Character specific combos and set ups thread

So I have been messing with this little gimmick i found. following a DP FADC, if you do a HK, the first hit of Cl.St.Hk juggles the opponent and both the positions flip around. The momentum is instantly swung into your favor. Considering poison has trouble getting out of the corner, and She does wicked when she has you in the corner, this might come in handy.

*These reversal tests have been done midscreen or near corner, but not with poison’s back against the corner as the corner doesn’t allow for the reset spacing to make the cancel into Hp FB safe unless stated otherwise. If you do this with your back against the corner don’t cancle the CL.St.HK into anything as that is entirely safe.

The Set up:
Mk DP> FADC> Cl.St.Hk (1 hit) xx Hp FB

Decapre: [details=Spoiler]the only way she can beat the fireball is with ultra 2. And due to the side swap the charge is hard due to having to charge reversed while anticipating the side swap. Her DP is beaten outright. Her normal scambles lose. Her ex Scramble avoids the fireball and the follow ups can be blocked. her Tiger knee air spiral arrows get beat or can be blocked.[/details]

Ryu: [details=Spoiler]only ex DP catches you on the last hit for 60 damage. Normal dps lose. Ultra 1 and super hado win. Ultra 2 loses.[/details]

Ken: [details=Spoiler]all dps lose. Ultra 1 loses. Ultra 2 beats us clean. Super sometimes trades the first hit, luckily Kens 1st hit only takes off 40 damage, which is a winning trade for us.[/details]

Honda: [details=Spoiler]the side swap doesn’t allow him to charge fast enough to do anything other then butt drop. The weak version loses. The medium hard and ex version get out, land behind you, but whiff both hits so you just have to whiff punish. *doing the fireball cancel on Honda with your back against the corner is fine, only difference is ex butt drop Second hit has to be blocked.[/details]

Ibuki: [details=Spoiler]all command throws lose. All normal dps lose. All normal neckbreaker lose. All teleports lose. All normal hien (jumping kicking move that can be supered afterward) lose. Ex hien gets out but we can block the attack. All rekka kicks lose. U1 loses. Ex neckbreaker goes through fireball but you can crouch block it in time. Ex DP trades for the first hit for 40 dmg, We win that trade.slide gets under and hits us.Ultra 2 lands full.[/details]

Makoto: [details=Spoiler]beats everything. Her ultra 2 avoids fireball but we can block the attack. Ex command grab absorbs the fireball but whiffs us.[/details]

Dudley: [details=Spoiler]beats all normal DP. Loses to ex DP. Beats all short swing blow. His normal dash straight and upper can be blocked. Ex dash straight can be blocked. Ex dash upper beats us clean. Both his ultras beat us clean.[/details]

Seth: [details=Spoiler]all his normal dps lose. Ex whiffs for free punish. Super can be blocked. All normal legs lose. Ex legs can be blocked. All tanden lose. Ultra 2 whiffs. Ultra 1 beats us clean.[/details]

Gouken: [details=Spoiler]all his dash punches lose. All his normal tatsu lose. All normal demon flip lose. His normal lp and hp counter lose. His mp and ex counter beat us clean. His ex tatsu beats us clean. His super and ultra 1 beat us clean. His ultra 2 trades in his favor. His ex demon flip gets over the fireball and we have to guess what he does.[/details]

Akuma: [details=Spoiler]all normal dps lose. Ex DP whiffs for free punish. All tatsu lose. All demon flips avoid fireball and we have to guess against his options. Super and ultra 1 lose. Ultra 2 beats us clean.[/details]

Gen: [details=Spoiler]all up kicks lose. All wall jump attack lose. His super beats us clean on the lp and mp punch version (the one that juggles to ultra) the hp version trades 1st hit for 20 damage so it trades in our favor. His kicks super whiffs for a free punish. His forward punch ultra 1 loses. His backwards ultra 1 wins(Grey damage). His grounded ultra 2 whiffs for free punish.[/details]

Dan: [details=Spoiler]beats all normal dps and all dankicks. Ex DP whiffs for a free punish. Ultra 2 loses. Super loses. Ultra 1 beats us clean.[/details]

Sakura: [details=Spoiler]all normal dps lose. Ex DP beats us clean. All tatsu lose. All normal otoshi lose. Ex otoshi whiffs. Her Lk super loses, and Mk and Hk super trade 1st hit for 45 damage, trades in our favor. Ultra 1 beats us clean. Both ultra 2 can be blocked.[/details]

Oni: [details=Spoiler]all normal DP lose. All normal slash lose. All stomps land on fireball for free juggle. Ex slash can be blocked. Ex DP catches us on the final hit for 80 damage. Super loses. Both ultras can be blocked.[/details]

Elena: [details=Spoiler]beats everything except her ultra 1, super and ex scratch wheel.[/details]

Yun: [details=Spoiler]beats all lunge lunch. Beats all palm. Beats all shoulder. Beats all normal dps. Ex DP trades for 60 damage and players are knocked back full screen apart, trades in our favor. Loses to both ultras. [/details]

