hell it doesn't even have to be the smoke bomb that hits low... I'd be fine with a low hitting mix up string like ermac has. just something to help smoke land a string in pressure.Because you'd have to make 3d12 unsafe or make smoke bomb unsafe. Otherwise, he'd end up with a great option to make you guess to avoid 30% and the shit would be hard to fuzzy guard.
Basically, he'd be pretty dumb.
Are you sure?? If this is true it's effing huge, though it seems too good to be.Smoke's D3 to B2, 3, smoke bomb is non-interuptable.
I made a type-0, it's d4 not d3. and keep in mind that non interruptable is different than a string. Non interruptable means just that, you can't interrupt it with a counter, however the opponent can still block it. it's still good to get pressure off though.. helps alot with those people who like to try and cross up after a low hit.. .the b2 catches them every time.Are you sure?? If this is true it's effing huge, though it seems too good to be.
Ah ok, that makes more sense.I made a type-0, it's d4 not d3.
Even the crappy projectiles are useful for putting pressure on rushdown characters. A little chip damage/meter while they blockdash in would be very helpful.A crappy projectile isn't gonna help if it's crappy...if it's crappy it's just another useless move there. It won't stop any characters in any way...it'll just be there.
I haven't changed my reasoning at all. I never said the opportunities for using invisibility are rare. Read again. I said that the times you need to use 2, 1, bomb to punish are fairly rare.Also, why do you change your reasonings against using invisibility after I highlight different stuff like when it can be used? Before it was because he has more dependable options, but now it's because the situations are rare...wtf? Either way, it's a situation you can use it, and again, there's air throw, which you should be landing often enough.
When they try to cross up, i guess your b2 hits them in the air?helps alot with those people who like to try and cross up after a low hit.. .the b2 catches them every time.
Don't have the time to test it, but you can probably link a Smoke bomb from just the b2. If you can't... just uppercut instead?When they try to cross up, i guess your b2 hits them in the air?
can you combo from that?
Because b2, 3, Bomb on aerial opponent will make maybe the 3 and definately the Bomb whiff.
I've got it working pretty consistently, as long as they aren't trying to cross me up I get it most of the time. Deceptively good range on that 2, it'll basically hit what the uppercut would hit (again if they aren't crossing you up).Yeah, I actually noticed that as well. Dunno how consistently it works, but it's there.
Absolutely. I was playing against Konqrr's boy, Josh, @ casuals last night... at it was working.When they try to cross up, i guess your b2 hits them in the air?
can you combo from that?
Because b2, 3, Bomb on aerial opponent will make maybe the 3 and definately the Bomb whiff.
So i fooled around a bit with AA .I made a type-0, it's d4 not d3. and keep in mind that non interruptable is different than a string. Non interruptable means just that, you can't interrupt it with a counter, however the opponent can still block it. it's still good to get pressure off though.. helps alot with those people who like to try and cross up after a low hit.. .the b2 catches them every time.
Talking about not knowing the character:A combo from 21 xx smoke bomb is a full combo from a jab, regardless of the damage. With 1.02 Smoke, it is a 31% punish, which is about 6% less than the most damaging combo you can currently get with this version of Smoke.
Since you don't like to use meter for en extra %10, I might as well let you know theres a %41 bnb w/o jp smoke can do %44 with jp.Talking about not knowing the character:
Smoke’s meter-less optimal BnB does 39%.
Smoke’s reliable meter-less ‘21 xx smoke bomb’ does 32-33% (depending on combo).
Smoke’s max dmg meter-less ‘21 xx smoke bomb’ does 36% (without jump in).
If you consider Smoke’s inability to do chip damage each % of damage is really matters for him. So if you can’t punish something with full damage combo it means severe disadvantage for Smoke, thus Smoke’s tier drop after Smoke cloud OTG removal.
The idea of OTGing with :en Smoke Cloud is interesting, but heavily impractical for obvious reason: meter. Smoke is free on wake-up, thus needs to use meter to weak-up safely. Additionally he needs to use meter to escape pressure. With the inability to generate meter quickly, like most high tiers, meter usage is pretty crucial for Smoke, thus you can’t use it in combos for meager 10% when you can save 15-25% (pre meter) with breaker or escape mixup with :en tele.
Compare Smoke’s GTFO option en tele) with Reptile GTFO option en elbow dash): 1 meter for 6 or even 5 startup frame 19-22% safe damage or ~10% chip damage + free mixup which additionally can be used to interrupt strings (i.e. reversal) for Reptile against Smoke’s 1 meter of nothing.
I would be content if you could OTG for additional 6% with regular Smoke cloud. It would upped his BnB damage and actually made jump kicks viable tool for him again, which would compensate Smoke’s inability to do chip damage and helped him against rush down characters (admit it – Smoke is free against rushdown without meter). However to compensate I’m all for changing his non :en Shake in a way, that it’s not 100% guaranty damage against projectiles – it’s pretty ridiculous and gimmicky.
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LOL, thanks man, do that. Tom Brady is the one that should be credited with the d4 into b2.@cabibi Imma send you a PM, And that Down4 into a smoke is pretty beast.
Try plinking the njp. I find it alot easier to land it when i plink 1 and 2.Those combos that use njp after 3, D+1, 2 are definitely not that easy to do.
Yea, plinking makes a huge difference. Before I started plinking it I could barely connect, but after I did it came out very consistently. That's my plinking testimonial.Try plinking the njp. I find it alot easier to land it when i plink 1 and 2.