cHAncEman1292
Noob
Hello Everyone! Chance, here, and I wanted to "stir" the melting pot. Many would say Sektor is a meter intensive character and I undoubtably agree; however, my question is what do you spend your meter on?
The way I have seen most people play Sektor or talk about him is as a character who incorporates meter via ExTele to rack in some truely massive damage. I full hardheartedly agree. It used to be that my main use of meter was in extending the combos I managed to land. However against more skilled players I found that I wasn't getting the most out of the meter I had! I was wasting meter on combos that were broken or I found that I couldn't rack up enough damage due to my dependence on ExTelePunch and use of breakers. Plus let's not ignore the fact that Sektor is pretty bad at building meter. Sure you could missile spam but they will figure out sooner or later a way around and Sektor doesn't pose a major thread when it comes to rushdown either. You end up with a character that builds meter slow but benefits from it as well. So here's my new prospective (not to say the previous one was wrong or that this is better). This is just another way to approach the game as Sektor.
In high-level play matches come down to...
I was striving to have more consistent damage while still being able to mount a strong defense. So here's what I resorted to...
In addition, Sektor's Tele is a great way to punch the opposition. BE SURE TO MAKE YOUR OPPONENT RESPECT IT, NOT LOATHE IT.
ExHoming is IMO Sektor's best tool. It's versatility is just amazing- it can apply pressure and can work as a "psuedo-Breaker".
UpMissle Reset, I haven't heard much mention of this tactic but this is the main reason why I saw it viable to which to a Meterless playing style.
Strings
The Reset(s)
[b3,4+TelePunch]*[f4+UpMis]
Simple, elegant and to the point. The aim is to rush in and after just 4 hits the opponent is puts the opponent in a postion where is only options are to roll, wake-up attack or block. The missile punishes all but the fastest wake-ups and gives you time for a mix up.
[JmpINPunch]*[1,2,b1]*[f4,3+TelePunch]*[1+UpMis]
A more damaging variant that starts with an overhead (if you land JumpPunch) and continues to a safe onblock launcher if the opposition does block. After the TelePunch the Jab "1+UpMis" suspends them in the air so long that they have no options but to block/wake-up. This puts you a position to go in for a mix-up or move about.
[u4,4+TelePunch] OR [u4,4+ExTelePunch]
The OVERHEAD! When your opposition fears your low string throw this at them. I recommend doing the non-Ex when going for a mix-up whilst coming off a missile reset. When used naked you should use the ExTelePunch as its safe on block. I know I know I said no ExMoves but this is a situation where you'd actually benefit from using the "safe on block" ExTele due to the all or nothing aspect of Sektor's overhead.
Homing Missiles
There will come a time when your opponent will figure what your up to and that's when you use the HM! Use it in a reset to chase after rollers or to "psuedo-break" their wake-up attack. Use it at fullscreen againist a zone heavy opponent to get a safe TelePunch or to break their momentum. The fact of the matter is, when used right the HM will give you more opportunities to mount an offense.
The Flash
"But Chance, I love my ExTelePunches mid-combo, damage in general and I love to reset what should I do?!" well we all need to have a flashy combo or two that just gets stuff done. Now mind you all of these combos will give you an additional 6-10% damage if you land a JumpInPunch and an UpMissile or Hm.
[b3,4+TelePunch]*[f4,3+ExTelePunch]*[b2,1] = 44% 1 Meter
[b3,4+TelePunch]*[f4,3+ExTelePunch]*[f4+UpM] = 38 1 Meter + Reset
[1,2,b1]*[f4,3+TelePunch]*[b3,4+ExTelePunch]*[b2,1] = 46% 1 Meter
[1,2,b1]*[f4,3+TelePunch]*[b3,4+ExTelePunch]*[3+UpM] = 38% 1 Meter + Reset
[2,1+TelePunch]*[b2,1]*[b3,4+Telepunch]= 38%
[2,1+TelePunch]*[b2,1]*[b3,4+ExTelepunch]*[b2,1] = 48% 1 Meter
[2,1+TelePunch]*[b2,1]*[b3,4+ExTelepunch]*[f4+UpM] = 41% 1 Meter + Reset
[TelePunch]*[b2,1]*[b3,4+TelePunch] = 31%
There are many more BnB's but these are the ones I feel the most comfortable with. I do want to point out that middle combo that does a meaty 38% for no meter- the timing is tricky but its worth if if you can pull it off its worth it. Also note that you can substitute TelePunch(s) with an UpM or a HM.
The Goal
Chain the resets into one another. Go high the first time, use a low string twice then surprise them with an overhead. Heck! Throw in a jump punch, throw in a cross over jump punch, throw in a throw! I personally advise using a jumppunch in all cases because it essential rules out punishment from a wake up attack and you get a free overhead!
When you combine all of the above you will find that you only go to meter for breakers and HM's. You will be able to apply pressure and make more use of Sektor's mix-up and unique rushdown game. I hope that this post encourages you to explore Sektor's reset potential and revisit meter usage when playing as him. I am in no way discouraging meter intensive play but instead, outlining tactics that can be used with and without meter! Please let me know if you have any questions or what you think.
