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General/Other Properties of F4~Ex Smoke Bomb/Shake/Ex Shake/General Meter Building Data

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G4S KT

Gaming4Satan Founder
Hello all, this is intended as a public service announcement and "final word" on Smoke's resets.

While we in the Smoke community know the intricacies and history of Smoke's reset(s), the community at large does not. Because of this, players who are new to Smoke spend time with him in the lab and inevitably discover a reset with enhanced bomb, and then bring their questions here. This thread is an attempt to answer these questions beforehand.

Let's begin.

F+4 > :en smoke bomb is Smoke's only true reset.

THE F+4 LOTTERY

Any combo ending with F+4 > :en smoke bomb has three potential outcomes...

1. 2% chip damage and the opponent is pulled into blocking state
2. 10% unscaled additional damage
3. True reset for another full combo

I've dubbed this the F+4 lottery because, although it will happen consistently under the right circumstances, because of so many variables (rate of fall, height of the opponent when F+4 connects, distance from opponent when F+4 connects, and proximity to the corner) the reset is essentially random.


HOWEVER.

There are many, many other set ups that will give you a "reset" using :en bomb.

These are not true resets.

They are ALL blockable by humans. But, the training dummy will NEVER block them, even if they are set to always block.


UPDATE: according to Tony-T, setting the dummy to "roll" and "always block" will get it to block all non-true resets like humans can

This is because the AI seems to be programmed to begin blocking the first frame they are able to after a knockdown, ie., AFTER the invincible recovery frames are over. Humans, on the other hand, can (and often will) hold block DURING the invincible recovery frames.

The properties of :en smoke bomb OVERRIDE the invincible recovery frames of a knockdown and will connect.

My theory as to why f+4 is a true reset is that :en bomb is overriding the invincible frames of the hit animation, but, because these aren't recovery frames, blocking is prevented entirely.

If they (a human) is holding block during invincible recovery frames, the :en smoke bomb will pull them into a blocking state.

If they are NOT holding block during these invincible recovery frames, the :en smoke bomb WILL CONNECT for a re-launch.


In summation: No f4? No reset.

F+4 is the ONLY reset that when executed properly is 100% unblockable

ALL other :en smoke bomb reset set ups (and there are tons) are pseudo-resets. They are blockable by humans, but not by the AI.

NOTE: It's not that the pseudo-resets don't work; they are just blockable by humans. If someone ISN'T HOLDING BLOCK during recovery frames, they WILL be re-launched.

Thanks for reading and stay down.
 

G4S KT

Gaming4Satan Founder
Non-Parryable "Projectiles"
Non Parryables:

Sindel's Scream or EX Scream are not Parryable
Ermac's Airblast or EX Airblast are not Parryable
Kitana's X-ray is not parryable
Nightwolf's Lightning and EX Lightning are not Parryable
Cyrax's Bombs are all unparryable but all EX bombs are Parryable
Cyrax's Sawblade is unparryable but EX Saw Blade is Parryable
Cyrax's x-ray is not Parryable
Noob's Shadow Upknee and EX Shadow Upknee are not Parryable
Noob's Shadow Slide is Parryable but EX Shadow Slide is not
Noob's Shadow Charge is Parryable but EX Shadow Charge is not
Noob's x-ray is not Parryable
Smoke's Smoke Cloud and EX Smoke Cloud (Smoke Bomb) are not Parryable
Sektor's Flamethrower and EX Flamethrower are not Parryable
Sektor's x-ray is not Parryable
Sonya's Kiss and EX Kiss are not Parryable
Jax's Ground Pounds and EX Ground Pounds are not Parryable
Shang Tsung's Soul Steal and EX Soul Steal are not Parryable
Raiden's Vicinity Blast and EX Vicinity Blast are not Parryable
Raiden's x-ray is not Parryable
Quan Chi's Trance and EX Trance are not Parryable
Quan Chi's Ground Burst and EX Ground Burst are not Parryable
Quan Chi's x-ray is not Parryable
Cyber Sub-Zero's Cryobombs and EX Cryobombs are not Parryable
Kratos' Head of Helios and EX Head of Helios are not Parryable
Kratos' x-ray is not Parryable
None of Kenshi's Telekinetic moves are Parryable
Kenshi's x-ray is not parryable
Rain's Lightning and EX Lightning are not Parryable
Freddy's Close/Mid/Far Hell Spike and EX Close/Mid/Far Hell Spike are not Parryable
All other projectiles are parryable
Moves That Beat Enhanced Shake
D1, D3, and D4 are universal counters for each character. These crouching pokes will always beat :en Shake. X-ray is also a universal counter. Obviously, since Johnny Cage has a parry for an X-ray, his won't beat :en shake, nor will it lose to it.

