#Smoke
38 messages · Page 1 of 1 (latest)

Best Smoke?
Best smoke is MK9 smoke
he has returned for mk1 finally
They nerfed his hair ðŸ˜
nah its Shaolin Monks
Mk9 alternate
I find it interesting that smoke’s cancels that continue grounded combos don’t take any meter. It shows the flash as a usual EX but in the high level gameplay you can see that none of smoke’s meter gets depleted for his smoke cancels. It only spends meter when he goes completely invisible
He has so much combo potential now that I rewatch the footage. I hope he isn’t the only character returning with the old special run cancels from MKX. Hope liu kang or raiden get theirs back
Anybody knows where the all the smoke drip at
Who has the tech??
I think canceling the TP at the end of a kombo and ending up right in the opponents face ready to start the mix has potential
But the the TP cancel seems to have a lot of recovery, I haven’t gotten the timing down yet
Quick give me the anti smoke tech
What do you guys have as a go-to combo for Smoke? Do you go double 3,2 into air combo or you do the grab string that goes into upward knife throw to get the opponent closer?
Both. My bread and butter is starter (whatever string into Sareena boomerangs, OR whatever string into bf3(cancel) double 32 into f12, 3+4.
From there I do either:
A. DB1 for damage and meaty setup;
B. DB4 (Teleport) ideally EX into either 21 EX teleport again, 112. This is most damage potential. Or;
C. DB2. You have the option here of EXing it to become invisible, and then starting mix.
Also, for option B, I’ve been toying around with cancelling the teleport, and starting the mix up again (throw, f32, b2, etc.). It seems like a lot of people still don’t know where the initial combo is supposed to end, and the cancel into low or OH catches them off guard. Then it’s right back into the long combo!
Have been playing around with all of these and been having succes. I just switched to double 32 - 112 in the air instead of f12, 3+4. The grab has a weird timing to it. Sometimes I connect the string, sometimes the grab misses. The only problem with that is I can’t follow up with EX db2 for invis which would be cool
I totally agree about the f12, 3+4, and I’ve confirmed this with others. The timing is terribly inconsistent. Something is weird with the gravity. I’ve heard that making one of the kicks whiff on the second 32 is the way to connect the grab everytime, but haven’t labbed it.
Can now confirm, letting the 2nd kick of 32 whiff makes this combo land much more consistently. Just need to input the second 32 a hair earlier than normal.
Stupid question, would smoke's vapor cancel somehow have a hard cap of one cancel per-combo?
Im labbing the cancel and for some reason I cant manage to get a second cancel out. Just need some one to confirm that it isnt a hard cap and that I am bad lol
It looks like you can only do it once. I swear you could do two but I guess not
Anyone know if there's a Character Discord for Smoke?
Does smoke have any way to keep his combo going in the air. Does he have a bounce like subzero Does.
how do i predict the cancel on this character is there anywya to actually tell when its coming or do i just have to mkae a read
Well he’s not plus on it so you can just d1 on reaction
Its reactable
Teleport
Is there any good combos with frost?
no