First of all, LMFAO at "BeerGayED" and "Pig of the Slut." Fuckin' hilarious!
On to the criticism.
Your Smoke is good and you've demonstrated a good ability to punish some specials on block, but you sometimes drop your combos during the process of punishment. You can't afford to miss out on any damage if you want to win the fight. Be sure you get those practiced up. Also, if you punish your opponent with 2 to 1 to Smoke Bomb whilst on the ground, you can add a bounce (or neutral jump-punch) to lengthen the combo and add to the damage. It can be done midscreen and at the wall.
Watch for the Wake-Up attacks. Thanks to the recent patch, it's tougher to snuff 'em out even with low pokes, thus you'll want to be careful when you close the distance with Smoke's Teleport Punch after you knock the target to the ground...if they time it correctly, a Wake-Up can thwart your attempt to keep 'em under the pressure. If you choose to teleport after a knockdown, turn it into a true 50/50 by blocking afterwards and see if you can anticipate their Wake-Up. If you don't see them doing that often, pressure away with 3 to d1 to 2.
Speaking of pressure, did you know you can dash-cancel Smoke's Shake? You can mix that into some pressure strings in an effort to intimidate them, just like how you can with his Phase Towards and Phase Away abilities. However, like with Raiden's teleport mix-ups, this isn't very safe, so be sure you use this move sparingly. And don't forget to mix in his R1 and leg sweep so that you might trick them into blocking low, leaving them vulnerable to an overhead, or they won't block at all and they're free game.
If you choose to block from a distance, crouch-block a lot so that you can cover your bases more. At the same time, zone them out with his Phase Away if you have to and toss a Smoke Ball now and then, but if they anticipate your bomb correctly and manage to jump it, you're highly punishable, so do watch yourself.
His low pokes. Those are very important to his game, his d1 and d3 in particular. They will help you with pressure immensely. Abuse them! ...but not against some characters like Reptile, as his dash might be able to punish it if the player is smart.
When inputting Smoke's b2 to 3, be careful that you do not rush with the inputs. I commonly see Smoke players phasing away by accident when they move to do this and thus give up an opportunity to punish with a combo. Train your hands not to rebel against you.
Control the jumping more. There are many counters against it, Smoke's Enhanced Shake being one of them.
The random Teleport Punches are not that wise, even on Wake-Up. Gain some control over them. It may work at times, but I don't like the amount of risk in that situation. Despite that the third hit in Smoke's Enhanced Teleport Punch hits overhead, why would they need to crouch-block it when they can block while standing? That's where you need to watch your meter.
If you knock a target out of the air with a jump-punch, you can time a Smoke Bomb when they fall close to the ground and get a combo off of it. This'll take some practice to get down, but will be valuable in a fight. If you'd rather not chance this, stick with the jumpkick to either air throw or Teleport Punch.
Now, as far as the match-up for Smoke versus Cyber Sub-Zero goes, I don't have any accurate information on that. I could try playing Brant's Cyber Sub-Zero with my Smoke and see what I can dig up, but I did kinda fall out of using the character so it'll be a while before I pick him back up. I can definitely tell you this much, however...
The biggest weakness to Cyber Sub-Zero is a character who can zone him out. Smoke can do that. Zone like crazy! The blue cyborg is hardly equipped for such situations, despite that he has such tools of his own.