I'm hotter than you!: Poison Match-up thread * Open for Discussion* (Updated: 8/28/2014)

What in the holy hell are you supposed to do against Rose? You pretty much have to do all the work in that matchup while she just sits back and eats your fireballs. Love Me Tender doesn’t even seem to work that well. If I can get her in the corner, sure, but holy hell, I can’t stand this matchup.

It’s a match up that needs patience. Use ex/hp/mp fire balls so that you can negate her fireballs, and so that she can’t absorb them as you space and mix them up. Anti air any jump in attempts. You don’t need to jump in this match up unless you have a rock solid read on a fireball or air to air. Lmts are better in block strings in this match up unless u do ex which raw wouldn’t be as bad. Throw that bitches ex spiral, corner her and pressure her.

Speaking of Rose, Does she build meter faster than Poison for throwing fireballs ?

I think the Guile matchup is actually in Poison’s favour, LMT beats his fireball zoning. I actually think this might be one of her really good matchups. Poison’s AE can generally keep up with guile’s sonic booms and LMT can just hop over his fireballs pretty easily which essentially means he cannot use his fireball as a barrier and walk forward behind it. I think Poison even builds meter faster than Guile with her fireball. I think you might even be able to get more fireballs out if you mix it up with lp,mp,hp versions to his one sonic boom to increase your meter Once you have the life lead, you can literally lame it out with your own fireballs and LMT. If Guile has the life lead he most likely will turtle but once you get in on him he struggles with the pressure (One decently timed LMT would most likely get you in). This matchup just needs to be played patiently.

The Blanka Match is very one sided. You could try bait slides with Poisons Focus, if they are not paying attention they will slide right into your focus because it initially looks like Poison is going to throw a fireball. However it is not that reliable. Blanka balls are also a nightmare for Poison - I really wish Poison had a faster start up on some of her specials i.e. LMT which could be used as a reliable punish for blocked BBs.

I think Rose does build up meter faster with her fireballs as opposed to how much meter Poison builds with her fireballs. Rose’s fireballs are also quite long and seem higher off the ground than other fireballs, which makes using LMT to go over them rather difficult.

I was playing that match up from rose’s side today… My god the match up is evenly annoying. Poison can fuck up Rose’s reflects, then she cant really throw a fireball of her own because she can punish on reaction. Not only that she can pressure rose for free and option select her backdash…
Oh and poison has a nice damage factor in the match.

As for blanka. I think they should have increased the recovery of the blanka ball and left the push back on block as the original so characters can at least walk up and punish.

Honestly I wish poison had her tracking lmt. I’d trade damage for the tracking properties just for a way to get in. Akuma can literally create a wall and she can literally do nothing about it. its really stupid.

I honestly think that the distance that LMT moves forward should be increased slightly (especially the HK and EX versions). I also think the EX version should have retained its overhead properties. Tracking LMT may be too good against fireball characters? And may even become a mindless universal punish?

The Akuma match is really lame - a tracking LMT would be quite nice in this match. Even if you score a knock down on Akuma they will generally teleport away meaning Poison’s HP AE pressure is nullified. I feel Poison isn’t really rewarded for playing smartly in this match.

So I was playing some Blanka just now and it seems that Poison’s backflip is really good against Blanka balls. You can either backflip at the edge of the screen so that the BB just runs out OR you can backflip just before he is about to hit you and he will basically go through you. Not sure if this is a long term solution, but it seems to work at the moment.

If not a tracking EX LMT, I wish they made it so you can alter the distance is travels depending on which two K buttons you use, like the variations on Juri’s EX Fireballs.

As long as she doesn’t absorb it you should be faster

Blanka isn’t that hard anymore. All you have to do is hold your ground, and jab. Jabs beat Blanka balls. And his slides are easily punished with cr.mk xx rekkas. His jump ins are better air to aired or blocked. His command dashes are jabable. In block strings you can mix up cancels into fireballs or Lk/ex LMT if he tries to slide or hit you through the fireball cancel. When you throw or LMT drop him, his ex up ball can be baited with a safe hp meaty fireball. I don’t think Blanka is bad anymore. He just gimmicks new characters when people feel out that new character.

That is a great idea

Won’t work vs good Blankas to be honest. If Blanka decided to lame it out then good luck opening him up. If everything was as theoretical as you claim it to be then Blanka should never beat anyone in the game but it doesn’t work like that. (He doesn’t have amazing buttons, no real high/low game and relies on throws to do damage).

