FrothyOmen
P!
isnt 3d12 32 4 bomb 3d12 jk air throw 41%? :s maybe i'm wrong, its been like 3 days since i've played due to my college move-in...
Hey thanks man. Your welcome with the corner combo I wasn't sure if it was posted yet just something ive been using lol.nick, on your midscreen BnB add a dash > standing 4 between the 32 and bomb. Adds a couple more percent. Also THANK YOU for the corner combo, I was unaware of that one
Yea man I have problems with it to. So im thinking about timing a Tele Punch on reaction to a jump sometimes as well.Yeah. I still have no idea how to AA with d1 d1 bomb or 2 2 d1/4 bomb. I always just fuck up and get hit by their jip for full combo. Not claiming to be good at the game or anything <_<
I have received quite the ass whooping trying to accomplish this as well, i guess it just takes lots of training and the muscle memory in your fingers to place it right.Yeah. I still have no idea how to AA with d1 d1 bomb or 2 2 d1/4 bomb. I always just fuck up and get hit by their jip for full combo. Not claiming to be good at the game or anything <_<
A recommendation to do it in practice mode is put your enemy as Kung Lao on Wakeup, sweep him and when he does a wakeup teleport do your d1, d1, smoke bomb or 2, 2, d1/4. He does Spin too but this is the most consistent way i've been able to practice this.I have received quite the ass whooping trying to accomplish this as well, i guess it just takes lots of training and the muscle memory in your fingers to place it right.
I think he means that he's getting caught with jump in punches that are beating out d1 on jump in. It's true that on a jump in when the opponent swings for the jip, the animation causes their body to curl up and the space is just right that Smokes hand fits in there between their legs and torso sometimes and whiffs, causing the jump in punch to hit you. You have remember to adjust your spacing to properly AA with d1.A recommendation to do it in practice mode is put your enemy as Kung Lao on Wakeup, sweep him and when he does a wakeup teleport do your d1, d1, smoke bomb or 2, 2, d1/4. He does Spin too but this is the most consistent way i've been able to practice this.
I'm hesitant to do standing tpunch against cross ups because I've been both hit out of it and hit on whiff if it's too early. I would feel safer doing instant jump tpunch. Or even just jump and eat the jip, but you get knocked away.I've found that when people cross me up a lot, mashing out telepunch is usually best if you decide you don't wanna just block and take it. If you get it too late you'll get a f4, and for me it seems to almost always connect if I'm on top of my game :\ Maybe I've just been playing people who like to wait excessively long on their jump in punches?
you know... I have no idea lol. It would be a good mind game, but if you can get a better punish you could go for that. Example:FrothyOmen said:Oh and random question, does EX shake link after a blocked 3d12? If I get people used to me doing the d1 after it and they try to counter, maybe that would end up a good mindgame. or Maybe i'm just months behind, lol
Thanks for the tip, i got this down now, i practiced it for a good while. For the 3d12 njp what i do is jump and slide my finger from 1 to 2, it gives me a really high success rate like that. It also opened up a new world of possibilities to me on things i can do really fast.Cool stuff Blake, it's a shame it's only on Sheeva, i'm still having trouble with njp after the 3d12, any tips man?
A recommendation to do it in practice mode is put your enemy as Kung Lao on Wakeup, sweep him and when he does a wakeup teleport do your d1, d1, smoke bomb or 2, 2, d1/4. He does Spin too but this is the most consistent way i've been able to practice this.
Yeah, Smoke eats a lot on crossup, as for the Kung Lao tele thing, it works mostly the same, as it put the opponent in the air for me, around the same height as a jip, not ideal but it's helped me plenty to practice.I think he means that he's getting caught with jump in punches that are beating out d1 on jump in. It's true that on a jump in when the opponent swings for the jip, the animation causes their body to curl up and the space is just right that Smokes hand fits in there between their legs and torso sometimes and whiffs, causing the jump in punch to hit you. You have remember to adjust your spacing to properly AA with d1.
AA-ing a cross up seems to trade 50/50 so I no longer think it's good for cross up defense.
Smoke gets busted up pretty bad by cross ups and I'm constantly trying to think of new tech to counter/avoid them.
To that end, I've found that d3 can avoid cross up and jump in punches if the spacing is right, and sweep (b4) avoids them all together. The thing that sucks about sweep is that it is super hard to do consistently against cross ups. It needs to be done while your opponent is almost directly over your head and can be tough to tell which direction is "back" at that point.
If you input wrong, you get f4 which will lose to the jip. If you sweep too late it won't come out fast enough and you will get hit. If you sweep too early you will begin to stand up and you will get hit.
So sweep is tough to avoid cross ups with, but will avoid jips basically every time.
d3 will work every time to avoid a cross up but ONLY if they aren't jumping a whiffed move (like a poke for example.) If they cross you up on a whiffed move the only thing you can do is block or EX shake if you're a jedi.
So yea, Smoke eats it on cross ups. I will continue to think of other things like using tpunch or instant jkicks/jips. But, if anyone has other ideas, I'd be happy to hear them.