Juri: [details=Spoiler]she can do a fireball store to block the fireball, but we can punish the store with a cr.mk into rekka. Her normal pinwheels lose. Her counters absorb the fireball but we can punish her forward or vertical dashes if you are looking for it. Ex pinwheel beats us clean. Her ex fireballs lose unless she does the low one, we trade but get knocked down and take more damage in the trade. Her ultras lose. Her Lk and Mk super trade the first hit for 60 damage, trades in our favor. Hk super backs away and whiffs.[/details]

Chun: [details=Spoiler]all SBK lose. All legs lose. Lk hazanchu lands on fireball and can be juggled. Mk/Hk hazanchu need to be blocked high or focused. Ex hazanchu has to be blocked high. Super and ultra 1 can’t be charged fast enough. Ultra 2 beats us clean. [/details]

Dhalsim: [details=Spoiler]beats everything except teleports, ultra 1, instant ultra 2, and super. so really it beats nothing Kappa[/details]

Abel: [details=Spoiler]All normal rolls lose. All normal wheel kick lose. All normal change of direction lose. All falling sky and command throw lose. Ex roll goes through fireball but can be thrown or whiff punished. Ex wheel kick must be blocked high. Ex change of direction can be blocked. Lp and Mp super lose. Hp super beats us clean. Ultra 1 beats us clean. Instant ultra 2 loses and if he delays it to absorb the fireball then shoots we can jump it.[/details]

Viper: [details=Spoiler]all grounded burn kicks lose and can be juggled after. All ground pound lose. Her Mp, Hp and EX DP lose. The Lp avoids the fireball but can be blocked. Jumping burn kicks whiff. Super loses. Instant ultra 2 can be blocked. Ultra 1 beats us clean. [/details]

Bison: [details=Spoiler]Bison can’t charge his ultra 1, super, psycho crusher or scissor kicks in time. His ultra 2 can be blocked. His normal head stomps and devils reverse lose. The ex versions can be blocked.[/details]

Sagat: [details=Spoiler]All tiger knee lose. Lp and Mp DP lose. HP DP trades for 120 damage, knocks both players down at about round start distance. Trades in sagats favor. Ex DP catches us for 2 hits at 140 damage. All supers lose. Ultra 2 trades, heavily in sagats favor. Ultra 1 beats us clean.[/details]

Cammy: [details=Spoiler]All DP’s lose. All normal spiral arrow lose. Ex spiral arrow beats us clean. All hooligan lose. Lp, Mp, and EX spin knuckle go through the fireball, but we can punish it before it hits or block. Hp spin knuckle whiffs right through us and we can punish. Ex TKCS loses. All super beat us clean. Ultra 1 beats us clean.[/details]

Deejay: [details=Spoiler]beats all up kicks. Beats all normal sobat kicks (timing is ridiculously hard to get the sobat kick out). Ex sobat is blockable. Beats all normal upper. Ex upper punches the fireball, then whiffs the rest. I couldn’t get any supers or ultras out and even if it’s a 1 frame possible it’s still will get blocked. Instant forward jumping knee gets over the fireball but whiffs if you crouch and you can punish or block standing. Slide gets under the fireball but can be blocked low.[/details]

Cody: [details=Spoiler]all ruffian kicks lose. All criminal uppers lose. All Bingos/zonk can be blocked. Lk super loses, Mk and Hk trade first hit for 60 damage. Trade is in our favor. Ultra 2 trades, at most will take off 104 damage. Trades in our favor. Ultra 1 beats us clean. Cody can slide under the fireball and hit us for 70 damage.
*all of these also apply with poisons back right up against the corner except now super and ultra 2 beat us clean.[/details]

Guy: [details=Spoiler]Lk tatsu trades the first hit for 40, both players knocked Down and at full screen distance. Trades in our favor. Mk tatsu beats us clean. Hk and Ex tatsu lose. Normal run loses. Normal forward roll jump loses. Ex run absorbs the fireball and can be canceled into slide or overhead. Both can be blocked but it’s so fast that you have to decide 50/50 either low or high. If he goes slide and you block it, it’s punishable. And if you get hit with the overhead trying to block slide, he only gets the second hit for 70 damage. Better to block low. All supers lose. Ultra 1 beats us clean. Ultra 2 loses.[/details]

Hakan: [details=Spoiler]beats everything except all of his slides.[/details]

Rolento: [details=Spoiler]ultra 1 trades the 1st hit in our favor. Ex stinger can be blocked. Ultra 2 beats us clean. Super can be blocked. He can ex back roll into overhead to avoid fireball, Must be blocked high as he can combo off it. Don’t know much else about this character, his normal rekkas and ex rekkas lose.[/details]

