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Tech standing 2 anti air

GGA Wafflez

the kid
probably widely know that smoke can do this... so i would just like to discuss timing and maybe better ways to follow up with the standing 2.... for those of you that didn't know, standing 2 is like a standing 1 for jax or nightwolf (i think it is his standing 1... maybe 2... looks the same as jax's) i use this more often because it's easier to confirm than crouching 1 if you get your spacing right..

for follow ups.. i usually just do 2 d1 dash d1bd2 into w/e the hell you like ideally f4 for reset or so you can tele cross up

i usually hit 2 a little early to beat out jump kick... but it usually beats jump punch
 

G4S KT

Gaming4Satan Founder
Actually...

I just spent the last 18 hours playing with maxter, cd jr., ezail, check, swift tom hanks, teef, and stream worthy.

Standing 2 wrecked their air shit every time without fail. The properties of it are outrageous.
 

Faded Dreams V

Retired June 2012. Unretired June 2013.
Yeah, I love doing this offline. Online, it's so hard to do any anti-air with Smoke. Impossible for me in my crappy connection.

I do standing 2, dash, D1 + Smoke Bomb, dash, 3 D1 2, Jump Kick + Aerial grab. You can substitute the latter with an F4 reset.

There are also some variations of it like Standing 2 x4, and Smoke bomb on the final jab instead of after D1. Does a little more damage.

Or the easiest to do, which is Standing 2 x2 + EX Smoke Bomb. Wastes meter, but does 30% damage, which isn't too shabby.

There's also this deep jump kick combo: Deep Jump Kick, dash, D1 + Smoke Bomb, dash, 3 D1 2, Jump Kick+Aerial Grab or F4 Reset. Not an anti-air, but might as well throw it in there while we're talking about D1 and Standing 2s. lol.
 

GGA Wafflez

the kid
i was just playing w/ tom brady and pl... i couldn't do shit to pl's teleport w/ kung... 1. because standing 2 doesn't come out fast enough on reaction 2. if you do it too early you do it on the opposite side... (wasn't trying d1 cause i was on stream and was getting blown up against kung lao... haha)

against tom and his sub... it worked against his jump punch but not the jump kick... when they start to jump kick you NEED to do it much earlier and there is different spacing involved... need to be a bit more back for jump kick for spacing wise... reason for this is because your hitbox changes when you do standing 2


little tip against johnny/nightwolf for those of you having trouble... crouching midscreen helps because their charges, kick and elbow, both will go over you if not enhanced and you can just use d1 as an anti air if they jump or full punish jc if he shadow kicks... this actually does more damage because of the one less hit you do (standing 2) heh
 

SZSR

Noob
Yep probably one of the best aa's in Smoke's arsenal, I personally do 2, 2, d4, smoke bomb 3d12, 214, it's 35% but good enough for punishing a jump or air move.
 

Faded Dreams V

Retired June 2012. Unretired June 2013.
Yep probably one of the best aa's in Smoke's arsenal, I personally do 2, 2, d4, smoke bomb 3d12, 214, it's 35% but good enough for punishing a jump or air move.
I just tried this and it does 26%. 29% with EX Smoke Bomb. Did you forget to type a string or was this a typo?
 
Huh. Guess I was wrong about standing 2. I've never even tried playing with it since everyone wrote it off before... guess I'll have to go learn that now.
 

SZSR

Noob
I just tried this and it does 26%. 29% with EX Smoke Bomb. Did you forget to type a string or was this a typo?
IDK. Maybe, I know for a fact one variation i've done is 35%, I probably did forget to type a 32, or a 3d12. But regardless, good damage.
 

GGA Wafflez

the kid
seems like standing 2 has scaling like jump punch into smoke bomb (when you hit them out of the air) has... i have trouble getting over 24%.. but it's hella good anyhow so i cant complain.... what i need to practice is my anti cross over d1 now.. might make a new thread about that once i know how to do it much better... i can get it but its only like half the time
 
seems like standing 2 has scaling like jump punch into smoke bomb (when you hit them out of the air) has... i have trouble getting over 24%.. but it's hella good anyhow so i cant complain.... what i need to practice is my anti cross over d1 now.. might make a new thread about that once i know how to do it much better... i can get it but its only like half the time
I was working on d1 against cross overs yesterday. It seems really hard. If you find a way to land it consistently let me know so I can steal all your tech.
 

Faded Dreams V

Retired June 2012. Unretired June 2013.
IDK. Maybe, I know for a fact one variation i've done is 35%, I probably did forget to type a 32, or a 3d12. But regardless, good damage.
I just pulled a 35%, but it used EX Smoke Bomb:
Standing 2 + EX Smoke Bomb > 3 2 > 3 D1 2 > Jump Kick+Aerial grab.

