What's the dammy on this? Seems funSome of my findings for Smoke:
-EX smoke bomb is +8 on block. Much better to use instead of EX spear as listed.
-Off an EX smoke bomb, slight run under, 4, NJP, 4 xx spear, JIP, 3 xx phase/f43 xx air throw
-Ending a meterless combo in 3 xx EX invis is guaranteed
RIP Jax f21. Lol!lol, F3's range is like full screen and low profiles a lot of projectiles. I am assuming it can go under all high's and you can cancel it into the rest of the string pretty late. Unfortunately only +1 on hit.
Yeah I started out doing this off the low and overhead and got the same thing pretty much, I was just ending it in JK air throw and picking a side to throw them on. Dunno why I didn't think to do another standing 4 into something.It seems that the best way to get midscreen damage is to be unsafe off your 50/50's is by cancelling into EX overhead tele.
B1~Ex Tele, NJP, 4~Spear, JIP~4~Bomb, 4~Tele 36% is what I could come up with.
I don't think you can cancel it.is anyone else having trouble canceling his B3, D4??
Inputs? Safe?34% midscreen one bar vortex. Guaranteed 50/50
4 ex tele, njp, 4 spear, JIP 21. 21 is +24 on hit and guarantees a b1 (17f) or b3 (11f)Inputs? Safe?
Cool, but who's going to start a combo with 4?4 ex tele, njp, 4 spear, JIP 21. 21 is +24 on hit and guarantees a b1 (17f) or b3 (11f)
Punish? It does 7% itself so the combo will scale lessCool, but who's going to start a combo with 4?
thats how i see smoke played also. To me he has a good amount of gimmicks he actually needs to use to be played fully well only time will tell how good he is though.To me it seems Smoke is a much more defensive character and is more about playing mind games with the opponent. That's my general impression. But Smoke is very good! Can't wait to see all the stuff we find with this character!
You can do ex tele, njp, 4 smokebomb, 4 spear, jip, 21 for a bit more damage.4 ex tele, njp, 4 spear, JIP 21. 21 is +24 on hit and guarantees a b1 (17f) or b3 (11f)