Sektroll
Noob
What's up Sektor forum? I main this character and as the title of the thread reads, I am looking for players who are good at MK9 to tell me why Sektor sucks.
Warning: going to be a bit long
I have heard nothing but comments in real life and on message boards similar to "he does very little damage", "he is very unsafe", and "his zoning and projectiles are terrible".
I do not agree with any of the above, so I am going to break down each of those as I see them. Note I only use Robo Sektor, and have no idea if there are even differences between the Human and Robotic versions.
1) He does very little damage
48% 1 bar
jump punch, you get 1,2,b+1, jump kick, telupp, jump kick, ex telupp, b+2, flame
48% 1 bar
jump punch, 1,2, b+1, f+4, 4, telupp, jump kick ex telupp, b+2, flame
40% no bars
jump punch, 1,2, b+1, f+4,4, telupp, b+2, flame
48% damage and only uses 1 bar. I prefer the jump kick version over the combo with f+4, 4 as that variation does 1 extra hit with the same damage. 1 less hit means less meter for my opponent and 1 less hit they have a chance to break.
Close to half life for 1 bar seems like good damage to me. Now, I know many reading are thinking "no wakeups, so it is garbage". If you want to do wakeups, I have seen many people ending with b+2, homing up missile (not a good idea), and b+2,1 into guessing game (still not very good as you take way too long to recover.
Why not do the following? 46% 1 bar
jump punch, 1,2,b+1, jump kick, telupp, jump kick, ex telupp, jump kick, telupp
This puts the opponent at the opposite end of the screen for 46% damage and one bar used. You also get to throw a homing up missile or a front up missile and see what your opponent does. If you know they will just soak the homing up missile on block, then add a straight missile for an extra 4% damage total chip. Instead of that, you can even watch while blocking and see if they try to move. If you see them get hit by the up missile, you have the following options:
Easy setup 37%:
teleupp, jump kick, ex teleupp, jump kick, teleupp then homing or front up missile
Easy damage 39%:
teleupp, jump kick, ex teleupp, b+2, flame
Medium setup 38%:
teleupp, f+4,4, ex teleupp, jump kick, teleupp then homing or front up missle
Medium damage 41%:
teleupp, f+4,4, ex teleupp, b+2, flame
Damage off of a relatively safe low (will go into why later): 37% 1 bar
b+3, 4, telupp, jump kick, ex telupp, b+2, flame
b+3, 4, telupp, f+4, 4, ex telupp, b+2, flame
Again, I prefer the first as one less hit means less opponent meter and 1 less chance to break.
27% no bars
b+3, 4, telupp, f+4, 4, telupp into up missile guessing games
24% no bars
b+3, 4, telupp, jump kick, telupp into up missile guessing games
26% no bars
b+3, 4, telupp, b+2, flame
I prefer the second one although it is the lowest damage. The first one does the most, but due to how the f+4, 4 hits, the arc that the opp flies in is way lower, so they hit the ground and can recover quicker than the second combo. The third combo is in case I do not want a wakeup situation with that character (depends on the matchup).
Stance into overhead is nice damage as well, but you have to commit to the telupp by buffering it in early, which can be risky. While I am not going to go over each variation here, the same options after telupp still apply. Also, I was messing around with canceling stance overhead into up missile for nice wakeups. The great thing about that is that unless they do a teleport type move or an xray after blocking the overhead while you do the up missile, the missile usually comes down on them as they are trying to hit you, allowing you to sometimes get an attack or even a combo in. Still messing around with that, so more to come on overhead shenanigans.
So, I think Sektor's damage is very nice for how easy he is to use, and most importantly how many opportunities you have to land the damage.
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2) He is very unsafe
Yes, if you telupp around like a jackass. Sure, there is some risk to stance overhead into telupp since you have to commit, but what if you do not use that overhead into telupp? Then, we are left to look at b+3,4.
b+3, 4
This is arguably the best low attack in the entire game. The only thing I can think of that comes remotely close is Shang Tsung's low string since you can cancel it into close up skull after the first hit, making it safe on block, but on hit you get a juggle (tight timing) from the close up skull. However, Shang's low starter is extremely slow and has nowhere near the range of Sektor's. Let's break down Sektor's b+3,4 and see why it is so ridiculous.
This low high allows a hit confirm into telupp and the juggles I mentioned above, and I also mentioned that it is relatively safe.
Against all characters, if they block the very tip of the b+3, the high 4 will whiff over their head if they are ducking or duck blocking, allowing them to mess you up with an uppercut or huge damage combo.
