What's new

Tech Sektor Tech Discussion Thread

LEGEND

YES!
I have a few things i wanted to talk about and instead of creating a new thread for everything i though i'd condense it into one, also there doesn't appear to be a thread like this in this Sub-forum so ya
-------------------------------------------------------------------------------------------------------------
1
Option Selects:

First we have DJK-TU, When you input a TU on a DJK you get this scenario
A) it gets blocked and TU doesn't come out, and you still get the +18 (U3 anyone? :cool: )
B) the JK hits and TU comes out granting a full combo

The next one is B2(DF4)1. So on wiff it comes out as the regular B21 and on hit it comes out as B2-TU. I'm not sure if the risk here outweighs the Reward. I'm still working on how to use this but these are the advantages of this OS as i understand them os far
A) B21 is less wiff punishable than B2
B) If your opp goes to wiff punish B2 but you input B21, the B2(1) can catch them
C) and of course the huge increase in damage, Which i feel can outweigh the risk given the right circumstance
------------------------------------------------------------------------------------------------------------

2
Increasing the Damage of Your BnBs:

Now, These alt combos aren't a huge improvement (mostly just 1-2%) but ALL of them are super easy and require only minor adjustments

Midscreen:
12B1, F4, JK-TU, 1, B21 = 37%

B2-TU, B21, 1, B21 = 38% (easier than the regular B21, B21 ender, and same damage as the B21 B2- Flame ender)

B34-TU, B21, 1, 11B1 = 34%

(AA) 1-TU, B21, 1, B21 = 31%

(AA) 1, 21-TU, 21-Flame = 23%

EX TU Combos:

Ex TU, F43-TU, 12-Flame = 36% or 11B1 ender for 1% less but more consistency

U34-Ex TU, F43-TU, 11B1 = 33% (strict timing)

U34-Ex TU, Jk-TU, 12-Flame = 31% (preferred)


More to come, can't remember all the exact values off the top of my head so i'll update with more when i can confirm
------------------------------------------------------------------------------------------------------

3

Making Standing 1 And 2 Hit On Low Crouching Hitboxes:

Generally speaking since this is universal, After landing a move that leaves you with + frames you can then attack with a high hitting jab/string while your opponent's hitbox is "Readjusting" to the regular crouch block, This usually takes a few frames and if you execute a move in this window it can (Depending on the speed and hight of the move) hit crouch blockers where it would have wiffed otherwise
Think i explained that right. . .

Now for Sektor specifically, The following are moves that are plus on hit and which jabs can connect on all crouch blocking hitboxes afterwards

12= +6 (2 and 1 hits)
B3= +4 (1 hits)
11= +5 (1 hits)
2= +15 (2 and 1 hits)
F2= +6 (2 and 1 hits)
B2= +4 (1 hits, pretty strict timing)

Corner only:

11B1= +7 (1 hits)
122= +16 (1 and 2 hits)
B1= +7 (1 hits)

-----------------------------------------------------------------------------------------------------

4

Homing Missile setups and gimmicks:

A) Homing Missile after Blocked Up missile is guaranteed, Best used when you opp blocks the up missle at around mid screen. Often times leads to a free jump-in or U3 mix-up

B) At Full Screen, Using a homing missile quickly followed by a EX-TU will grant you advantage since the homing missile will be blocked once you are beginning to recover from the Blocked Ex TU (assuming it was blocked). advantage is not always enough for a safe U3 so i often go for 122-Special or a straight B34. Note that this takes 2 bars so it should really only be used as a closer

C) 4-Homing Missile. On a max range hit i don't know of any move that can punish you for this (Maybe ermac) and on block there are few that can, and most of them will cause them to get hit by the Missile anyway. As an added gimmicky bonus, once your opp knows they have to react quickly to punish you for a blocked 4-H Missile, you could then throw out a linked TU or Ex TU instead to catch them off guard :) EGP Wonder_Chef

D) 122-Homing missile, almost the same as C, but less risky and more of and offensive tool than defensive

E) Lastly you can end combos in Homing missile instead of a regular up missile for a more reliable followup, but some wake-ups can escape this situation entirely. And you might just want to spend this bar off meter for the 8% or so you could have got in the combo instead, idk, i don't tend to do this setup


With a more meter focused gameplan i feel that Homing missile can be used to fix alot of problems Sektor may have in some MU.
----------------------------------------------------------------------------------------------------
5

Meter Management Philosophies:

