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Guide Smoke Combos!

Given the recent influx of new Smoke players (myself included), it might be a good idea to compile a small list of Smoke's indispensable BnBs: mid-screen, anti-air, overhead, corner, and core pressure strings.

I'm one of the many Sub-Zero players making a full-time shift to Smoke. My play time is extremely limited, so I won't be able to commit many combos to muscle memory. I'll fortunately have about 6 hours to dedicate to Smoke tonight, so what should I work on mastering?

Thanks~
 
This is a very old post I made listing a bunch of them. This isn't totally up to date, but the main BnBs are essentially the same. Any differences in "today's technology" will be only slightly different.

http://testyourmight.com/threads/smoke-combos.2777/page-13#post-56783

Expect a bunch of new combos, among other things, in the coming weeks. When I have the time to sit down and do everything right, I'll be making a large thread with a great wealth of Smoke information.

Until then, stay down.
 
I don't know if this has been discovered before but I've found this combo for Smoke:
jip, 3,b1,2-dash-b2-ex smoke cloud-3,b1,2-2,1,4 - 41%

can be a pretty slow start up. the safer combo in my opinion is;
jip, 2,1-smoke cloud-3,b1,2-2,1,4 but is only 30%

if there's an opening the 41% is definatly worth it.
 

Enenra

Go to hell.
For a bar? I'd rather save it for something else, especially since Smoke gets into the 40s anyways meterless.
 
We have a smoke combo thread for this, as well as an ask smoke thread. Smoke gets more damage without wasting meter.

jip > 3d12 > njp > 32 > 4 xx bomb > 3d12 > 21 xx smoke towards 40%+
jip > 3d12 > njp > b23 xx bomb > 3d12 > 21 xx smoke towards 40%+

Here's a few examples of midscreens to get you started.
 
We have a smoke combo thread for this, as well as an ask smoke thread. Smoke gets more damage without wasting meter.

jip > 3d12 > njp > 32 > 4 xx bomb > 3d12 > 21 xx smoke towards 40%+
jip > 3d12 > njp > b23 xx bomb > 3d12 > 21 xx smoke towards 40%+

Here's a few examples of midscreens to get you started.
thanks man
 
I've been having a hard time landing the following parts of two midscreen BnBs:
  • the "4" in 3d12 > 32 > 4 > sb > ...
  • njp after 3d12
Any tips on how to time these would be much appreciated.
 

smokey

EX Ovi should launch
I've been having a hard time landing the following parts of two midscreen BnBs:
  • the "4" in 3d12 > 32 > 4 > sb > ...
  • njp after 3d12
Any tips on how to time these would be much appreciated.

So how i do the NJP is i hold up during the end of 3d12 and as soon as you see his feet leave the floor, you will get used to the timing, i hit 1~2, or more slide my finger across them. Thats the most consistant way i can do it.

3d12 , 32, 4~sb, you dont have to dash after the 32, take a small step forwards if it helps however you can actually catch them without moving. Just time the 4 so that your smokebomb hits the floor before they do.

Practice is your friend, if your opponent is hitting the ground before the smoke bomb you are too late with the 4, if they are too high though (which is sometimes possible) your smokebomb wont catch them. You could try doing other combos if this is giving you troubles, you can actually do 3d1~Sb inplace of the 4~Sb, but im not sure how much damage changes.
 
I believe you can also do b2 xx bomb in that case as well, if the 4 is difficult for you. I've been heavily considering switching to this since it should be way easier (not to say the standing 4 is hard once you get it... but even small increases in consistency are welcome, personally).

Piano the 1 and 2. Just hold up and slide your finger across, you'll get the njp pretty much every time. HOWEVER doing it this way makes it nearly impossible to njp xx telepunch whiff to crossup your opponent mid-combo and change the direction you carry them, so you have to decide which is more important to you and then do that.
 

smokey

EX Ovi should launch
I believe you can also do b2 xx bomb in that case as well, if the 4 is difficult for you. I've been heavily considering switching to this since it should be way easier (not to say the standing 4 is hard once you get it... but even small increases in consistency are welcome, personally).