If you have your opponent against the wall, and you dash into them as close as possible right before the b+3,4, then the 4 will always whiff against all characters, allowing you to get destroyed.
Knowing both of those above, make sure you are not at the very max distance (takes a bit of practice, but very doable) and make sure if they are in the corner you are not right in their grill, then they will be forced to block or get hit by the high 4.
Now, this is where it really gets interesting, in open space at medium distance from the opponent (where Sektor's foot is against or overlapping the opponent's foot while standing, then you are in the sweet spot), the opponent being able to duck or duck block under the 4 causing it to whiff or being forced to block it/get hit by it is dependent on the opponent and their hitbox.
While I am not going to list every character, here are a few categories:
Tiny Category (i.e. they will prob have the 4 whiff at just about any range after blocking b+3)
Kung Lao
Reptile
Average Category
Scorpion
Subzero
Slightly Fat Category (can be even further away than the sweet spot to make them block the 4)
Liu Kang
Sindel
Fatty (b+3 can WHIFF right in front of your opponent, and they still have to block or get hit by the 4)
Noob Saibot
So, what it boils down to is that you always want to be in the sweet spot for the b+3,4, but with some characters you can get away with poking with it at a further range. Not only that, but when the 4 is blocked, it opens up all new guessing games of:
uppercut their poke
down+1 to interrupt them into b+3,4 again
walk back a hair into b+3,4
run up and stance guessing game/throw
People will fear the b+3,4, and once they do, you can run up and throw, stance into overhead~up missle, or stance 3,4 among other things. Seems like the best low of all time to me, and very safe once you understand how it works.
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3) His zoning and projectiles are terrible
No, just no.
Homing up missile along with front up missile are great for full screen pressure when coupled with his straight horizontal missile. Once they are frustrated and start to move in, flame thrower puts an end to people ducking missiles without blocking as well as jumping in and dive kicking. Careful that flame thrower is punishable on block by some characters.
What allows Sektor to zone like this and so effectively is that if other characters try to zone you back, you can telupp on reaction to many of their projectiles, and even jump over then telupp immediately over others from full screen (think Noob tackle and slide projectiles). So they are risking full screen projectile damage vs your telupp 30 to 34% damage (if you go for wakeups or flame).
Also, when they do finally get in, you do great inside since Sektor's uppercut is quick, and 1 strings are great for pressure.
Homing Missile
This is not quite ridiculous since it does zero chip damage, but it is awesome for ending a match since it will hit your opponent out of whatever they were doing. Ermac lifts you while one is on the screen? He is getting knocked down while you take no damage due to interrupting before the slam. Shoot a homing missile vs Noob Saibot and he does down up slam? The homing missile will follow him off of the top of the screen and hit, sending you both to the floor with you taking no damage. The list is endless.
Since it will track, it basically forces them to take a guessing game from full screen as you follow it in. Very great round and match closer since it opens that opportunity for the last hit/combo to finish it out.
------------------------------
4) Gravity bug
Just thought I would add this since I found it a while back, but have not found a use for it and maybe one of you can. As you know, as you add more and more hits into a juggle, gravity increases more and more. I am going to call these Gravity Levels. So, you have the basic level of gravity, Gravity 1, Gravity 2, etc.
Get your opponent into the corner and do 1,2,b+1, and you will see them fall at Gravity 1. Do a juggle with 1,2,b+1 after that, and you will see Gravity 2, do another 1,2,b+1, and you will see Gravity 3 and they hit the ground very quickly.
The bug comes when your opponent in the corner, you launch them with 1,2,b+1, then do 1,2,2. When the chest explosion hits, they revert from Gravity 1 to Gravity 0, i.e. a slower level of gravity. You have a lot of delay after the string even though you can cancel the last hit into specials, but even with your delay, due to the slowing of their fall, you can get another 1,2,2 in. After that, they fall to the ground. One thing to note is that after you start your second 1,2,2 you can see them fall quicker, and just as the second 2 hits, it slightly delays their fall to the ground.
I have no idea why this happens or if there is any larger, useful application with Sektor or even other characters, but I figured I would throw it out there and see what others can come up with.
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5) Disadvantages
The only disadvantages I can see are having to use a bar for Ex Telupp on wakeup if you are knocked down in the corner, and the 2 of the 1,2,b+1 string whiffing unless you are right up against them.
I am off to trying to blow some people up with Sektor, and hit up WNF next week to see if I can do any damage. In the meantime, can anybody tell me why Sektor sucks?
