xSMoKEx
Coward Character User
B14~Smoke Towards is the best no-meter Smoke ender assuming you want to play a mind game.
Reason being is after a combo (one that is long and over 10 hits) B14~Smoke Towards done at the top of it's hit-box (easiest after a smoke ball) leaves you standing inside of your opponent. From here you have 2 options:
Dash forward and pressure, effectively crossing up your opponent and flipping their direction of inputs (standing there also pushes you through them making you flip their inputs)
Dash backwards, for when they understand they must flip their wake-up.
If the opponent tries to wake up and they guess wrong chances are you will get a full combo. It forces your opponent to block because the advantage is always in your favour. You either get pressure/throw/combo while he gets a wake-up that may be blocked. (and the majority of the wake-ups will only do upwards of like 10%)
This should be the ideal new ender off a sb as unlike 21/214 the direction you appear on is up to you, there is no set scenario for deciding which side you want to appear on.
Everyone knows that 21~Smoke towards leaves you behind and 214~smoke towards leaves you in front. They can read and react accordingly with relative ease. Removing this option, and making this a true 50/50 guessing game is far more ideal.
Not only that, but in certain combo's B14 does more damage. You may also opt to do B14~teleport although there is no real point as you are just making things easier for your opponent, while building a tiny extra fraction of a bar.
This is one of the reasons why i was so insistant on B14 not being useless lmao. It provides his only non-situational mix-up. Every other one has set places you land in, this is changeable at any time.
Reason being is after a combo (one that is long and over 10 hits) B14~Smoke Towards done at the top of it's hit-box (easiest after a smoke ball) leaves you standing inside of your opponent. From here you have 2 options:
Dash forward and pressure, effectively crossing up your opponent and flipping their direction of inputs (standing there also pushes you through them making you flip their inputs)
Dash backwards, for when they understand they must flip their wake-up.
If the opponent tries to wake up and they guess wrong chances are you will get a full combo. It forces your opponent to block because the advantage is always in your favour. You either get pressure/throw/combo while he gets a wake-up that may be blocked. (and the majority of the wake-ups will only do upwards of like 10%)
This should be the ideal new ender off a sb as unlike 21/214 the direction you appear on is up to you, there is no set scenario for deciding which side you want to appear on.
Everyone knows that 21~Smoke towards leaves you behind and 214~smoke towards leaves you in front. They can read and react accordingly with relative ease. Removing this option, and making this a true 50/50 guessing game is far more ideal.
Not only that, but in certain combo's B14 does more damage. You may also opt to do B14~teleport although there is no real point as you are just making things easier for your opponent, while building a tiny extra fraction of a bar.
This is one of the reasons why i was so insistant on B14 not being useless lmao. It provides his only non-situational mix-up. Every other one has set places you land in, this is changeable at any time.