Poison: [details=Spoiler]all normal fireballs lose. All normal lmt lose. Lk, Mk, Ex DP whiff and can be punished. Hk DP loses. Ex lmt gets over the fireball but can be blocked. Ex fireball trades for 100 dmg and both players pushed back to round start distance, even trade. Super loses. Ultra 1 negates the fireball but we get a free punish. Ultra 2 loses.[/details]

Evil Ryu:[details=Spoiler] All tatsu lose. All Axe kick lose. All fireballs lose. All normal DP lose. Ex DP trades the last hit for 50 damage, trades in our favor. Super loses. Ultra 1 can be blocked. Ultra 2 beats us clean.[/details]

Guile: [details=Spoiler]trades with all normal flash kick in guiles favor. Ex flash kick beats us clean. I wasn’t able to get super or ultras out, but I’d Imagine ultra 1 and super trades or beats us clean, and ultra 2 is blockable.[/details]

Blanka: [details=Spoiler]horizontal balls and rainbow balls can’t be charged in time. Super and ultras can’t either. Normal up balls lose. Slide loses. Ex up ball beats us clean.[/details]

Zangief: [details=Spoiler]all normal command throws, super, ultras lose. Ex x om Mand throws with Armour can absorb the fireball but are easily neutral jumped into a punish. Both lariats can be whiffed if you crouch and can be punished. All normal green hand lose. Ex green hand beats us clean.[/details]

Rufus: [details=Spoiler]all tornado and messiah kick lose. Lp snake strike lands on fireball for a juggle afterwards. Mp, Hp and Ex snakestrike whiff for free punish. All supers lose. Dive kick can be blocked. Ultra 1 first hit trades for 26 damage in our favor. Ultra 2 beats us clean.[/details]

El feurte: [details=Spoiler]both ultras beat us clean. Super loses. Chest bump loses, ex is blockable. Ex DP whiffs, lands behind. He can do ex run shenanigans. [/details]

Vega: [details=Spoiler]beats everything except ultra 2.[/details]

Balrog:[details=Spoiler] Balrog can’t charge any dash punches or super in time. All of his headbuts beat us clean and he can link ultra 1 after. He can’t charge raw ultra 1 though. His ultra 2 loses. His TAP can be blocked or thrown.[/details]

Fei long: [details=Spoiler]all DP lose. All normal chicken wings lose. Ex chicken wing will whiff if you crouch. All rekkas lose. Ultra 2 loses. Ultra 1 and super beat us clean.[/details]

T.Hawk:[details=Spoiler] all command throws lose. All DP lose. All normal spire lose. Ex spire can be blocked. All condor dives can be blocked. Super and ultra 1 lose. Ultra 2 whiffs for free punish.[/details]

Adon: [details=Spoiler]all normal DP’s lose. Ex DP catches the last hit for 80 damage and we are knocked down. Lk and Mk jaguar tooth whiff where the fireball disappears. Hk and ex can be blocked. Lk and Mk grounded jaguar kick lose. Hk jaguar kick whiffs or can be blocked. Ex jaguar kick can be whiffed if crouched. Air born jaguar kicks whiffs. Lp and mp super trade 1 hit for 50 damage in our favor. Hp super beats us clean. Ultra 1 beats us clean. Ultra 2 loses.[/details]

Rose: [details=Spoiler]all fireballs lose. All soul throw lose. All normal soul spiral lose. Ex soul spiral beats us clean. She can absorb or reflect the fireball horizontally but we can block. She gets hit trying to reflect it diagonally. She can ex reflect it back but we can block. All supers can be blocked. Ultra 2 has one orb beaten by the fireball. Ultra 1 beats us clean. Slide loses.[/details]

Yang: [details=Spoiler]all rekkas lose. All palms lose. Lk DP gets beat. Mk and Hk DP can be blocked and punished. EX DP beats us clean. Dive kicks can be blocked. All normal teleport dashes lose. Ex teleport dash gets through but can be punished. Both ultras beat us clean.[/details]

Hugo: [details=Spoiler]Hugo always stays on the same side making this pointless on him.[/details]

*Everyone can backdash away from and avoid the HP Fireball after the air reset, but this only draws them closer to the corner as the purpose of this is to swing the momentum into your favor and put the opponent into the corner

I will always recommend going for the Ultra 1 after a Mk DP FADC considering the high damage and positioning afterwards. It also reverses just like this sometimes as well. but if you don’t have Ultra 1 yet and need to get the opponent off you and land a successful DP FADC, this isn’t a bad follow up considering how safe it is, reverses the position if you are closer to the corner then they are, and because everything happens so fast and unexpectedly, the momentum is swung right into your favor.

here is also a backthrow safe ambigious cross up setup i made from before

Very easy ambiguous safe jump/cross up set up.

Back throw, immediate forward jumping lk.

To never mess the timing, hold up+forward during the throw so your immediate jump in comes out every time.

