Tom Brady
Noob
SMOKE:
BEST NORMALS:
*HIT LEVEL:H,H - 2 jabs with decent range. advantage on hit. safe on block.
*HIT LEVEL:M,M - safe 2 hit launcher.
*+HIT LEVEL:M,M,M - safe 3 hit launcher
*+HIT LEVEL:M(overhead) - safe mid overhead so it must be blocked standing.
*+HIT LEVEL:M,M - double kick that knocks the opponent across the screen. safe on block.
*+HIT LEVEL: L - one of the fastest if not the fastest sweep in the game.
SPECIALS:
*Air Throwfp+ while in air)HIT LEVEL:Air - throws air borne opponents to the ground. has priority over other air attacks. if you do an air throw and the opponent does not leave the ground the air throw animation comes out anyway and you are vulnerable on the way down and right as you land.
*Smoke Bombd+)HIT LEVEL:Special L - hits special low meaning it can be blocked standing or crouching. on hit the opponent disappears in a cloud of smoke then appears in front of you dropping from the air to be juggled.
*Teleport Punchd+)HIT LEVEL:M - the fastest teleport punch in the game goes to Smoke. on hit it knocks back. on block is punished by combo of choice.
*Smoke Cloud Teleport Forward and Backward(forward = + backward = +)HIT LEVEL:N/A - Smoke disappears into a smoke cloud and moves forward or backward, think akuma's teleport from SF. can be hit by all normals and specials on startup. once in the cloud form Smoke is invulnerable to normals for a few frames as well specials except for ice clone. when coming out of the cloud Smoke is also for a few frames can block as soon as he reappears from the cloud.
*Shakel+)HIT LEVEL:N/A - Smoke goes into a shake and counters all projectiles. no matter when he counters, regardless of the opponents recovery on the projectile, his counter always hits. you can hold the shake by holding .
*Invisibilityd)HIT LEVEL:N/A - Smoke turns somewhat invisible for a few seconds. you will re appear if hit or if you block an attack or after a few seconds. also, if you time invisibility vs a projectile so that just as the projectile makes contact as you turn invisible, you will go through the projectile.
:en MOVES:
*:en Smoke Bombd++)HIT LEVEL:Special L - same result as the standard smoke bomb but now it has a larger hit box.
*:en Teleport Punchd++)HIT LEVEL:M - does more damage and splats the opponent next to you.
*:en Smoke Cloud Teleport Forward and Backward(forward = ++ backward = ++)HIT LEVEL:N/A - travels farther and can not be hit by normals or specials and even goes through ice clone. when coming out of the cloud Smoke can block right away.
*:en Shakel+)HIT LEVEL:N/A - Smoke goes into a shake and counters all projectiles and all normals except for generic down pokes. will not work vs all specials that are non projectile such as Raiden's electric fly. you can hold the shake by holding .
*:en Invisibilityd++)HIT LEVEL:N/A - Smoke is now completely invisible. also, if you time invisibility vs a projectile so that just as the projectile makes contact as you turn invisible, you will go through the projectile.
STRATEGY:
Using Shake:
First and foremost, Smoke is the BEST anti zone character in the game. his shake punishes projectiles so hard that they can become almost useless to even try vs him. the :en shake is great vs cross up jump in attempts or as a wake up attack. :en shake is also great when being pressured.
Advantage on Hit Follow Ups:
the best follow up options are cross over jump in, NJ/ if the opponent tries to cross up jump in, sharp jump kick~air throw in if they jump with an attack, or which over time you will find is the worst option. if the opponent is being read and punished and decides to block then weep/+~smoke bomb mix up, throw, or +.
Teleport:
on wake up you can use :en teleport to get up safely and get space. also, when being pressured :en teleport works as a get out of pressure free card because its invincible from start up and goes through everything. in the neutral game smoke can use either teleport to go forward or backward, which version of teleport is used here depends on the situation and how much ground you need to cover/retreat to.
:en Invisibility:
no, you cant do this mid combo umk3 robo smoke style but you can do it after any knockdown or your throw. :en invisibility makes smoke completely invisible and comes in handy for when you have knocked your opponent down and they are cornered. also, if you time invisibility vs a projectile so that just as the projectile makes contact as you turn invisible, you will go through the projectile.
Unbreakable:
smoke bomb then air throw is 100% unbreakable.
Smoke's :
like all attacks, yours is also unbreakable but its the same startup as your VERY fast teleport punch so its an unbreakable 33% anti zoning .
Smoke Bomb in Juggles:
as many of you will notice, doing smoke bomb in juggles can be a real pain. this is where :en smoke bomb comes in. it has a bigger hit box making it easier to connect on a juggled opponent.
Smoke Bomb as Wake Up:
after an air throw connects you can check the opponent with a smoke bomb. they cannot do anything but block or do an invincible wake up attack, anything else gets them hit by the bomb.
COMBOS
STANDARD COMBOS:
1. jump kick~air throw
2. smoke bomb, air throw
3. smoke bomb, jump kick~air throw
4. , dash +, jump kick~air throw
5. , dash +, dash ~smoke bomb or :en smoke bomb, jump kick~air throw
7. +, dash , jump kick~air throw
8. +, dash , dash ~smoke bomb or :en smoke bomb, jump kick~air throw
9. +~smoke bomb, jump kick~air throw
10. +~smoke bomb, dash +, dash +, air throw
10. +~smoke bomb, NJ /, dash +, jump kick~air throw
COMBOS:
1. smoke bomb,
2. , dash +, dash ~smoke bomb,
3. +, dash , dash ~smoke bomb,
4. +~smoke bomb,
BEST NORMALS:
*HIT LEVEL:H,H - 2 jabs with decent range. advantage on hit. safe on block.
