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Ultimate Mortal Kombat 3 - Strategy Guide - Sektor
Basics
Special Moves,
General Gameplay Guide
Advanced Character Guides
Kabal,
Human Smoke,
Kung Lao,
Kano,
Reptile,
Ermac,
Nightwolf,
Smoke,
Sindel,
Jax,
Sonya,
Kitana,
Stryker,
Scorpion,
Sub-Zero,
Jade,
Liu Kang,
Sektor,
Classic Sub-Zero,
Cyrax,
Shang Tsung,
Mileena,
Sheeva
Sektor - Rank: 18
Sektor is ranked around 18th in UMK3, a lower-mid or
higher-low tier character, however you want to look at it. The main
things that separate him from Robot Smoke are the air throw, and
harpoon. Your main game is going to be run jabs, mixed with smart
missiles, as many as you possibly can so missiles are constantly
exploding. Go for his 2 hit kick combo, and on occasion his 3 hit pop up
which sets up a mediocre juggle opportunity, and tracking jump attacks
with teleport uppercuts. After a teleport uppercut you have the choice
of the guaranteed damage, or the tactical end by doing a roundhouse and
setting up smart missile traps. At this point against non teleporters it
is a good idea to throw out 2 smart missiles. Some downsides overall to
the the Robot Ninjas are: they have some juggle advantages and
vulnerabilities in terms of taking hits, watch for them. They can be
relaunched by just about anyone with a launcher combo, easier than most
to time, and they are harder to juggle in certain situations,
particularly for Ermac and Human Smoke. Kung Lao can spin them and I
believe Nightwolf after his autocombo in the corner when it is performed
on the "just frame" so not only will you take the 34% or more from the
auto combo but you're stuck in the corner infinite. Anyone who can get a
ducking LK after their autocombo in the corner on anybody can get a
standing HK after their combo on them, for example: Liu Kang, HP
starter, 7 hit combo is 38% + standing damage protected HK is 46%.
Always stick a sweep in after teleport uppercut combos because often
times they will catch people on a wake up, but if they block you are
safe since the distance is so far.
Basic Moves:
Standing HK is topps,
uppercuts are somewhat bad in the sense they tend to miss in crucial
situations similarly to Kung Lao's, for instance you have to take a step
in if you want to counter a punishable move sometimes to hit an
uppercut. The robot Ninja roundhouse is late on the hit and has some
funky corner issues, good range, low height, better on far away jump
ins, but if you can time an aaRH you might as well try and aaHP to
teleport uppercut. LPs are really good for double run jabbing mid
screen, they keep in tight on the opponent because you have to be closer
to connect them. Sweeps have good range and recovery is the same as
female ninjas. JK is good, jump punch is kinda tight and ball like, and
is easily counterable. Ducking LK is quick and pointy, excellent to get
out of runjabs or prevent them. Straight up JK is a great set up to
cancel quickly with a teleport uppercut, just make sure it connects, and
you have a decent combo/juggle for 50%.
The Teleport Uppercut is
a bit overrated on it's own, and definitely overabused by casual
players, getting them into a lot of trouble. It has so many cons I will
get in depth with. You should really only use this move if you link it
off an anti air attack, or to punish full screen projectile turtles, in
essence, any situation where you know it's going to hit and not be
blockable. If you feel the need to do this move, you can use it almost
like a dragon punch would be used in Street Fighter if you suspect an
early jump attack by doing it as they jump and before they land,
however, in any situation where you can get that, you're better off
going for the aaHP first to add 6.5% there, and then you will knock them
high enough to easily get the teleport uppercut after that. It has a
strange punishment area, and sets up smaller, modified versions of
normal punishers, but punishable nonetheless. If you can scout a cross
up JK or JP, you can buffer the FF motion and get them in the middle of
their cross up. If you're too late, it's blockable. If it's going to
connect off a juggle, it always hits from the left side, so if you
counter an attack on the right and cancel it to the teleport uppercut,
it hits the opponent as they are falling into it, sometimes making extra
juggle hits after it easier, otherwise it will almost always come up
behind opponents. You can use it to bait an air attack by jumping in and
attacking early, and do it right as you would normally expect to take a
standing HK, but teleport out of it's range, it's possible to still
block it however, so you might want to try baiting within the range of
an uppercut counter situation, because the opponent's uppercut, if done
during or after the decent of the teleport, will hold until the teleport
uppercut connects. It's limit is 1 hit before hand, and breakable to two
on just frames, but is hardly worth the effort. Be careful with overuse,
it can be easily snuffed before leaving the screen by many moves like a
LK, ducking LK, harpoon, freeze, sweep, uppercut if it's used as a fake
out from the air, etc. Even after it leaves the screen on the way back
up it can be snuffed with a ducking LK or a well timed uppercut, by
specific characters only I believe, like Stryker. You can time a ducking
LK to miss and avoid being hit by it completely and counter it as well.
