TONY-T
Mad scientist
This should be atleast 98% accurate, but if anyone knows of others that do more damage then what ive listed, then please feel free to correct me.
If a combo that ends in jk~airthrow~OTG bomb, does the same damage as f+4~OTG bomb, then im only going to list the f+4~OTG bomb combo, as its the better combo ender imo.
Ok, so these are what ive found to be smokes most damaging from each launcher, using only 1 bar , no resets and at "midscreen" only.
Combo starter: u/f+2 or u/f+1 or jip
jip, 3d12, njp, 3,2, 4~sb, 3,2, f+4~EXsb.... 54%
Combo starter: u/f+3 or u/f+4 or jik
jik, sb, 3,2, 3d12, f+4~EXsb.... 47%
Combo starter: smoke bomb or sb
sb, njp, 3,2, 3d12, f+4~EXsb.... 43%
Combo starter: Enhanced smoke bomb or EXsb
EXsb, njp, 3,2, 3d12, f+4.... 37%
Combo starter: b+1
b+1~sb, njp, 3,2, 3d12, f+4~EXsb.... 46%
Combo starter: b+2
b+2~sb, njp, 3,2, 3d12, f+4~EXsb.... 46%
Combo starter: 2,1~sb
2,1~sb, njp, 3,2, 3d12, f+4~EXsb..... 46%
Combo starter: 3d1~sb
3d1~sb, njp, 3,2, 3d12, f+4~EXsb..... 48%
Combo starter: 3,2
3,2, 3d12, 4~sb, 3,2, f+4~EXsb.... 46%
Combo starter: 3d12
3d12, njp, 3,2, 4~sb, 3,2, f+4~EXsb.... 51%
Combo starter: u+2 or u+1 or njp
njp, 3,2, 4~sb, 3d12, jk~airthrow, EXsb.... 43%
I think thats about it. If you take away the OTG bomb at the end of each combo, your left with basically his most powerful combos from each launcher using no meter.
He has heaps of variants that do the same damage, but usually they are the ones that end in jk airthrow. Its better to end his juggles with f+4 EXsb as its more reliable and sets up for the reset.
His 2 bar juggles is where it starts to get a bit different, but in all honesty there not needed, smoke does more then enough damage from 1 bar and you should never use more then 1 bar in a combo unless its the final round of a match..
If a combo that ends in jk~airthrow~OTG bomb, does the same damage as f+4~OTG bomb, then im only going to list the f+4~OTG bomb combo, as its the better combo ender imo.
Ok, so these are what ive found to be smokes most damaging from each launcher, using only 1 bar , no resets and at "midscreen" only.
Combo starter: u/f+2 or u/f+1 or jip
jip, 3d12, njp, 3,2, 4~sb, 3,2, f+4~EXsb.... 54%
Combo starter: u/f+3 or u/f+4 or jik
jik, sb, 3,2, 3d12, f+4~EXsb.... 47%
Combo starter: smoke bomb or sb
sb, njp, 3,2, 3d12, f+4~EXsb.... 43%
Combo starter: Enhanced smoke bomb or EXsb
EXsb, njp, 3,2, 3d12, f+4.... 37%
Combo starter: b+1
b+1~sb, njp, 3,2, 3d12, f+4~EXsb.... 46%
Combo starter: b+2
b+2~sb, njp, 3,2, 3d12, f+4~EXsb.... 46%
Combo starter: 2,1~sb
2,1~sb, njp, 3,2, 3d12, f+4~EXsb..... 46%
Combo starter: 3d1~sb
3d1~sb, njp, 3,2, 3d12, f+4~EXsb..... 48%
Combo starter: 3,2
3,2, 3d12, 4~sb, 3,2, f+4~EXsb.... 46%
Combo starter: 3d12
3d12, njp, 3,2, 4~sb, 3,2, f+4~EXsb.... 51%
Combo starter: u+2 or u+1 or njp
njp, 3,2, 4~sb, 3d12, jk~airthrow, EXsb.... 43%
I think thats about it. If you take away the OTG bomb at the end of each combo, your left with basically his most powerful combos from each launcher using no meter.
He has heaps of variants that do the same damage, but usually they are the ones that end in jk airthrow. Its better to end his juggles with f+4 EXsb as its more reliable and sets up for the reset.
His 2 bar juggles is where it starts to get a bit different, but in all honesty there not needed, smoke does more then enough damage from 1 bar and you should never use more then 1 bar in a combo unless its the final round of a match..