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Sektor Matchup Thread

Zoidberg747

My blades will find your heart
I didn't see any Sektor matchup thread so i thought I would make one. I personally dont have much experience with him online but i think a lot of you do and it would be great to have matchups for a lot of the characters. Once i get a little more experience with him ill post some matchups, but I will go ahead and get Mileena out of the way since I have played her a bit.

Vs. Sub Zero
SektorCyrax said:
Sektor has a slight advantage against SZ. SZ has a hard time getting in on sector due to Sektors flamethrower and SZslide falls useless because of this. if timed right Sz can trade his iceball for sektors front missle for a combo. Since Sektors front missles knocks you down if you trade with him, SZ will have a difficult time at long range trying to freeze Sektor if they are projectile trading. Sektor can also jump over or predict the ice ball at long range and get in for TU combo that should wield 30-34%. One of Sektors flaws is that he can get trapped in the corner easily. If the SZ player gets you in the corner then it is pretty much game over unless you have some meter to dispose of on wake up (extu, exflamethrower). If you can keep SZ in your zone and burn his slides, and get in on whiffed iceballs then you shouldn't have a tough time with SZ as Sektor.

Vs. Mileena
Mileena's specials are all very punishable, making Sektor's easier combos more useful. When you block her ball roll or teleport you can use F+2,2, teleport punch, B+2,1 for a nice 25% combo. The key to Mileena is to wait and punish, and with Sektor's teleport she is very easy to punish.

Sektroll said:
-blocked roll does not give a vulnerable stand up state so either 1, j.k, TU into combo or j.k TU into combo
-blocked tele kick = 1 into combo as if the 1 whiffs when they try to air sai, you can still get some damage in
-always block low for fear of her low into ball combo and fuzzy into stand block when you see overheads

Vs. Cyber Sub Zero
Sektroll said:
-stance overhead kick beats Cybersub freeze parry and ex freeze parry cleanly 100% of the time. Meaning if you predict him doing it on wakeup or at any time, you get a free juggle.
-TU also beats freeze parry cleanly. Do not ask me why as crossup jump kicks still lose to it, unless for some reason the teleport uppercut hits them at such a low area behind them that it considers it a low hit range for the purposes of the parry stopping it or not.
-Cybersub cannot have a divekick blocked from your knees or above, otherwise you get dash 1,2,b1

Vs. Noob

Sektroll said:
-instant jump over tackle into TU
-instant jump over slide into TU (need to perform it quicker than tackle version since his slide projectile recovers quicker. best to do it as low above the slide clone as possible)
-tackle clone on block too close = b3,4
-if they are spamming up shadow just out of sweep range you can missile, flame thrower, or TU (TU needs to be instant air version and done very quickly or they can block in time, so missile or flames are a safer bet)
-once you get the lead, you can afford to trade projectiles and make him either come to you or perfom a d,u teleport in reponse to your missiles. up missiles and homing missiles will beat it, and if you manage to get hit by it, no biggie since no wakeups and very little damage.

Vs. Kano
Sektroll said:
-Sektor was the only character to my knowledge that could punish close up ball on block with a full combo 1,2,b1. Since the neftbat is on the way, you will not have to worry about it as much
-close to full screen straight missile to flame beats his jump over the missile into air ball

Vs. Raiden
Sektroll said:
-predict a teleport = backdash 1,2,b1
-babale (thanks to Ultra David for the best name for the flying attack ever) = dash into 1,2,b1
-MS Paint Blue Spray Paint Tool projectile = iTU of course
-you can easily backdash the first kick of b+3 string, dash in with 1,2,b1 to interrupt the second hit

Vs. Reptile
Sektroll said:
-dash on block = 1,2,b1
-ex dash on block = uppercut the second hit as he comes at you from the back
-forceball or spit = iTU on reaction
-slide on block = (harder) run up 1,2,b1, (easier but less damage) b3,4
-dash elbow has no air hitbox so stance overhead on wakeup beats lots of his options





If you have any matchups please post them so we can have an easy reference guide for Sektor's matchups

