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Question - Sektor Trying to pick up sektor need some tips!

Im looking for tips on sektor preferably people with experience. I currently play smoke and have been hearing sektor may or not be the best variation. But its close. Thx in advance!
 

Oonaugh

You. Are. Disposable.
When using sektor, try ending your combos with db2, to catch their wakeup and break their armour
 

callMEcrazy

Alone is where to find me.
Most of Sektor's available strings are practical, except b3u4 which you'd want to avoid altogether.

114 is his fastest launcher and also very damaging. It's also safe on block, probably +2. But it's high and doesn't advance that much.

21 is fairly quick and gives u lots of options. 212 missile is a good block string and has pushback. 213 hits overhead on the last hit. since 21 is positive on block you can also throw afterwards. Even 21 up missile could be an option but it's playing with fire.

f13 is fairly quick and forward advancing. The second hit is low so you can throw it out there once in a while. If you have meter you can actually commit to a f13 tele because if it's blocked u can get out with ex-air dash.

f43 is very forward advancing but a little slow on startup. The second hit can be neutral crouched so there is mind game here. Use this string sparingly.

f212 bb is perhaps Sektor's best string. There's huge advantage on block and you can do just about anything: straight missile, up missile, run up and throw...If it hits you just tele and grab around 40% with 1 bar.

b3d4u3 is great too and very hard to block. It's first 2 hits are low and the other two are overhead. It switches sides so its great for putting someone back in the corner.

b3/b1 into ex straight missile is great because it launches and its completely safe. Or you could just use b3/b1 into tele if you have meter and get out with ex air dash.

b2 has great range and can be cancelled into anything.
 
21 is a quick stagger that is +2 on block. Good for a grab or d3 check if the opponent mashes pokes.

F1 and F4 are good whiff punishing buttons because of the reach.

F212 is a relatively quick mid that you can cancel into a Back dash for 1 bar of stamina. The only downsides to this string are some characters can low profile f2 and there is a gap in F212BB that opponents can armor or back dash. So you'll occasionally want to use F21 and block to see what they do.

B2 is a good whiff punish & Trip guard tool. On a good read you can B2 into teleport for full combo. Otherwise play it safe with B2 into straight rocket which at some distances is plus.

In the corner you can harrass people with 212 straight rocket since it pushes you away it's sometimes a free d3 check. Or use 212 into up or honing rockets depending on how well you've conditioned the opponent.

Stand 4 is a good anti air button. Stand 1 can AA from the front reasonably well and be used as an anti cross up. D3 can also low profile jumps and cross ups.

Mobility wise you can use the air daah and if done low enough to the ground there is next to no recovery on landing.