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

Does any of these prevend her SRK to come out when you don’t want it to?

Now I think I’ve mentioned him before, but the Guy matchup feels impossible for me.
No matter what button I press, I lose. I can’t keep him out and once he’s in I don’t stand a chance.

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

@"Maria Croft"‌

I have some great advice for you. He was my next update…

When he doesn’t have meter you really don’t have to be scared. S.Rh beats him in air easy, also he’s very susceptible to LV2 focus bait crumple because of the floaty jump amd if he’s doing premature elbows. But your best option against him jumping in, especially when doing Bushin Flip stuff is crouch Fierce or Backdashing/Backflip of you’re having a hard time air to air\Anti Airing him.

Because of you always try to focus crumple he can get you with Bushin Flip throw since it blows up stand blocking or anything that keep you standing up. You really want to play outside of mid range and mixup MP/HP AE.

Because if inside of mid EX Hozanto, EX Tatsu and Slide will mess you up and hurt for doing fireball shenanigans inside that range.

One good thing I do on knockdown is, I always cover his wakeup with MP Fireballs. I’ve managed to mess up his wakeup options from a safe range.

Up close. Just play patiently. C.lk\Cr.Jab\S.Lk can interrupt mistimed pressure.

Is there ANY matchup at all where you’d want to use Ultra 2? I always end up just picking Ultra 1 for everyone, but not using it sometimes.

I noticed you guys were saying Juri is an easier matchup for Poison than for Juri… Is that still the consensus? I have had a rough time with a couple of good Juris online. I tend to get beaten out in the fireball war, and I found it hard to stop Juri’s approaches. On the other hand, EX Fireball was pretty much free damage anytime Juri stored or released a fireball, and Poison definitely has advantages in the close- to mid-range game, as mentioned above. On paper it doesn’t seem bad for Poison but I haven’t had any luck. I should probably mention that the majority of matches I’ve played with Juris have either been A) Day 1 players or B) a top 10 ranked Juri (I think he was number 2).

<gasp> A use for HK KBG? Awesome.

Yes, Gief and Elena so far. I’ve been using Ultra 2

How the hell are you suppose to beat Chun Li with her? Posion loses the AA war, and the fireball war doesn’t seem to do anything for the either of them so Chun can turtle the match and drag it out. I know LMT can go over her fireballs but it’s so distance dependent.

I find chun to be pretty easy. Just zone her. She can’t win going fireball for fireball considering she has to charge and doesn’t have as good a recovery on them either. Just throw out hp fireballs. They negate any fireballs thrown at you, they cover a nice slow distance in front of you to catch chun trying to dash up hazanchu. We build meter faster, you can react to her fireball and do an ex and catch her in fireball recovery. Lmt is good too, if you do it at the start of the round and she does a fireball it catches her. Her jump is floaty so it gives you time to either get away or get under and cr.hp. her u1 doesn’t work against hp fireball as it trades the first hit. Meaty fireball pressure is good too as she can only focus back dash or block. Btw did I mention Lmt spaced right can also beat ex sbk. Oh and after a back throw if you hold up+forward during the throw to jump on the first frame, and jump in with a j.lk and she tries to ex sbk you actually fall in the center of it in a dead zone where you don’t take any damage, and then get a free whiff punish.

Thanks!

Chun-li’s fireballs are so misleading. They look like poison cant jump over them but then she just does it.

How do you guys feel about the Gouken matchup? Just played it a bunch with a friend and it seemed to go back and forth. I feel like Poison could potentially win this matchup but was looking for further input.

ive found it to be a losing match up. gouken can throw lp fireballs and neutralize the fireball war. sure if we get an ex bar we can blow through a fireball he throws and hit him but he gains meter relativity quick too and an ex demon flip will catch us in our start up and put him in our face. he has very high stun output, especially with ultra 2, so he can stun our 950 stun bar in 2 combos. his counters blow up meaty fireball set ups/pressure. his ex tatsu is a very good anti air now that it grabs you with the first hit and i think its 4 frame start up now. his angled fireballs can’t be lmt’ed over with out using ex, which only has a mid range distance on it. if you play a very good zoning and offensive gouken, its hell. Try playing Fnex_Shine, his gouken will make you understand why its an uphill battle. And he doesn’t even use counters against meaty fireballs o_O

Haha. Sounds like I need to find a wider variety of Gouken players then.

first time ive come here in years, and the ops still have no match up info.
good to see shit ain’t changed.

anyways howdy folks!

