Smokey's still twitching, but he's watching Cat carefully, waiting for his next move. And then Cat does possibly the stupidest thing he could have done: he switched his weapon to melee and charged him.
I don't know what you're plan is, but thanks for throwing the fight! Smokey thought as he, too, charged his opponent. But then Catalina stopped and lowered his hammer. Wait, what is he--oh! It's a flamethrower. OH! IT'S A FLAMETHROWER!
Just kidding. You see, Smokey's semblance is his biggest strength, but also the source of his most tragic weakness: he can't run away. Even against an overwhelming horde of Grimm, Smokey's semblance will ensure that the only thing he can do is shoot his way out, which means either standing his ground or moving forward. On top of that, he's been a lot of fights since childhood, and has long learned that he can't run away from a long-range fighter. So instead, he charges straight into the flames to the source.
Once he gets there, Smokey will try to grab Cat's weapon and yank it out of the way, and between Smokey's strength and semblance, there's almost no chance Cat will get it back in the next 15 seconds if Smokey's successful. Regardless of whether he gets the grab or not, Smokey will then fire at Cat's leg with Matchstick. Even with the twitching that's slowly dying down, between the close range and Matchstick's caliber, Cat will have an incredibly difficult time dodging Smokey's next blast, which is aimed at his leg and will freeze it to the floor if it connects.
Combat log:
Aura: 55%
Semblance: ACTIVATED: 15 SECONDS REMAINING AT START OF NEXT TURN
Matchstick: 4/7 Rounds
Dust: 14 Fire Dust, 13 Ice Dust (Ice Dust prepared)
Action: Attempted grab at weapon, 1 Matchstick round to the leg (20% + 5% ice +immobility on hit)