Baraka
Normals: D1, D3, D4, sweep
Specials: Chop Chop Blades
:en Specials: :en Chop Chop Blades, :en Blade Charge,

Cyber Sub-Zero
Normals: D1, D3, D4, Sweep
Specials: Slide, Close/Mid/Far Ice Bomb
:en Specials: :en Slide, :en Ice Bomb, :en Teleport,

Cyrax
Normals: D1, D3, D4, Sweep, Last hit of 1,1,1 Second and third hits of 2,2,F1
Specials: Close/Mid/Far Bomb, Chest Saw
:en Specials: :en Rag Doll, :en Chest Saw (if close, will lose as projectile), :en Teleport,

Ermac
Normals: D1, D3, D4, Sweep, B2 (charged)
Specials: TK Slam, TK Push, Airblast, Hover Slam
:en Specials: :en TK Slam, :en TK Push, :en Airblast, :en Hover Slam,

Freddy Kreuger
Normals: D1, D3, D4, Sweep, B3
Specials: Close/Mid/Far Hell Spike
:en Specials: :en Hell Spike,

Jade
Normals: D1, D3, D4, sweep
Specials: None
:en Specials: :en Shadow Kick, :en Staff Overhead, :en Glow (any move will beat :en Shake while :en Glow is active),

Jax
Normals: D1, D3, D4, Sweep
Specials: Dash Punch, Close/Mid/Far Ground Pound, Gotcha Grab
:en Specials: :en Dash Punch, :en Ground Pound, :en Gotcha Grab,

Johnny Cage
Normals: D1, D3, D4, Sweep, B2 (charged), Last hit of 2,1,B4
Specials: None
:en Specials: :en Shadow Kick

Kabal
Normals: D1, D3, D4, Sweep
Specials: None
:en Specials:

Kano
Normals: D1, D3, D4, sweep
Specials: None
:en Specials:

Kenshi
Normals: D1, D3, D4, Sweep
Specials: Rising Karma, Spirit Charge, Close/Mid/Far TK Slash, TK Flurry
:en Specials: :en Rising Karma, :en Spirit Charge, :en Close/Mid/Far TK Slash, :en TK Flurry

Kitana
Normals: D1, D3, D4, Sweep
Specials: Cutter, Fan Lift, Square Boost
:en Specials: :en Cutter, :en Fan Lift, :en Square Boost

Kung Lao
Normals: D1, D3, D4, Sweep, B3, Second hit of 2,4,1+2 and 2,4,1+3
Specials: Teleport~1
:en Specials: :en Teleport~1 or ~2 or ~3 or ~4,

Liu Kang
Normals: D1, D3, D4, Sweep
Specials: None
:en Specials: :en Flying Kick, :en Bike Kick,

Mileena
Normals: D1, D3, D4, Sweep, Last hit of B3,B4
Specials: Roll
:en Specials: :en Roll (loses during overhead hits, wins once it's on the ground),

Nightwolf
Normals: D1, D3, D4, Sweep, F3, Second hit of B1,1,1 Both hits of F3,B4
Specials: Choke, Hatchet, Lightning
:en Specials: :en Choke, :en Hatchet, :en Shoulder, :en Lightning,

