He's quite possibly the only character you could have picked who doesn't have an easier time than Sun God, against GM Sub ZeroI want to use him against GM SZ (is he a good choice?) Cause my main is Sun God and it is hard to parry everything online... LOL
Must learn combos:Guys! Can you give me basic advises for Smoke? Or a guide? I´m finding lots of combos and treads, but I´m noob with Smoke.
Which are his MUST LEARN combos?
Which are his USELESS moves?
Is invisibility useful?
Which things should I NEVER do?
Thanks in advance!!
No, GM loves Smoke.Thanks for all your advices! I´m training Smoke, I want to use him against zoning and GM SZ (is he a good choice?) Cause my main is Sun God and it is hard to parry everything online... LOL
Make sure you hitconfim your F4D1 every time else get punished. If your opponent is ever respecting you and just blocking, go for a mixup. Just mix mix mix and bake a setplay cake.
I keep reading about hitconfirming f4d12, do you guys use monitors by any chance? I'm asking because I've tried learning to hitconfirm this string since day 1 and I still can't pull it off with AI set to "Block Random Combo".Learn to hit confirm f4d12 , it's a great 10 frame mid to go to any time u land a poke but the string ends -13 or so if you finish it so hit confirm and stop at d1 if they block cuz it's only like -4
You don't hitconfirm the last hit. You throw out the string and you hitconfirm if F4D1. If F4 is blocked and the D1 isn't blocked then you're not hitconfirming it simple as that lol. Same with Mileenas B12.F4D1 is 13 frames; you could only technically hitconfirm from the F4 on hit which leaves you 13 frames to hitconfirm, you all saying you can react to this consistently?
I know it's literally impossible to hitconfirm off the last hit.You don't hitconfirm the last hit. You throw out the string and you hitconfirm if F4D1. If F4 is blocked and the D1 isn't blocked then you're not hitconfirming it simple as that lol. Same with Mileenas B12.
I can hit confirm into the full string it in practice mode 10/10 set to random block, using a bottom tier stick, a shitty panasonic knock off brand widescreen, and online practice delay turned on in my settings. It's not an easy confirm but it ain't that bad. The hard part is confirming into string on hit while cancelling into phase on block, I'm about 7.5/10 on that but still working on itI know it's literally impossible to hitconfirm off the last hit.
What I mean is... When F4 hits, D1 gives you 13 frames to input 2 as the hitconfirm (as you can't hitconfirm earlier than an ON HIT F4, otherwise it becomes sortof a guess).
Have you tried the method with AI set on Block Random Kombo? This is the only way to learn it correctly. The only case where I can say I legitimately hitconfirm F4D12 is when I see my opponent doing anything other than blocking before my F4 connects, if that's what you mean then I understand this term of "hitconfirming".
Oh, I the wya you worded it made it seem like you were hitconfirming the one hit of the string lol my bad. I misunderstood.I know it's literally impossible to hitconfirm off the last hit.
What I mean is... When F4 hits, D1 gives you 13 frames to input 2 as the hitconfirm (as you can't hitconfirm earlier than an ON HIT F4, otherwise it becomes sortof a guess).
Have you tried the method with AI set on Block Random Kombo? This is the only way to learn it correctly. The only case where I can say I legitimately hitconfirm F4D12 is when I see my opponent doing anything other than blocking before my F4 connects, if that's what you mean then I understand this term of "hitconfirming".
I can hit confirm into the full string it in practice mode 10/10 set to random block, using a bottom tier stick, a shitty panasonic knock off brand widescreen, and online practice delay turned on in my settings. It's not an easy confirm but it ain't that bad. The hard part is confirming into string on hit while cancelling into phase on block, I'm about 7.5/10 on that but still working on it
Alright, thanks. Gotta work on that thenOh, I the wya you worded it made it seem like you were hitconfirming the one hit of the string lol my bad. I misunderstood.
Well yeah the F4D1 is 100% hitconfirmable - I can do it with the AI on random combo. It's like, a bnb thing you need to do with Smoke. I'm using a BenqQ RL2455HM monitor. I dial F4D1 really quickly then if it hits I press 2.
I would actually be interested in that, coming back after a hiatus and I don't know much about the new characters.If you want BnBs let me know and I'll post mine for you
No worries. Here's my BnBs for grabbing advantageous knockdown and damage. I take the vortex on F42 tho cause it's such a shitty launch and that's basically all you get.I would actually be interested in that, coming back after a hiatus and I don't know much about the new characters.