Works on: decapre, ryu, Honda, makoto, dudley, gen, sakura, Elena, juri, chun, sim, viper, bison ,Cody, e.ryu, guile, Vega, Adon, rose, yang, Hugo

Somewhat works: ken, yun, cammy, deejay, poison, blanka, rufus, balrog, el feurte

  • Ken: Lp dp trades but whiffs all other dps
  • yun: only beats hk/mk dp, lk/ex wins clean
  • cammy: whiffs dp but gets away, you can OS ultra 1 to catch her.
  • deejay: loses to up kicks, beats ex upper
  • poison: beats mk, hk, ex dp, loses to lk dp
  • blanka: ex up ball whiffs, beats electricity and regular balls, loses to u1
  • rufus: ex messiah gets blocked. Wake up ultra hits you :confused:
  • balrog: headbutt whiffs. ex rush punch will beat you.
  • el feurte: ex dp whiffs, ex run can escape

Doesn’t work on: Seth, gouken, akuma, Dan, oni, Abel, sagat, guy, rolento, zangeif, fei long, t.hawk, anyone who delays their wake up.

  • Hakan actually gets up a tad slower causing this set up to whiff entirely. So you can make his u2 whiff but he can punish you otherwise.

** this was only tested mid screen. Corner doesn’t apply

Ex Aelous Edge is a good tool. It is one of the best fire balls in the game starting up in 9 frames and recovering very fast. If used as an anti air it has free juggle state. It is +2 on block and +4 on hit giving it, although strict, combo utility.

Let’s just say working in the lab I found a way to get this move to be +10 on hit.

This move when canceled from a cr.Hp which is slightly a step back from point blank range on a crouching opponent, causes a reeling animation to happen which allows the EX AE to land quite meaty, giving us upto 6 additional frames of advantage.

Now you may be wondering, “Hey Tali that’s cool and all, but how do we use this in actual matches? Or is this just some combo video tech?”

Simple, poison is a character designed to zone out the opponent, and suffocate them with safe pressure in the corner. Since the push back created midscreen is too far to combo the EX AE with, here is an extremely viable set up for when you are pressuring the opponent in the corner.

Cr.Lp, Cl.St.Lk, Cr.Hp xx Ex AE

This string is a poison BnB combo. Chaining the Cr.Lp into Cl.St.Lk gives her the +6 advantage to link a Cr.Hp while also giving the perfect universal spacing for the cancel into Ex AE to land meaty.

How can you set this combo up? Simple. When you score a knockdown (Rekka, Throw, LMT+throw) and throw out a meaty HP AE, if the opponent crouch blocks which to them seems like the safest option, walk a step forward behind the HP AE, do a F+Mp overhead, and link into the combo above.

What can come of this? Well you can link U1 after the Ex AE for Big damage on a 1 bar BnB combo. You can link a sweep for a hard knockdown and big stun. You can link another cr.Hp into Ex AE again on some chars. Or go into cr.mk xx (Ex) Rekkas.

These options are endless and open up much more pressure and damage and stun output for Poison when she already was great in the corner.

Please test this out on multiple characters and give feedback on your results. I haven’t tested this set up on everyone but on the ones I have it has worked out well.

F+Mp, Cr.Lp, Cl.St.Lk, Cr.Hp xx EX AE, Ultra 1
430 Damage / 340 Stun
Tested on crouching Cody

*Cr.Hp xx EX AE whiffs entirely on Chun Li and only gets 1 hit on Rose

Credits to @Wedge_Antilles‌ for this find. If you do a cl.hk xx lp AE, you get a +6 on hit frame advantage on fei long.

I did some testing and here is what i found.
Close hk (2 hits) xx lp fireball gaining +6 advantage on hit:

Works on fei long, Cody, ibuki(corner) dudley(corner) Rufus (midscreen)

doesn’t link at all against akuma, gen, Sakura, oni, elena, feurte

Few combo possibilities in the corner are:
J.hk, cl.hk xx LP AE, Cr.hp xx Hp Rekkas
417 damage, 655 stun. Meterless

J.hk, cl.hk xx LP AE, Cr.hp xx hk Dp
420 Damage, 700 stun, Meterless

J.hk, Cl.Hk xx Lp AE, Cr.hp xx mp AE x FADC, Cl.Hk xx Hk Dp
489 Damage, 790 Stun, 2 bars

J.hk, cl.hk xx Lp AE, Cr.hp xx Mp AE x FADC, cl. Hp xx EX LMT
508 Damage, 750 Stun, 3 Bars

J.hk, Cl.Hk xx Lp AE, Cr.hp xx Mp AE x FADC, Cl.Hk xx EX Rekkas, Ultra 1
516 Damage, 760 Stun, 3 bars, full Ultra

J.hk, cl.hk xx lp AE, Cr.hp xx EX AE x FADC, cl.hk xx lp AE, Cr.hp xx Hp Rekkas
530 Damage, 840 Stun, 3 bars

J.hk, cl.hk xx lp AE, Cr.hp xx EX AE x FADC, cl.hk xx lp AE, Cr.hp xx Hp Dp
537 Damage, 860 Stun, 3 bars

