Thirteenthorder
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-Credit to Zephna for Character Thread Formatting :hail: -
~Where There is Smoke, There is Fire!~
Smoke is a character that isn't necessarily considered "Kombo-Heavy". He doesn't have any particularly astounding high-low mixups, and his kombos are fairly slow on startup in comparison to others in the cast such as Reptile. However what he lacks in speed and trickery, he makes up for in damage, not to mention a particularly useful fireball that can be helpful in a number of situations. The key to victory with smoke is to be patient, wait for your opponent to inevitably give you an opening, and punish with a very damaging (and most likely practical) kombo.
Spoiler:
X-Ray Attack - Base Damage: 34%. Can be held for approximately 7 seconds (Credit Baraka2011). The startup seems to be a little slower, if not the same as his Teleport.
Shake - Smoke stands in place and vibrates. If the opponent happens to throw a projectile, Smoke will counter it with the air punch seen in EX Teleport. Attack and be held or "charged" for approximately 5 seconds. This attack (or Counter I should say) is fairly quick on startup, but should really only be used if you're at a distance from your opponent and can predict the projectile coming.
Smoke Cloud - Smoke sends a cloud of smoke at the opponent's feet, which (if it connects), sends them into a falling state out of a smoke portal directly infront of you. I favor this projectile because it, like Shake, has a fairly quick startup however it is not safe on block if used within attacking distance of your opponent. This is a very useful attack and can be landed after an Air Throw to continue a kombo (Also known as an OTG Smoke Cloud or Off The Ground). Please note that kombo-ing Smoke Cloud off of an Air-Throw or even a combo requires very strict timing. Try to grab your opponent at the lowest possible point in the air to ensure the Cloud OTGs.
Air Throw - Smoke grabs the opponent and slams them to the ground. As mentioned earlier, if you can catch the opponent low enough you can hit them with a Smoke Cloud and chain into a kombo. Very useful and can't be blocked since it's in the air so you don't have to worry about recovery (or retaliation if used in the middle of a kombo). It's also very important to note that the Air Throw can be whiffed (IE performed to miss on purpose), as often as you like to gain meter, just be sure it's safe (Credit to bmsirhc for this discovery)
Teleport - A move second in importance only to the Smoke Cloud, Teleport causes Smoke to appear behind the opponent and punch them in the back. If the first punch connects, he will appear on the opposite side and punch the opponent in the gut. If the first hit "whiffs", or misses, Smoke will be left in a vulnerable punch animation state. This attack is very, very useful to punish projectile spammers and can even catch an opponent attempting to jump in, but it is VERY unsafe on block, and can leave you at the mercy of your opponent's more damaging arsenal of kombos if you use it too predictably.
Invisibility - Smoke performs a quick stance and then temporarily "disappears" for approximately 8 seconds. You can see a clear silhouette of him for the duration of the move. It is, however, worth noting that the EX version will render him completely invisible (with an additional 2 seconds added to the duration at that). Also note that on startup Invisibility has invincibility frames, meaning he will be immune to attacks for the duration of startup (Credit to bmsirhc). This makes Invisibility especially useful to use when your opponent attempts a wakeup attack, as it will allow you to continue to apply your rushdown pressure unhindered.
Smoke Away/Smoke Towards - Smoke moves forward (or backwards) the distance of about 5 steps in a puff of smoke. I'm assuming that this move would be useful in making distance between you and your opponent, however I don't see the true usefulness of this move (yet?). The downside to using this for transportation during the match is as follows: Your opponent CAN attack you while in the smoke state, leaving you very vulnerable should you miscalculate the distance you wish to travel, once again leaving you open to a kombo. It is notable that you can pass through your opponent however. Use sparingly, if at all. EX version seems to travel faster and has an even faster startup. I's also important to note that while the regular version can pass through projectiles, the EX version can pass through all attacks (Credit to bmsirhc).
