killakerry
Noob
39% smoke combo mid screen no meter
it's just that jpunch is the most reliable way to land a 3d12, fishing for a launch from a grounded 3d12 almost never works unless it's thrown meaty.You guys should start posting combos without the JP. Without, it does 36%, which is 1% shy of 3d12, b23 xx smoke bomb, 3d12, JK xx airthrow.
43%? orly?I have a 39% percent combo with smoke midscreen no meter and no njp. If you add the njp it does 43%. You can add the EX smoke bomb after the air throw for a total of 53%.
Then you prevent the wake up attack and cause 2% chip damage. Either way it's a win win.43%? orly?
also, I find that OTG ex bomb for 10% never ever ever ever ever ever ever works. People hold block for dear life until they stand up.
The only way to get the OTG EX Smoke Bomb is to do the air throw very low to the ground. But like THTB said, it's a win/win because it prevents wakeup.
I should have been clearer: I didn't mean I was unable to do it, I meant that it was always blocked. Not worth the meter to me. I also feel like making good reads on people's wakeups is one of my strong points. I like it when they wake up attack because then I can get a full combo punish.The only way to get the OTG EX Smoke Bomb is to do the air throw very low to the ground. But like THTB said, it's a win/win because it prevents wakeup.
DOH! Fixed.Actually JHCRANE 14 said that. THTB and I have the same avatar.
Very nice combo, but this is actually not his strongest meterless combo at midscreen. Also, Smoke tends to have trouble using his air throw after a jumpkick when you've already landed so many hits before a Smoke Ball. I think the wall helped you to connect the air throw.
I will be releasing a Combo Collection video focused around Smoke combos of all varieties, so when it's up you might get a look and see what else Smoke can do.
"Where there is Smoke, there is fire!"
Never though of a dash to smoke bomb, i like this variationI have an alternative 42% from KT Smith's, which personally I think is a bunch easier. To each their own.
jip, 3 d1 2, dash, smoke bomb, 3 d1 2, 3 d1 2, jk xx air throw, whiff telepunch.
The dash isn't necessary at all, but it makes timing the smoke bomb much easier for me.