I do do that, kind of.3d12 > 32 > 4
Ok, thanks for that, however sometimes the cloud is landing infront of the opponent, and 1 more thing i need to clear up, the 4 you do before the cloud is where is double kicks the opponent accross the screen right as opposed to that round house kick thing he does?. thanksAsk Smoke Thread.
If the opponent is hitting the ground before the bomb does, you're doing the standing 4 too late. If the bomb is hitting the ground before the opponent (and not launching them), you're doing the standing 4 too early.
The ideal height is for them to be ~1.5 feet off the ground or lower WITHOUT actually touching the ground.
No. You're referring to F4. The roundhouse kick is what you want.Ok, thanks for that, however sometimes the cloud is landing infront of the opponent, and 1 more thing i need to clear up, the 4 you do before the cloud is where is double kicks the opponent accross the screen right as opposed to that round house kick thing he does?. thanks
O___________O damn..............i just wasted 3 hours of my life pressing the wrong buttons and punching my wall for no reason then lol, the roundhouse kick is quite hard to land.. thanks manYou want the roundhouse kick, which is standing 4. The spinning, double kick is F+4 which you don't want to use in this scenario. If that's what you've been using, that's why the bomb was whiffing in front of the opponent. Make sure that when you dash in after doing 32 that you let go of 'forward' before you hit 4 so you get his standing roundhouse kick
Unfortunately, you can't change the direction of the air throw; smoke will always throw the opponent behind him, switching sides (as opposed to, say, Jax whose air throw puts them back on the same side)how do you do a reverse air throw in the corner where at the end of your corner combo, you toss em back into the corner?
Just use a teleport punch at the right time after a jk. It will hit the opponent from the front then back and leave them in the corner.how do you do a reverse air throw in the corner where at the end of your corner combo, you toss em back into the corner?
might aswell just end in 214~special for the same effect and more damage and a better setupJust use a teleport punch at the right time after a jk. It will hit the opponent from the front then back and leave them in the corner.
I thought the poster was asking about an air ender though?might aswell just end in 214~special for the same effect and more damage and a better setup
Think he was just after the air throw, In which case its very hard to time your jump so you cross under them in enough time to do the airthrow back into the corner, very impractical unfortunatelyI thought the poster was asking about an air ender though?
Works a charm, more smoke players should use EX Shake, its too good to ignore.i have noticed everyone is jump kicking in now on top smoke players because they get blown up when they try to jump punch in on smoke....do my fellow smokes think that using ex shake to make them never ever jump at smoke is a good idea or not worth the meter? ex shake still a great AA even if standing 2 is his main AA because it is so good
Sadly, No.does the string 1, 3 give a free jump in on hit? It sure looks like it does.
...damn i've been a smoke main since day one and i still don't know this.
(100 smoke players probably just remembered this string exists btw lol)
then perhaps pseudo free jump in shenanigans?Sadly, No.
I lol'dshitbox
ya KT, he obviously meant to say "it's shitbox"I lol'd