Viewpoint A) Meter building combos should be use over their pure damge counterparts. Sektor can do some really effective setups with meter and his meterless damage is just fine

You could spend a bar for an extra 8%ish boost mid combo, or you could spend a bar for more damage opportunities in general. And in the instances where you get free jump-ins or pressure strings from the missile, you will be building most of the meter back anyway

Viewpoint B) Sektor Needs his meter to be a high punisher, relying on his opponents mistakes and only a few good reads to win. No need to be reckless with his offense and rely on breakers

Viewpoint C) Only use meter when you have three bars. Sektor doesn't always have a way to build his meter so it should be used sparingly

Viewpoint D) Sektor needs his gimmicks in order to mix up his opp and keep from being predictable. this means Taking huge risks in footsies and Set-ups while balancing meter between safe TUs, Homing missiles and Breakers. Always trying to keep around a Bar and a half incase things go wrong

Viewpoint E) Sektor only needs meter for breakers. UMs and knockdowns cover all the gimmicks he needs. Better to save the meter for covering mistakes and bad reads than slightly boost combo's or shoot for an unnecessary Gimmick

(let me know if you have any other perspectives on how to approach meter with Sektor)

Not all of these points are meant to contradict each other. They are more of a reasoning for how to approach meter with Sektor, depending on how you play him or how you think he should be played
--------------------------------------------------------------------------------------------------

7

Knockdown Set-ups:




MORE COMING SOON

Thats all for now i guess. Feel free to contribute and/or discus
i will be updating the OP with future Key topics and i will edit any mistakes i'm sure i made

Red Reaper
pimpimjim
EGP Wonder_Chef
RedRaptor10

Thanks :)
 

EGP Wonder_Chef

Official Quan Chi Nerf Demander™
The next one is B2(DF4)1. So on wiff it comes out as the regular B21 and on hit it comes out as B2-TU. I'm not sure if the risk here outweighs the Reward. I'm still working on how to use this but these are the advantages of this OS as i understand them os far
A) B21 is less wiff punishable than B2
B) If your opp goes to wiff punish B2 but you input B21, the B2(1) can catch them
C) and of course the huge increase in damage, Which i feel can outweigh the risk given the right circumstance
------------------------------------------------------------------------------------------------------------
I like that one for some reason...


B34-TU, B21, 1, 11B1 = 34%

(AA) 1-TU, B21, 1, B21 = 31%
I was messing with both of those earlier, but they seem pretty hard, are they consistent enough?

also did you have a higher damage human AA combo?
 

LEGEND

YES!
I was messing with both of those earlier, but they seem pretty hard, are they consistent enough?

also did you have a higher damage human AA combo?
the 31% AA is somewhat difficult but isn't to bad if you are prepared for your opp to jump, the 21-tu 21-flame is the same as 12-tu 12-flame imo, but comes with a bonus 1%

Human Sektor's AA BnB is 28% and is nearly impossible to fail: 1, 122-TU, B21

i couldn't find a higher damage AA than this (Human or robo) : 2-TU, B21, 1, B21 at 33%
 

LEGEND

YES!
i've also been trying to do more "Safe" mix-ups by using Ex TU and also trying to find THE highest damage of Ex TU starters. I have some right now but i'll wait till i get a more complete list of them to post

Should be up tomorrow or so
 

Red Reaper

The Hyrax Whisperer
I like that one for some reason...


B34-TU, B21, 1, 11B1 = 34%

(AA) 1-TU, B21, 1, B21 = 31%
I was messing with both of those earlier, but they seem pretty hard, are they consistent enough?

also did you have a higher damage human AA combo?
The timing for B2 1 is character dependent if I remember korrectly.

The AA is height dependent...

Overall they're pretty konsistent. Just make sure you know your opponents height on the AA.
 

NKZero

Noob
a ton of good info here Lethal Legend! I'm coming out with my own shit soon (nothing new really though; just corner missile set-ups vs the cast and a little detailed explanation of his corner game). This is going into the guide under "useful links". Feel honoured :p I especially like the option select stuff.
 

Red Reaper

The Hyrax Whisperer
OS: First we have DJK-TU, When you input a TU on a DJK you get this scenario
I feel it's too much risk.. I tried it on Seven last time and he either moved forward a lil or I miss spaced/timed it.

The next one is B2(DF4)1. So on wiff it comes out as the regular B21 and on hit it comes out as B2-TU. I'm not sure if the risk here outweighs the Reward. I'm still working on how to use this but these are the advantages of this OS as i understand them os far
This seems good. I probably still wouldn't use it often though. I'm not a big fan of B2 in footsies...

