You can zone pretty much most of this match, hit and run style. Stay more or less full screen when you can, dont try and force yourself to go towards sektor. His missiles are eaten up by shake, and teleport is quite easy to bait, just learn when your opponent likes to throw it out, some will up missile to bail your movement and then follow with a teleport. Dont become predictable with your ranged tactics, occassionally do a stance switch or just dash back and forward. You will be building meter and sektor can NOT zone you.
When you get into a jump distance situation respect his long ranged fast pokes, and dont get too jump happy because you will just get flame burnered (i do this alot you just need to learn not to do it really). The manouverability of your drifts and your whiff telepunch will keep sektor on his toes. He needs good spacing to keep up a decent amount of pressure so when you start zipping all over the place you will often see whiffed normals. You are the only judge of which to try and punish, but be careful because trying to smoke bomb a whiff against sektor has a bad habit of ending with you eating iaTU (instant air tele-uppercut), so watch for this and you can start to expect it. Anti airs with 2 and 214 are nice, so is air telepunch, but again be liberal with these because tele-uppercut is a tricky bastard. Use D4 and B2 to poke sektor on his approach.
In close range you need to pressure sektor hard, but with great caution. he has fast normals and some decent pressure setups which have you locked down unless you can mount a decent counter attack. The easiest and best way out of an upmissile trap is to EX Shake, so its always nice to have a meter in the can just for this purpose. Use your pokes, B2 and 3d12 pressure. If you feel like things are moving too fast for you and your pressures coming to an end, jump back kick >drift back and start your zoning again, or just plain drift out, but i like the jump kick for retreating from offence.
Sektors wake up options are limited, situational at best in this match. When you end a combo in an air throw >whiffed telepunch, sektors wake-up commands will be reversed, giving you a little bit of a break to add some oki pressure, but this gets old fast and they will catch on. If you approach sektor for oki, a common reaction is to flame burner, as this is a great wake-up for shutting down incoming threats. Not for smoke, you can drift completely invincibly through a flame burner with plenty of time to punish with full combo every time. Once this is respected, sektor will have to start using meter to get out of your pressure. If you see he has no meter, then he needs a very well timed wake up teleport for its invincibility to last out your pressure strings and pokes, so you are pretty well off here, and you can mix that up with just plain blocking on his wakeup and EX shake, (or do 3d1~ex shake for a ghetto bait, but its nothing fantastic)
Once you control the pace of the match sektor is in a very bad position, and should really only be getting you with well times instant teleuppercut into combo if he is at range, and these are full combos for you when you block them, so the risk v reward on sektors part is not good.
Hopefully someone of authority will move this to the matchup discussion thread, and people will also start posting in the right threads. But for now, hope this helps!