J.hk, cl.hk xx lp AE, Cr.hp xx EX AE x FADC Ultra 1
580 Damage, 640 Stun, 3 bars, Full Ultra 1

J.hk, cl.hk xx lp AE, Cr.hp xx EX AE, Mk dp x FADC Ultra 1
580 Damage, 690 Stun, 3 bars, Full Ultra 1

J.hk, cl.hk xx lp AE, Cr.hp xx EX AE x FADC, cl.hk xx lp AE, Cr.hp xx EX Rekkas, Hk Dp
542 damage, 865 Stun, 4 bars

J.hk, cl.hk xx lp AE, Cr.hp xx EX AE x FADC, cl.hk xx lp AE, Cr.hp xx EX Dp
543 Damage, 866 Stun, 4 Bars

J.hk, cl.hk xx lp AE, Cr.hp xx EX AE x FADC, cl.hk xx lp AE, Cr.hp xx EX Rekkas, Hp Rekkas
545 Damage, 860 Stun, 4 bars

J.hk, cl.hk xx lp AE, Cr.hp xx EX AE x FADC, cl.hk xx lp AE, Cr.hp xx EX AE, Cr.lp xx lp Rekkas
549 Damage, 860 Stun, 4 bars

J.hk, cl.hk xx lp AE, Cr.hp xx lp/mp AE xx Super
561 Damage, 610 Stun, 4 Bars

J.hk, cl.hk xx LP AE, Cr.hp xx mp AE x FADC, Cl.hk xx mk dp x FADC ultra 1
561 Damage, 750 Stun, 4 Bars, Full Ultra 1

J.hk, cl.hk xx lp AE, Cr.hp xx EX AE x FADC, cl.hk xx lp AE, Cr.hp xx EX Rekkas, Ultra 1
575 Damage, 845 Stun, 4 bars, Full Ultra 1

Variety of touch of death set ups for Elena (900 stun), Blanka (950 Stun), and Cody (1050 Stun) to a lesser degree
Requires 3-4 bars

Backthrow > J.HK, Cl.HK xx EX Fireball FADC Cr.HP xx HP Rekkas 3 bars / 140 + 438 Damage / 845 Stun
Backthrow > J.HK, Cl.HK xx EX Fireball EX level 2 Focus Crumple, HP Fireball, Cr.HP xx HP Rekkas 3 Bars / 140 + 449 Damage / 855 Stun
Backthrow > J.HK, Cl.HK xx EX Fireball EX Level 2 Focus Crumple, Cl.MP, Cr.HP xx HP Rekkas 3 bars / 140 + 454 Damage / 880 Stun


Backthrow > J.HK, Cl.HK xx EX Fireball FADC Cr.HP xx EX Rekkas empty Jump cancel, Cr.LP 4 Bars / 140 + 431 Damage / 870 Stun
Backthrow > J.HK, Cl.HK xx EX Fireball FADC Cr.HP xx EX Rekkas Jump cancel, J.LP/LK 4 Bars / 140 + 435 Damage / 870 Stun
Backthrow > J.HK, Cl.HK xx EX Fireball FADC Cr.HP xx EX Rekkas Jump cancel, J.MP/MK 4 Bars / 140 + 441 Damage / 880 Stun
Backthrow > J.HK, Cl.HK xx EX Fireball EX Level 2 Focus Crumple, HP Fireball, Cr.HP xx EX Rekkas jump cancel J.HK 4 Bars / 140 + 455 Damage / 880 Stun
Backthrow > J.HK, Cl.HK xx EX Fireball FADC Cr.HP xx EX Rekkas Jump cancel, J.HK 4 Bars / 140 + 444 Damage / 900 Stun
Backthrow > J.HK, Cl.HK xx EX Fireball EX Level 2 Focus Crumple, Cl.MP, Cr.HP xx EX Rekkas Jump cancel, J.HK 4 Bars / 140 + 460 Damage / 905 Stun

and so on…you can probably explore more and find more variety.

So let me explain what is happening.

After a back throw, on Elena, Blanka and Cody, an instant J.HK Lands extremely ambiguous as a cross up. Against Cody and Blanka, it is entirely safe from reversals. Against Elena, She can beat it only with EX DP. Now you can train Elena not to contest it by doing j.lk instead of J.HK first as the j.lk makes the EX DP whiff. Now if you don’t do an immediate jump in HK and pause slightly before jumping, this will allow the opponent to start getting up earlier and their hurtbox will be out in front and you will hit in the front. This can not be seen by the eye and is a true 50/50 if the opponent is trying to block.

Now by utilizing this 50/50 and going straight into a heavy combo like the ones I have listed, we can get some scary results if everything goes to plan.

