Launcher: 3,d+1,2
Easy high damage without meter: 3d+12, JK, Air grab, OTG smoke bomb, ff, 3d+12, JK, Air grab, OTG smoke bomb.
46% Zero meter.
Wall Carry: 3d+12, ff, 3d+12, ff, 3xxSmoke bomb, JK, db4.
34% Zero meter.
3d+12, ff, 3d+12, ff, 3d+1xxE. Smoke bomb, JK, db4.
36% Uses 1/3 meter.
Reverse Wall carry: 3d+12, JK, Air grab, OTG Smoke bomb, ff, 3d+12, f+4.
43% Uses Zero meter.
X-Ray whilst maintaining side:
3d+12, NJP, ff, 3d+12, JK, Air grab, OTG Smoke bomb, X-ray.
52%
X-Ray to switch sides: 3d+12, NJP, X-Ray.
43% NOTE: X-Ray must be timed late into the bounce & frankly equal/higher dmg can be done without wasting the X-Ray here: use only if it will kill.
I appreciate these may have been mentioned before but it's easier if they're together.
On a side note, these combos are a balance between high damage and consistency, you may be able to force 5% or so extra out of some, but these are solid damage and very easy to master.
I don't personally believe Smoke's X-Ray is necessary to him as his damage potential with just normals and enhanced in combos is already good. Frankly, I'd rather have 3 shots of bf1+Block than an extra 10% if that in combos...