I think if Chun times her ultra 1 correctly or does forward dash ultra 1 she could still punish the HP AE. Also be careful of throwing too many wake up Hp AE as Chun can definitely wake-up ultra these.

Overall I think the matchup is even if not in Poison’s favour.
-Chun will generally try use her fireball as a barrier to walk behind, but because Poison has LMT you effectively nullify that strategy and Chun has to find another way to get in.
-She will likely try Hazanshu to get over your fireballs to get in and as suggested you could start throwing out HP fireballs which she is likely to struggle to Hazanshu through. Even if she does manage to Hazanshu through it, the recovery on HP AE is really good you should still be able to block the Hazanshu. If you can see that Chun is about to land on your Hp AE, then you should follow up with st.HK (or HP), LMT or even Ultra 1 to maxamize damage.
-Even if Chun tries to focus through your fireballs, depending on distance, she may eat another fireball as she dashes forward (because Poison’s fireballs are quite fast, and even the slower ones have excellent recovery).
-The speed and recovery of Poison’s fireballs is also good for building meter, you can start throwing out Lp fireballs then start switching to Mp and HP versions - I find that with most characters you may actually be able to get two fireballs out to their one - build 2x the meter.
-Because her jump is floaty it can be a little deceptive when anti-airing with cr.HP.
-Try not get Poison stuck in a corner for this match - I think Chun has excellent corner pressure with st.Mp, fireballs, throws, Hazanshu and cl.Mk (overhead) and Poison doesn’t have a decent enough reversal to deal with all those options (Chun can poke you from far, outside of KBG range).
-If you can keep Chun outside, then her damaging options are severely reduced - and Chun doesn’t do much damage as is.
-Sometimes Chun may try do Ex SBK on wake up, which can trade even if you throw out a Hp AE. So if Chun has meter you may want to bait out the Ex SBK by doing a focus attack and back dashing, since the Focus sorta looks like a fireball animation, you may get a free Punish.

she can’t u1 on wakeup a meaty hp fireball. you recover from the fireball before she gets up, so you can block. she can u1 your hp fireball but only during the start up, which is a small window she has, once the fireball comes out, she can’t u1 you as the fireball will hit her on the first hit. She also can’t ex sbk a hp meaty fireball because you recover in time to block, unless of course you press a button.

Maybe I did the HP fireball too late, but I have been caught by Chun’s U1 on wakeup.

The timing is hard to get down, but on forward throw, rekka, or LMT, you can put down a HP AE that will hit on their wakeup, and still recover before they do. Back throw lets you do MP rekka (don’t move before doing it), unless it throws them into the corner, in which case you can use HP. U1 you can do a LP AE - I think it’s in time to prevent any jumping. I haven’t tested thoroughly.

Once you put down that meaty HP AE, just block until you can react to what happens. Anyone has the choice to reversal through it somehow - ultras or DP can generally be punished. Of course watch out for command throws with invulnerability, and be prepared to deal with the annoyingly safe reversals of some characters (like akuma’s teleport or bison’s ex psycho crusher).

Yea to add to this. After a forward throw you can whiff a standing lp, and do a hp fireball which will hit meaty and allow you to block any reversal. The whiffed lp is a frame kill to get the timing perfect. I don’t use that because I got the timing down with out it. I like to mix up which I will either do forward throw, instant hp fireball (whiff), dash up, throw. Or forward throw, slight delay (I take a tiny step forward) hp fireball (hits meaty) and either dash up close mk (+1) or St.lk (+3) which are true block strings with the hp fireballs block stun. I might just let the fire ball hit and just wait to see reversal and if not do a cr.mk into a fireball or lmt if I want to space it out or go in.

After a lmt knockdown you can do an instant hp fireball and If you block you will block any reversal aside from like an ex spd. And you can then string a cr.mk on block or hit.

After rekka you can do a back dash into mp fireball, spacing leaves you safe from everything I believe.

After a back throw I usually go for an instant j.lk ambiguous safe jump which I have a write up on that lists all the characters it works on. It either whiffs the reversal or stuffs it.

Hey guys, I’m having some serious trouble with Yun, or generally anyone once they get in.
I’m doing ok mid and full screen but when they get close I can’t get anyone off me… they’re stuck to me like glue. All my buttons seem to get stuffed too. Any advice would be really appreciated!