The main thing you want to pay attention to is the stun value. As you can see, some of the combos i have listed do 900+ stun, and Elena has 900 stun, which would mean that Elena would get stunned right at the end of the combo. This is something we** DON’T** want. Why is that? well if we stun her right at the end of the combo, our damage scaling is maxed out, and the following combo we get on her stun is going to be less then 10% of its worth. You want to use the combos that end right below their stun threshold so that the following touch will stun them, leaving them stunned with your next combo being unscaled. For example.

Backthrow > J.HK, Cl.HK xx EX Fireball FADC Cr.HP xx EX Rekkas Empty Jump cancel, Cr.LP 4 Bars / 140 + 431 Damage / 870 Stun
Backthrow > J.HK, Cl.HK xx EX Fireball FADC Cr.HP xx EX Rekkas Jump cancel, J.LP/LK 4 Bars / 140 + 435 Damage / 870 Stun

the first combo ends in an empty jump > land > cr.lp (air reset) and stun critically high at 870/900. Right after that cr.lp I will do an overhead to catch them as they recover from the air reset. This is a very nice and tricky ending that has to be blocked high which is not what people normally do when point blank in front of the enemy. Since she is at 870 stun, and the least amount of stun any one of our hits does is 50, that overhead if it lands will cause the stun, giving us a free follow up combo with no scaling added yet. You can easily land a meterless max punish combo in the 300’s damage range ending in Rekkas for a hard knock down totaling off 90+% of her health. The second combo listed ends in a jump cancel J.LP/LK, this allows us to do a high air reset into a left right mix up with walk under/dash under cross under or not shenanigans, where 1 jab or any hit will lead into stun. Just examples so you get the idea.

So with Blanka you want to do some of the ones that are at least 900 if you want the guaranteed 1 hit away from stun. With Cody you can’t get to the 1 touch away but i mean its only a difference of a couple hits, that’s one basic combo like a couple jabs into Rekkas. Either way I don’t see how you could execute this and lose the round after.

*Also to note, the combos that cancel EX Fireball into level 2 focus crumple are inconsistent on Cody so you might want to avoid those on him and go for the FADC variants, which are easier anyways :stuck_out_tongue:

Of course it work on Cody. The poor guy seems to have the worst of luck when it comes to these setups.

Couldn’t Juri do her absorb move on wakeup and run away ?

Technically everyone can back dash away unless the corner is behind them because the fire ball takes a couple frames before it hits. I covered juris store, it blocks the fireball but if we throw out a normal anticipating her to do that we can punish her.

But honestly this happens so fast people don’t realize the side swap and usually block or get hit by the fireball. Mess around with it it’s pretty cool

you can do cross up jump hk on cody and elena off a back throw. other characters you need to walk forward a tiny tiny bit to make it ambiguous.

@tali‌ I have tried the EX AE into U1 setup but i couldn’t get it consistently to work. It seems very range specific especially when trying to link into U1. Linking into sweep or Cr.MK rekka was much easier which still makes this a very viable setup. It is getting more damage from the overhead than we would normally would.

PS. apparently at point blank Ex AE just passes through a crouching Ryu’s without him getting hit. I don’t know if this is a glitch or that the hitbox on the Ex AE starts at a further distance from Poison’s or what but it looked kinda stupid.

@amrraed‌ yes on a lot of crouching characters point blank ex AE whiffs just due to how far it comes out where they are in the sweet spot. Not a big deal considering that is never going to happen in a match

Cr.hp into ex AE… the damage is wonderful…for almost 300 damage for 1 bar i think it makes poison’s pressure even scarier. Since with seems to also work from HP AE you can do all sorts of stuff. Probably should look into set ups from ex AE.

Bump

So, bizzarely CH cl. st. hk gives you the +6 lp AE on Boxer. Naturally on him you can only follow up (w/out FADC) in the corner. This works because CH cl. st. hk causes a different reel animation than non CH (specifically here).

This made me realize the reason the combo happens in general is because some characters get the “high heavy hit” reel animation from the second hit of cl. st. hk (and combo into the lp ae in time). This is the same reel animation a far hk will always cause for example. On Boxer the extra frame advantage from the CH on the 1st hit of cl. st. hk makes the 2nd hit slightly higher and cause the high reel instead of the mid.

Just a note on dumb DP FADC gimmicks. Doing a DP FADC and hitting them just off the ground with cr. hp xx mk/hk LMT does a reset into fully meaty LMT. Obviously it loses to any reversal, but you get + frames on block and a free full combo if they panic and get hit. Might be worth tossing out against a character with weaker reversals anyway.

Some notes on cl. hk (2-hits) lp AE on Dudley. It’s not 100% consistent on hitting him in the first place (works best off a jump-in or if he’s crouching) however it is +7 on hit instead of +6. This means it’s actually possible to link cr. mp into WoL at midscreen off this. Additionally in the corner, linking a cr. hp xx mp ae leads into another meaty fireball that is at around +5 as you can link st. mk or FADC directly into anything from this. So to summarize:

cl. hk (2-hits) xx lp AE > cr. mp xx lp/mp WoL (anywhere)
cl. hk (2-hits) xx lp AE > cr. hp xx mp AE > st. mk xx mp WoL (corner)

Also cr. hp xx lp AE is +5 on crouching Dudley, but doesn’t easily combo unless landed off a jump-in and only links into anything in the corner. CH cr. hp xx lp AE is +7, but still to far to link anything at midscreen. In the corner you can link two meaty cr. hp xx EX AE and finish with cr. mk xx WoL, though the second cr. hp is a tight link since it needs to wait for his reel animation to come back (you actually have time to walk forward a couple frames and land it).