Noob Saibot
Normals: D1, D3, D4, Sweep
Specials: Up Shadow, Teleslam
:en Specials: :en Up Shadow, :en Teleslam, :en Shadow Tackle, :en Shadow Slide,

Quan Chi
Normals: D1, D3, D4, Sweep, Last hit of 2,1,4
Specials: Trance, Close/Mid/Far Ground Burst
:en Specials: :en Trance, :en Close/Mid/Far Ground Burst,

Raiden
Normals: D1, D3, D4, Sweep, Last hit of 2,2,B4
Specials: Superman, Shocker, Vicinity Blast
:en Specials: :en Superman, :en Shocker, :en Vicinity Blast,

Rain
Normals: D1, D3, D4, Sweep, B1
Specials: Lightning
:en Specials: :en Lightning, :en Teleport, :en Geyser Kick, :en Roundhouse (Note: only beats :en Shake if not charged. Will lose to :en Shake if charged at all.),

Reptile
Normals: D1, D3, D4, Sweep, B1, Last hit of 1,2,B1 Last hit of 3,2,B4
Specials: Slide
:en Specials: :en Slide,

Scorpion
Normals: D1, D3, D4, Sweep
Specials: Takedown, Hellfire
:en Specials: :en Takedown, :en Hellfire,

Sektor
Normals: D1, D3, D4, Sweep, B3, B1, Leg Lift~4, Last hit of 1,1,B1 Last hit of 1,2,2
Specials: Flamethrower, Teleport Uppercut
:en Specials: :en Flamethrower, :en Teleport Uppercut

Shang Tsung
Normals: D1, D3, D4, Sweep
Specials: Soul Steal
:en Specials: :en Soul Steal,

Sheeva
Normals: D1, D3, D4, Sweep
Specials: Grab N Punch, Ground Pound, Jump Stomp
:en Specials: :en Grab N Punch, :en Ground Pound, :en Jump Stomp,

Sindel
Normals: D1, D3, D4, Sweep
Specials: Hair Whip
:en Specials: :en Hair Whip,

Skarlet
Normals: D1, D3, D4, Sweep
Specials: None
:en Specials: :en Red Dash~Red Slide, :en Red Dash~Up Slash, :en Red Dash~ Down Slash,

Smoke
Normals: D1, D3, D4, Sweep
Specials: Smoke Bomb
:en Specials: :en Smoke Bomb,

Sonya
Normals: D1, D3, D4, Sweep
Specials: Leg Grab, Kiss, Arc Kick
:en Specials: :en Leg Grab, :en Kiss, :en Arc Kick,

Stryker
Normals: D1, D3, D4, Sweep
Specials: Baton Trip
:en Specials: :en Baton Trip,

Sub-Zero
Normals: D1, D3, D4, Sweep, Last hit of 1,3,B4 Second hit of 2,1,2 and 2,1,4 Last hit of F4,1+2
Specials: Ground Freeze, Slide
:en Specials: :en Ground Freeze, :en Slide,
Meter Building
Here i'll list how many times you have to do an attack to gain 1 full bar.
I tested after an X-ray.

Whiff/hit teleport punch: 17
Blocked teleport punch: 5
Shake(any): 17
Smoke towards/away(any): 45
Whiff/hit bomb: 27
Blocked bomb: 8
Invisibility: 27

Edit: added:
Air throw (hit or whiff): 17

Any single normal attack(blocked): 12 (so for example you do 3d+12 string four times for 1 bar)
Any single normal attack on hit: Doesn't gain any meter.

After b14 you can whiff 2 teleport punches before the opponent is able to block.
Making your opponent block smoke bombs seems to be the best way, because getting your teleport punch blocked is impractical.
Also smoke away/towards has really weak meter gain.
Credits to subzerosmokerai Finaeous and fleshmasher respectively
 
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