![]() It has a strange punishment area, and sets up smaller, modified versions of normal punishers, but punishable nonetheless. If you feel the need to do this move, you can use it almost like a dragon punch would be used in Street Fighter if you suspect an early jump attack by doing it as they jump and before they land, however, in any situation where you can get that, you're better off going for the aaHP first to add 6.5% there, and then you will knock them high enough to easily get another 6.5% from a second aaHP or even a third after it, or depending on the character, possibly even a JK before the harpoon. You should really only use this move if you link it off an anti air attack, or to punish full screen projectile turtles, in essence, any situation where you know it's going to hit and not be blockable. It has so many cons I will get in depth with. The Teleport Uppercut is a bit overrated on it's on, and definitely overabused by casual players, getting them into a lot of trouble.Try: Jump in HP, HK, HK, LP, buffer the harpoon as the LP hits, nab them, then 5 hit combo, ducking LK, for 11 hits 45%. ![]() You can also link it in the corner off his autocombo, using a just frames concept. It can counter many simple standing attacks for free, if you block them much like Sonya's leg grab (see air hyper viper beam techniques in MvC2 lol). It can be linked in juggle combos with a normal limit of 4 hits before it, and can be broken to 5. You can try doing a three hit combo and then throw out a harpoon afterwards for mix ups on jumpy players. It's great on wake ups as it seems to have a hit box infront of him before it even comes out, so you will see the Harpoon simply appear beyond the opponent and already snag them without warning. The Harpoon is an essential move as it is a very quick containment and relatively safe to do from full screen depending on the who the opponent it.Straight up JK is a great set up to cancel quickly with a teleport uppercut, just make sure it connects, and you have minimum 59% and a free invisibility. Ducking LK is quick and pointy, excellent to get out of runjabs or prevent them. JK is good, jump punch is kinda tight and ball like, and is easily counterable. Sweeps have good range and recovery is the same as female ninjas. LPs are really good for double run jabbing mid screen, they keep in tight on the opponent because you have to be closer to connect them. The robot Ninja roundhouse is late on the hit and has some funky corner issues, good range, low height, better on far away jump ins, but if you can time an aaRH you might as well try and aaHP to teleport uppercut. Standing HK is topps, uppercuts are somewhat bad in the sense they tend to miss in crucial situations similarly to Kung Lao's, for instance you have to take a step in if you want to counter a punishable move sometimes to hit an uppercut. Relaunched Easily: Robots can be relaunched by every character except Reptile no matter what.Poor Jabs: Robot's LP Jabs have poor range and priority.Weak Ground Combo Damage: Robot Smoke's ground combo damage is around 30%.It is especially useful to juggle Spear into a corner trap after his mid auto combo and Teleport. Corner Traps Easily: Robot Smoke's Spear is great for setting up corner traps.Great Punishment Mode Combo Damage: Robot Smoke punishes block Teleports for around 50-100%.Air throw can guarantee a free Invisibility as well. Robot Smoke's air throw is extremely good in combination with Invisibility. Air Throw: Air throws are generally great.Great Throw: Robots Smoke's throw has absurd range and plus frames.This is especially powerful to set up corner traps. Animation Freeze Punishes: Robot Smoke can perform animation freeze punishes on blocked Uppercuts and corner attacks with pushback using Teleport Uppercut.LK, HK, Sweep Punish: Robot Smoke punishes LK, HK and unsafe Sweeps with Spear.Invisibility can also be useful to bait opponents into doing unsafe attacks. Invisibility: Invisibility is generally broken and Robot Smoke manages it the best.However, Sub-Zero believes that within this machine is a human soul trying to escape. His memories were stripped away, leaving behind an emotionless killer. He tried to escape the automation process with Sub-Zero but was captured. Smoke, unit LK-7T2, is the third prototype cyber-ninja built by the Lin Kuei. The run jab pressure required to compete among the top tiers is also here and having invisibility on top only helps his gameplan. ![]() Judicious use of Teleport, Air Throw and Harpoon reward Robo Smoke with incredible combo damage. He is now brainwashed and tasked with killing his former friend, but Sub-Zero believes there is still some humanity left within him. Fleeing from the Lin Kuei, Sub-Zero's closest ally Smoke is captured and converted into a cyborg.
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