CH cr. hp xx lp AE > cr. hp xx EX AE > cr. hp xx EX AE > cr. mk xx mk WoL (corner, crouching)

Heres some tips on her anti air buttons.

It’s all about knowing the angle of approach your opponent is using during a jump in, and using the best button that poison has for that. Don’t mind my shitty paint skills, but I tried to give you the sweet spots that her buttons are best for.

So for the standing MP, i like to use this for jump ins that come in up high, a good example would be a bison who is coming in with a head stomp or ex head stomp, Standing MP is a great option to swat it away.

Standing HK I like to use when the oppoonent is trying to jump to cover ground and get in but not necessarily jump in to attack. Hugo would be a good example. Or just at any range that the opponent is trying to jump in with near the tip of a jump in and i can take a little step back and kick them out the air.

Standing Mk i find works well against dive kicks that are coming in low or coming in from a neutral jump.

So pretty much why Crouching HP feels the best and much more consistent is because it itself covers a condensed version of all three of the previous anti air buttons. The Hurt box is also tucked nicely behind a big high hitbox on the last 2 frames which are the more common frames that end up being anti aired with. You can then buffer a HP Fireball which is relatively safe from most reversals and ultras and gives you added pressure.

Also consider that combining this with an onscreen HP Fireball which is at about the distance of the Green X in the Standing Poison Picture above when poison is recovered and can move again add’s to the pressure of getting an opponent to jump into one of those sweet spots. With good reaction and utilizing the quick fireball recovery she has, She does have great zoning potential.

I mean, just looking at all the angles she can cover at one time from one piece of real estate is pretty good, The only draw back she has is lack of active frames. a few more overall on her normals, and shaving a few off the recovery would really help. Most impotently though would be more active frames on her MK DP and with out any gaps between active frames, and being considered air born once the invincibility ends. By doing that, it wouldn’t feel like a grounded reversal tool, and a true anti air, which it looks like. Just to put it in perspective, the average active frames for a Dp style move is like 13, and poison’s MK DP has 4. On top of that, there is 3 frames (almost as much as the amount of active frames) of a gap between the active frames. so she has 2 active frames, 3 frames of no active frames which shes entirely vulnerable and considered grounded so she can be thrown or jumped in on and full comboed on instead of an air reset, or even sucked in from a tanden engine, then the last 2 active frames with bigger hit boxes, one on each side of her surprisingly, and then it goes into an air born state and recovery.

to sum it up:

Everyone elses DP usually goes like this:

Invincible start up
First couple active frames which are invincible
remaining active frames while airborne
recovery

Poisons DP:
Invincible start up
First couple active frames which are invincible
few recovery frames which are grounded
remaining couple of active frames - still grounded
airborne state starts, active frames ends
recovery

Can someone test rekka fadc combos they seem char specific. On some characters u can end with crhp xx hp rekka. On the rest crmk xx mp rekka seems universal so far.

Rekka fadc crlp close mp.
Link into crhp hp rekka
Or crmk mp rekka.

Well, cr. lp > cl. mp itself is not reliable because the second hit will whiff on a lot of the cast if you try to link into it from a cr. lp.

Cl. mp Whiff: Decapre, Shoto’s, Ibuki, Gen, Dan, Sakura, Oni, Elena, Dhalsim, C. Viper, Dictator, Cammy, Guy, Rolento, El Fuerte, Adon, Rose
Full combo Works: Honda, Makoto, Dudley, Gouken, Yun/Yang, Juri, Abel, Sagat, Dee Jay, Guile, Claw, Boxer, T. Hawk
Cr. mk works: Seth, Chun, Cody, Hakan, Poison, Blanka, Zangief, Rufus, Fei Long

And finally you are not in range for any close normal after a cr. lp on Hugo.

Also any combo from a rekka is going to be very spacing dependent, and you could end up out of range for cl. mp or even cr. hp on some characters it theoretically works on.

Also fun note, I originally recorded the combo on Dudley and accidentally linked cr. mp after cl. mp, meaning cl. mp self meaties on Dudley to be +7. Seeing my previous note he seems to make a good combo punching bag for Poison.

Thanks Tali on the tips for the AAs. that really helped me out

Cr.Hp has 21 frames of hitstun. It also is a rare exception with cancelable normals that causes this normal to cancel 1 frame later then normal, so imagine as if it now has 20 frames of hitstun when canceled. EX LMT is a 22 frame start up move. So Cr.Hp xx EX LMT will not combo normally.

