Enhanced Shake normally loses to sweep though(and d+1, d+3, d+4 etc) and when done on wake-up it can beat at least sweep(I've done it before in a match). Computer never did normal shake on wake-up either which I find suspicious.Wakeup smoke towards/away, enhanced smoke towards/away, teleport punch, and enhanced teleport punch have invincible frames on startup. While wakeup shakes/enhanced shakes don't have invincible frames, the moves still act as a parry to certain other moves making them preferable to the actual invincible wakeups in certain situations.
You can anti air with Smoke's D4, but the timing is strict. I personally do it all the time, but I have never seen a jump kick that was out when the D4 hit. It can stuff JIP if timed correctly pretty reliably, but I did not think it could hit someone out of a JK. Was your JK really deep and prehaps the D4 hit before the kick came out? I can see that happening.I played a Smoke player the other day. Then at one point when we both had very little life left he kept spamming D4 over and over again. When I saw that, I laughed. "Wow, what a noob. He really thinks that's going to work against me? Please. I'm just going to jump kick his ass to oblivion." So I jump kick right... but then to my surprise the D4 wins. It literally beat my jump kick flat out. Now my question is: ...WHY?!
I've noticed Smoke's D4 hits higher than most other characters but does it actually works as a reliable anti-air too? I have never seen a D4 beat my jump kick before so I was pretty annoyed by it. Even Mileena's D4 dies to jump kick. So why not Smokes?
but that is stupid to execute, you gotta block low or youre not gonna be able to punish quick enough (under the sais), but when youre already low its hard to cancel d4 (which is then just 4 while ducking) int db 2d4 or d1 smoke bomb
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double d1 would be something different, thatd be ok, but from my experience its too short.In my experience you should always be blocking low against mileena, her only overhead is slow enough to block high on reaction. So d1 d1 xx bomb should work then.. I'll have to try it and learn the timing.
I've had quite a bit of success (online) using 3 2, 4, teleport punch, it's 25% damage but it's easy to land and is a decent punish for something that's supposed to get the drop on you. Sometimes the 3 whiffs, but the 2 almost always hits.Is there a better punisher to blocking mileenas telekick xx air sai than a plain uppercut?