Warning: going to be a bit long
I have heard nothing but comments in real life and on message boards similar to "he does very little damage", "he is very unsafe", and "his zoning and projectiles are terrible".
I do not agree with any of the above, so I am going to break down each of those as I see them. Note I only use Robo Sektor, and have no idea if there are even differences between the Human and Robotic versions.
1) He does very little damage
48% 1 bar
jump punch, you get 1,2,b+1, jump kick, telupp, jump kick, ex telupp, b+2, flame
48% 1 bar
jump punch, 1,2, b+1, f+4, 4, telupp, jump kick ex telupp, b+2, flame
40% no bars
jump punch, 1,2, b+1, f+4,4, telupp, b+2, flame
48% damage and only uses 1 bar. I prefer the jump kick version over the combo with f+4, 4 as that variation does 1 extra hit with the same damage. 1 less hit means less meter for my opponent and 1 less hit they have a chance to break.
Close to half life for 1 bar seems like good damage to me. Now, I know many reading are thinking "no wakeups, so it is garbage". If you want to do wakeups, I have seen many people ending with b+2, homing up missile (not a good idea), and b+2,1 into guessing game (still not very good as you take way too long to recover.
Why not do the following? 46% 1 bar
jump punch, 1,2,b+1, jump kick, telupp, jump kick, ex telupp, jump kick, telupp
This puts the opponent at the opposite end of the screen for 46% damage and one bar used. You also get to throw a homing up missile or a front up missile and see what your opponent does. If you know they will just soak the homing up missile on block, then add a straight missile for an extra 4% damage total chip. Instead of that, you can even watch while blocking and see if they try to move. If you see them get hit by the up missile, you have the following options:
Easy setup 37%:
teleupp, jump kick, ex teleupp, jump kick, teleupp then homing or front up missile
Easy damage 39%:
teleupp, jump kick, ex teleupp, b+2, flame
Medium setup 38%:
teleupp, f+4,4, ex teleupp, jump kick, teleupp then homing or front up missle
Medium damage 41%:
teleupp, f+4,4, ex teleupp, b+2, flame
Damage off of a relatively safe low (will go into why later): 37% 1 bar
b+3, 4, telupp, jump kick, ex telupp, b+2, flame
b+3, 4, telupp, f+4, 4, ex telupp, b+2, flame
Again, I prefer the first as one less hit means less opponent meter and 1 less chance to break.
27% no bars
b+3, 4, telupp, f+4, 4, telupp into up missile guessing games
24% no bars
b+3, 4, telupp, jump kick, telupp into up missile guessing games
26% no bars
b+3, 4, telupp, b+2, flame
I prefer the second one although it is the lowest damage. The first one does the most, but due to how the f+4, 4 hits, the arc that the opp flies in is way lower, so they hit the ground and can recover quicker than the second combo. The third combo is in case I do not want a wakeup situation with that character (depends on the matchup).
Stance into overhead is nice damage as well, but you have to commit to the telupp by buffering it in early, which can be risky. While I am not going to go over each variation here, the same options after telupp still apply. Also, I was messing around with canceling stance overhead into up missile for nice wakeups. The great thing about that is that unless they do a teleport type move or an xray after blocking the overhead while you do the up missile, the missile usually comes down on them as they are trying to hit you, allowing you to sometimes get an attack or even a combo in. Still messing around with that, so more to come on overhead shenanigans.
So, I think Sektor's damage is very nice for how easy he is to use, and most importantly how many opportunities you have to land the damage.
-------------------
2) He is very unsafe
Yes, if you telupp around like a jackass. Sure, there is some risk to stance overhead into telupp since you have to commit, but what if you do not use that overhead into telupp? Then, we are left to look at b+3,4.
b+3, 4
This is arguably the best low attack in the entire game. The only thing I can think of that comes remotely close is Shang Tsung's low string since you can cancel it into close up skull after the first hit, making it safe on block, but on hit you get a juggle (tight timing) from the close up skull. However, Shang's low starter is extremely slow and has nowhere near the range of Sektor's. Let's break down Sektor's b+3,4 and see why it is so ridiculous.
This low high allows a hit confirm into telupp and the juggles I mentioned above, and I also mentioned that it is relatively safe.
Against all characters, if they block the very tip of the b+3, the high 4 will whiff over their head if they are ducking or duck blocking, allowing them to mess you up with an uppercut or huge damage combo.
