Smoke’s moves and combos in Mortal Kombat 1 revolve around his Vapor cancels, teleport punishes, and the EX Smoke Bomb launcher. This guide lists his key specials, explains how to chain them into damaging combos, and gives practical tips for both neutral and pressure situations.
Smoke’s Core Special Moves
Smoke is a rushdown character who uses smoke bombs, teleports, and a deadly overhead. His special moves are the building blocks for every combo:
- Smoke Bomb (Down, Back + Punch): Tosses a bomb that explodes on contact. EX version (Down, Back + both punches) launches the opponent into the air, allowing follow-ups.
- Vapor (Down, Forward + Punch): A lunging punch that can be canceled into a teleport. This is his primary combo extender and mix-up tool.
- Teleport (Back, Forward + Punch): Moves Smoke behind the opponent. EX version appears right next to them, making it safer and enabling combos.
- Smoke Away (Back, Forward + Kick): A quick backward teleport used to escape pressure.
- Deathly Vision (Down, Down + Kick): A low sliding kick that can be made safe or comboed into with meter.
- Smoke’s Fatal Blow (Down, Forward, Down, Forward + both punches): A cinematic attack available when health is low.
Basic BnB Combos (No Meter)
These combos work from a standing position and require no meter, making them great for beginners:
- Starter: Forward + 2 (overhead) into Vapor (Down, Forward + 1).
- Cancel: Immediately cancel Vapor into Teleport (Back, Forward + 1).
- Follow-up: Land with Jump 1, then Standing 1, 2, 3 (a three-hit string).
- End: Finish with Smoke Bomb (Down, Back + 1) for a hard knockdown.
This does roughly 25% damage. For a slightly higher damage route, replace the ending with Deathly Vision (Down, Down + 4) after the string, but it’s less safe on block.
Metered Combos (EX Smoke Bomb)
Using one bar of meter opens up bigger damage. The EX Smoke Bomb is the key launcher:
- Starter: Jump 2 (air punch) into Standing 1, 2.
- Launch: Cancel the string into EX Smoke Bomb (Down, Back + both punches). The opponent pops up.
- Air combo: Jump forward and do Air 2, 1 (two hits).
- Ground bounce: On landing, immediately do Standing 3 (a kick that launches again).
- Finish: End with Vapor into Teleport for a stylish and damaging finisher.
This combo deals around 35% damage and carries the opponent to the corner. Practice the timing on the air hits – if you delay too long, the opponent will fall out.
Corner Combos
In the corner, Smoke’s pressure becomes oppressive. Here’s a reliable corner combo:
- Starter: Standing 2, 1, 2 (a three-hit string).
- Vapor cancel: Cancel the last hit into Vapor.
- Teleport: Cancel Vapor into Teleport – you’ll reappear behind them.
- Back hit: Do Standing 2 (now hitting from behind).
- Launcher: Use EX Smoke Bomb to launch them into the air.
- Air combo: Jump and do Air 3, 2.
- End: Land and do Deathly Vision (Down, Down + 4) to slide under them, creating a cross-up opportunity.
This combo is tricky because the teleport timing changes based on the opponent’s weight. Practice in training mode until you can land the back hit consistently.
How to Use Vapor Cancels Effectively
Vapor is Smoke’s most important tool. It’s a normal that can be canceled into a teleport, but it also has a unique property: you can cancel Vapor into itself or into other specials. This creates a “Vapor cancel� that lets you fake out the opponent.
To do a Vapor cancel, input Down, Forward + Punch (Vapor) and then immediately input Down, Forward + Punch again. Smoke will do a short dash forward instead of the punch. This dash is safe on block and can be used to start pressure.
In combos, Vapor cancels are used to extend juggles. For example, after an EX Smoke Bomb launch, you can do a Vapor cancel into a standing 1, then continue the combo. This is an advanced technique, but it’s essential for max damage.
Common Mistakes and How to Avoid Them
- Overusing Teleport: Teleport is punishable if the opponent blocks it. Use it sparingly, especially in neutral.
- Dropping combos after EX Smoke Bomb: The air hits require precise timing. If you drop them, you lose 15% damage and give up your turn.
- Not using Vapor cancels: Many players ignore Vapor cancels, but they are Smoke’s best mix-up tool. Practice them early.
- Forgetting to use Smoke Away: Smoke Away is a great escape tool. Use it when you’re cornered or pressured.
- Using Deathly Vision recklessly: It’s a low, but it’s very punishable on block. Only use it when you’re sure it will hit.
Frequently Asked Questions
What is Smoke’s best combo for beginners?
The no-meter BnB listed above (Forward+2, Vapor, Teleport, Jump 1, 1,2,3, Smoke Bomb) is the best starting point. It’s easy to execute, does decent damage, and teaches you the core Vapor-teleport loop.
How do I do Smoke’s Vapor cancel?
Input Vapor (Down, Forward + Punch) and then immediately input Vapor again. The second input will cancel the first one into a short dash. This dash is safe on block and can be used to start pressure or extend combos.
Is Smoke’s teleport safe on block?
No. The regular teleport is very unsafe on block – opponents can punish it with a full combo. The EX version is safer because it appears right next to the opponent, but it’s still punishable if they block it. Use it as a mix-up, not as a primary approach.
What is Smoke’s best anti-air?
Standing 1 (a quick jab) is a reliable anti-air, but for bigger damage, use Standing 2 (a horizontal kick) or a well-timed Vapor (which can be canceled into a teleport for a combo). Practice in training mode against a jumping opponent.
How do I counter Smoke’s pressure?
Smoke’s pressure is fake if you block correctly. His strings are mostly high and mid, so crouch-blocking works well. After a blocked Vapor or Teleport, it’s your turn – use a fast poke or a throw to punish.
Does Smoke have a low combo starter?
Yes, Deathly Vision (Down, Down + Kick) is a low that can be comboed into EX Smoke Bomb for a full combo. It’s a great mix-up tool, but it’s very unsafe on block, so use it sparingly.
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