kandehbar
The Gryphon
Well Coping with the fact of how linear smoke is I've been experimenting with "True Runaway" with smoke. My thoughts on it.
TR smoke is just broke as shit.
Its very quirky and tedious format of smoke to play BUT, interchanging between Rushing and TR = (Storming) can compensate for smoke linear playstyle. What I want as an discussion on how TR can help smoke regular game.
Rules of TR
-Check grounded opponents with Smoke bomb in an irregular matter AT FULL SCREEN.
- reasoning ( you dont want to get your opponent to read your smoke bombs because they just need to dash forward to dodge it when standing. When you use it to check them your looking for their preferred fullscreen wake up, most times its either a teleport or an EX fullscreen attack, you want them not to have meter because smokes meter management is INCREDIBLY STRICT)
-WISELY use smoke away/toward as movement
- reasoning (Smokes fullscreen meter gain isnt to good if your opponent is being smart and dodgeing smoke bombs you need all the meter you can muster. Another way of using S A/T is at the end of block strings. Personally i like it anywhere in his 1-1-2 string but another way I use it is with a 2-1 on hit when they have breaker since the stager is long enough to cover it i use it to lose less ground or escape when i know they finna break.)
-D4, B4, D1 and D3 are your intimate lovers
- reasoning ( There is know possible way you can keep a high level player out of your face at all times so here are some some scenario you can use them in and what I think there best uses are.
.D4 - Counter pressure, Most everyones d4 in this game is really good but smokes is fucking nuts with his character design
.B4 - Quirky jip counter, if you dash cancel back dash at the right time you can get a max range sweep, when you do this you can fake an oki dash in and you can bait out a wake up move. you want to bait out the wake up move so you can learn which wake up they think is best for the situation you put them in.
.D1 - anti air/anti jip, you can full combo of an anti air d1 'nuff said
.D3 - you can use this to stop block string pressure if its fast enough if its not fast enough use d1 but if it is use it TWICE then do a get off me string like B2-3 or 3-D1-2 --->F4 ( those two are ideal since they both have Overheads in them)
-Shake n' Bait (AT FULL SCREEN)
-reasoning ( first of all you want them to know your conscious of shake and that it will be use, but another thing that it does is buiild you meter. for those who dont know you can dash cancel shake. so AT FULL SCREEN shake dash back shake do that rotation MODERATELY so they know to be wary of using a projectile. The double edge sword to this is that they can beggin to close in on you so challenge them sometimes with smoke toward. When you get a shake off its up to you if you want to rush down,or just GTFO; what ever your comfortable with
-Invisibility - The Cornerstone
-Reasoning (Utilizing even just regular invisibility with TR smoke is what makes it so dangerous because it becomes your button to start storming your opponent or to bait shit. Even though regular invis your still visible, its kinda hard to make out what moves your going to do since its masked pretty effectively. ****Use Ex invis if they dont have breaker or if you have full meter. Another thing you want to do if your going to switch to rush, 3-D1-2 neutral jump 1 or 2 depending on which side your on ---> cancel into air teleport --->land---->3-2----> whatever you can = that combo when your invis will be hard to do since the timing is diffcult to link air 1 or 2 and to link air teleport into 3-2 or 3-D1-2 if you like, BUT when your invisible and do that shit expecially somone who hasnt seen that before............CHRIS ANGEL MIND FUCKED
.
please discuss ways to make it beter, how its flawed and how it should be utilized to storm with smoke.
Terms we learned
Storming - Using all of smoke playstyle in fast pace and overwhelming manner. Using this at a ideally mastered will mean that your range change very often switching from close-mid-far fluently and effciently
TR(True Runaway) - Using smoke away for movement and meter gain in an efficient matter and using shake so that you can use smoke bomb frequently. This playstyle is a long range playstyle
Added tips
KT-Smith -" you can get a free invis off a forward throw"
TR smoke is just broke as shit.
Its very quirky and tedious format of smoke to play BUT, interchanging between Rushing and TR = (Storming) can compensate for smoke linear playstyle. What I want as an discussion on how TR can help smoke regular game.
Rules of TR
-Check grounded opponents with Smoke bomb in an irregular matter AT FULL SCREEN.
- reasoning ( you dont want to get your opponent to read your smoke bombs because they just need to dash forward to dodge it when standing. When you use it to check them your looking for their preferred fullscreen wake up, most times its either a teleport or an EX fullscreen attack, you want them not to have meter because smokes meter management is INCREDIBLY STRICT)
-WISELY use smoke away/toward as movement
- reasoning (Smokes fullscreen meter gain isnt to good if your opponent is being smart and dodgeing smoke bombs you need all the meter you can muster. Another way of using S A/T is at the end of block strings. Personally i like it anywhere in his 1-1-2 string but another way I use it is with a 2-1 on hit when they have breaker since the stager is long enough to cover it i use it to lose less ground or escape when i know they finna break.)
-D4, B4, D1 and D3 are your intimate lovers
- reasoning ( There is know possible way you can keep a high level player out of your face at all times so here are some some scenario you can use them in and what I think there best uses are.
.D4 - Counter pressure, Most everyones d4 in this game is really good but smokes is fucking nuts with his character design
.B4 - Quirky jip counter, if you dash cancel back dash at the right time you can get a max range sweep, when you do this you can fake an oki dash in and you can bait out a wake up move. you want to bait out the wake up move so you can learn which wake up they think is best for the situation you put them in.
.D1 - anti air/anti jip, you can full combo of an anti air d1 'nuff said
.D3 - you can use this to stop block string pressure if its fast enough if its not fast enough use d1 but if it is use it TWICE then do a get off me string like B2-3 or 3-D1-2 --->F4 ( those two are ideal since they both have Overheads in them)
-Shake n' Bait (AT FULL SCREEN)
-reasoning ( first of all you want them to know your conscious of shake and that it will be use, but another thing that it does is buiild you meter. for those who dont know you can dash cancel shake. so AT FULL SCREEN shake dash back shake do that rotation MODERATELY so they know to be wary of using a projectile. The double edge sword to this is that they can beggin to close in on you so challenge them sometimes with smoke toward. When you get a shake off its up to you if you want to rush down,or just GTFO; what ever your comfortable with
-Invisibility - The Cornerstone
-Reasoning (Utilizing even just regular invisibility with TR smoke is what makes it so dangerous because it becomes your button to start storming your opponent or to bait shit. Even though regular invis your still visible, its kinda hard to make out what moves your going to do since its masked pretty effectively. ****Use Ex invis if they dont have breaker or if you have full meter. Another thing you want to do if your going to switch to rush, 3-D1-2 neutral jump 1 or 2 depending on which side your on ---> cancel into air teleport --->land---->3-2----> whatever you can = that combo when your invis will be hard to do since the timing is diffcult to link air 1 or 2 and to link air teleport into 3-2 or 3-D1-2 if you like, BUT when your invisible and do that shit expecially somone who hasnt seen that before............CHRIS ANGEL MIND FUCKED
.
please discuss ways to make it beter, how its flawed and how it should be utilized to storm with smoke.
Terms we learned
Storming - Using all of smoke playstyle in fast pace and overwhelming manner. Using this at a ideally mastered will mean that your range change very often switching from close-mid-far fluently and effciently
TR(True Runaway) - Using smoke away for movement and meter gain in an efficient matter and using shake so that you can use smoke bomb frequently. This playstyle is a long range playstyle
Added tips
KT-Smith -" you can get a free invis off a forward throw"