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Question How smoke is supposed to be played

cabibi

Noob
I realize I may get some people that disagree, but I actually hope I do... because the more input the better in this thread.

I've mained smoke since the release of this game, played in a few tournaments, and just thought that it would benefit the rest of you smoke players if I shared some of my experiences and how I get my best results.

First off, I'm going to start by saying that I play smoke like a freight train... It's hard work to get moving but once it's moving, it's hard to stop and easy to run people over with. What this translates to is that I feel he is meant to be played defensively at first, then once he counters something and scores an knock down... he should then apply CONTINUOUS pressure until the opponent either breaks a combo, or counters an oki option. First, I'm going to cover smoke's oki options, then I'm going to cover Smoke's options for getting in close and scoring a knock down in order to start off the cycle of never ending Oki options.

from my experience, smoke is most dangerous when in close to his opponent, and what better way to apply up close pressure than on OKI. it limit's your opponent's options, and gives you an advantage on yours. I'll explain:

When an opponent is knocked down, they basically have 6 options:
1. Block High
2. Block Low
3. Wake up attack (opponents best option because it stuffs all of yours except for block, but it's risky)
4. Jump
5. tech roll or lay down.
6. poke

Smoke has the tools to deal with each one of those options and set up a full combo, which ultimately leads to another oki option (since smoke can use smoke port and a wiffed tp punch to get in on a downed opponent every time)

Smoke's tools to deal with an opponents wake up options are as follows:
1. Sweep
2. Overhead into a combo
3. Block then punish with a combo
4. Smoke bomb.
5. Throw.

Now I know there are alot more options you can do, but I'm only using the above 5 because of probabilities. meaning, some of smoke's oki options can be used to counter more than 1 of your opponents wake up options (these moves I've highlighted in red).

For example:

1. Sweep - This should only be used if your opponent consistently blocks high on wake up. Throw one or two of these out, and your opponent will eventually do something else to escape, like block low or use a wake up in order to counter, which will lead to you using your other tools.
2. Overhead - The over head is great because it deals with both low blocks, and jump attempts on wake up. Follow the overhead with a 3 smoke bomb, and you have yourself another combo.
3. Block - This option should ONLY BE USED when you suspect your opponent is going to use a wakeup attack... otherwise you're vulnerable to a low poke or a throw (which you can tech on reaction) If your opponent has a habbit of throwing out wake ups.. use this to block, then punish with a combo and restart the process.
4. smoke bomb. This, when done on wake up, can trade with wake up attacks, and stuff tech rolls. Alot of people choose to tech lay down... and EX smoke bomb to the face will fix that.
5. Throw - This will stuff both high and low blocks. (air throw can be used for opponents that like to cross over jump on wake up, but an overhead works just fine as well for these)
6. Option Select - cross over jump kick into air throw - You can OS it into air throw into whiffed tp oki, and if they block there's enough stun that you can either force them to tech a grab or block a mixup. It also crosses up their input (making many wakeup attacks fail without prediction of the cross up) and tech chases rolls. (curtosy of ApocoLips)

Now with those options in mind, you can see that the guessing game is way in your favor. I know it seem like you have a 1 in 6 chance of guessing right, but it's more like a 1 in 3 due to the fact that a few of smoke's wake-up options stuff 2 or more of your opponent's options.

your opponent's best option is a wake up attack, but as I said, it's risky for them, because if you block it, they eat a full combo, so they're not going to do this every single time.

it is extremely important to know your opponents character specific options. Kung lao for example has a very dangerous wake up in his spin, as it will lead to a combo... Now most good lao players know this, and will therefore use this spin on wakeup whenever you're close.. block and punish it and your opponent will be hesitant to use it next time, allowing you to use your other options.

In the event that you guess wrong, or your oppoent breaks a combo... go back to being defensive and utilize smoke's tools in order to counter and score a knock down, and then repeat the process.
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Now you may say... ok great.. how do I repeat the process and / or score that first knock down to start the process off?

Well, as you may have realized, Unlike most characters... smoke doesn't really have many options for creating a set up. Being an anti-zoning character, it is my opinion that most of smoke's set ups come in the form of punishing your opponent on reaction.

It's all about getting in close, and smoke has a wide variety of tools in order to do so, so you can score that crucial knock down.