If you do one standing 2 instead of two like in the previous combo I posted, you can add in a 3 2. If you teleport after aerial grab and manage to catch your opponent off-guard with a throw, that's 47%. Not bad for one meter bar.
 

SZSR

Noob
I just pulled a 35%, but it used EX Smoke Bomb:
Standing 2 + EX Smoke Bomb > 3 2 > 3 D1 2 > Jump Kick+Aerial grab.

If you do one standing 2 instead of two like in the previous combo I posted, you can add in a 3 2. If you teleport after aerial grab and manage to catch your opponent off-guard with a throw, that's 47%. Not bad for one meter bar.
That's pretty awesome damage. The throws not guaranteed, but definitely a new option that most won't see coming, good stuff.

I do know 2 dash 2, d4, smoke, dash 3d12, (insert missing string here), jump kick air throw does 35% damage though. I'm not near my PS3 so I can't test it, but i've done is before.
 
I have done a standing 2 into a regular smoke bomb a couple of times but you have to time the 2 at a perfect height to make it work. The ex bomb may be more forgiving in that regards. For practical reasons I have got the timing down on 2, d1, sb pretty good so I am sticking with that for now.
 
Would somebody like KT or subzerosmokerain or somebody be willing to compile all of Smoke's OPTIMAL Standing 2 AA Combos? You can split it into most damaging and most viable at high level play since it sounds like a few of them are very strict timing in regards to smoke bombs connecting. I want to add them to my Ideal Smoke Combos post that's linked in my sig :) I'll give you credit of course. I'd do it myself but I don't have an xbox or XBL at school, so I literally have not played since sometime in September and can't exactly just bust 'em out and write 'em up.
 

Faded Dreams V

Retired June 2012. Unretired June 2013.
I have done a standing 2 into a regular smoke bomb a couple of times but you have to time the 2 at a perfect height to make it work.
Yeah, I was practicing that combo. Does 31-32%, plus a potential grab or reset, but like you said, it's not very practical in a real match. Of course, I'd imagine it being the sort of attack someone would do when they derp for a second after landing a standing 2, and immediately throw a smoke bomb afterwards. lol.

Would somebody like KT or subzerosmokerain or somebody be willing to compile all of Smoke's OPTIMAL Standing 2 AA Combos? You can split it into most damaging and most viable at high level play since it sounds like a few of them are very strict timing in regards to smoke bombs connecting. I want to add them to my Ideal Smoke Combos post that's linked in my sig :) I'll give you credit of course. I'd do it myself but I don't have an xbox or XBL at school, so I literally have not played since sometime in September and can't exactly just bust 'em out and write 'em up.
The most optimal is definitely the one BeerGuy posted above you imo. It's the simplest to do without any meter. Timing is very easy.

But if you want a list, here ya go:
Standing 2 > dash > D1 + Smoke Bomb > dash > 3 D1 2 > Jump Kick+Aerial or F4+teleport or F4 reset (26% w/ JPK+Grab, 27% w/ F4-Tele, 63%+ w/ Reset).

Standing 2 + EX Smoke Bomb > dash > 3 2 > dash > 3 D1 2 > JPK+Grab or F4 Reset (35% w/ JPK+G, 73%+ w/ Reset). Note: EX bomb may not connect if opponent is at perfect height.

Standing 2 > dash > Standing 2 + EX Smoke Bomb > dash > 3 D1 2 > JPK+Grab or F4+teleport or F4 Reset (30% w/ JPK+G, 31% w/ F4+Tele, 68%+ w/ F4 reset).

I dunno if you want a full list, but these are the best standing 2 combos to do in an actual match imo, simply because they're the easiest to pull off. If subzerosmokerain remembers his 35% combo, you're definitely gonna wanna add it. lol

Now, obviously the latter two I listed require meter, and you should not be wasting two bars by doing an F4 reset, but I just posted the damage for the hell of it. On the first one I listed, you don't have to feel bad about wasting meter on the reset since it's only one bar.
 

G4S KT

Gaming4Satan Founder
Best damage on a jump in (without meter) is 32 with:

214 (the 1 will whiff) > bomb > 3d12 > jpk/g

Might do 33 with a f4 > t punch ender, not sure.

They must be near the top of their jump arc for this to land.

If you can't get spaced right in time, use 2 > 2 > d1 xx bomb; that way you can control their fall to guarantee a combo.
 
I was messing around a bit with the followup to a standing 2 aa, and I was able to get a 2,1,4 into SB to land a couple of times. I don't think it is something that you can land everytime but if the 2 pops them up high enough you can do it and get some nice damage.