*HIT LEVEL:M,M - safe 2 hit launcher.
*+HIT LEVEL:M,M,M - safe 3 hit launcher
*+HIT LEVEL:M(overhead) - safe mid overhead so it must be blocked standing.
*+HIT LEVEL:M,M - double kick that knocks the opponent across the screen. safe on block.
*+HIT LEVEL: L - one of the fastest if not the fastest sweep in the game.
SPECIALS:
*Air Throwfp+ while in air)HIT LEVEL:Air - throws air borne opponents to the ground. has priority over other air attacks. if you do an air throw and the opponent does not leave the ground the air throw animation comes out anyway and you are vulnerable on the way down and right as you land.
*Smoke Bombd+)HIT LEVEL:Special L - hits special low meaning it can be blocked standing or crouching. on hit the opponent disappears in a cloud of smoke then appears in front of you dropping from the air to be juggled.
*Teleport Punchd+)HIT LEVEL:M - the fastest teleport punch in the game goes to Smoke. on hit it knocks back. on block is punished by combo of choice.
*Smoke Cloud Teleport Forward and Backward(forward = + backward = +)HIT LEVEL:N/A - Smoke disappears into a smoke cloud and moves forward or backward, think akuma's teleport from SF. can be hit by all normals and specials on startup. once in the cloud form Smoke is invulnerable to normals for a few frames as well specials except for ice clone. when coming out of the cloud Smoke is also for a few frames can block as soon as he reappears from the cloud.
*Shakel+)HIT LEVEL:N/A - Smoke goes into a shake and counters all projectiles. no matter when he counters, regardless of the opponents recovery on the projectile, his counter always hits. you can hold the shake by holding .
*Invisibilityd)HIT LEVEL:N/A - Smoke turns somewhat invisible for a few seconds. you will re appear if hit or if you block an attack or after a few seconds. also, if you time invisibility vs a projectile so that just as the projectile makes contact as you turn invisible, you will go through the projectile.
:en MOVES:
*:en Smoke Bombd++)HIT LEVEL:Special L - same result as the standard smoke bomb but now it has a larger hit box.
*:en Teleport Punchd++)HIT LEVEL:M - does more damage and splats the opponent next to you.
*:en Smoke Cloud Teleport Forward and Backward(forward = ++ backward = ++)HIT LEVEL:N/A - travels farther and can not be hit by normals or specials and even goes through ice clone. when coming out of the cloud Smoke can block right away.
*:en Shakel+)HIT LEVEL:N/A - Smoke goes into a shake and counters all projectiles and all normals except for generic down pokes. will not work vs all specials that are non projectile such as Raiden's electric fly. you can hold the shake by holding .
*:en Invisibilityd++)HIT LEVEL:N/A - Smoke is now completely invisible. also, if you time invisibility vs a projectile so that just as the projectile makes contact as you turn invisible, you will go through the projectile.
STRATEGY:
Using Shake:
First and foremost, Smoke is the BEST anti zone character in the game. his shake punishes projectiles so hard that they can become almost useless to even try vs him. the :en shake is great vs cross up jump in attempts or as a wake up attack. :en shake is also great when being pressured.
Advantage on Hit Follow Ups:
the best follow up options are cross over jump in, NJ/ if the opponent tries to cross up jump in, sharp jump kick~air throw in if they jump with an attack, or which over time you will find is the worst option. if the opponent is being read and punished and decides to block then weep/+~smoke bomb mix up, throw, or +.
Teleport:
on wake up you can use :en teleport to get up safely and get space. also, when being pressured :en teleport works as a get out of pressure free card because its invincible from start up and goes through everything. in the neutral game smoke can use either teleport to go forward or backward, which version of teleport is used here depends on the situation and how much ground you need to cover/retreat to.
:en Invisibility:
no, you cant do this mid combo umk3 robo smoke style but you can do it after any knockdown or your throw. :en invisibility makes smoke completely invisible and comes in handy for when you have knocked your opponent down and they are cornered. also, if you time invisibility vs a projectile so that just as the projectile makes contact as you turn invisible, you will go through the projectile.
Unbreakable:
smoke bomb then air throw is 100% unbreakable.
Smoke's :
like all attacks, yours is also unbreakable but its the same startup as your VERY fast teleport punch so its an unbreakable 33% anti zoning .
Smoke Bomb in Juggles:
as many of you will notice, doing smoke bomb in juggles can be a real pain. this is where :en smoke bomb comes in. it has a bigger hit box making it easier to connect on a juggled opponent.
Smoke Bomb as Wake Up:
after an air throw connects you can check the opponent with a smoke bomb. they cannot do anything but block or do an invincible wake up attack, anything else gets them hit by the bomb.
COMBOS
STANDARD COMBOS:
1. jump kick~air throw
2. smoke bomb, air throw
3. smoke bomb, jump kick~air throw
4. , dash +, jump kick~air throw
5. , dash +, dash ~smoke bomb or :en smoke bomb, jump kick~air throw
7. +, dash , jump kick~air throw
8. +, dash , dash ~smoke bomb or :en smoke bomb, jump kick~air throw
9. +~smoke bomb, jump kick~air throw
10. +~smoke bomb, dash +, dash +, air throw
10. +~smoke bomb, NJ /, dash +, jump kick~air throw
COMBOS:
1. smoke bomb,
2. , dash +, dash ~smoke bomb,
3. +, dash , dash ~smoke bomb,
4. +~smoke bomb,