If you have your opponent against the wall, and you dash into them as close as possible right before the b+3,4, then the 4 will always whiff against all characters, allowing you to get destroyed.
Knowing both of those above, make sure you are not at the very max distance (takes a bit of practice, but very doable) and make sure if they are in the corner you are not right in their grill, then they will be forced to block or get hit by the high 4.
Now, this is where it really gets interesting, in open space at medium distance from the opponent (where Sektor's foot is against or overlapping the opponent's foot while standing, then you are in the sweet spot), the opponent being able to duck or duck block under the 4 causing it to whiff or being forced to block it/get hit by it is dependent on the opponent and their hitbox.
While I am not going to list every character, here are a few categories:
Tiny Category (i.e. they will prob have the 4 whiff at just about any range after blocking b+3)
Kung Lao
Reptile
Average Category
Scorpion
Subzero
Slightly Fat Category (can be even further away than the sweet spot to make them block the 4)
Liu Kang
Sindel
Fatty (b+3 can WHIFF right in front of your opponent, and they still have to block or get hit by the 4)
Noob Saibot
So, what it boils down to is that you always want to be in the sweet spot for the b+3,4, but with some characters you can get away with poking with it at a further range. Not only that, but when the 4 is blocked, it opens up all new guessing games of:
uppercut their poke
down+1 to interrupt them into b+3,4 again
walk back a hair into b+3,4
run up and stance guessing game/throw
People will fear the b+3,4, and once they do, you can run up and throw, stance into overhead~up missle, or stance 3,4 among other things. Seems like the best low of all time to me, and very safe once you understand how it works.
----------------------------
3) His zoning and projectiles are terrible
No, just no.
Homing up missile along with front up missile are great for full screen pressure when coupled with his straight horizontal missile. Once they are frustrated and start to move in, flame thrower puts an end to people ducking missiles without blocking as well as jumping in and dive kicking. Careful that flame thrower is punishable on block by some characters.
What allows Sektor to zone like this and so effectively is that if other characters try to zone you back, you can telupp on reaction to many of their projectiles, and even jump over then telupp immediately over others from full screen (think Noob tackle and slide projectiles). So they are risking full screen projectile damage vs your telupp 30 to 34% damage (if you go for wakeups or flame).
Also, when they do finally get in, you do great inside since Sektor's uppercut is quick, and 1 strings are great for pressure.
Homing Missile
This is not quite ridiculous since it does zero chip damage, but it is awesome for ending a match since it will hit your opponent out of whatever they were doing. Ermac lifts you while one is on the screen? He is getting knocked down while you take no damage due to interrupting before the slam. Shoot a homing missile vs Noob Saibot and he does down up slam? The homing missile will follow him off of the top of the screen and hit, sending you both to the floor with you taking no damage. The list is endless.
Since it will track, it basically forces them to take a guessing game from full screen as you follow it in. Very great round and match closer since it opens that opportunity for the last hit/combo to finish it out.
------------------------------
4) Gravity bug
Just thought I would add this since I found it a while back, but have not found a use for it and maybe one of you can. As you know, as you add more and more hits into a juggle, gravity increases more and more. I am going to call these Gravity Levels. So, you have the basic level of gravity, Gravity 1, Gravity 2, etc.
Get your opponent into the corner and do 1,2,b+1, and you will see them fall at Gravity 1. Do a juggle with 1,2,b+1 after that, and you will see Gravity 2, do another 1,2,b+1, and you will see Gravity 3 and they hit the ground very quickly.
The bug comes when your opponent in the corner, you launch them with 1,2,b+1, then do 1,2,2. When the chest explosion hits, they revert from Gravity 1 to Gravity 0, i.e. a slower level of gravity. You have a lot of delay after the string even though you can cancel the last hit into specials, but even with your delay, due to the slowing of their fall, you can get another 1,2,2 in. After that, they fall to the ground. One thing to note is that after you start your second 1,2,2 you can see them fall quicker, and just as the second 2 hits, it slightly delays their fall to the ground.
I have no idea why this happens or if there is any larger, useful application with Sektor or even other characters, but I figured I would throw it out there and see what others can come up with.
-----------------------------
5) Disadvantages
The only disadvantages I can see are having to use a bar for Ex Telupp on wakeup if you are knocked down in the corner, and the 2 of the 1,2,b+1 string whiffing unless you are right up against them.
I am off to trying to blow some people up with Sektor, and hit up WNF next week to see if I can do any damage. In the meantime, can anybody tell me why Sektor sucks?