Whoa never seen those first two combos before, definitely gonna have to try those out. I might be able to help some with the corner stuff. I do (starter)~smoke bomb, s3, 21, 114~trident. I think this alone does around 23% damage. From here, you have all of your standard vortex options (s3 phase, f21 shenanigans, 21, etc.). And since you're in the corner, b2 smoke bomb will combo without meter (not something I'd necessarily rely on, but good to keep in mind). You can also try and bait a wake up by ending in njk~ invisibility. This is 100% safe, and either will get you a blocked (usually unsafe) wakeup, or they'll learn and just sit there, in which case you can just continue your offense.No worries. Here's my BnBs for grabbing advantageous knockdown and damage. I take the vortex on F42 tho cause it's such a shitty launch and that's basically all you get.
Haven't quite ironed out a corner game yet but it doesn't exactly open a world of possibilities, you basically just get back the 1% you lose from no jump in after a spear by adding an extra S4 or 21 somewhere in there
STANDING STARTER:
any standing starter~Trident, JiP, 4~Bomb, NjP, 4~Phase, 21, F131 = 30-31% Meterless
F131/111/F21~EX-TP, RC, 21, 4~Trident, NjP, F34 = 38-39% 1-Bar
LAUNCHING STARTER:
F42, B21~Spear, JiP, 21 = 20% Meterless (Vortex)
F4D12, RC, 4~Trident, JiP, 4~Bomb, NjP, RC, 21, F131 = 29% Meterless
F43~Throwdown = 18% Meterless
F43~EX-TP, 4~Trident, JiP, 4~Bomb, NjP, F34 = 40% 1-Bar
114~EX-Trident, RC, JiP, 4~Bomb, NjP, B214 = 31% 1-Bar
Ah, someone else who uses Invis! Is that the EX version or the regular? Sounds nice. I often cancel my F131 combo enders into EX Invis, mid screen it's only punishable by a tech roll into EX Slide, but punishable by tech rolling into a lot of things in the corner so I didn't have corner setup for it, but I wouldn't want to sacrifice too much damage for it. I'll look into your corner combos, sounds promising and I'll see what I think!Whoa never seen those first two combos before, definitely gonna have to try those out. I might be able to help some with the corner stuff. I do (starter)~smoke bomb, s3, 21, 114~trident. I think this alone does around 23% damage. From here, you have all of your standard vortex options (s3 phase, f21 shenanigans, 21, etc.). And since you're in the corner, b2 smoke bomb will combo without meter (not something I'd necessarily rely on, but good to keep in mind). You can also try and bait a wake up by ending in njk~ invisibility. This is 100% safe, and either will get you a blocked (usually unsafe) wakeup, or they'll learn and just sit there, in which case you can just continue your offense.
Regular invis or EX will both be safe in that setup. I usually use regular invis, since the main purpose of the setup is to bait a wake up. Occasionally ill use EX if I think they'll delay wake up, which essentially gives me an invisible 50/50. Also you'll get about 26-29% damage depending on your starter, which isn't terrible by any means, especially considering that you're going to get a full corner punish if your opponent uses an unsafe wakeup.Ah, someone else who uses Invis! Is that the EX version or the regular? Sounds nice. I often cancel my F131 combo enders into EX Invis, mid screen it's only punishable by a tech roll into EX Slide, but punishable by tech rolling into a lot of things in the corner so I didn't have corner setup for it, but I wouldn't want to sacrifice too much damage for it. I'll look into your corner combos, sounds promising and I'll see what I think!
So after ironing out his corner game, here's what I gotWhoa never seen those first two combos before, definitely gonna have to try those out. I might be able to help some with the corner stuff. I do (starter)~smoke bomb, s3, 21, 114~trident. I think this alone does around 23% damage. From here, you have all of your standard vortex options (s3 phase, f21 shenanigans, 21, etc.). And since you're in the corner, b2 smoke bomb will combo without meter (not something I'd necessarily rely on, but good to keep in mind). You can also try and bait a wake up by ending in njk~ invisibility. This is 100% safe, and either will get you a blocked (usually unsafe) wakeup, or they'll learn and just sit there, in which case you can just continue your offense.
Nice finds. My worry is if you do this often an opponent paying attention will see it coming, tech the throw, leave you with less damage anyway AND stuck back in the cornerI played around myself and I've been using
F43~ExTP, rc, 21, 114~spear, 4~bomb, d2, back throw 1 bar 44%
114~ex spear, walk back, jip, f4d12, njp, d2, back throw 1 bar 34%
EX spear isn't needed for for the walk back, JIP.I played around myself and I've been using
F43~ExTP, rc, 21, 114~spear, 4~bomb, d2, back throw 1 bar 44%
114~ex spear, walk back, jip, f4d12, njp, d2, back throw 1 bar 34%
On 114 or just in general? I find walk back JiP is do-able mid screen against males, but much harder in the corner, and borderline impossible against females before you even touch the corner where I think it IS impossible. Might be wrong though, what have you found?EX spear isn't needed for for the walk back, JIP.