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Sektor Reset Trick

SwiftTomHanks

missiles are coming

This can be started by most punishes in the game, except a few in which they float in the air for too long.

1,2,b1 -> f4,3 -> tu -> jk -> EXtu -> cancel with up missile -> jump over punch -> b3,4 -> tu -> jk -> EXtu -> b3,flamethrower


I would also like to state that if you are man enough to jump at or over someone with a punch (counts as medium) you can follow up with the b3,4 that starts with low... all one combo. This gives Sektor a medium,low combo which is huge!

What the up missile does here is prevents anyone from waking up. You fire it out even before they land, so it gets there before they can even input an invincible wake up.

You can also fire the up missile and go in for a grab for another option. If your combo connects and so does the grab it also does more damage than if you finished the combo how you normally would.

Hope this helps some Sektor players out there. Sorry for the shitty cam quality... new to this haha.
 

ApocaLips

Kombatant
1.) we all already know about ending in up missile. You can just block it, fyi. It's a free mixup if they don't avoid it. Shang Tsung players have been doing something similar (and can set it up better thanks to ground skull's longer juggle time) in many tournaments by now. Check out pretty much any of Alex Valle's matches.

2.) Rolling backwards cleanly escapes it, which is why flamethrower ender is usually preferred.


It's really not a reset, so the thread title is misleading. More like a free mixup if your opponent doesnt know how to get out of it (and unfortunately there's an easy way to escape it). Nice that you made a video demonstrating it though. I'd personally do B+2 to up missile though, no need to not get that damage.
 

SektorCyrax

Apprentice
in end game situations and if you have meter to burn i prefer to use a homing missle as an ender so they are forced to use a wake up which can be easily read (and punished) after you throw a homing missle. Or if they have shitty wake ups they have to block to avoid the homing missle which can lead to the u3 3, u 3 3 4 guessing game.
 
Didn't know about about it but a free mixup is always good in my book I just learned Sektor and he is fun character to use thanks man.
 

SwiftTomHanks

missiles are coming
ApocaLips: Sorry, I shouldn't have called it reset, I will change it. You can use the back up missile to catch them when they roll backwards. I also didn't know this was out there already. Oh, I know that they will block the up missile! It was in the lab so he didn't obviously. Regardless, it makes them block and allows you to jump over doing a medium,low, into combo.

SektorCyrax: I'm not a fan of homing missile what so ever. I feel like when you could use meter for breaker or a combo extender/safe wake up - whatever homing missile has to offer doesn't compare. On top of having the behind up missile acting rather similarly.
 

ApocaLips

Kombatant
It's definitely a legit option, and I don't mean to imply it's not. Although if your enemy knows how to get out of it, it's really best to move on to other wakeup options.

B+2 is just as techable as enhanced uppercut, so I do recommend cancelling there instead. No reason to lose damage.

I'm not entirely sure that you can cancel into backwards up missile, but I'm not sure that's a great idea. Leaves you very open. Homing missile seems like a better option if you think they might roll. It comes out a bit slower, but it still nearly guarantees the block.

And yeah, it's fairly well known. Again, Shang players routinely end their combos with up skull, doing more or less the same thing (but more effective). There was even a thread here (that was a pretty poor setup) talking about ending in homing missile in the corner. It was actually suggested to use this very setup there since the opponent can't roll out of it.

Great work putting it on video though. That's always very helpful.
 

SwiftTomHanks

missiles are coming
I'm pretty sure (not 100% though) that if you b2 the up missile will get there too late, and your opponent could have used an invincible wake up - which will pretty much shit in your cereal at that point.

It's risky, no doubt. I'll have to test it against some good players this Sunday. What I'm thinking is if they do not roll back and your missile just biffs, then just block. Sadly, you're on D now - but you should be safe since you're throwing the missile out way before they are on the ground, leaving ample time to block.

Who knows I guess, more theory so far than practice. Shang players are what gave me this idea (sadly it seems I was beat to the punch haha).

It'll take some heavy convincing to get me to dump meter into homing missile. What holds Sektor back is how much meter you use all the time. Some characters can do just fine and ONLY use breaker... I'm jealous of them.

I do apprentice the discussion here though - it's keeping me thinking!
 

ApocaLips

Kombatant
You can tech both moves as soon as they hit the ground. I don't think there's a difference, although I haven't tested. And if you're willing to, it'd be nice to test.