This is a nasty trick to use against a Sektor player who goes for it as
a last hit of chip damage kill, to beat them specifically, but they will
probably just go for smart missiles in this situation.
Dumb
Missiles are a fast, straight forward projectile. You can use them to
extend combos, to pin down your opponent after homing missiles, on jump
away, etc. You can throw them out from full screen against
nonteleporters and Sektor will remain relatively safe. You can put a
very big pause between the F,F and the LP part of the command. This is a
good idea to throw people off and the sudden missile without the foot
shuffle, or obvious block holding buffering. The Dumb Missile has no
limit of use. After a grounded JK, the dumb missiles start up speed is
reduced, making it combo easier.
Smart Missiles are a very
unique projectile. They move slowly, home in, and there can be multiple
on screen at once. There is a nuance about their collision detection
however. If you attack while a missile is out and your character is in a
frame after the hot box appears, the missile will usually explode, do no
damage, and have no stun effect. It is easy to avoid them with ducking
LKs, sweeps, standing HKs, LKs. This is good to use when the Sektor
player thinks the missile enables a free rush down opportunity. You
might want to mix corner run jabs with smart missiles and throw out a 3
hit pop up combo knocking them into the missile, setting up a couple
more hits from the juggle. There is no limit to the number of missiles
you can have on screen, however, once it approaches the 4th, the 1st
one's time limit expires just after, and that will only be seen if the
other player moves around enough but doesn't attack. It is possible to
keep spamming the missiles while teleporter are moving around and they
will eventually catch up with them if they aren't fast enough. Mix up
dumb missiles with the smart missiles in these situations to make cross
patterns that are hard to escape. If you do a smart missile and get a
juggle opportunity, try to set it up so they hit the missile in air, to
increase overall juggle damage. If you have a couple smart missiles out,
watch for counter rush down and go for a kara jab when they are close,
this way you will either throw them, or block their combo, and either
way you have friendly missiles coming in to save you from the rush down.
Sektor can relaunch combo everyone except Sindel, Stryker, and
the female ninjas only because he cannot combo his pop up off a starter
mid screen on them otherwise, he can make them stand up.
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Basic Juggles:
1. JK, teleport
uppercut, aaHP, dumb missile 4 hits 29% 2. teleport
uppercut, aaHP, dumb missile 3 hits 28% 3. jump punch
starter, HP, HP, D+LP, aaHP, dumb missile 6 hits 36%
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Advanced Juggles:
1. jump punch starter,
HP, HP, D+LP, aaHPHP, JK 7 hits 41% 2. jump punch starter, HP,
HP, D+LP, deep jump kick, aaHP, JK 7 hits 46% 3. aaHP, teleport
uppercut, aaHP, HP, JK 5 hits 45% 4. aaStraight Up JK (or
regular JK canceled quickly, either way), teleport uppercut, aaHPHP,
JK 5 hits 50-54% (some characters you cannot get two HPs on and it
always depends on how high you connect the teleport uppercut or
their collision detection)
Corner Juggles:
1. aaHP, teleport
uppercut, close RH, aaHP, dumb missile 2. jump punch starter,
HP, HP, D+LP, JK, RH, HK 7 hits 51% (JK must hit very high and RH
must hit as soon as possible or it will be blockable) 3. aaHP,
teleport uppercut, straight up JP, RH, HK 5 hits 57%
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Ultimate Mortal Kombat 3 - Strategy Guide Sektor Mid-Screen Combo
File Size: 1,31 MB |
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Ultimate Mortal Kombat 3 - Strategy Guide Sektor Smart Missile Juggle
File Size: 1,34 MB |
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Last Update
10.22.2009
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