MK Peanuts
afk
Here's some terrible setups I've been using lately. You may find that these tactics are effective if your opponent is a moron. If your opponent isn't a moron, I can't guarantee your success, but who knows, maybe you could catch them sleeping or something.
:en Invisibility
I end all my corner combos with 214 xx invisibility, but if I'm feeling particularly frisky I'll enhance the invisibility. This makes you totally invisible instead of just kinda hard to see. I sometimes also EX invis after a knockdown. This is generally something I go for to close out a round. After activating I back off and see what the other guy is gonna do. From there I kinda play it by ear, but in general terms...
-If they whiff something, throw a smoke bomb
-If they jump, air teleport punch
-If they just stand there and block, dash up and throw
xx Smoke Bomb
This is primarily anti-Kung Lao tech. Maybe it's also useful against another character, I'm not sure. 214 has enough pushback on block that you'll be outside the range of Kung Lao's spin, so if your smoke bombs are getting punished by spin a lot, you could use this to bait a spin and then punish it. You're still within range of an EX spin, but that's got 9 startup frames and I'm pretty sure smoke bomb is only -8 on block so you should still be good.
13 kinda looks like it gives you a safe jump on hit, even though it doesn't. You can throw it out there and hope your opponent is like "oh jeez it's a safe jump, I better block." You can also cancel 13 into smoke towards, which actually puts you at disadvantage, but again, maybe they don't know that.
Front throw -> Teleport punch
You can whiff a teleport punch after a throw the same way you would after an air throw. This only works for front throws and only if they don't tech; if it's a back throw or they do tech, the teleport punch gets blocked and you get full combo punished. Pretty bad risk to reward ratio unless you happen to notice they never tech after a front throw.
Throw -> Smoke towards
I can't take credit for this one; I saw ATL Redd doing it on Battle and Brew last Thursday. Unlike everything else I just wrote, this actually seems like a viable tactic. You can smoke towards after a throw, and while the oki you get isn't as good as a whiff teleport punch, it is like a billion times safer. If you used a back throw, smoke towards puts you right up in their grill where you can start going crazy. If you used a front throw, you'll be in range for a b2. Some wake up attacks can hit you while you're stuck recovering from the smoke towards, so watch out.
:en Smoke Bomb Does Chip
I didn't realize this for a long time but it is absolutely a true thing that really happens. I had been using EX teleport punch to try and chip people out, which is obviously really dangerous if it turns out they had 3% health left instead of 2%. EX smoke bomb does the same amount of chip and is safe on block. It's still risky if they jump, though. I dunno if this one really counts, it seems a lot less gimmicky than the other stuff. Well I'm including it anyways.
That's about all I got. Feel free to contribute your own gimmicky and impractical tactics.
:en Invisibility
I end all my corner combos with 214 xx invisibility, but if I'm feeling particularly frisky I'll enhance the invisibility. This makes you totally invisible instead of just kinda hard to see. I sometimes also EX invis after a knockdown. This is generally something I go for to close out a round. After activating I back off and see what the other guy is gonna do. From there I kinda play it by ear, but in general terms...
-If they whiff something, throw a smoke bomb
-If they jump, air teleport punch
-If they just stand there and block, dash up and throw
xx Smoke Bomb
This is primarily anti-Kung Lao tech. Maybe it's also useful against another character, I'm not sure. 214 has enough pushback on block that you'll be outside the range of Kung Lao's spin, so if your smoke bombs are getting punished by spin a lot, you could use this to bait a spin and then punish it. You're still within range of an EX spin, but that's got 9 startup frames and I'm pretty sure smoke bomb is only -8 on block so you should still be good.
13 kinda looks like it gives you a safe jump on hit, even though it doesn't. You can throw it out there and hope your opponent is like "oh jeez it's a safe jump, I better block." You can also cancel 13 into smoke towards, which actually puts you at disadvantage, but again, maybe they don't know that.
Front throw -> Teleport punch
You can whiff a teleport punch after a throw the same way you would after an air throw. This only works for front throws and only if they don't tech; if it's a back throw or they do tech, the teleport punch gets blocked and you get full combo punished. Pretty bad risk to reward ratio unless you happen to notice they never tech after a front throw.
Throw -> Smoke towards
I can't take credit for this one; I saw ATL Redd doing it on Battle and Brew last Thursday. Unlike everything else I just wrote, this actually seems like a viable tactic. You can smoke towards after a throw, and while the oki you get isn't as good as a whiff teleport punch, it is like a billion times safer. If you used a back throw, smoke towards puts you right up in their grill where you can start going crazy. If you used a front throw, you'll be in range for a b2. Some wake up attacks can hit you while you're stuck recovering from the smoke towards, so watch out.
:en Smoke Bomb Does Chip
I didn't realize this for a long time but it is absolutely a true thing that really happens. I had been using EX teleport punch to try and chip people out, which is obviously really dangerous if it turns out they had 3% health left instead of 2%. EX smoke bomb does the same amount of chip and is safe on block. It's still risky if they jump, though. I dunno if this one really counts, it seems a lot less gimmicky than the other stuff. Well I'm including it anyways.
That's about all I got. Feel free to contribute your own gimmicky and impractical tactics.