1. Smoke Bomb - This is smokes full screen option to see if you can catch an opponent with it, in order to bring the opponent towards you. it's a very quick projectile, but don't let that make you feel safe to abuse it. A good player knows how to counter these even from full screen. Use them sparingly for the most success
2. Smoke Port - Best used on reaction to an opponent's projectile. If you use it naked, without any ex meter, and without countering anything, your opponent can knock you out of it and hit you with a full combo... be careful. It's best use is to counter projectiles, and after a 214 string.
3. Shake - pretty much self explanatory.... EX shake can be a crucial tool to supprise your opponent with to score a knock down.
4. My personal favorites... Air teleport punch and air EX teleport punch mixups. Sometimes you can get away with using the air teleport punch naked, but a good opponent will be quick to punish it. In which case.. using the air EX teleport punch is a phenomenal tool... as it will wiff 2 times instead of just once, and the time to drop down right in front of your opponent is cut in half from the normal one.
5. You also have the non character specific options such as block dashing, cross over jump punches, etc....

Now those basically cover how to get in when you're in a neutral state, meaning that neither character has an advantage at this point. However, you also want to know how to keep closing the gap when you're in the middle of comboing your opponent.

So let's say you score that knock down, but your opponent is mid screen or further away from you? This can happen after you land a tp punch, or after a combo.

Many people will say this is where smoke port comes in.... I reject your reality and substitute my own.

WIFF A GROUND TELEPORT PUNCH. It's so much faster than a smoke port, and puts you right on top of your opponent every single time. You can do this after anything EXCEPT a reverse throw. I rely on this heavily in these situations.

However... Smoke port does have it's uses to keep the pressure on in the wake up game. As I mentioned before, you can link the 214 string with a forward smoke port, always putting you right on top of your opponent. I find it to be a good practice to end your combos with a 214, and then use the forward smoke port to stay on top of them, then FORWARD THROW!!!. This does two things:

1. If you get the forward throw. you get a free wiffed teleport punch into an oki option..
2. Throwing will often get your opponent to try something other than block... such as a jump, a poke to tech, or the dreaded wake up attack... which is what you WANT... because if you substitute the forward smoke port for an EX smoke bomb, and your opponent does anything besides block... Say hello to a reset.

______________________

I hope you found this informative. I'm sure that there is alot of stuff that's missing, so if you have your own tactics, please feel free to post them here... and if you find some of this information to be unfeasible, please don't hesitate to ask questions, as I want this to be accurate. Alot of players simply write off smoke as not having the right tools or any low mixups... but I feel he doesn't need them.
 

PeeJaeys

Sabi
To add, if you end a combo with BP-FP-BK YOU can double Smoke port through any wake up attack. OR just smokeport once to get in your opponent's face for grab. Depending on your opponents pattern. The more you know your opponents character the better smoke becomes.

Here's the Aris-Jdirty Match from ReveLAtions. Notice, he is always creating distance. Sometimes I feel the back smoke port was a better option than back dash block. But please play it with the sound off, you'll be able to notice all of the decisions he made.
Notice his mistakes aswell.

[video]http://youtu.be/WayVtUZALBE[/video][BUBBLE]8484854[/BUBBLE]
 

DIRTY

Noob
Sweet Cabibi, That's some in depth Smoke strat right there. Good stuff. Cabibi's a beast ( I know from experience ). Smoke himself, Would be proud. :)
 

fleshmasher

i got the poison
Impressive!
I didn't know that Encanced Teleport Punch has so much better recovery!
You can also spam normal Teleport Punches when you have Breaker.
 

cabibi

Noob
Thanks everyone. It's a work in progress... Again, each character you play will have their own unique options, and you will have to adjust your options accordingly, but this should definitely serve as a skeleton in how smoke's playstyle should be. Character specific matchups will put the meat on the bones.... for example... playing raiden can mess up the strategy due to the fact that his wakeup teleport gives him a free out... so you may have to incorporate a jump over into your options.. which will basically turn the oki into a 50/50 if the raiden player figures out how to mix up teleports with torpedo's on wakeup.

I feel the matchup rankings for smoke should be based on a character's unique abilities to interrupt this general strategy, rather than just simple move sets.
 
after a knockdown, you're forgetting cross up jump kick, which is (was?) one of his most important options. You can OS it into air throw into whiffed tp oki, and if they block there's enough stun that you can either force them to tech a grab or block a mixup. It also crosses up their input (making many wakeup attacks fail without prediction of the cross up) and tech chases rolls.