Ill post the rest of sektrolls later
 

SektorCyrax

Apprentice
Vs Sub Zero

Sektor has a slight advantage against SZ. SZ has a hard time getting in on sector due to Sektors flamethrower and SZslide falls useless because of this. if timed right Sz can trade his iceball for sektors front missle for a combo. Since Sektors front missles knocks you down if you trade with him, SZ will have a difficult time at long range trying to freeze Sektor if they are projectile trading. Sektor can also jump over or predict the ice ball at long range and get in for TU combo that should wield 30-34%. One of Sektors flaws is that he can get trapped in the corner easily. If the SZ player gets you in the corner then it is pretty much game over unless you have some meter to dispose of on wake up (extu, exflamethrower). If you can keep SZ in your zone and burn his slides, and get in on whiffed iceballs then you shouldn't have a tough time with SZ as Sektor.
 

Sektroll

Noob
Vs most projectiles in the game that travel horizontally

- iTU (instant Teleport Uppercut) from full screen or just outside of full screen. The threat of juggle punishment on reaction from their projectiles effectively allows you to zone for free. This is especially deadly since this game has nothing like SF4 where they can cancel their projectile just after firing it into an instant block state from meter (i.e. no FADC).
------------
Vs Cybersub

-stance overhead kick beats Cybersub freeze parry and ex freeze parry cleanly 100% of the time. Meaning if you predict him doing it on wakeup or at any time, you get a free juggle.
-TU also beats freeze parry cleanly. Do not ask me why as crossup jump kicks still lose to it, unless for some reason the teleport uppercut hits them at such a low area behind them that it considers it a low hit range for the purposes of the parry stopping it or not.
-Cybersub cannot have a divekick blocked from your knees or above, otherwise you get dash 1,2,b1
------------
vs Noob

-instant jump over tackle into TU
-instant jump over slide into TU (need to perform it quicker than tackle version since his slide projectile recovers quicker. best to do it as low above the slide clone as possible)
-tackle clone on block too close = b3,4
-if they are spamming up shadow just out of sweep range you can missile, flame thrower, or TU (TU needs to be instant air version and done very quickly or they can block in time, so missile or flames are a safer bet)
-once you get the lead, you can afford to trade projectiles and make him either come to you or perfom a d,u teleport in reponse to your missiles. up missiles and homing missiles will beat it, and if you manage to get hit by it, no biggie since no wakeups and very little damage.
------------
vs Kano

-Sektor was the only character to my knowledge that could punish close up ball on block with a full combo 1,2,b1. Since the neftbat is on the way, you will not have to worry about it as much
-close to full screen straight missile to flame beats his jump over the missile into air ball
------------
vs Reptile

-dash on block = 1,2,b1
-ex dash on block = uppercut the second hit as he comes at you from the back
-forceball or spit = iTU on reaction
-slide on block = (harder) run up 1,2,b1, (easier but less damage) b3,4
-dash elbow has no air hitbox so stance overhead on wakeup beats lots of his options
------------
vs Raiden

-predict a teleport = backdash 1,2,b1
-babale (thanks to Ultra David for the best name for the flying attack ever) = dash into 1,2,b1
-MS Paint Blue Spray Paint Tool projectile = iTU of course
-you can easily backdash the first kick of b+3 string, dash in with 1,2,b1 to interrupt the second hit
------------
vs Mileena

-blocked roll does not give a vulnerable stand up state so either 1, j.k, TU into combo or j.k TU into combo
-blocked tele kick = 1 into combo as if the 1 whiffs when they try to air sai, you can still get some damage in
-always block low for fear of her low into ball combo and fuzzy into stand block when you see overheads
------------

Way more to come when I get time.
 

Robotic

Gentleman.
@Sektroll

Good shit. One thing about the Mileena matchup: your 2 options after blocked roll are the same, no?
 

Gamin_Guru

Shang Bang
Any advice for Jade matchup ? It seems to be one of the tougher ones. Her green invulnerability is really annoying and her shadow kicks WHILE invulnerable is much worse.