But a counterhit Cr.Hp will get a bonus of +2 or +3 hit stun, giving it 24 or 23 frames of hitstun normally, or 23 or 22 frames of hitstun when canceled.

So a counter hit Cr.Hp xx EX LMT will combo on a standing opponent every time now that the Cr.Hp is getting just enough hitstun from the counter hit so that the EX LMT can land in time before the opponent can block.

But that isn’t really helpful when a set up for Cr.Hp to get a counter hit will be on a crouching opponent.

since EX LMT is a sort of flip move that goes over lows and fireballs, it is coming from up high, and crouching opponents have much shorter hurtboxes than standing opponents, not every crouching opponent will get hit by the EX LMT after being canceled from cr.hp on the first couple active frames, allowing them to block it if they were crouching when hit by the cr.hp

So I have compiled a list of Counter Hit Cr.Hp XX EX LMT on every character when standing, when crouching, both in corner and midscreen to see the results.

(CH) Cr.HP xx EX LMT {325 Damage / 350 Stun} Hard Knockdown on hit| 13 chip damage / +2 advantage on block

Spoiler

Decapre:
Works on standing and crouching everywhere

Ryu:
Works on standing everywhere
Doesn’t work on crouching at all

Ken:
Works on standing everywhere
Doesn’t work on crouching at all

E.Honda:
Works on standing everywhere
Doesn’t work on crouching at all

Ibuki;
Works on standing everywhere
Doesn’t work on crouching at all

Makoto:
Works on standing and crouching everywhere

Dudley:
Works on standing and crouching everywhere

Seth:
Works on standing and crouching everywhere

Gouken:
Works on standing and crouching everywhere

Akuma:
Works on standing everywhere
Doesn’t work on crouching at all

Gen:
Works on standing and crouching everywhere

Dan:
Works on standing and crouching everywhere

Sakura:
Works on standing everywhere
Doesn’t work on crouching at all

Oni:
Works on standing everywhere
Doesn’t work on crouching at all

Elena:
Works on standing and crouching everywhere

Yun:
Works on standing everywhere
Doesn’t work on crouching at all

Juri:
Works on standing and crouching everywhere

Chun Li:
Works on standing everywhere
Doesn’t work on crouching at all

Dhalsim:
Works on standing and crouching everywhere

Abel:
Works on standing and crouching everywhere

C.Viper:
Works on standing and crouching everywhere

M.Bison (Dictator):
Works on standing and crouching everywhere

Sagat:
Works on standing and crouching everywhere

Cammy:
Works on standing and crouching everywhere

Deejay:
Works on standing and crouching everywhere

Cody:
Works on standing and crouching everywhere

Guy:
Works on standing everywhere
Doesn’t Work on crouching at all

Hakan:
Works on standing and crouching everywhere

Rolento:
Works on standing and crouching everywhere

Poison:
Works on standing and crouching everywhere

Evil Ryu:
Works on standing everywhere
Doesn’t work on crouching at all

Guile:
Works on standing and crouching everywhere

Blanka:
Works on standing everywhere
Doesn’t work on crouching at all

Zangief:
Works on standing and crouching everywhere

Rufus:
Works on standing and crouching everywhere

El Fuerte:
Works on standing everywhere
Doesn’t work on crouching at all

Vega (Claw):
Works on standing and crouching everywhere

Balrog (Boxer):
Works on standing everywhere
Doesn’t work on crouching at all

Fei Long:
Works on standing and crouching everywhere

T.Hawk:
Works on standing and crouching everywhere

Adon:
Works on standing everywhere
Doesn’t work on crouching at all

Rose:
Works on standing everywhere
Doesn’t work on crouching at all

Yang:
Works on standing everywhere
Doesn’t work on crouching at all

Hugo:
Works on standing and crouching everywhere

the list is in the spoiler, if you don’t want to sift through all the characters here is the results.

The corner and midscreen have no difference, what works in the corner works midscreen, and what doesn’t work in the corner doesn’t work midscreen, etc.

If the opponent was standing when the Cr.Hp landed as a counter hit, EX LMT will land on everyone. No one avoids it while standing.

On Crouching how ever, it works on:
Decapre, Makoto, Dudley, Seth, Gouken, Gen, Dan, Elena, Juri, Dhalsim, Abel, C.Viper, M.Bison (Dictator), Sagat, Cammy, DeeJay, Cody, Hakan, Rolento, Poison, Guile, Zangief, Rufus, Vega (Claw), Fei Long, T.Hawk, Hugo

On Crouching opponents that it doesn’t work on:
Ryu, Ken, E.Honda, Ibuki, Akuma, Sakura, Oni, Yun, Chun Li, Guy, Evil Ryu, Blanka, El Fuerte, Balrog (Boxer), Adon, Rose, Yang

so it works on about 2/3’s of the cast.
Sucks that every character it doesn’t work on i wish it did :frowning: