FrothyOmen
P!
Hey everyone, not sure if I should revive the buried "Ask Smoke Thread" so I'm just gonna go ahead and make this new one. I've been working hard to improve my smoke the past few days and stop being a scrub, few questions for you guys.
1. Against a blocking opponent, is pressure with standing 2's, 21 bombs, 1's, and 11 bombs viable at all? Not sure if this is the correct term or not, but would it make a decent blockstring to pressure my opponent and get them to make mistakes? Especially if I mix in b2, b4, or grabs? Or is disadvantageous and just asking to get punished, or some other folly I'm not thinking of? Also how are 11, 112, and 2 on block, advantage wise?
Basically, what are my safe options on a blocking opponent? Is it ending strings in smoke bomb and then doing a d1?
2. What about crossover jump pressure? What I mean is jumping over and doing a crossover jump punch, and just doing it over and over and over. Some characters have an extremely hard time getting out of this (IE Stryker) and it allows me to mixup with sweep to play an oki game, grab, or other stuff I can name but am not good enough to do. Is this a viable tactic, or is it a bad thing to do that only works against scrubs online?
3. When am I supposed to AA with d1 dash d1 bomb? I feel like trying to do this is just gonna get me hit by a jip into combo almost every time. Is there a particularly good time to use this, like predicting somebody's jump and hitting then on startup? Or is it just inherently risky.
3.5 What is the most damaging combo off of this? Also the most consistent that deals good damage, if it is different?
4. What is the best combo off of a njp? I'm unsure of what the ideal followup is.
Thanks in advance if anyone chooses to help me out
1. Against a blocking opponent, is pressure with standing 2's, 21 bombs, 1's, and 11 bombs viable at all? Not sure if this is the correct term or not, but would it make a decent blockstring to pressure my opponent and get them to make mistakes? Especially if I mix in b2, b4, or grabs? Or is disadvantageous and just asking to get punished, or some other folly I'm not thinking of? Also how are 11, 112, and 2 on block, advantage wise?
Basically, what are my safe options on a blocking opponent? Is it ending strings in smoke bomb and then doing a d1?
2. What about crossover jump pressure? What I mean is jumping over and doing a crossover jump punch, and just doing it over and over and over. Some characters have an extremely hard time getting out of this (IE Stryker) and it allows me to mixup with sweep to play an oki game, grab, or other stuff I can name but am not good enough to do. Is this a viable tactic, or is it a bad thing to do that only works against scrubs online?
3. When am I supposed to AA with d1 dash d1 bomb? I feel like trying to do this is just gonna get me hit by a jip into combo almost every time. Is there a particularly good time to use this, like predicting somebody's jump and hitting then on startup? Or is it just inherently risky.
3.5 What is the most damaging combo off of this? Also the most consistent that deals good damage, if it is different?
4. What is the best combo off of a njp? I'm unsure of what the ideal followup is.
Thanks in advance if anyone chooses to help me out