BBBLP
Robot Rock
Credit to Zephna for the format
Credit to Somberness on TYM for the Frame Data
Credit Aeonseraph, the picture
Sektor
The key to winning with Sektor is speed. Your Instant Air Teleports (now referred to as iat), your dashes & your quick normals will see to it that you get that skull under your life bar.
Notations:
1 = X/Square
2 = Y/Triangle
3 = A/X
4 = B/Circle
BnB = Bread and butter, go-to combo
iat = instant air teleport
* = New phase of juggle command
Cancel into = Input the command for the special move during the previous attack
F = forward
B = back
D = down
U = up/jump
Spoiler:
While not in possession as the same technical tools as Cyrax, Sektor still boasts power when he digs into his schematics.
Missile: 8% Sektor's main projectile. A fairly speedy move that works well with up missiles when zoning. Also useful for making his 1, 2, 2 string safer when blocked.
Double Missile (Ex variant): 13% Not as useful as Sektor's other EX options. Use only when you need that guaranteed damage to secure the win. Does the same amount of chip as the Straight Missile. Pushes opponent back when blocked.
Flame Burner: 8% great anti air when combined with a back dash. Also useful for ending combos to ensure the opponent is on their feet so you needn't worry about wake ups. Great tool against most physical special attacks as very few can get past it. Horrible recovery on block, so be cautious about throwing it out naked. Has pushback when blocked.
Flame Thrower (Ex variant): 12% increased range and recovery, though still not as useful as his other meter options. However it has a longer duration on whiff, so it could in theory be used to anti air someone who delayed their jump. As with the Double Missile, use only when you need that extra damage to win. Has pushback when blocked.
Up Missile: 8% Useful for zoning when mixing up the behind & front variants of it. Also has hit stun, allowing for a full combo if it connects while you're within proper distance. Great when used after juggling with b2. Forces opponent to either roll back, wake up attack or block to avoid it. Some wake ups are interrupted by it. Be wary of armored characters, fast specials and teleporters. Can be used as an anti crossup when timed correctly. Has very small amount of pushback when blocked, while insignificant it is interesting considering the fact that the Straight Missile has none.
Homing Missile (Ex variant): 8% One of Sektor's greatest tools. Virtually immobilizes the opponent. The missile is slower than the regular Up versions, however this is not a negative because it allows you to close the distance on your opponent before it connects. Be wary of characters such as Jade, Smoke & Nightwolf when using this because of their anti projectile moves. It is also important to know that this attack does NO chip damage. Insignificant amount of pushback.
Teleport Uppercut: 6% Sektor's signature move, and his most useful asset of all. The backbone of Sektor's combos. Can be used off of a simple jump kick for impressive damage, very useful for people who are D4 happy. Important to know about the iat. The Instant Air Teleport is used by jumping backwards or forward (preferable backwards) and quickly inputting the command. Very useful to practice in training mode. If done correctly is will reduce the startup of the attack. Deathrolls on block, so be careful about throwing it out randomly.
Metal Uppercut (Ex Variant): 6% on first hit 6% on second. If TU is the backbone of Sektor's combos, then MU is the meat. Doubles Sektor's combo potential. Safer on block than his TU.
Massive Missile (X-Ray): 32% when thrown out in the nude. Armored projectile attack that has nightmarish recovery when blocked. Like the Double Missile, only use when the damage is your key to winning. Best used in a combo or to trade in a projectile war.
Missile: 8% Sektor's main projectile. A fairly speedy move that works well with up missiles when zoning. Also useful for making his 1, 2, 2 string safer when blocked.
Double Missile (Ex variant): 13% Not as useful as Sektor's other EX options. Use only when you need that guaranteed damage to secure the win. Does the same amount of chip as the Straight Missile. Pushes opponent back when blocked.
Flame Burner: 8% great anti air when combined with a back dash. Also useful for ending combos to ensure the opponent is on their feet so you needn't worry about wake ups. Great tool against most physical special attacks as very few can get past it. Horrible recovery on block, so be cautious about throwing it out naked. Has pushback when blocked.