I've never seen anyone smoke port after knockdowns really. Whiffing tp for oki has been done since at least pdp nationals, and probably earlier.

You also don't cover tech rolls very well. Your enemy can roll from the knockdown of tp/air throw, and if they do it screws up whiffed tp oki. You might want to cover options for that.


I agree that smoke can get a good vortex going, but that doesn't really answer "how smoke is supposed to be played." It's only one facet of his game, and his major issue is getting that knockdown in the first place in a bunch of matchups. This is really more of an oki guide. Can you change the title?

I didn't realize that smoke has much more advantage off of his front throw though. Good find. I'll have to try to default to forward throw now.
 

cabibi

Noob
after a knockdown, you're forgetting cross up jump kick, which is (was?) one of his most important options. You can OS it into air throw into whiffed tp oki, and if they block there's enough stun that you can either force them to tech a grab or block a mixup. It also crosses up their input (making many wakeup attacks fail without prediction of the cross up) and tech chases rolls.

I've never seen anyone smoke port after knockdowns really. Whiffing tp for oki has been done since at least pdp nationals, and probably earlier.

You also don't cover tech rolls very well. Your enemy can roll from the knockdown of tp/air throw, and if they do it screws up whiffed tp oki. You might want to cover options for that.


I agree that smoke can get a good vortex going, but that doesn't really answer "how smoke is supposed to be played." It's only one facet of his game, and his major issue is getting that knockdown in the first place in a bunch of matchups. This is really more of an oki guide. Can you change the title?

I didn't realize that smoke has much more advantage off of his front throw though. Good find. I'll have to try to default to forward throw now.
Thanks for the followups. I tried editing the title but it won't let me. as for tech rolls... and tech lay downs, EX smoke bomb stuffs them.... I mentioned that in there somewhere. you're right on the option select, you can definitely use that as a means of getting in and scoring a knock down. I'll put that in.
 
You don't have time to smoke bomb. They can roll under you while you're whiffing the tp. Your input for bomb will be crossed up, and they'll be able to deal with it anyway.

I'm really stoked about forward throw though. My vortex used to end when I had to throw... not anymore!
 

cabibi

Noob
You don't have time to smoke bomb. They can roll under you while you're whiffing the tp. Your input for bomb will be crossed up, and they'll be able to deal with it anyway.

I'm really stoked about forward throw though. My vortex used to end when I had to throw... not anymore!
I think I may be a bit confused on the tech roll... I've never really had people cross me up with one, so I didn't even know it was possible to do that... But wouldn't wiffing the tp cross up their tech roll input anyway?

And yea, forward throw is so much better than reverse. I don't even attempt to wiff a tp after a reverse throw, because the opponent will block it every time.
 

cabibi

Noob
I kind of want to rename this thread to "Stay Down"... because that's pretty much the goal lol... keep your opponent in a cycle of Oki's.
 
I think I may be a bit confused on the tech roll... I've never really had people cross me up with one, so I didn't even know it was possible to do that... But wouldn't wiffing the tp cross up their tech roll input anyway?
They can tech roll as soon as they hit the ground, before you get there with the tp. They'll roll under you. Messes things up bad, and you can't jump kick to tech it because you get there too late.

And yea, forward throw is so much better than reverse. I don't even attempt to wiff a tp after a reverse throw, because the opponent will block it every time.
Yeah, you aren't kidding. Very glad you brought this up.


I don't really have time to atm, but if you want, you can compare notes with my old guide which had a fairly extensive oki section and grab whatever material you want out of it. I'm not updating it (I switched mains, using smoke now exclusively as a counter pick most likely), so it'd be good to keep the info alive.
 

cabibi

Noob
They can tech roll as soon as they hit the ground, before you get there with the tp. They'll roll under you. Messes things up bad, and you can't jump kick to tech it because you get there too late.



Yeah, you aren't kidding. Very glad you brought this up.


I don't really have time to atm, but if you want, you can compare notes with my old guide which had a fairly extensive oki section and grab whatever material you want out of it. I'm not updating it (I switched mains, using smoke now exclusively as a counter pick most likely), so it'd be good to keep the info alive.
Appreciate that man. Is your old guide somewhere in this section of the forum?

I need to test this tech roll situation. I've had people tech lay down on me after a wiffed tp punch, to stop the sweep / overhead / block guessing game, but EX bomb works amazingly for that. Never encountered the crossup tech roll.
 
NP, glean whatever you find useful. It's in the smoke sub forum.

