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Guide How To End Smoke Combos (Pressure & Mixups)

I know alot of you will know this, but I'm making this thread for players just getting started with smoke. I see alot of smoke players always ending there combos with the air grab and teleporting behind. Although this is good, it can get predictable.

As alot of you know, the best thing about smokes offensive game is his ability to get up close once the combo is over, therefore keeping the momentum with you.

The thing some smokes do wrong is they always teleport behind a fallen enemy, therefore the enemy knows which direction to do a wakeup attack.

Ending your combos with:
21 smoke towards: you will appear behind your enemy
21 teleport: infront
214 smoke towards: infront (in corner sometimes behind)
214 teleport: behind
f4 teleport: infront/ behind according to how long you wait to teleport. (in corner first telekick will hit, leaving you infront)
air grab teleport: behind.

As you can see, mixing up the end of you combos will make the enemy unable to predict which direction your going to appear. In the corner it becomes especially confusing as the 214 smoke towards will sometime put you behind the opponent but other times it'll put you infront of the opponent. It's also similar with the f4, if the first telekick whiffs then you will be behind them, if it hits, you will be infront of them.

Here are some examples of his bnb combos and how you can end them to ensure momentum:

Midscreen:
3d12 starter:

jip ... 3d12 ... 3d12 ... 3d12 ... 21 smoke bomb ... 21 smoke towards ... (37%) behind
jip ... 3d12 ... 3d12 ... 3d12 ... 21 smoke bomb ... 21 teleport ... (38%) infront
jip ... 3d12 ... 3d12 ... 3d12 ... 21 smoke bomb ... 214 teleport ... (39%) behind
jip ... 3d12 ... 3d12 ... 3d12 ... 21 smoke bomb ... 214 smoke towards ... (39%) infront
jip ... 3d12 ... 3d12 ... 3d12 ... 21 smoke bomb ... f4 teleport ... (39% midscreen) infront/behind depends on timing of teleport
jip ... 3d12 ... 3d12 ... 3d12 ... 21 smoke bomb ... f4 teleport ... (40% approaching corner) infront
jip ... 3d12 ... 3d12 ... 3d12 ... 21 smoke bomb ...jk grab teleport ... (39%) behind

jip ... 3d12 ... njp ... b23 smoke bomb ... 3d12 ... 21 smoke towards ... (39%) behind
jip ... 3d12 ... njp ... b23 smoke bomb ... 3d12 ... 21 teleport ... (40%) infront
jip ... 3d12 ... njp ... b23 smoke bomb ... 3d12 ... 214 teleport ... (41%) behind
jip ... 3d12 ... njp ... b23 smoke bomb ... 3d12 ... 214 smoke towards ... (40%) infront
jip ... 3d12 ... njp ... b23 smoke bomb ... 3d12 ... f4 teleport ... (41%) infront/ behind depending on timing of teleport
jip ... 3d12 ... njp ... b23 smoke bomb ... 3d12 ... jk grap teleport ... (42%) behind

jip ... 3d12 ... njp teleport ... 32 ... smoke bomb ... 3d12 ... 21 smoke towards ... (40%) behind
jip ... 3d12 ... njp teleport ... 32 ... smoke bomb ... 3d12 ... 21 teleport ... (41%) infront
jip ... 3d12 ... njp teleport ... 32 ... smoke bomb ... 3d12 ... f4 teleport ... (42%) infront/ behind depending on timing of teleport
jip ... 3d12 ... njp teleport ... 32 ... smoke bomb ... 3d12 ... jk grab teleport ... (42%) behind

b23 starter:
jip ... b23 smoke bomb ... 3d12 ... 3d12 ... 21 smoke towards ... (36%) behind
jip ... b23 smoke bomb ... 3d12 ... 3d12 ... 21 teleport ... (37%) infront
jip ... b23 smoke bomb ... 32 ... 3d12 ... 214 teleport ... (38%) behind
jip ... b23 smoke bomb ... 32 ... 3d12 ... 214 smoke towards ... (38%) infront
jip ... b23 smoke bomb ... 32 ... 3d12 ... f4 teleport ... (38%) infront/ behind depending on timing of teleport
jip ... b23 smoke bomb ... 3d12 ... 3d12 ... jk grap teleport ...(39%) behind

21 starter:
jip ... 214 smoke towards ... (15%) infront
jip ... 214 teleport ... (19%) infront
jip ... 21 smoke bomb ... 3d12 ... 3d12 ... 21 smoke towards ... (33%) behind
jip ... 21 smoke bomb ... 3d12 ... 3d12 ... 21 teleport ...(34%) infront
jip ... 21 smoke bomb ... 3d12 ... 3d12 ... 214 smoke towards ... (35%) infront
jip ... 21 smoke bomb ... 3d12 ... 3d12 ... 214 teleport ... (35%) behind
jip ... 21 smoke bomb ... 3d12 ... 3d12 ... f4 teleport ... (35%) infront/ behind depending on timing of teleport
jip ... 21 smoke bomb ... 3d12 ... 3d12 ... jk grap teleport ...(36%) behind

Njp starter:
njp ... 3d12 ... 3d12 ... 21 smoke bomb ... 21 smoke towards (29%) behind
njp ... 3d12 ... 3d12 ... 21 smoke bomb ... 21 teleport (30%) infront
njp ... 3d12 ... 3d12 ... 21 smoke bomb ... 214 smoke towards (30%) infront
njp ... 3d12 ... 3d12 ... 21 smoke bomb ... 214 teleport (30%) behind
njp ... 3d12 ... 3d12 ... 21 smoke bomb ... f4 teleport (31%) infront/ behind depending on timing of teleport
njp ... 3d12 ... 3d12 ... 21 smoke bomb ... jk grab teleport (31%) behind

