smokey
EX Ovi should launch
After a recent LOL moment online when catching my friend on the way up from a jump with EX Smoke bomb, my recent sessions have been very EX bomb heavy.
The EX bomb hitbox is really big, like huge. This gets neglected because smoke bombs are thrown at blocking opponents from range for pressure, or in strings, and EX Bomb has little use for this other than spunking away meter hopelessly. Its like, from the ground to about mid to shoulder height vertically, the horizontal hitbox is irrelevant because you wont be throwing it if they can just dash forward out of it.
Through massive over use of this after testing it and trying to use it in every game, ive deduced that from fullscreen you cant really rely on this, as the timing is harder from here, i wouldnt waste the meter unless you have got this practiced hard.
From closer to mid than full screen, (about a drift away from the edge, up to just outside jump distance) You can catch jumps on the way down without any effort. This range would mean you have to push forward and then react to the anti air, a lot of risk just to punish a jump that wasnt going to reach you anyway. An EX Smoke bomb timed so they are on the way down when it pops, will collect them up into your combo.
Now the big one. Any time your opponent jumps backwards from inside jump distance, you can catch them with an EX Bomb.
Im not oging to make detailed videos or really go in any deeper as to why this is insane. I really like this, its quite a big factor for smoke given that chasing someone who just jumped away can end horribly for you.
I dont see this as groundbreaking tech, and im sure everyone knows you can do this already, but putting it into context is a different story.
Combined with pressure, spacing, and the fact that smokes air control with telepunch was already on par, i think that using meter for this is definitely worth the extra 30-40% punishing jumps from all around the screen, aggressive or not.
The EX bomb hitbox is really big, like huge. This gets neglected because smoke bombs are thrown at blocking opponents from range for pressure, or in strings, and EX Bomb has little use for this other than spunking away meter hopelessly. Its like, from the ground to about mid to shoulder height vertically, the horizontal hitbox is irrelevant because you wont be throwing it if they can just dash forward out of it.
Through massive over use of this after testing it and trying to use it in every game, ive deduced that from fullscreen you cant really rely on this, as the timing is harder from here, i wouldnt waste the meter unless you have got this practiced hard.
From closer to mid than full screen, (about a drift away from the edge, up to just outside jump distance) You can catch jumps on the way down without any effort. This range would mean you have to push forward and then react to the anti air, a lot of risk just to punish a jump that wasnt going to reach you anyway. An EX Smoke bomb timed so they are on the way down when it pops, will collect them up into your combo.
Now the big one. Any time your opponent jumps backwards from inside jump distance, you can catch them with an EX Bomb.
Im not oging to make detailed videos or really go in any deeper as to why this is insane. I really like this, its quite a big factor for smoke given that chasing someone who just jumped away can end horribly for you.
I dont see this as groundbreaking tech, and im sure everyone knows you can do this already, but putting it into context is a different story.
Combined with pressure, spacing, and the fact that smokes air control with telepunch was already on par, i think that using meter for this is definitely worth the extra 30-40% punishing jumps from all around the screen, aggressive or not.