I have people roll out of the way on me all of the time. Very annoying. I usually go for a sweep/F+4 OS, and people sometimes fall for the second hit. Haven't found anything to concretely battle it. I suppose throw might work. I think you're at the very tip of its range when they do that.
 
Your enemy can roll from the knockdown of tp/air throw, and if they do it screws up whiffed tp oki.
I could be totally wrong, but doesn't air throw cause an untechable knockdown?

Regarding the section in the first post talking about ending combos in 214~forward smokeport, what types of situations do you prefer this to ending with something like jk~air throw and then whiffing a teleport punch?
 

cabibi

Noob
Regarding the section in the first post talking about ending combos in 214~forward smokeport, what types of situations do you prefer this to ending with something like jk~air throw and then whiffing a teleport punch?
well, at the end of a combo string it's just preference, unless you have over a certain number of hits, where your opponent doesn't stay in the air long enough for you to jk air throw, in which case you can use 214.

I prefer to use the 214 teleport, because it lets me play a mind game in order to land the reset with the EX smoke bomb. forward teleporting after the 214, into a forward throw, will have your opponent mashing to tech, or to do a wake up the next time he sees it. you can throw an ex bomb just as fast as you can throw right after the teleport. ex smoke bomb beats everything except block as far as I know.

You can do the same thing with an air throw into wiffed teleport punch as far as I know... the 214 teleport just gives smoke some variety, and gives your opponent lest time to adapt to you. I use the 214 in addition to the jk air throw... not as a replacement.

The most common use for 214 though is in situations where you need a fast string to punish... Reptile's dash for example, you need a fast frame attack in order to take advantage of it. 214 teleport allows you to take advantage of the opportunity and still get an oki option.
 
I could be totally wrong, but doesn't air throw cause an untechable knockdown?

Regarding the section in the first post talking about ending combos in 214~forward smokeport, what types of situations do you prefer this to ending with something like jk~air throw and then whiffing a teleport punch?
It might, which would make for a good argument that smoke should end absolutely every combo with air throw, not TP (despite it doing less damage in a couple of combos). I'll test setups are techable after work.
 
Nm, I have answers now.

TP combo ender can be tech rolled for the cross up, but the TP will still whiff.

Air throw is untechable.

214 can be tech rolled for a cross up, but the TP will still whiff.

Sweep can be tech rolled (duh), but attempting a cross up jump kick will tech chase and put the opponent into enough blockstun to get another free mixup.

Back throw is untechable but you can't whiff a tp.

Forward throw is techable. In fact, if they tech roll and immediately block, the TP won't whiff and they get a punish. Be careful with that one.
 

ZeraZy

Noob
Great guide Cabibi. I have one question:
In training mode, after a combo with air tp -> whiff tp to oki, the 3d12 string stuffed wake up attacks, not Enhanced. Mileena examples, stuffed all wake up attacks of her, if her tech roll or not. So, if is correct (training mode is so bugged), is a one of possibilities in oki pressure, right? I'm new in mk series, so sorry if i said shit :D
 

cabibi

Noob
Great guide Cabibi. I have one question:
In training mode, after a combo with air tp -> whiff tp to oki, the 3d12 string stuffed wake up attacks, not Enhanced. Mileena examples, stuffed all wake up attacks of her, if her tech roll or not. So, if is correct (training mode is so bugged), is a one of possibilities in oki pressure, right? I'm new in mk series, so sorry if i said shit :D
It's a bug in training mode. Just like how if you have block always on for the cpu, you can still 312 them and ex smoke bomb them on wake up. A human, however, can block it.

There's a petition on the front page to fix the training mode... you should sign it :)
 

cabibi

Noob
how about using the akuma tele / ex akuma tele after a whife tele on ur opponents wakeup?
EX you can use, but I wouldn't reccomend using the normal one, it's too unsafe and an oponent's wakeup attack can knock you out of it.

I don't know why you would use it after a wiffed tp punch on wake up though.... the whole point of wiffing the tp punch is to get an oki option.... using the teleport is just like saying "ok nevermind" lol
 

G4S KT

Gaming4Satan Founder
Well, there is one instance I can think of where this would be useful; people who tech roll immediately. Tech rolling messes up the wiff tele oki. If they roll back it normally crosses you up and that's no good. So, while I haven't tested this, it seems to me if you find yourself fighting someone who techs every knockdown, wiff tele to smoke drift will cross up their cross up haha.