Spoiler:
1 = Front Punch (Square or X)
2 = Back Punch (Triangle or Y)
3 = Front Kick (X or A)
4 = Back Kick (Circle or B)
DC = Dash Cancel
EX. = Enhanced Version
J. = Jump/While in the Air
NJ. = Neutral Jump - Jump up
-x? = Do Attack ? number of times
Shake: B,F+1
Smoke Cloud: D,B+2
Air Throw: R1 or RB
Teleport: D,B+4
Invisibility: D,U+3
Smoke Away: F,B+3
Smoke Towards: B,F+3
Spoiler:
VS Keepaway, Projectile Spam, and Zoning: Teleport is your best friend in this situation. Wait for the moment that spammer throws his fireball and show him it'll be his last if he wants a chance at winning the match. Zoners and Keepaway Players will inevitably jump a little more often than your average offense-based opponent. Again you'll find that Teleport will keep these jumpers on the ground. Just wait for the opening and punish when you get the chance with D,B+4.
VS Teleporters: I find that the general rule of 'Teleport Wars' in MK9 is that "Whoever teleports first is at a disadvantage". Do your best to read your opponent. If you can sense that teleport coming from a mile away you already have the upper-hand. Punish on block with a well-timed kombo, if you don't have the time a simple Teleport will do the trick to punish them for being so lax.
VS Jump-Ins: I know you're probably feeling deja vu by now, but suffice to say any character that has the audacity to jump in on Smoke predictably deserves yet another Teleport. If you can catch your opponent low enough to the ground, both hits of his Teleport punch will connect and make them think twice. Air-Grab is another decent option, though I don't consider it nearly as safe. Anyone who can verify the priority of Smoke's Air-Grab would be of major help to me.
Mix-Up Abilities: Sadly, Smoke has pretty much nothing going for him in this department. If you were looking for a character who can mix up high and low attacks like there's no tomorrow, I'm sorry to say that Smoke is not the one for you. However, if you want a powerful character who has a variety of specials that link into combos which can easily damage the opponent, you've come to the right place. Smoke is all about waiting and punishing. To play him you have to be patient, very patient in some cases.
Spoiler:
This section of the Smoke thread will be divided into X-Ray, Meter, and No Meter Kombos. Have at it!
X-Ray Kombos:
50% 11 Hits: 3,D+1,2, (Dash), 3,2, (Dash), 3,2, Smoke Cloud, X-Ray Attack
45% 10 Hits: 3,D+1,2, (Dash), 3,D+1,2, Smoke Cloud, X-Ray Attack
Meter Kombos:
43% 12 Hits: 3,D+1,2, 3,2, EX Smoke Cloud, 3,D+1,2, j.4 xx Air Throw
42% 13 hits: j.p, 3,D+1,2, NJ.p, 3,2, 3,2 xx Smoke Cloud, j.4 xx Teleport Punch (Credit to torvic!) (Video)
42% 13 Hits: 3,D+1,2, 3,D+1,2, 3,D+1,2, EX Smoke Cloud, 3,D+1,2
42% 11 Hits: 3,D+1,2, 3,2, 3,2, EX Smoke Cloud, 3,D+1,2
40% 10 Hits: 3,D+1,2, EX Smoke Cloud, 3,D+1,2, j.4 xx Air Throw
33% 10 Hits: 3,D+1,2, j.4, Air Throw, EX Smoke Cloud, 3,D+1,2
25% 6 Hits: 3,D+1,2, EX Teleport
Meterless Combos:
40% 13 Hits: 3,D+1,2, 3,D+1,2, 3,D+1,2, Smoke Cloud, 3,D+1,2
40% 12 Hits: 3,D+1,2, B+2,3, Smoke Cloud, 3,D+1,2, j.4 xx Air Throw
40% 11 Hits: 3,D+1,2, 3,2, 3,2, Smoke Cloud, 3,D+1,2
32% 9 Hits: 3,D+1,2, 3,D+1,2, 3,D+1,2
30% 10 Hits: B+2,3, Smoke Cloud, 3,D+1,2, Air Throw (Thanks Fox17!)
30% 8 Hits: B+2,3, Smoke Cloud, 3,D+1,2
29% 8 Hits: Smoke Cloud, 3,D+1,2, 3,D+1,2
Spoiler:
Spoiler:
(PLEASE NOTE: As of the latest patch, the maneuver you see in the above video can no longer be done.)
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