In my experience it's actually fairly unreliable, so I don't bother. I just use the free pressure flamethrower gives, which is similarly good and nigh guaranteed (second flamethrow or pressure/throw mixup). Maybe you'll have better luck though.

I also agree, spending the meter on homing missile really isn't too worth it in my experience. It just seems a bit safer if you want to deal with rolls (although at that point I'd just end in flamethrower - no rolling from that!). On top of that, I REALLY love having a safe wakeup option or distance closer, so that usually gets my meter.
 

Sektroll

Noob
I'm pretty sure (not 100% though) that if you b2 the up missile will get there too late, and your opponent could have used an invincible wake up - which will pretty much shit in your cereal at that point.
I posted this a a month ago and you are absolutely correct. Unfortunately you can get comboed/hit for free even if you put the up missile on top of Sektor after a b2 juggle ender. It is good to use occasionally, though, if the opponent does not know.
 

fleshmasher

i got the poison
Really cool stuff!
I think another advantage the up missile has over :en homing missile is that up missile does block damage while homing doesn't, maybe important when you already expect your opponent to block anyway.
 

Robotic

Gentleman.
in end game situations and if you have meter to burn i prefer to use a homing missle as an ender so they are forced to use a wake up which can be easily read (and punished) after you throw a homing missle. Or if they have shitty wake ups they have to block to avoid the homing missle which can lead to the u3 3, u 3 3 4 guessing game.
In end game situations, where Sektor has meter and opponent is down to chip, it is GAME OVER. Depending on your distance from the opponent and his ability to catch you in his wake-up attack, homing missile into Teleupppercut=death touch.

Does anyone know of a character that can get out of this?
 

spongebob

ಠ__ಠ
Really cool stuff!
I think another advantage the up missile has over :en homing missile is that up missile does block damage while homing doesn't, maybe important when you already expect your opponent to block anyway.
really i'm sure homing missle does 2% like up does. havnt playd recently tho but im still fairly sure.
 

spongebob

ಠ__ಠ
In end game situations, where Sektor has meter and opponent is down to chip, it is GAME OVER. Depending on your distance from the opponent and his ability to catch you in his wake-up attack, homing missile into Teleupppercut=death touch.

Does anyone know of a character that can get out of this?
Does jades glow allow her to go through homing missle? Or even up missle. I'm kinda guessing it wouldn't though and that homing missle hitting is unavoidable. If she did then I guess she could do that and a shadow kick or something would avoid the teleport lol. And what about smokes shake/ nightwolf's reflect do they work against homing? Speaking of which whats the max dmg sektor can get out of chip. I think homing missle, jp 124 flame nets over 10% which is pretty decent when it comes to chip and the homing missle would cover the jump in.
 

MKF30

Fujin and Ermac for MK 11
Can't they block though once they land the shower missle? Did you test this with a live opponent dude? At any rate, his up missles and seekers are great for zoning and I like to rush down and mix up highs and lows with that, works a lot :) but neat vid.
 

Sektroll

Noob
And what about smokes shake/ nightwolf's reflect do they work against homing? Speaking of which whats the max dmg sektor can get out of chip. I think homing missle, jp 124 flame nets over 10% which is pretty decent when it comes to chip and the homing missle would cover the jump in.
Nightwolf can reflect homing missile back at you, but if you guess that he will reflect, do iTU and it will hit him out of reflect, the homing missile will combo off of your iTU, and then you can finish with whatever you like.

Smoke, on the other hand, has shake which shuts down all projectiles in a way I did not truly understand until after I lost to it multiple times at the WNF tourney last night. Any straight, up, or homing missile that gets shaked causes Smoke to come down straight on top of your head with a punch that knocks you down. During the tournament I tried to homing missile into iTU to catch that straight down punch, but Smoke's punch beat my iTU. I also tried to homing missile against shake then backdash the straight down punch from smoke after the shake, but still got hit. It was not until later on that I found out whenever Smoke shakes a projectile, whatever your character happens to be doing is completely frozen until he hits you with that unblockable punch from the sky.

TL;DR - If your projectile is successfully shaken by Smoke, you are getting hit for free and knocked down no matter what

I also learned, however, that he cannot shake flame, so keep that in mind as well. Whether he can EX shake flame or not, I have no idea. I just know the EX shake can work against normals except for SOME character generic down 3s (some work, others do not).

