I have a few things i wanted to talk about and instead of creating a new thread for everything i though i'd condense it into one, also there doesn't appear to be a thread like this in this Sub-forum so ya
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1
Option Selects:
First we have DJK-TU, When you input a TU on a DJK you get this scenario
A) it gets blocked and TU doesn't come out, and you still get the +18 (U3 anyone? )
B) the JK hits and TU comes out granting a full combo
The next one is B2(DF4)1. So on wiff it comes out as the regular B21 and on hit it comes out as B2-TU. I'm not sure if the risk here outweighs the Reward. I'm still working on how to use this but these are the advantages of this OS as i understand them os far
A) B21 is less wiff punishable than B2
B) If your opp goes to wiff punish B2 but you input B21, the B2(1) can catch them
C) and of course the huge increase in damage, Which i feel can outweigh the risk given the right circumstance
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2
Increasing the Damage of Your BnBs:
Now, These alt combos aren't a huge improvement (mostly just 1-2%) but ALL of them are super easy and require only minor adjustments
Midscreen:
12B1, F4, JK-TU, 1, B21 = 37%
B2-TU, B21, 1, B21 = 38% (easier than the regular B21, B21 ender, and same damage as the B21 B2- Flame ender)
B34-TU, B21, 1, 11B1 = 34%
(AA) 1-TU, B21, 1, B21 = 31%
(AA) 1, 21-TU, 21-Flame = 23%
EX TU Combos:
Ex TU, F43-TU, 12-Flame = 36% or 11B1 ender for 1% less but more consistency
U34-Ex TU, F43-TU, 11B1 = 33% (strict timing)
U34-Ex TU, Jk-TU, 12-Flame = 31% (preferred)
More to come, can't remember all the exact values off the top of my head so i'll update with more when i can confirm
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3
Making Standing 1 And 2 Hit On Low Crouching Hitboxes:
Generally speaking since this is universal, After landing a move that leaves you with + frames you can then attack with a high hitting jab/string while your opponent's hitbox is "Readjusting" to the regular crouch block, This usually takes a few frames and if you execute a move in this window it can (Depending on the speed and hight of the move) hit crouch blockers where it would have wiffed otherwise
Think i explained that right. . .
Now for Sektor specifically, The following are moves that are plus on hit and which jabs can connect on all crouch blocking hitboxes afterwards
12= +6 (2 and 1 hits)
B3= +4 (1 hits)
11= +5 (1 hits)
2= +15 (2 and 1 hits)
F2= +6 (2 and 1 hits)
B2= +4 (1 hits, pretty strict timing)
Corner only:
11B1= +7 (1 hits)
122= +16 (1 and 2 hits)
B1= +7 (1 hits)
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4
Homing Missile setups and gimmicks:
A) Homing Missile after Blocked Up missile is guaranteed, Best used when you opp blocks the up missle at around mid screen. Often times leads to a free jump-in or U3 mix-up
B) At Full Screen, Using a homing missile quickly followed by a EX-TU will grant you advantage since the homing missile will be blocked once you are beginning to recover from the Blocked Ex TU (assuming it was blocked). advantage is not always enough for a safe U3 so i often go for 122-Special or a straight B34. Note that this takes 2 bars so it should really only be used as a closer
C) 4-Homing Missile. On a max range hit i don't know of any move that can punish you for this (Maybe ermac) and on block there are few that can, and most of them will cause them to get hit by the Missile anyway. As an added gimmicky bonus, once your opp knows they have to react quickly to punish you for a blocked 4-H Missile, you could then throw out a linked TU or Ex TU instead to catch them off guard EGP Wonder_Chef
D) 122-Homing missile, almost the same as C, but less risky and more of and offensive tool than defensive
E) Lastly you can end combos in Homing missile instead of a regular up missile for a more reliable followup, but some wake-ups can escape this situation entirely. And you might just want to spend this bar off meter for the 8% or so you could have got in the combo instead, idk, i don't tend to do this setup
With a more meter focused gameplan i feel that Homing missile can be used to fix alot of problems Sektor may have in some MU.