Telepunch is a pretty good idea, especially on guys who are jip crazy, but it's pretty easy to anticipate after punishing a couple times. So I usually mixup d1, and 2's for jump ins, doesn't save me from all of them, but it takes away the jip problem for the most part.I've found that when people cross me up a lot, mashing out telepunch is usually best if you decide you don't wanna just block and take it. If you get it too late you'll get a f4, and for me it seems to almost always connect if I'm on top of my game :\ Maybe I've just been playing people who like to wait excessively long on their jump in punches?
Oh and random question, does EX shake link after a blocked 3d12? If I get people used to me doing the d1 after it and they try to counter, maybe that would end up a good mindgame. or Maybe i'm just months behind, lol
No problem, and thanks for the tip, i've been practicing that forever and I still can't get it consistently. How much more damage output do you get for 2, d1, smoke bomb? If it's reasonably better damage, it could be an adequate tool even if it's a bit harder.Thanks for the tip, i got this down now, i practiced it for a good while. For the 3d12 njp what i do is jump and slide my finger from 1 to 2, it gives me a really high success rate like that. It also opened up a new world of possibilities to me on things i can do really fast.
I was playing around today anyone every try standing 2 dash d1 smokebomb. It seems to work the same as d1d1 smoke bomb, just has a little higher hit to me. My buddy seems to always be able to jp me, but today i learned about standing 2 dash d1 and kept owning him. It worked wonders and stoped his jump punch. Anyone have any thoughts on this. It seems harder to hit because of timing but for the safe you can always EX smoke bomb
tested it just now d1 dash d1 smokebomb 13% 2 dash d1 smoke bomb 14%. The timing is harder but still very do able. I take that back i think the timing is harder if you learned d1 dash d1 first. I think its viable to use because people wont be expecting it. Its also from standing so you may be able to train your reaction to do it when someone jumps out you.No problem, and thanks for the tip, i've been practicing that forever and I still can't get it consistently. How much more damage output do you get for 2, d1, smoke bomb? If it's reasonably better damage, it could be an adequate tool even if it's a bit harder.
I have played with the 2, D1, SB a bit since I could not get the 2,2,d4,SB to work. I found the timing very difficult. Making the 2 and the D1 hit is not hard at all but the timing of the d1,SB has to be perfect. If you go into d1 too fast the SB will whiff. Personally anything that would AA crossovers consistently would make me so happy. It seems like I would win 95% of the time if I could just AA crossovers. AA into combo would be great but I would take a single hit.tested it just now d1 dash d1 smokebomb 13% 2 dash d1 smoke bomb 14%. The timing is harder but still very do able. I take that back i think the timing is harder if you learned d1 dash d1 first. I think its viable to use because people wont be expecting it. Its also from standing so you may be able to train your reaction to do it when someone jumps out you.
Yeah i didnt specify what was harder about the move, but it is the timing of d1 sb that is harder. I have got pretty good at it and can do it probably 75% on reaction now. Just have to pause inbetween 2 and d1 for it to hit.I have played with the 2, D1, SB a bit since I could not get the 2,2,d4,SB to work. I found the timing very difficult. Making the 2 and the D1 hit is not hard at all but the timing of the d1,SB has to be perfect. If you go into d1 too fast the SB will whiff. Personally anything that would AA crossovers consistently would make me so happy. It seems like I would win 95% of the time if I could just AA crossovers. AA into combo would be great but I would take a single hit.
You can also NJP between the first 3d12 and b23 for an extra 2%. That's actually my big midscreen bnb and I don't think too many people use it.Don't know if this has been posted or not, just something I came up with playing around in practice mode.
jip-3d12, ff, b23, bomb, 3d12, jk-air throw for 40%. You can add in EX bomb at the end for extra 10%
KT Smith NYC said:Best damage on a jump in (without meter) is 32% with:
214 (the 1 will whiff) > bomb > 3d12 > jpk/g
Might do 33 with a f4 > t punch ender, not sure.
They must be near the top of their jump arc for this to land.
If you can't get spaced right in time, use 2 > 2 > d1 xx bomb; that way you can control their fall to guarantee a combo.
Faded Dreams V said:Standing 2 > dash > D1 + Smoke Bomb > dash > 3 D1 2 > Jump Kick+Aerial or F4+teleport or F4 reset (26% w/ JPK+Grab, 27% w/ F4-Tele, 63%+ w/ Reset).
Standing 2 + EX Smoke Bomb > dash > 3 2 > dash > 3 D1 2 > JPK+Grab or F4 Reset (35% w/ JPK+G, 73%+ w/ Reset). Note: EX bomb may not connect if opponent is at perfect height.
Standing 2 > dash > Standing 2 + EX Smoke Bomb > dash > 3 D1 2 > JPK+Grab or F4+teleport or F4 Reset (30% w/ JPK+G, 31% w/ F4+Tele, 68%+ w/ F4 reset).
I dunno if you want a full list, but these are the best standing 2 combos to do in an actual match imo, simply because they're the easiest to pull off. If subzerosmokerain remembers his 35% combo, you're definitely gonna wanna add it. lol
Now, obviously the latter two I listed require meter, and you should not be wasting two bars by doing an F4 reset, but I just posted the damage for the hell of it. On the first one I listed, you don't have to feel bad about wasting meter on the reset since it's only one bar.