Jik starter:
jik ... d1 smoke bomb ... 32 ... 3d12 ... 21 teleport ... (34%) infront
jik ... d1 smoke bomb ... 32 ... 3d12 ... 21 smoke towards (32%) behind
jik ... d1 smoke bomb ... 3d12 ... f4 teleport (31%) infront/ behind depending on timing of teleport
jik ... d1 smoke bomb ... 3d12 ... 214 teleport (30%) behind
jik ... d1 smoke bomb ... 3d12 ... 214 smoke towards (30%) infront
jik ... d1 smoke bomb ... 3d12 ... jk grab teleport (31%) behind

Anti-air:
2 ... d1 smoke bomb ... 32 ... 3d12 ... 21 teleport (28%) infront
2 ... d1 smoke bomb ... 32 ... 3d12 ... 21 smoke towards (27%) behind
2 ... d1 smoke bomb ... 3d12 ... 214 teleport ... (25%) behind
2 ... d1 smoke bomb ... 3d12 ... 214 smoke towards ... (25%) infront
2 ... d1 smoke bomb ... 3d12 ... f4 teleport ... (25%) infront/ behind depending on timing of teleport
2 ... d1 smoke bomb ... 3d12 ... jk grab teleport ... (26%) behind

Air-to-air:
jp ... smoke bomb ... 3d12 ... 3d12 ... 21 smoke towards (22%) behind
jp ... smoke bomb ... 3d12 ... 3d12 ... 21 teleport (23%) infront
jp ... smoke bomb ... 32 ... 3d12 ... 214 teleport (24%) behind
jp ... smoke bomb ... 32 ... 3d12 ... 214 smoke towards (24%) infront
jp ... smoke bomb ... 32 ... 3d12 ... f4 teleport (24%) infront/ behind depending on timing of teleport
jp ... smoke bomb ... 32 ... 3d12 ... jk grab teleport (25%) behind

Corner:
3d12 starter:
jip ... 3d12 ... njp ... 32 ... 32 ... 32 ... 21 smoke bomb ... f4 teleport ... (46%) infront
jip ... 3d12 ... njp ... 32 ... 32 ... 32 ... 21 smoke bomb ... 214 smoke towards (45%) infront/behind
jip ... 3d12 ... njp ... 32 ... 32 ... 32 ... 21 smoke bomb ... 214 teleport (45%) infront
jip ... 3d12 ... njp ... 32 ... 32 ... 32 ... 21 smoke bomb ... 214 invisible (45%) infront
jip ... 3d12 ... njp ... 32 ... 32 ... 32 ... 21 smoke bomb ... jk teleport (45%) infront
jip ... 3d12 ... njp ... 32 ... 32 ... 32 ... 21 smoke bomb ... jk grab (45%) behind

214 starter:
jip ... 214 smoke bomb ... 32 ... 32 ... 32 ... 214 smoke towards (44%) infront/ behind
jip ... 214 smoke bomb ... 32 ... 32 ... 32 ... 214 teleport (44%) infront
jip ... 214 smoke bomb ... 32 ... 32 ... 32 ... 214 invisible (44%) infront
jip ... 214 smoke bomb ... 32 ... 32 ... jk grab teleport (42%) behind

b23 starter:
jip ... b23 teleport ... d1 smoke bomb ... 32 ... 214 smoke towards (34%) infront/ behind
jip ... b23 teleport ... d1 smoke bomb ... 32 ... 214 teleport (34%) infront
jip ... b23 teleport ... d1 smoke bomb ... 32 ... 214 invisible (34%) infront
jip ... b23 teleport ... d1 smoke bomb ... 32 ... jk grab teleport ... (35%) behind

Jik Starter:
jik ... d1 smoke bomb ... 32 ... 32 ... 214 smoke towards (34%) ... infront/ behind
jik ... d1 smoke bomb ... 32 ... 32 ... 214 teleport (34%) ... infront
jik ... d1 smoke bomb ... 32 ... 32 ... 214 invisible (34%) ... infront
jik ... d1 smoke bomb ... 32 ... 32 ... jk grap teleport (35%) ... behind

Also, all of these moves will allow you to teleport behind your enemy:
air grap,
forward throw,
uppercut,
sweep,
214,
breaker,
x ray,
f4,
b3.

I may make some videos in the future but I have no way to record at the moment :(
 
:O This is awesome!

One thing I want to point out is that if the opponent immediately techrolls back and holds block you cannot telepunch in after a sweep! you will get stuffed! If they hesitate techrolling you are fine. Same thing with X Ray i'm pretty sure; I've had the telepunch followup blocked in the past but I'm not 100% sure about that. I didn't know about the breaker one, does it matter on the ground/in the air?
 
:O This is awesome!

One thing I want to point out is that if the opponent immediately techrolls back and holds block you cannot telepunch in after a sweep! you will get stuffed! If they hesitate techrolling you are fine. Same thing with X Ray i'm pretty sure; I've had the telepunch followup blocked in the past but I'm not 100% sure about that. I didn't know about the breaker one, does it matter on the ground/in the air?
Thanks man :).

I haven't tested on a real person yet but I'll take your word on the sweep and xray. I'm pretty sure the breaker one works on the ground and air, I think I've seen it used in a few tournaments. But I'll check next time I'm on xbox.
 
I take it back. The X-Ray and sweep CAN work but it's a very tight timing.... I've been blocked trying those so much I thought they were just impossible. My mistake.
 
I take it back. The X-Ray and sweep CAN work but it's a very tight timing.... I've been blocked trying those so much I thought they were just impossible. My mistake.
Good to know :). I guess you could just smoke towards if you want the pressure or smoke away to carry on zoning if you don't wanna risk them rolling. And yes, you can teleport behind them from a breaker on the floor or air.