12B1, F44-TU, 1, B21 = 37%

B2-TU, B21, 1, B21 = 38% (easier than the regular B21, B21 ender, and same damage as the B21 B2- Flame ender)

B34-TU, B21, 1, 11B1 = 34%

(AA) 1-TU, B21, 1, B21 = 31%

(AA) 1, 21-TU, 21-Flame = 23%
------------------------------------------------------------------------------------------------------

Good Shit. I never thought adding a 1 before B2 1 would add damage.

With the exception of the first. I think I'll start using these... :)

12= +6 (2 and 1 hits)
B3= +4 (1 hits)
11= +5 (1 hits)
2= +15 (2 and 1 hits)
F2= +6 (2 and 1 hits)
1 1 for punishing Kabal's Saw is useful. 1 1 into pressure.

2 at +15 seems like it kould more useful than I originally thought. You kould use it to check people from jumping and on standing hit, pressure. If you hit them out of their jump you get the AA kombo.

I remember testing F2 on hit. 2 1 into mix ups after it are the best..
 

Red Reaper

The Hyrax Whisperer
Ex TU, F43-TU, 12-Flame = 36% or 11B1 ender for 1% less but more consistency
I feel it's easier to end in 2 1 Flame than 1 2 Flame. Possibly slightly more damaging too. (Less than 1% lol. Registers at 36%)

U34-Ex TU, F43-TU, 11B1 = 33% (strict timing)

U34-Ex TU, Jk-TU, 12-Flame = 31% (preferred)
The one I always used was U34-Ex TU, Jk-TU, B2 1 32% and easier than the 33%.

I don't use U3 4 into Ex Tele often though...
 

Red Reaper

The Hyrax Whisperer
i still drop that one sometime so i go with the 31% and more meter. i'll go ahead n add that later
I found it pretty consistent. Maybe jumping back into kick might help??

This thread is encouraging me to go for those harder kombos now.. Like Red Raptor's 1 2 B1 48% 1 Bar Kombo.
 
OP slightly updated with new topic and more combos.

Updating OP with meter management discussion sometime soon

Red Reaper
NKZero
pimpimjim
EGP Wonder_Chef
RedRaptor10
RomeoBravoDelta
SwiftTomHanks

Let me know if any of you would like to be tagged when i update the OP from here on
I'm just chuffed to be tagged, really.

The homing missile stuff is just too costly for my tastes. Unless it's last match, last round and it's my only option for victory. I like 122~HM, (mostly because 122 is my favorite looking string in the game and I don't get to see it nearly enough) but rarely do I ever not get poked out of it.
 

PPJ

()
Premium Supporter
NetherRealm Studios
I usually don't use 122 homing missile unless my opponent is near the corner, but I often use 122 straight missile
 

ryublaze

Noob
I need to start using homing missile after blocked up missile.

What about max range d4 homing missile or combos that end with teleport that sends the opponent far away? (ie. 12b1 f4,4 tu jk tu homing missile) usually i do regular up missile but they can tech roll it.
 

LEGEND

YES!
The homing missile stuff is just too costly for my tastes. Unless it's last match, last round and it's my only option for victory
This is why im starting to think meter building combos should be use over their pure damge counterparts. Sektor can do some really neat setups with meter and his meterless damage is just fine

My viewpoint on this is you could spend a bar for an extra 8%ish boost mid combo, or you could spend a bar for more damage opportunities in general. And in the instances where you get free jump-ins or pressure strings you will be building most of the meter back anyway
 

EGP Wonder_Chef

Official Quan Chi Nerf Demander™
LETHAL LEGEND

what do you think of using 214 as an ender to knock the opponent fullscreen in some matchups?

(B2/21 xx) Teleport > B21 > 1 > 214 is 29% and leaves you completely fullscreen from them.
 

LEGEND

YES!
LETHAL LEGEND

also how about this for a meterless midscreen:

12B1 > NJP > F44 xx Teleport > B21 38%
i suck at that combo. cant get the NJP all the time
LETHAL LEGEND

what do you think of using 214 as an ender to knock the opponent fullscreen in some matchups?

(B2/21 xx) Teleport > B21 > 1 > 214 is 29% and leaves you completely fullscreen from them.
Seems like a huge drop in damage for a small field ADV. And i think if your opp tech rolls the knockdown is pretty short

You sure that 29% is the correct amount of damage?