Piano the 1 and 2. Just hold up and slide your finger across, you'll get the njp pretty much every time. HOWEVER doing it this way makes it nearly impossible to njp xx telepunch whiff to crossup your opponent mid-combo and change the direction you carry them, so you have to decide which is more important to you and then do that.
I dont find the NJP xx Tele a problem using the plink method, Negative edge in this game is pretty huge and very very abusable.
 

smokey

EX Ovi should launch
smokey guess I just suck at doing it then
Practice buddy, if you find a way that better suits you then stick to it! abuse the negative edge, You can easily put DB in while you NJP, and then you just have to touch the 4 button and your gonna teleport. Takes a bit of getting used to but i can think of harder inputs myself :p
 
Practice buddy, if you find a way that better suits you then stick to it! abuse the negative edge, You can easily put DB in while you NJP, and then you just have to touch the 4 button and your gonna teleport. Takes a bit of getting used to but i can think of harder inputs myself :p
I blame xbox pad.
 
So how i do the NJP is i hold up during the end of 3d12 and as soon as you see his feet leave the floor, you will get used to the timing, i hit 1~2, or more slide my finger across them. Thats the most consistant way i can do it.
Can you queue a jump during the 3d12 animation? If so, I'll just to have worry about timing the 1/2.

3d12 , 32, 4~sb, you dont have to dash after the 32, take a small step forwards if it helps however you can actually catch them without moving. Just time the 4 so that your smokebomb hits the floor before they do.
I had assumed a dash is necessary in between each element of the combo. So I've been trying to 3d12 (dash) 32 (dash) 4; that might be my problem, because I can't seem to dash > 4; I'm either late on the 4, or I inadvertently input F4 (which also comes out late). Is a dash necessary after the 32? Perhaps my 32 is coming out late, thereby losing juggle height, because the first dash I unnecessary. I'll try not moving or just stepping forward before the 32 instead.

FrothyOmen

I'll try b23 instead of the 4, but as I mentioned above, I think my problem is unnecessary dashing. Until I get that fixed, I probably won't be able to land anything effectively.
 
Whiskeyjack

Just b2

3d12 DASH 32 DASH 4 xx bomb.

I can make a video of my hands tomorrow after exams if that would help. This isn't a super hard link for smoke; the "hardmode" version is 3d12 > njp > 32 > 4 xx bomb... the wait period between your dash and 32 has to be awkwardly long, but its very doable once you get it down. That's the stem for my midscreen BnB, however you're not gonna be using it much. B23 bomb, 21 bomb, and naked bomb combos are WAY more common...
 

Faded Dreams V

Retired June 2012. Unretired June 2013.
For the record, you shouldn't be making 3 D1 2 combos with NJPs your BnB. The extra 4% damage does not outweigh the risk of dropping the entire shit, and believe me, I see soooo many Smokes drop their combos on and offline. Same goes for Freddy users trying to implement U3 in their midscreen combos.
 
Faded Dreams V

In your opinion. I am 100% consistent with my mid-combo NJPs online and offline. I'm sure CDjr, KT, wafflez, etc. all are too. I didn't see Wafflez drop a single one last night @ gga casuals
 

Faded Dreams V

Retired June 2012. Unretired June 2013.
Faded Dreams V

In your opinion. I am 100% consistent with my mid-combo NJPs online and offline. I'm sure CDjr, KT, wafflez, etc. all are too. I didn't see Wafflez drop a single one last night @ gga casuals
If you're 100% consistent, that's fine. But I mean, in reference to the guy having trouble pulling it off, I just want to let him know that it's not mandatory to master those combos, especially if he's mostly going to play online.

Of course, he can also practice until he has it nailed. Maybe it's just me, but I play by a 10/10 rule. Gotta make sure I can do it 100% of the time, even in the worst of lag. The simpler, the better. That is the code of the online warrior.