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Strategy What's This Button Do?: The 1,1,2 & b+1,4 investigation thread

G4S KT

Gaming4Satan Founder
Hey all. As we all know, Smoke has one of the smallest if not the smallest set of strings in the game. This makes me think that he, more than anyone, was designed for every string to have a purpose. However, I can't for the life of me figure out uses for these two strings. I did put together a new combo last night using b+1,4:

3d12 > njp > 3d12 > b+1,4 > smokebomb > jkick/airthrow (gravity is super high in level 5 fall and I couldn't think of anything else I could get to link after)

The damage on this is the same as my other 3d12 starter, so that's not so useful.

Smoke drift can be linked after both strings, but it can be linked after basically every normal anyway.

So, I think we, the Smoke community, should take some time and collectively test these strings for any useful properties. Things like frame advantage on hit/block, advantageous hit boxes, AA/crossup defense capability, stutter string capability, incorporation into known combos and the creation of new ones, etc. And anything else anyone can think of.

I know I'll be investigating as soon as I get home from work!
 

Altsa

You can link b+1,4 into EN smokebomb for a juggle and get 35%+. If someone is capable to test if the startup for b+1,4 is faster than 3,d+1,2 the string might be useful to punish attacks that cant be punished with 3,d+1,2.
 

cabibi

Noob
You can link b+1,4 into EN smokebomb for a juggle and get 35%+. If someone is capable to test if the startup for b+1,4 is faster than 3,d+1,2 the string might be useful to punish attacks that cant be punished with 3,d+1,2.
b 1 4 is great as altsa said, if you have ex meter. you can link an ex smoke bomb right after it for over 35% depending on how you finish the combo. It does not have frame advantage on block, however. The best way to start it imo is after a jump punch.

It's just a big damage starter. b14, ex smoke bomb, 312, 312, jk, air throw ='s 42%
 

G4S KT

Gaming4Satan Founder
Nice. I just had this thought, has anyone tried to relaunch with regular smokebomb in a combo that starts with an :en one? This is what popped into my head:

b+1,4 > en smokebomb > b+2,3 > smokebomb > whatever
 
You can't, OTG bomb in combos follows the same rule as sub-zero's freeze, only one per combo. Any subsequent ones just cause damage and usually end the combo. These aren't mutually exclusive, either; If you smoke bomb in a combo, you can't freeze in that same combo (it just ends the combo for damage, same vice versa)
 

fleshmasher

i got the poison
Maybe after b14, the opponent falls slow enough that you can do invisibility and whiff a teleport punch for invisible oki?

What i know is that you can start a corner combo with b14, d4, bomb.

Only use i have found so far for 112 is in tag team with cyber sub zero:
112, dfTag (results in CSZ :en Air Kicks) for 25 or so damage. Looks really cool too.

Many strings seem to be meant for tag. I bet there's more.
 

G4S KT

Gaming4Satan Founder
b 1 4 is great as altsa said, if you have ex meter. you can link an ex smoke bomb right after it for over 35% depending on how you finish the combo. It does not have frame advantage on block, however. The best way to start it imo is after a jump punch.

It's just a big damage starter. b14, ex smoke bomb, 312, 312, jk, air throw ='s 42%
Is b+1, 4 fast enough to punish reptile's dash? If so, that might be our answer to reptile. Blocked dash = 42% damage.

EDIT: I know I ask a lot of easily testable stuff that I would do myself and report on, but often I'm posting from work and when I get ideas I can't test them :(
 
b 1 4 is great as altsa said, if you have ex meter. you can link an ex smoke bomb right after it for over 35% depending on how you finish the combo. It does not have frame advantage on block, however. The best way to start it imo is after a jump punch.

It's just a big damage starter. b14, ex smoke bomb, 312, 312, jk, air throw ='s 42%
I cant land the air throw after jump kick n its doin my head in lol
 

G4S KT

Gaming4Satan Founder
if the jkick is connecting but not the airthrow, this means that the opponent is too far forward and/or low to the ground. Whether or not you can grab them after a jump kick is dependent on the timing of both 3d12's before it. From the combo thread:

KT Smith NYC said:
whether or not the jk/airthrow connects is dependent on the timing of BOTH 3,d+1,2's; if the first one is off then you can't get the second one off with enough time to follow with the jk/airthrow. A good visual thing to think about is that you should throw the first 3,d+1,2 with the opponent just over chest level and the second one while they are basically still over your head.

I know what you mean when you can't get the jk/airthrow in though. It still happens to me occasionally. When it does, I'm just used to the visual positioning of the opponent and I can tell when they're too low. If that happens, I link in a smoke drift to keep pressure.
Hope this helps
 
A string I've been playing with lately is the 1,3 string. I think it's the only string Smoke has that keeps the opponent standing. If you do 1,3~Forward Smokeport it will keep the opponent standing and cross them up. Once you've done that a few times and attacked after the crossup it can be pretty amusing to do 1,3~Forward Smokeport and then immediately do a crossup jump back over them into a combo. The string has a fast starter so that's another benefit. Not sure if it's safe on block or not. I don't know if this tactic is viable at a high level, but I've been having some fun using it on my friends, haha.

As far as the B1,4 string goes, I'm not sure if I see much use for it. It does the same amount of damage as B2,3 and B2,3 can be linked into a normal smoke bomb so you don't have to burn meter to use it effectively. Plus, B2,3 starts with an overhead. B1,4 might start slightly faster, but if it does it's not by much. I think it's just sort of a filler string to be honest, seeing as to how there's not really much it can do that B2,3 can't.

1,1,2 I never really use as a complete combo. I do use 1,1 mid-combo some. One of my BnBs is 3,D1,2 dash 1,1~Smoke Bomb 3,D1,2 JK~Air Throw for 35%. I used to replace the 1,1~Smoke Bomb with 4~Smoke Bomb for an extra 2%, but the timing was a bit tighter than I'd like for a BnB so I went back to the 1,1~Smoke Bomb.