MK9 | "Where there is Smoke, There's FIRE!" Smoke genereal strategy and video comments

You get 48% off of this non-meter combo:

3, down+1, 2, jk-airthrow, smoke bomb, 3, down+1, 2, jk-airthrow

And that’s without the jump punch starter. It sometimes does 44%, not sure why, but with the jump punch starter it’ll always at least match it.

The combo seems useful if you want to burn x-ray, but personally I find smoke’s enhanced specials to be far too useful to blow all of my meter on x-ray.

So, how long do you guys think its gonna be until babies get Smoke nerfed?

If you hit the second jump kick -> air throw low enough to the ground, you can tack a second smoke cloud on the end of this combo. It won’t launch, but it will hit otg and increase the meterless damage to 49%.

He’s not going to be, or at least he shouldn’t be. Everyone knows he’s good, but no one is claiming him the top, or even in the top four or five. He’s one of those chars who seems great at first but eventually settles into middle of high or bottom of high tier.

His abare is only a hair better than other good characters, and it’s worse than a good chunk of them. Ermac gets 43% off of a punish, Reptile gets 48%, Scorpion gets 40%, Kung Lao gets mid-40s, etc. And of course, Cyrax crushes it, getting 40s off of a normal setup and obscene amounts off of a command grab.

If they nerf Smoke at all, they’d prolly take away the ground bounce from the air throw so that it can’t combo anymore (not sure why people think smoke bomb otgs - you can easily see that the air throw bounces the opponent up, and you can combo more than just smoke bomb in the corner), but IMO that’d be a big mistake. Smoke is a character full of counter tools, and for a character like that to work he needs to do good damage. Bringing his average damage down to the 30s would really hurt him I would think.

I can only hope that NRS thinks as logically as you do lol

he wont be nerfed. 48% or whatever dosent mean as much when its really hard to get the combo going against a character with faster normals. which is pretty much everyone

Actually very noteworthy and useful since most of those start from his overhead… had no idea you could cancel his <+2,3 into smoke bomb… means you can do <+2,3-XX-smoke bomb, whatever you damn well please. All because they were foolish enough to low block, (which is really easy to condition people into as smoke thanks to his ridiculous sweep.) Im starting to think you want to avoid low block like the plague in this game…

no one mentioned here, and its old news by now but otg cloud after air throw will be patched.

thank you.

Do you have a source, or are we taking your word for this?
/skepticism

Tom Brady has said so several times, and a recurring rumored change list has it in.

I’ll wait until the patch to be sure, but I’m looking into other options for my main if worse comes to worse. Cutting Smoke’s abare by over a third when he’s already not particularly good means it’s time to jump ship.

all of the patch lists are rumors if they arent coming from NRS… but i asked Tom Brady and thats what he told me.
smoke can still get get a nice 43% bnb, but daym… OTG cloud was da shit.

I just hope that, if they are patching it, they only change the way it works after an airhtrow, and not its ability to connect after b+2, 3 on the ground/in juggles.

They’re probably just going to take the ground bounce off of the air throw. If they didn’t want things to combo off of it, I have no clue why they put it there in the first place.

Also, what 43% bnb that doesn’t use otg smoke bomb? Kindly share.

3,d+1,2 dash, b+2,3, smoke cloud, 3,d+1,2, j.k, airthrow.

That does 37%.

jf2 3,D+1,2, 3,D+1,2, 3,D+1,2 Smoke Cloud j4 xx Teleport 44%

sub tele wit air throw thats 43%

holla

Uhh, idk where you’re getting that number from. It does 35% without the j2 starter, and j2 does 4% before proration, so there’s no way it’s getting to 43%.

The teleport punch is impossible. The second hit will whiff because at that point in the combo the enemy drops like a brick thanks to gravity scaling. Gotta use air throw.

Where are all of these wrong numbers coming from? Are you testing the combos out yourself? Are you doing them while online?

Not true… smoke can 2,1 stagger smoke bomb… which can lead into a 31, 33, or 36% combo… also you can “quick special” (see below for explanation) 2, down, back, that sets up exact same combos, it has a start up of 2 frames (fastest in game, faster than kung lao spin)… plus if your being rushed down by an aggresssive kung lao EX smoke towards is a great way to set up a reg shake or an EX shake will get you out of a jam… I have yet to fight a kung lao who doesn’t fall for that… and as for everyone else crying about the otg being nerfed: Smoke has 5 other combos that I know of that get 39+ damage without it and are EASY to pull off… Smoke is arguably the best if not THE best (now that Kung lao is getting a nerf to the face) fighter in the game with or without OTG…

Also I noticed nobody has comented on the quick combos i have found such as 3, down+back will roundhouse into teleport (for 18%… dont let the combo counter lie and say is 8% it’s glitching and not registering the 9% roundhouse… pause right after second punch from teleport and you will see 5%, 4%, and 9%)… with only three button input… comes in handy when gravity is kicked up at end of combo… lets 3 more hits in…

With a jump punch starter I can get to around 40%. With the OTG combo you can get 49%. No matter how you slice it, it’s a big loss.

You’re missing the most important part of the nerf though. By nerfing OTG smoke bomb, that means smoke doesn’t get a huge payoff on his j.k OS anymore. That goes from 39% to 14%. Considering how badly Smoke abuses that tactic, it’s a very big deal.

It’s not just about maximum damage. It’s about how much damage you’re actually going to get from scoring hits in matches. The OTG nerf puts a serious dent in Smoke’s abare, specifically in a place that’s very important to his game. That’s why the nerf will hurt so much.