Flame Thrower (Ex variant): 12% increased range and recovery, though still not as useful as his other meter options. However it has a longer duration on whiff, so it could in theory be used to anti air someone who delayed their jump. As with the Double Missile, use only when you need that extra damage to win. Has pushback when blocked.
Up Missile: 8% Useful for zoning when mixing up the behind & front variants of it. Also has hit stun, allowing for a full combo if it connects while you're within proper distance. Great when used after juggling with b2. Forces opponent to either roll back, wake up attack or block to avoid it. Some wake ups are interrupted by it. Be wary of armored characters, fast specials and teleporters. Can be used as an anti crossup when timed correctly. Has very small amount of pushback when blocked, while insignificant it is interesting considering the fact that the Straight Missile has none.
Homing Missile (Ex variant): 8% One of Sektor's greatest tools. Virtually immobilizes the opponent. The missile is slower than the regular Up versions, however this is not a negative because it allows you to close the distance on your opponent before it connects. Be wary of characters such as Jade, Smoke & Nightwolf when using this because of their anti projectile moves. It is also important to know that this attack does NO chip damage. Insignificant amount of pushback.
Teleport Uppercut: 6% Sektor's signature move, and his most useful asset of all. The backbone of Sektor's combos. Can be used off of a simple jump kick for impressive damage, very useful for people who are D4 happy. Important to know about the iat. The Instant Air Teleport is used by jumping backwards or forward (preferable backwards) and quickly inputting the command. Very useful to practice in training mode. If done correctly is will reduce the startup of the attack. Deathrolls on block, so be careful about throwing it out randomly.
Metal Uppercut (Ex Variant): 6% on first hit 6% on second. If TU is the backbone of Sektor's combos, then MU is the meat. Doubles Sektor's combo potential. Safer on block than his TU.
Massive Missile (X-Ray): 32% when thrown out in the nude. Armored projectile attack that has nightmarish recovery when blocked. Like the Double Missile, only use when the damage is your key to winning. Best used in a combo or to trade in a projectile war.
Spoiler:
Front Punch (Jab) ~ 1: Sektor has one of the fastest jabs in the game at 6 frames. He is able to punish things most characters cannot and it can get him out of pressure/some block strings. Key to Sektor's pressure game. Whiffs crouching opponents, so watch the uppercut punishes.
Crouching Jab ~ D1: Also important to Seksek's pressure game. Stuffs the uppercuts and can be quite frustrating when combined with dashes. Susceptible to crossups though, so watch for them.
Gut Crusher ~ B2: A very valuable tool in Sektor's juggles. Very fast and does more damage than any of his normal specials. Has respectable range. Punishable when blocked.
Charging Elbow ~ F2: Though not as fast as Gut Crusher (Very close however) F2 makes up with its godlike range. Able to connect from just out of sweep distance, this is Sektor's farthest reaching normal making up for his tiny T-Rex arms. Also able to combo into his Flame Burner for surprise damage. Can stop jumps if timed correctly. Good to start off with this move in the beginning of a match. Fairly safe on block.
Toe Kick ~ B3: Sektor's primary low combo starter. Very fast and safe when blocked. Combo into 4 then TU for big damage.
Leg Lift ~ U3: Sektor's only special stance. Allows him to either use a low combo starter (3, 4) or overhead (4). The overhead can be comboed into TU, but cannot be hit confirmed. You must input the commands immediately for to to come out.
Artificial Intelligence ~ 1, 2 B1: Sektor's main pop-up juggle starter. Be warned that the first two hits whiff crouching opponents, so watch for those uppercuts.
Hard Crash ~ 1, 2, 2: Sektor's only other overhead. Not very viable outside of juggling considering the first two hits whiff crouching opponents.
Drive Power ~ B2 1: Very common Sektor combo ender/ quick punish.
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