Also, people need to REALLY be pushing for the JUICE against every character you fight. For example, I see way too many Sektors ducking under a Jade flash kick and punishing with uppercut. This is not Mortal Kombat 2. Stand up ASAP after ducking it and do 1,2,b1. Makes those charge attacks WAY riskier to spam now that your opponent knows they will eat a full juggle plus wake up if you guessed right and ducked one.
 

SektorCyrax

Apprentice
Nightwolf can reflect homing missile back at you, but if you guess that he will reflect, do iTU and it will hit him out of reflect, the homing missile will combo off of your iTU, and then you can finish with whatever you like.

Smoke, on the other hand, has shake which shuts down all projectiles in a way I did not truly understand until after I lost to it multiple times at the WNF tourney last night. Any straight, up, or homing missile that gets shaked causes Smoke to come down straight on top of your head with a punch that knocks you down. During the tournament I tried to homing missile into iTU to catch that straight down punch, but Smoke's punch beat my iTU. I also tried to homing missile against shake then backdash the straight down punch from smoke after the shake, but still got hit. It was not until later on that I found out whenever Smoke shakes a projectile, whatever your character happens to be doing is completely frozen until he hits you with that unblockable punch from the sky.

TL;DR - If your projectile is successfully shaken by Smoke, you are getting hit for free and knocked down no matter what

I also learned, however, that he cannot shake flame, so keep that in mind as well. Whether he can EX shake flame or not, I have no idea. I just know the EX shake can work against normals except for SOME character generic down 3s (some work, others do not).

Also, people need to REALLY be pushing for the JUICE against every character you fight. For example, I see way too many Sektors ducking under a Jade flash kick and punishing with uppercut. This is not Mortal Kombat 2. Stand up ASAP after ducking it and do 1,2,b1. Makes those charge attacks WAY riskier to spam now that your opponent knows they will eat a full juggle plus wake up if you guessed right and ducked one.
i see that alot too sektroll with alot of rookie sektor play. they go for the easy uppercut punish or even end their combos with uppercut. They can at least do b21 if they arent sure how to punish properly. 12b1 is so good for punishes, it hits like a poke almost. i dont like when the 2 whiffs on some moves though. for fuzzy gaurding i like to throw out b34 as it is safe on block against fuzzy blocking (tom brady mentioned this last week) . ive been trying to implement staggering 12 12 21's also against turtles.
 

Robotic

Gentleman.
i see that alot too sektroll with alot of rookie sektor play. they go for the easy uppercut punish or even end their combos with uppercut. They can at least do b21 if they arent sure how to punish properly. 12b1 is so good for punishes, it hits like a poke almost. i dont like when the 2 whiffs on some moves though. for fuzzy gaurding i like to throw out b34 as it is safe on block against fuzzy blocking (tom brady mentioned this last week) . ive been trying to implement staggering 12 12 21's also against turtles.
try quick (I mean quick) dash, then 12b1. It usually indicates you are a hair too far away.
 

SwiftTomHanks

missiles are coming
The only thing I would recommend punishing with an uppercut is mileenas teleport kick. Since she can throw a projectile at different times, resulting in a coin flip of punishes, uppercut is a sure thing. If you can't connect 1 2 b1 with some roll punishes that stay in the air too long, do f4 3 into tu.
 

ApocaLips

Kombatant
@Sektroll: TU and enhanced TU don't count as physical attacks, so smoke can't enchanced shake them. And as you said, he can't shake flamethrower, but be careful because he can smoke bomb for a trade in his favor.

Smoke matchups are always weird, but they're also always workable unless your name is noob saibot.

And agreed, a big advantage for sektor is his damage. When that's on a silver platter for you in the form of a punish, take it! I use 1, 2, B+1 against everything except for mileena and raiden, and i use F+4, 4 against them like swifttomhanks recommended. 1 is fast enough to punish everything, including reptile dash.
 

MKF30

Fujin and Ermac for MK 11
Also, with Mileena track her with seekers and do upward missles, it totally snuffs out her teleport kicks. Trust me, it works better then blocking, guessing which one she'll do and trying to counter or random uppercuts. Uppercuts can work, but unless you're super consistent and have the timing down too risky.