The way I have seen most people play Sektor or talk about him is as a character who incorporates meter via ExTele to rack in some truely massive damage. I full hardheartedly agree. It used to be that my main use of meter was in extending the combos I managed to land. However against more skilled players I found that I wasn't getting the most out of the meter I had! I was wasting meter on combos that were broken or I found that I couldn't rack up enough damage due to my dependence on ExTelePunch and use of breakers. Plus let's not ignore the fact that Sektor is pretty bad at building meter. Sure you could missile spam but they will figure out sooner or later a way around and Sektor doesn't pose a major thread when it comes to rushdown either. You end up with a character that builds meter slow but benefits from it as well. So here's my new prospective (not to say the previous one was wrong or that this is better). This is just another way to approach the game as Sektor.
In high-level play matches come down to...
- Pokes
- Mind-Games
- Breakers
I was striving to have more consistent damage while still being able to mount a strong defense. So here's what I resorted to...
- No ExTeleUppers to extend combos
- No Teleupper Spam
- ExHM and Breakers
- Missile Resets
In addition, Sektor's Tele is a great way to punch the opposition. BE SURE TO MAKE YOUR OPPONENT RESPECT IT, NOT LOATHE IT.
ExHoming is IMO Sektor's best tool. It's versatility is just amazing- it can apply pressure and can work as a "psuedo-Breaker".
UpMissle Reset, I haven't heard much mention of this tactic but this is the main reason why I saw it viable to which to a Meterless playing style.
Strings
The Reset(s)
[b3,4+TelePunch]*[f4+UpMis]
Simple, elegant and to the point. The aim is to rush in and after just 4 hits the opponent is puts the opponent in a postion where is only options are to roll, wake-up attack or block. The missile punishes all but the fastest wake-ups and gives you time for a mix up.
[JmpINPunch]*[1,2,b1]*[f4,3+TelePunch]*[1+UpMis]
A more damaging variant that starts with an overhead (if you land JumpPunch) and continues to a safe onblock launcher if the opposition does block. After the TelePunch the Jab "1+UpMis" suspends them in the air so long that they have no options but to block/wake-up. This puts you a position to go in for a mix-up or move about.
[u4,4+TelePunch] OR [u4,4+ExTelePunch]
The OVERHEAD! When your opposition fears your low string throw this at them. I recommend doing the non-Ex when going for a mix-up whilst coming off a missile reset. When used naked you should use the ExTelePunch as its safe on block. I know I know I said no ExMoves but this is a situation where you'd actually benefit from using the "safe on block" ExTele due to the all or nothing aspect of Sektor's overhead.
Homing Missiles
There will come a time when your opponent will figure what your up to and that's when you use the HM! Use it in a reset to chase after rollers or to "psuedo-break" their wake-up attack. Use it at fullscreen againist a zone heavy opponent to get a safe TelePunch or to break their momentum. The fact of the matter is, when used right the HM will give you more opportunities to mount an offense.
The Flash
"But Chance, I love my ExTelePunches mid-combo, damage in general and I love to reset what should I do?!" well we all need to have a flashy combo or two that just gets stuff done. Now mind you all of these combos will give you an additional 6-10% damage if you land a JumpInPunch and an UpMissile or Hm.
[b3,4+TelePunch]*[f4,3+ExTelePunch]*[b2,1] = 44% 1 Meter
[b3,4+TelePunch]*[f4,3+ExTelePunch]*[f4+UpM] = 38 1 Meter + Reset
[1,2,b1]*[f4,3+TelePunch]*[b3,4+ExTelePunch]*[b2,1] = 46% 1 Meter
[1,2,b1]*[f4,3+TelePunch]*[b3,4+ExTelePunch]*[3+UpM] = 38% 1 Meter + Reset
[2,1+TelePunch]*[b2,1]*[b3,4+Telepunch]= 38%
[2,1+TelePunch]*[b2,1]*[b3,4+ExTelepunch]*[b2,1] = 48% 1 Meter
[2,1+TelePunch]*[b2,1]*[b3,4+ExTelepunch]*[f4+UpM] = 41% 1 Meter + Reset
[TelePunch]*[b2,1]*[b3,4+TelePunch] = 31%
There are many more BnB's but these are the ones I feel the most comfortable with. I do want to point out that middle combo that does a meaty 38% for no meter- the timing is tricky but its worth if if you can pull it off its worth it. Also note that you can substitute TelePunch(s) with an UpM or a HM.
The Goal
Chain the resets into one another. Go high the first time, use a low string twice then surprise them with an overhead. Heck! Throw in a jump punch, throw in a cross over jump punch, throw in a throw! I personally advise using a jumppunch in all cases because it essential rules out punishment from a wake up attack and you get a free overhead!
When you combine all of the above you will find that you only go to meter for breakers and HM's. You will be able to apply pressure and make more use of Sektor's mix-up and unique rushdown game. I hope that this post encourages you to explore Sektor's reset potential and revisit meter usage when playing as him. I am in no way discouraging meter intensive play but instead, outlining tactics that can be used with and without meter! Please let me know if you have any questions or what you think.