I repect what you’re saying and yes any combos reduction is a hit to the depth of a character but im still a little confused here… how will a nerf that eliminates a bounce from an air throw effect hits in a match? The only way that I can see this ruining a gameplan is if your entire offense is geared towards OTG and that the the player doesn’t know any other combos. What I’m trying to say here is that either way you cut it, in order to pull of an OTG you need to be mid juggle anyway… and as we are all aware (or should be) smoke has a plethera of chain combo options after an inital starter… frankly if you’re not getting 31-42% combos from EVERY connected stike with smoke WITHOUT OTG connections you are not playing him right… From what I can see people are not adjusting their gameplans accordingly there are options other than an OTG smoke, such as:
Rushdown Smoke: Options of dash cancling IOT get close or a well timed Smoke Towards will set you up for 2, 1, smoke bomb, 3, down-1, 2, 3, 2, back+1, teleport (33%… if i remember correctly) or because of the fastest sweep in the game you can start with head game mix ups and set up a jump in 42% combo ORRRR you can 2, down-back into any other juggle you know.
Ranged Smoke: This is no a brainer… Smoke Away coupled with Shake and EX Shake make zoning impossible for anyone… use Smoke Away to mask Smoke Bomb and juggle whenever Smoke Bomb connects or wait for lazy jump in/telepot and punish/wait for lazy projectile Shake on reaction, block wake up if any, and punish.
I really don’t see how taking away a bounce from an air throw effects any of the above… unless I’m completely missing somthing here such as damage reduction nerf or taking the juggle Smoke Bomb away completly… if that is not the case then this is nowhere near as bad as nerfing a combo starter like Kung Lao Spin which is his main AA and best move in the game…