Up Rocket/Activate Homing
“Up Rocket” is an Ambush assist that will call Sektor to shoot a missile projectile into the air, which has tracking properties and falls down onto the opponent after a brief moment; this projectile will only hit on the way down. The default version (K) tracks to wherever the opponent is currently standing, although the tracking can be avoided by walking/dashing forward or backward right before the missile strikes down. However, Sektor has the option to “Position” the missile Behind the opponent (U+K) or In Front of them (D+K), in order to catch them attempting to evade the default tracking of the missile. This move leaves a grounded opponent standing on hit (with enough frame advantage to link into a follow-up kombo), but will trigger a ground bounce against an aerial or juggled opponent; it will also have a larger hit region when used on an opponent during a kombo. The missile hits Mid but is vulnerable to Up Block due to his downward trajectory that resembles an overhead. This assist costs half of the Kameo Gauge; holding the (K) button after any version of the Ambush will deplete the remainder of the gauge and “Activate Homing,” which fires two missiles that automatically seek out the opponent and cannot be avoided by any movement or action besides blocking. Some movements/actions may disorient the homing trajectory to be less straightforward (i.e. flying over the opponent’s head behind their back), but the missiles will continue seeking until they have made contact with the opponent. These missiles will naturally kombo into each other, inflicting 64 dmg and allowing additional hitstun for the player to convert into a full kombo. Although the first missile is also vulnerable to Up Block (which can theoretically reduce its block recovery), these missiles all being Ambush assists that leave the executing player at an advantage on block will negate the overall effectiveness of Up Block; the second missile also jails after the first missile connects, which will force a blocking opponent out of Up Block into a normal block or hit them if they attempt to attack right out of the blockstun from the initial Up Block. This makes Up Rocket and Homing Rockets very useful as pressure tools, along with their delayed activation, the arc in which they travel, and their directable/tracking properties; these missiles are effective at locking down a defensive opponent with setups that can shut down most of their options (i.e. “armor break” setups on oki). The trajectory and hitstun of these missiles can also grant unique kombo opportunities that may not be achievable with other projectile-setup assists, such as being able to hit opponents right before they hit the floor or even after they appear to have been knocked down— for example, the default Up Rocket may be able to connect on an opponent just before a quick knockdown, which may treat the opponent as being airborne and cause the missile to launch them instead of knocking down; in a contrasting example, the tracking properties of the homing missiles may allow them to connect against an opponent who is visually in a “knockdown” state as the result of their position when in a locked hit animation such as a throw; this can give most of the characters the ability to kombo off of their throw, with certain characters’ throw animations causing the move to connect in an OTG manner while leaving enough time with the double missile hits to convert the interruption into a full kombo. Depending on the animation and/or hit reaction of the move that is interrupted by the missile(s), this can result in either a juggle bounce or a restand, the latter of which can create a true kombo link rather than just being a “reset” that is susceptible to auto-block. Both versions of this assist have a delayed cooldown window after the missile(s) connect(s) before refilling the Kameo Gauge at a moderate rate.
Tele-Punch
“Tele-Punch” (B+K) is a Summon assist that calls Sektor to quickly teleport into the ground and punch upwards from out of the ground at the opponent; this Mid is a tracking launcher that tracks the opponent’s precise location (making it virtually unavoidable except by blocking), and will always connect just behind the opponent before Sektor quickly flies away (making him nearly impossible to hit while he is onscreen). The startup Summon Animation will lock the executing player in place until the teleport punch has connected, after which (on hit) the player will have enough advantage to follow up the launch with a jump attack or kara jump cancel. This move is -17 on block and highly punishable, with the pushback actually pushing the opponent closer to the executing player. This move can be used as a risky option for gaining a launch at any point on the screen against an opponent who is not fast enough to react to it, but is safer to use as a hit-confirm option by cancelling a kombo string into the Summon. This assist costs half of the Kameo Gauge and will begin recharging at a moderately fast rate immediately after the punch comes out before Sektor flies offscreen.
Flame Thrower
“Flame Thrower” (F+K) is a Summon assist that calls out Sektor to shoot a beam of fire from his wrist, followed by a second hit where Sektor waves both arms down at his sides shooting flames from both and hitting on top of the opponent at a downward arc. This second flame will cause a restand that is generally +19 on hit, effectively resetting neutral but leaving the executing player with enough advantage to jail or frame trap the opponent. The second hit of Flame Thrower is always +3 on block with nearly midscreen pushback no matter how late or far away it hits (which can be slightly beyond the first hit’s reach), making this a very effective and consistent mid-range tool for maintaining both space and advantage in neutral and/or on oki. The second hit is vulnerable to Up Block, which negates all pushback and leaves the move -32 on block; however, holding (B+K) during the startup of this move will cancel the second hit, preventing it from coming out on whiff or on block. This will leave the player at -3 on block, but unlike the second hit can be made to hit meaty with 15 active frames, making this move plus on block. The move is not cancellable on hit and will automatically trigger the second hit if the first hit is not blocked; it is also possible for the second hit to whiff in certain situations (i.e. an opponent juggled at certain heights by the first hit). This assist gains invulnerability on its first frame when used as a Getup, retaining all of its regular properties. This assist costs half of the Kameo Gauge and will begin refilling the gauge at a moderately faster rate immediately as soon as the move comes out.
Straight Missile (Fatal Blow)
Sektor also features the unique ability “Straight Missile” which allows him to attack out of the Fatal Blow startup cinematic instead of the lead character; pressing the Kameo button during the Fatal Blow’s startup before the cinematic ends will cause Sektor to fire a fullscreen Mid missile projectile from the executing player’s location. This move has an 11f startup and almost instant travel time (only being active for 28 frames), allowing it to come out faster than certain characters’ Fatal Blows may be able to connect by default. This ability will also armor Sektor as it does the lead character, until the move is no longer active and Sektor initially begins to fly backwards offscreen; it is not possible to break Sektor’s armor with multiple hits. Despite its name, this missile has tracking properties that make it difficult to avoid, and in addition to armor breaking the opponent it can also negate their projectiles. Although it has decent pushback on block (which is only slightly decreased when Flawless Blocked), this move is still highly punishable on block and may even be more punishable than the lead character’s default Fatal Blow “Into” hit. This ability is incredibly useful for surprising opponents who may not expect the Kameo to attack as opposed to the lead character, and its fullscreen presence combined with its speed, armored protection, and projectile invulnerability make it very oppressive for opponents to deal with.