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5
Meter Management Philosophies:
Viewpoint A) Meter building combos should be use over their pure damge counterparts. Sektor can do some really effective setups with meter and his meterless damage is just fine
You could spend a bar for an extra 8%ish boost mid combo, or you could spend a bar for more damage opportunities in general. And in the instances where you get free jump-ins or pressure strings from the missile, you will be building most of the meter back anyway
Viewpoint B) Sektor Needs his meter to be a high punisher, relying on his opponents mistakes and only a few good reads to win. No need to be reckless with his offense and rely on breakers
Viewpoint C) Only use meter when you have three bars. Sektor doesn't always have a way to build his meter so it should be used sparingly
Viewpoint D) Sektor needs his gimmicks in order to mix up his opp and keep from being predictable. this means Taking huge risks in footsies and Set-ups while balancing meter between safe TUs, Homing missiles and Breakers. Always trying to keep around a Bar and a half incase things go wrong
Viewpoint E) Sektor only needs meter for breakers. UMs and knockdowns cover all the gimmicks he needs. Better to save the meter for covering mistakes and bad reads than slightly boost combo's or shoot for an unnecessary Gimmick
(let me know if you have any other perspectives on how to approach meter with Sektor)
Not all of these points are meant to contradict each other. They are more of a reasoning for how to approach meter with Sektor, depending on how you play him or how you think he should be played
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7
Knockdown Set-ups:
MORE COMING SOON
Thats all for now i guess. Feel free to contribute and/or discus
i will be updating the OP with future Key topics and i will edit any mistakes i'm sure i made
Red Reaper
pimpimjim
EGP Wonder_Chef
RedRaptor10
Thanks
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1
Option Selects:
First we have DJK-TU, When you input a TU on a DJK you get this scenario
A) it gets blocked and TU doesn't come out, and you still get the +18 (U3 anyone? )
B) the JK hits and TU comes out granting a full combo
The next one is B2(DF4)1. So on wiff it comes out as the regular B21 and on hit it comes out as B2-TU. I'm not sure if the risk here outweighs the Reward. I'm still working on how to use this but these are the advantages of this OS as i understand them os far
A) B21 is less wiff punishable than B2
B) If your opp goes to wiff punish B2 but you input B21, the B2(1) can catch them
C) and of course the huge increase in damage, Which i feel can outweigh the risk given the right circumstance
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2
Increasing the Damage of Your BnBs:
Now, These alt combos aren't a huge improvement (mostly just 1-2%) but ALL of them are super easy and require only minor adjustments
Midscreen:
12B1, F4, JK-TU, 1, B21 = 37%
B2-TU, B21, 1, B21 = 38% (easier than the regular B21, B21 ender, and same damage as the B21 B2- Flame ender)
B34-TU, B21, 1, 11B1 = 34%
(AA) 1-TU, B21, 1, B21 = 31%
(AA) 1, 21-TU, 21-Flame = 23%
EX TU Combos:
Ex TU, F43-TU, 12-Flame = 36% or 11B1 ender for 1% less but more consistency
U34-Ex TU, F43-TU, 11B1 = 33% (strict timing)
U34-Ex TU, Jk-TU, 12-Flame = 31% (preferred)
More to come, can't remember all the exact values off the top of my head so i'll update with more when i can confirm
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3
Making Standing 1 And 2 Hit On Low Crouching Hitboxes:
Generally speaking since this is universal, After landing a move that leaves you with + frames you can then attack with a high hitting jab/string while your opponent's hitbox is "Readjusting" to the regular crouch block, This usually takes a few frames and if you execute a move in this window it can (Depending on the speed and hight of the move) hit crouch blockers where it would have wiffed otherwise
Think i explained that right. . .
Now for Sektor specifically, The following are moves that are plus on hit and which jabs can connect on all crouch blocking hitboxes afterwards
12= +6 (2 and 1 hits)
B3= +4 (1 hits)
11= +5 (1 hits)
2= +15 (2 and 1 hits)
F2= +6 (2 and 1 hits)
B2= +4 (1 hits, pretty strict timing)
Corner only:
11B1= +7 (1 hits)
122= +16 (1 and 2 hits)
B1= +7 (1 hits)
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4
Homing Missile setups and gimmicks:
A) Homing Missile after Blocked Up missile is guaranteed, Best used when you opp blocks the up missle at around mid screen. Often times leads to a free jump-in or U3 mix-up
B) At Full Screen, Using a homing missile quickly followed by a EX-TU will grant you advantage since the homing missile will be blocked once you are beginning to recover from the Blocked Ex TU (assuming it was blocked). advantage is not always enough for a safe U3 so i often go for 122-Special or a straight B34. Note that this takes 2 bars so it should really only be used as a closer
C) 4-Homing Missile. On a max range hit i don't know of any move that can punish you for this (Maybe ermac) and on block there are few that can, and most of them will cause them to get hit by the Missile anyway. As an added gimmicky bonus, once your opp knows they have to react quickly to punish you for a blocked 4-H Missile, you could then throw out a linked TU or Ex TU instead to catch them off guard EGP Wonder_Chef
D) 122-Homing missile, almost the same as C, but less risky and more of and offensive tool than defensive
E) Lastly you can end combos in Homing missile instead of a regular up missile for a more reliable followup, but some wake-ups can escape this situation entirely. And you might just want to spend this bar off meter for the 8% or so you could have got in the combo instead, idk, i don't tend to do this setup
With a more meter focused gameplan i feel that Homing missile can be used to fix alot of problems Sektor may have in some MU.
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5
Meter Management Philosophies:
Viewpoint A) Meter building combos should be use over their pure damge counterparts. Sektor can do some really effective setups with meter and his meterless damage is just fine
You could spend a bar for an extra 8%ish boost mid combo, or you could spend a bar for more damage opportunities in general. And in the instances where you get free jump-ins or pressure strings from the missile, you will be building most of the meter back anyway
Viewpoint B) Sektor Needs his meter to be a high punisher, relying on his opponents mistakes and only a few good reads to win. No need to be reckless with his offense and rely on breakers
Viewpoint C) Only use meter when you have three bars. Sektor doesn't always have a way to build his meter so it should be used sparingly
Viewpoint D) Sektor needs his gimmicks in order to mix up his opp and keep from being predictable. this means Taking huge risks in footsies and Set-ups while balancing meter between safe TUs, Homing missiles and Breakers. Always trying to keep around a Bar and a half incase things go wrong
Viewpoint E) Sektor only needs meter for breakers. UMs and knockdowns cover all the gimmicks he needs. Better to save the meter for covering mistakes and bad reads than slightly boost combo's or shoot for an unnecessary Gimmick
(let me know if you have any other perspectives on how to approach meter with Sektor)
Not all of these points are meant to contradict each other. They are more of a reasoning for how to approach meter with Sektor, depending on how you play him or how you think he should be played
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7
Knockdown Set-ups:
MORE COMING SOON
Thats all for now i guess. Feel free to contribute and/or discus
i will be updating the OP with future Key topics and i will edit any mistakes i'm sure i made
Red Reaper
pimpimjim
EGP Wonder_Chef
RedRaptor10
Thanks