Sage Leviathan
I'm platinum mad!
Constantly are people dash blocking, then jip-ing me. Ill throw a smokebomb, they jump it. They get in, d3, then cross me over.
How to solve?
How to solve?
i think instant air to air punch followed by dash d1 into smoke bomb is the best option. not that hard and very reliable.I try my luck alot against jump ins, if you jump towards or backwards *Note that NJP will probably fail you here* and then catch them in a smoke bomb before they hit the floor (im not 100% how blockable/reliable this is, but i have managed to catch people from air to air punches) then you get a combo, but you have to be FAST on the air punch.
I fail on the dash D1, if a standing 1 doesnt come out then usually a shake will, negative edge hurts some things, like a dash in b3 usually just smokes away meaning that normal is useless in most serious situations ~ but i can usually catch people with the smoke bomb from a air to air punch. Can even do this mid combo some times if you feel really flash, it might even produce some nice combo potential but i havent really tried it. I was messing with 3d12, njp, forward instant jump punch~D1~Smoke bomb, f4~EX Smokebomb. This is hard to pull off, probably ends up with less damage than bnb combo, but its pretty tech when you can land it, just like most of smokes combos theres an easy way and then theres a beautiful wayi think instant air to air punch followed by dash d1 into smoke bomb is the best option. not that hard and very reliable.
This is very hard to pull off because with smoke the only time you really should be getting crossed up is in close range poking pressure, and by the time the pokes finished whiffing the cross up is pretty much in your face and jumping straight up doesnt get you out. If you have better experience with this like timing and stuff(because i can only imagine this works when you telegraph the cross up) then please share because this is my biggest weakness and i would love to find an easy way to stop itif you are getting crossed a lot, NJP is your best friend, and thats Neutral Jump punch.
works wonders for me
as i said before, teleport. commands have to be inverted if you start it late. it doesnt whiff like the above poster said but hits 2 times and allows further pressure if followed by a whiffed teleport against the grounded opponent. only in rare cases you will get knocked out of the tp.This is very hard to pull off because with smoke the only time you really should be getting crossed up is in close range poking pressure, and by the time the pokes finished whiffing the cross up is pretty much in your face and jumping straight up doesnt get you out. If you have better experience with this like timing and stuff(because i can only imagine this works when you telegraph the cross up) then please share because this is my biggest weakness and i would love to find an easy way to stop it
His Standing 1 is pretty unreliable for anti air at the range you will be getting crossed at, if they jump at you from range then yeah its not impossible to just 1 them into combos, but from crossups this is HARD!.snip
Read my post again. I did say that I did not encourage the option of Smoke's standing 1 as an anti-air. I merely suggested it as a possibility, one that even I wouldn't leave to chance. You'd be surprised at who will fall for the unlikely tactics, though. It adds to the unpredictable element of the game.His Standing 1 is pretty unreliable for anti air at the range you will be getting crossed at, if they jump at you from range then yeah its not impossible to just 1 them into combos, but from crossups this is HARD!.
From air to air punches you can actually catch them in a smoke bomb before they hit the floor, (EX Smoke bomb is easier and avoids bullshit if you need it) and convert to combo/resets, and if they catch you in the air first the damage you take is probably less than you would if they got in at you but as you stated already, smokes best option for anything is to just back the fuck down and get out as soon as you think shits taking a turn for the worst. Gamble it maybe once or twice with pressure strings over their wakeups but if it doesnt work then just retreat and recoup for the next assault!
I think i came across wrong then, i agree with what you said, it works just not on a level that i would employ like say JC would because im not confident that i can do it consistantly even after practicing smokes AA's.Read my post again. I did say that I did not encourage the option of Smoke's standing 1 as an anti-air. I merely suggested it as a possibility, one that even I wouldn't leave to chance.
Definitely. I'd also recommend Smoke's d3. I find it really helps him keep the pressure going. Once you start dashing and hitting d3 repetitively, you'll be surprised by your control.I think i came across wrong then, i agree with what you said, it works just not on a level that i would employ like say JC would because im not confident that i can do it consistantly even after practicing smokes AA's.
Again the D1 stuff is brilliant, everybody should be using d1 to trap after strings whenever you can, just because its the main form of pressure that smoke can use up close. Its a really leanient poke aswell , its range is just less than it could be but it still does its job for teaching people not to push buttons during your pressure unless they mean serious business!