since they are higher off the ground and it takes them longer to fall, you can safely release the up missile and block. if you are suggesting that these wake-ups on block will push them away from the missile then perhaps you are right with some. I'm positive that if timed correctly, most characters will have to block the missile or in the example of Scorpion lets say, you have to burn meter to escape.

Thank you for the suggestion as well as the kind comments.
 

SwiftTomHanks

missiles are coming
You can end with up missile in the corner against everyone in the game and make it safe. Some have easy ways out; but none should be able to punish you if done correctly. Do less hits into a 122 up missile at the right high so they have more fall time. If you go for a mix up instead of block, a lot of the cast can punish you if they predict that.

The only character I know of that gets out every time is Mileena with EXtelekick. You can block it in time, but she never gets trapped. Oh and Raiden, that asshole.