What you have to remember is that nothing Poison does is a true block string. If you are fighting a Guile or a Blanka that won’t (Flash kick/Up ball) Through a block string into LMT or fireball when it is very reactable IMO, then they just don’t know the matchup. There is absolutely no reason for anyone to not be able to react with a down/up charge to that.

A low kick up ball will beat all LMT versions if he reversal it and an EX Upball ( If he really wants to) will beat everything that you do AE/LMT/WoL. Good luck anti airing him with air to air every single time, The Blanka player has to be on super auto-pilot for that to happen.

Yes there is obviously strategy and and some answers to his stuff but again theory is something and reality is another. If a Blanka gets a life lead and is playing smart and not rushing in, There is no way to open him up. You can’t just look at your options in the matchup without looking at his as well. I strongly believe that a Blanka should just get a life lead and lame it out, then you will either throw AE which he can easily slide under or he will force you to come to him at least that is how i believe Blanka should play this match-up.

I strongly disagree and i still think he is one of the worst matchup if not The worst along with Gouken.

Its actually really easy to react to any of poisons cr.mk to rekka series with an ultra. I think that will be a huge issue later on.

Yeah, my brother was just doing EX Soul Spiral with Rose anytime he had meter and I was doing that. Once people figure out there’s a gap of 22 frames on that, we’re going to be in trouble like you said.

I’m not familiar with this matchup. I think I’ve fought maybe two Gouken’s. What’s so bad about it?

It’s not a 22 frame gap it’s a 3 frame gap between the cr.mk and mp rekka, lp rekka is a string if your in range. But I wouldn’t be throwing that out as if it’s a cr.mk xx hado block string from a shoto. It’s -4 on block. Lp or mp fireball would be better.

Gouken is rough because he can go fireball for fireball with us with out us being able to push him back in that fireball war. His ex demon flip is really quick and can catch us throwing fireballs in start up. His demon flip in general is rough because we don’t have great AAs. He can react to a wake up meaty fireball set up with counter to blow up all of our meaty fireball pressure. His ex tatsu is a very good anti air. His stun output is high and can stun/kill us in 2 good reads/combos.

I havent Updated the Bison matchup notes just yet. I’ve been really learning this matchup because it’s on of her harder machups TBH.

I haven’t Updated the Bison matchup notes just yet. I’ve been really learning this matchup because it’s on of her harder machups TBH.

I Can tell you this though… After scissor pressure Cr.MP is A REALLy GOOD option. Also, MP AE’s are probably your best bet in this one too.

Gonna be updating the OP soon. Compiling all my notes.

I havent Updated the Bison matchup notes just yet. I’ve been really learning this matchup because it’s on of her harder machups TBH.

I haven’t Updated the Bison matchup notes just yet. I’ve been really learning this matchup because it’s on of her harder machups TBH.

I Can tell you this though… After scissor pressure Cr.MP is A REALLy GOOD option. Also, MP AE’s are probably your best bet in this one too.

Gonna be updating the OP soon. Compiling all my notes.

Anyone have ideas on the Yun matchup? I definitely feel like Poison needs to keep Yun out, but it’s hard when her anti airs are so specific. Dive kicks can be punished or anti-aired pretty easily if they’re too high, but having dive kicks hit at the knee or below makes it feel like Yun gets in for free (and good Yuns will not dive kick high). I’ve been trying to DP on reaction to the low dive kicks, but Poison’s DP makes it hard to do because of its bad trajectory (it can easily be baited with a sharp angle dive kick).

The most consistent option I see is focus backdashing or just staying out of that dive kick range completely, but it’s easier said than done, especially considering that Yun pushes Poison into the corner pretty well.

In footsies I feel like Poison can handle Yun pretty decently with cr. MP and cr. MK. It’s just adding the dive kick on top of all of this makes the matchup pretty hard. Anyone have any other thoughts?

St.MP does wonders vs his divekick but you have to be on point with your timing.

There will be a new patch out on August 8th. This is what it will fix for Poison:

  • When standing from crouching motion: A bug that made Poison’s hurtbox around her legs temporarily disappear during this motion has been fixed.

  • Close standing LP and LK, far standing LK, crouching LP and LK: The chain-cancelling input window for these moves had been different from the ones for other characters – this has been corrected.

  • Crouching LP: When chain-cancelled, this move’s active frames would activate 1F later than usual – this has been fixed.

  • Far standing LK: When chain-cancelled, this move’s active frames would stay active for 1F longer than usual. Also, the move’s recovery had an additional 3F. Both properties have been fixed.