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Guide Complete Smoke Guide

LaR

Noob
Playstyle

Smoke is turtle style character that has to be played very patiently due to his slow strings that have bad recovery on whiff. Use his d4 to start pressure or try make your opponents whiff and punish them with b23 or smoke cloud when you have the life lead run away while building meter with smoke away, shake, and smoke cloud.

Pros and Cons:

+ Massive combo damage
+ Cant be zoned
+ Great pokes that rarely get blocked because of his fast overhead
+ has one of the best whiff punishers in the game with smoke cloud
+ great at meter building with smoke away, shake and smoke cloud

- Slow dash
- can't zone
- no armor
- slow normals
- high hitbox


Specials

Smoke Cloud:

One of the best whiff punishers in the game. Also great for building meter. When eight smoke clouds are blocked you build one bar of meter. When blocked up close you can only be punished by 8 frame attacks

Smoke Bomb(EX):

This move has a bigger hitbox than smoke cloud and does chip damage. Ending combos with f4 smoke bomb will give you guaranteed reset.

Teleport:

Fast two hit teleport punch that can done in the air. This move hits high then mid does 1% chip damage and is a wake up attack. A good use for this is to hit people out of the air who try jump in anticipation of a smoke cloud. You can also whiff this teleport to get in after a breaker and at the end of all combos.

Smoke Port (EX):

Does more damage than smoke port and ends with an extra hit that hits overhead that does an extra 1% chip damage. The first hit can still be interrupted by down pokes.

Smoke Towards / Away:

Teleport that goes through all projectiles after the 6 frame start up both specials are wake up moves that can be used as a tech roll on wake up but they can both be stuffed by a well timed normal.

Phase Towards /Away (EX):

This teleports you further than smoke away and cant be stuffed on wake up and is great escaping for the corner. Note - if you are at right against the wall and use this to escape pressure you sometimes re appear back in the corner

Shake:

Projectile parry that gives a knockdown on hit. Can be cancelled by dashing or by jumping forward or backward twice.

Vibration(EX):

This will parry projectiles as well as high / mid attacks and some specials.

http://www.testyourmight.com/threads/properties-of-f4-ex-smoke-bomb-shake-ex-shake-general-meter-building-data.9680/

Invisibility:

Turn slightly invisible for a period of time. You can end combos by doing smoke cloud f4 invisibility and still have enough time to either whiff a teleport or throw a smoke cloud.

Vanish(EX):

Turn completely invisible for a period of time. Not really worth the meter but if you want you can use is it to try confuse your opponent into whiffing something.


X-Ray

Very slow and unsafe x-ray that has armor. After a smoke cloud hits you can land an x-ray for unbreakable damage. You can also use this to beat jump in punches but not jump kicks as they can react to the x-ray after the jump kick and block.


Strings

B23 (Overhead, M):

Fast overhead launcher that has good range and can only be punished by 8 frame attacks. You can finish the string with a smoke cloud which will hit anyone who tries to punish b23.

B23~smoke cloud can be interrupted with armor or jumped out of. You can also let go of block and walk forward to make the smoke cloud whiff. On block you can hit confirm into smoke away. When ending this string with smoke away you are in perfect position to anti air or b23. B23 phase away can only be punished by fast advancing specials*. You can counter an opponent who tries to punish this by using Ex Smoke away this will cause certain specials** to whiff.


* shadow kick, blade charge, shoulder charge, superman
** shadow kick

3d12 (M,M,M):

Safe combo starter. After this is blocked following up with d1 will Anti Air if they try jump out. 3D1 can be interrupted with a just frame x-ray.

214 (H,H,M):

Smoke fastest string that can be hit confirmed into 214 Smoke Port mid-screen or 214 Smoke Cloud in the corner you can also hit confirm into 21 Smoke Cloud from a jump in punch.

On block this string is neutral and has small pushback. After this is blocked you can try bait out pokes by walking back and whiff punishing with b23 or you can also check them by finishing the string with smoke cloud.


Normal's

D4:

12 frame low used to start pressure. Neutral on block. When this hits a standing opponent following up with b23 can only be interrupted with an armored move. When they respect the b23 you can come in and throw, 214 or d4 again. In the corner if d4 hits another d4 is guaranteed and can't be jumped or armored out of.

2:

Smokes best anti air. Can also be used to set up a mix up as it recover fast.

D3:

7 frame low poke gives that lowers your hit box and gives you 1 frame of advantage vs a standing opponent and 8 frames of advantage if it hits a crouching opponent.

D1:

Smoke fastest normal at 6 frames. Great for for anti airing cross overs.

B2:

Neutral on block and advantage on hit. Can be used to anti air deep jump kick attempts or you can go for a mix up after its blocked.


D2:

Slow uppercut with good horizontal hitbox . Combos in the corner.
On block is +2 and pushes you back to d4 range.

B4:

Safe sweep with good range that give you a knockdown on hit.

F4:

Slow advancing normal that is completely safe on block and has pushback. On hit this knocks your opponent to full screen distance.



Mix ups and Set ups

D4 / B23:

Overhead head/low mix up. The d4 hits low and gives advantage and b23 hits overhead and combos.

When d4 hits a standing opponent following up with b23 Smoke Cloud can only be interrupted with armor. If they try jump out of this frame trap the b23 will hit but the Smoke Cloud will whiff. To maximize your damage when your opponents try to jump out of this frame trap you can hit confirm into Ex Smoke Bomb or use b2 then d1 Smoke Cloud.

The best way to set up this mix up is from a jump in punch or after a d4 hits. You can also attempt this mix up after a standing 2 or b2.

D1/D3 wiff punish set up:

this set works well on players who like to try and counter poke.
After d1 / d3 hits you get some pushback allowing you to walk back or back dash to try and whiff punish any counter poke with b23 or smoke cloud.

214 / 214-Smoke Cloud:

when 214 is blocked your opponent is forced to guess whether or not you are going to end the string with 214 smoke cloud which jails. If they respect your smoke cloud you can follow up with

  • walking back to bait a jump or a poke which you can whiff punish
  • d3 or d3~ smoke cloud the d3 hits at max range so smoke cloud will only be punished by reptile dash
  • b23/d4 mix up.
  • 3d12 if timed right the 3 will crush low pokes
  • 214-smoke cloud this will hit anyone who tries to cross you over
  • Throw
F4:

When blocked you can dashback and punish any block string your opponent tries to land on you with smoke cloud or b23 you can also shake cancel after f4 to bait them into doing the block string however this can be punished by fast advancing specials you can do the same shake cancel set up with d4 as well.



D1/D3~Smoke Cloud:

Used to punish anyone who try's to counter poke your d3's and d1's it can be interrupted by most mids but its very hard to punish and worth the risk.

Air Throw set up:

This is the best way to end most combos unless you want to keep them in the corner. After this un-techable air throw lands do not whiff a tele like most smoke players do unless your opponent likes to stay grounded after the the air throw hits or when you want to switch positions. What you should do is either one full dash which puts you in perfect b2 range or do two dashes the first dash being a full dash and the second dash being a mini dash. After you do this you are in perfect range for d4 and b2 which cant be jumped out of. Another thing you can do now is cross them over or smoke towards ( only use smoke towards to go through wake up attacks). The great thing about crossing them over is you will make a lot wake up attacks whiff unlike the whiff tele set up. The crossover jump cannot be neutral jump punched or jumped out of. When they try jump out you get a guaranteed air punch if they stay grounded after the cross over you can pick them up with a deep jump kick and be at advantage.

Ghetto Reset:

In the corner you can get your ghetto reset by ending any corner combo with smoke cloud 3d1 then go straight into 3d12.


Punishing Wake Up Attacks

Any time you land an airthrow you can punish a lot of wake up attacks and some that you wouldn't normally be able to punish by dashing forward after the airthrow hits then use smoke towards to go through the wake up attack and punish. Here is some of the wake up attacks you can punish.


Johnny Cage:




Combos


http://www.testyourmight.com/threads/and-deadly-as-the-dawn-smoke-living-combos-thread.15718/

Unbreakable Damage

METERLESS:


Smoke Cloud – Air Throw 13%
2 Smoke Cloud – Air Throw 15%
b2 Smoke Cloud – Air Throw 17%
Deep Jump Kick – Smoke Cloud - Air Throw 19%


ONE BAR:


Smoke Cloud – Air Throw – Eh Smoke Bomb 23%
2 Smoke Cloud – Air Throw – Eh Smoke Bomb 25%
b2 Smoke Cloud – Air Throw – Eh Smoke Bomb 27%
Deep Jump Kick – Air Throw – Eh Smoke Bomb 29%


TWO BAR'S:


Eh Smoke Bomb – Air Throw – Eh Smoke Bomb 27%
2 Eh Smoke Bomb – Air Throw – Eh Smoke Bomb 29%
b2 Eh Smoke Bomb – Air Throw – Eh Smoke Bomb 31%
Deep Jump Kick – Eh Smoke Bomb – Air Throw – Eh Smoke Bomb 33%


THREE BAR'S:


Smoke Cloud – X-Ray 37%
2 Smoke Cloud – X-Ray 38%
b2 Smoke Cloud – X-Ray 40%
Deep Jump Kick – Smoke Cloud – X-Ray 42%

Ambiguous Jump Kick Throw:

After you land a Smoke Cloud you can make the jump kick throw hit on the left or right side meaning they will have to guess which side to break. To land the Jump Kick on the opposite side you have to dash after a Smoke Cloud hits then you can jump behind your opponent.



Here is the max damage unbreakable combos you can get assuming your opponent does not break the jump kick:


b2 Smoke Cloud – Jump Kick Throw 22%
Deep Jump Kick – Smoke Cloud – Jump Kick Throw 24%


b2 Smoke Cloud – Jump Kick Throw – Eh Smoke Bomb 32%
Deep Jump Kick – Smoke Cloud – Jump Kick Throw – Eh Smoke Bomb 34%


2 Eh Smoke Bomb – Jump Kick Throw – Eh Smoke Bomb 34%
Deep Jump Kick – Eh Smoke Bomb – Jump Kick Throw – Eh Smoke Bomb 38%


Note: To get the OTG Ex Smoke Bomb after the Air Throw to hit you must land the Air Throw low to the ground.

Punishment Guide

Kung Lao:
Blockstring Pressure:

All of Kung Lao's strings except for b33 and b12 can be interrupted by d3, d4, d1 and d2. even after kung lao hits you with a f3 or d4 and then then try's to follow up with his 11/21 strings you can interrupt him with your low pokes.
You can also full combo punish Kung Lao's 11, 21 and 24 strings. First you have to no when he is going to use these strings. Most Kung Lao's will try to use these strings after he hits you with a f3 or when you block his 1121 or any of his strings like 11, 21 etc which all leave him at 0 frames. If you know for sure that Kung Lao will try to continue pressure by using 11, 21, or 24 you can interrupt any of these strings with 21 ~ smoke cloud. What you do is stay crouching and let go of block wait for the 1 or 2 to whiff then punish with 21 ~ smoke cloud. The only thing you are opening yourself up to by not blocking is a spin, a down poke or b33 which can't be hit confirmed into spin.




Teleport:

The best way to punish tele is with standing 2 it will easily beat the tele to delayed 3, the 2 and the 4 EVERY TIME the only thing you have to worry about is sometimes the instant 3 will hit if you are not quick enough. Once you establish that you are going to punish the tele with standing 2 you are forcing kung lao to go for more instant 3's instead of the delayed 3 and when he does this you can punish the instant 3 by crouching under it to make it whiff and then AA with d1 to d1 smoke cloud for a combo. Note that when you go for this punish you will have to watch out for the late 3 which will hit and combo you if miss the d1.

Another way to punish the late 3 into a 11, 21 or throw by blocking the late 3 crouching and then let the 1 or 2 whiff and punish with 21 ~ smoke cloud. You can also punish this with d4 or d2 as well which is a lot easier to do or you can shut down all his options (except for spin) after the late 3 with d1 which will also anti air his crossover.



Low Hat:

Punished by 21~smoke cloud

24 1+2:

After 24 you can interrupt the 1+2 with ex shake.You can also interrupt this with x-ray.


21212:

This string can be punished by 21 ~ smoke cloud if you block the string crouching. He can also end the string with an overheard which is slow and can be blocked on reaction this overhead is full combo punishable on block.

F2:

After you block a f2 even at max range Kung Lao will have to block your block a b2 which can't be jumped away from the only he thing he can do to interrupt the b2 is a just frame spin.

F3:

f3 into low hat, jump kick ~ dive kick, 11 or 21 can be punished with x-ray
Kabal:
Blockstring Pressure:
f32 & b12 ~ ndc into another f32/ b12/11b4 ~ ndc can be interrupted with 21 ~ Smoke Cloud or you can just jump out.

111 ndc and 2 ndc into another blockstring can only be interrupted with Eh Shake and X-Ray.

f4 ~ ndc into d3 can interrupted with a d3/d4.

d1/d3 ~ Tornado slam can be interrupted with 21~ Smoke Cloud

Strings:
b121:
The second hit of this string can be interrupted with X-Ray and Eh Shake.

f4 1+2:
The 1+2 can be interrupted with 21 ~ Smoke Cloud.

11b4:
When the 1 is blocked crouching the 1b4 can be interrupted with 21~Smoke Cloud by letting of block after the first 1.

F32 ~ Tornado Slam:
Can be interrupted with X-Ray and Eh Shake.

Nomad Dash:
Full combo punish.


Tornado Slam / Saw Blades:
After either of these specials is blocked you get a b23 blockstring which can only be interrupted with armor.


Wake Up Attacks:
Tornado Slam / Saw blades / Nomad dash:
All theses non Eh wake up's can be full combo punished by using smoke towards to make these attacks whiff.
Sonya:
D4:
Can be whiff punished with smoke bomb and b23 or you can use your d3 to beat out the d4. When you beat a d4 with d3 you will be at +8.


Strings:
All Sonya's strings can be full combo punished if the first hit is crouch blocked.

can someone give me the link to the video Evil_Riu48 made explaining how?.

Military Stance:
D1~MS: Full combo punished with b23
114~MS~F1, 1+3, 2, 3, 4: Can be interrupted with X- Ray.
114~MS~F1: Can be interrupted with d1


Dive kick:
Full combo punished with b23.


Kartwheel:
Raw karthwheel: Can only be wiff punished with smoke bomb and b23 or you can neutral jump punch it.
D1/D3 Karthwheel: Both can be interrupted with 214 Smoke Cloud or d1, d1~Smoke Cloud.
114 ~ Karthwheel: This can be interrupted with Ex Shake and X – Ray.


Ark Kick/Leg Grab:
Full combo punish.


Wake up attacks:
Sonya's wake up attacks can be punished by using smoke towards to go through all her wake ups.

Match Videos
 

RiBBz22

TYM's Confirmed Prophet/Time-Traveler
Air Throw set up:

This is the best way to end most combos unless you want to keep them in the corner.After this un-techable air throw lands do not wiff a tele like most smoke players do. What you should do is either one full dash which puts you in perfect b2 range or do two dashes the first dash being a full dash and the second dash being a mini dash. After you do this you are in perfect range for d4 and b2 which cant be jumed out of. Another thing you can do now is cross them over, the great thing about this is you will make a lot wake up attacks wiff unlike the wiff tele set up. The crossover cannot be neutral jump punched or jumped out of. When they try jump out you get a guaranteed air punch.
This is great advice to any new Smoke player. I like to mix up this setup with the whiffed tele when they start to respect it and choose not to wake up. That way you can follow up with more 3d12 d1 smoke bomb shenanigans, or even try to close a round out with a whiffed tele + sweep since it almost never gets blocked...ever.

Keeping in the range where b2 will hit is so important since you definitely do not want to whiff that string and it leads to more of his offense... like b23 smoke away... b2 into poke pressure which opens up 1) anti-air opportunities 2) potential smoke bomb connections 3) and baiting counter pokes so you can punish them.
 

LaR

Noob
This is great advice to any new Smoke player. I like to mix up this setup with the whiffed tele when they start to respect it and choose not to wake up. That way you can follow up with more 3d12 d1 smoke bomb shenanigans, or even try to close a round out with a whiffed tele + sweep since it almost never gets blocked...ever.

Keeping in the range where b2 will hit is so important since you definitely do not want to whiff that string and it leads to more of his offense... like b23 smoke away... b2 into poke pressure which opens up 1) anti-air opportunities 2) potential smoke bomb connections 3) and baiting counter pokes so you can punish them.
no need to to mix this up with a wiif tele because you are at less advantage and can't crossover wake ups plus if u try sweep you could get crossed over as the sweep will wiff. you should NEVER wiff a tele after an air throw.
 

RiBBz22

TYM's Confirmed Prophet/Time-Traveler
no need to to mix this up with a wiif tele because you are at less advantage and can't crossover wake ups plus if u try sweep you could get crossed over as the sweep will wiff. you should NEVER wiff a tele after an air throw.
I will continue to mix it up and do it until my opponent forces me to change.
 

LaR

Noob
I will continue to mix it up and do it until my opponent forces me to change.
There is no mix up there all you are doing is giving yourself less advantage. This is like when online cage players do d3 after a nutpuch.
 

RiBBz22

TYM's Confirmed Prophet/Time-Traveler
There is no mix up there all you are doing is giving yourself less advantage. This is like when online cage players do d3 after a nutpuch.
It quickly switches sides and could potentially mess with people's inputs and if you can get it to consistently work then why would you stop unless someone forces you to in a match?
 

Faded Dreams V

Retired June 2012. Unretired June 2013.
I've always imagined you could interrupt his strings like that. Glad you confirmed it through video.
 
Reactions: LaR

Glass Sword

Nobody
To be able to do this you got to really be in the other players head. According to the frame data Somberness put up Kung Lao's 2 and Smoke's 2 are both 9 frames. In reality most players do not link their pressure down to the frame so this could have some merit. You can always grab first player if you really have confidence you can do this I guess lol.
Either way this is a frustrating match up, but perhaps it can smoothed out a bit with tech like this.I don't ever think it will be even but perhaps a little less bad. Now do Jax... please.
 

coolwhip

Noob
To be able to do this you got to really be in the other players head. According to the frame data Somberness put up Kung Lao's 2 and Smoke's 2 are both 9 frames. In reality most players do not link their pressure down to the frame so this could have some merit. You can always grab first player if you really have confidence you can do this I guess lol.
Either way this is a frustrating match up, but perhaps it can smoothed out a bit with tech like this.I don't ever think it will be even but perhaps a little less bad. Now do Jax... please.
Kung Lao's 2 is 7 frames.
 

gdf

Noob
Great information, it will serve as a good use for the Smoke community. :)

(I main Kung Lao and hate you so much right now. :mad: )
 
Reactions: LaR

THTB

Arez | Booya | Riu48 - Rest Easy, Friends
Wait, tele 3 doesn't jail even if done late?

Oh now that's fucked up.
 

coolwhip

Noob
Wait, tele 3 doesn't jail even if done late?

Oh now that's fucked up.
So many people don't know this. It's quite surprising. It's probably because Kung Lao players treat it like it jails and just automatically do a block string after it without ever getting punished.
 

gdf

Noob
LBSH, the KL fight for Smoke isn't as bad as everyone thinks it is.
It isn't, but I like when Smoke players downplay the Kung Lao - Smoke match-up.

The furthest my insistence has gotten is that if Smoke didn't have Resets, that it would be 8-2 in Kung Lao's favor.

Many lulz were had by me that day.
 

SZSR

Noob
It isn't, but I like when Smoke players downplay the Kung Lao - Smoke match-up.

The furthest my insistence has gotten is that if Smoke didn't have Resets, that it would be 8-2 in Kung Lao's favor.

Many lulz were had by me that day.
You mean up-play? Downplay means it's not as bad.