if you play on xbox in north america, come play with us at twitch.tv/pandaxgaming
even if your not from there or on xbox, you can still chat there at anytime of the day, i play and chat on there frequantly.
if you play on xbox in north america, come play with us at twitch.tv/pandaxgaming
even if your not from there or on xbox, you can still chat there at anytime of the day, i play and chat on there frequantly.
Here are my match up rankings
Abel 5-5
Adon 4-6
Akuma 4-6
Balrog 6-4
Blanka 4-6
C.Viper 5-5
Cammy 5-5
Chun-Li 6.5-3.5
Cody 5-5
Dan 7-3
Decapre 6-4
Dee Jay 6-4
Dhalsim 4-6
Dudley 5-5
E.Honda 6-4
El Fuerte
Elena 6-4
Evil Ryu 4-6
Fei Long 5-5
Gen 5-5
Gouken 4-6
Guile 6-4
Guy 4-6
Hakan 6-4
Hugo 8-2
Ibuki 4-6
Juri 5-5
Ken 6-4
M.Bison 5-5
Makoto 4-6
Oni 5-5
Poison 0-0
Rolento 6-4 (The reason im saying this is that poison has so many punishes against him and he really doesn’t want to get knocked down. If he does she can flip kick against him on wake up for free.)
Rose 5-5
Rufus 5-5
Ryu 6-4
Sagat 5-5
Sakura 6-4
Seth 3.5-6.5
T.Hawk 6-4
Vega 4.5-5
Yang 4-6
Yun 3-7
Zangief 6-4
At the moment im not sure about the gouken match up. its not a favorable match up but it could eventually be close to even.
Cammy wakes up late just like sagat … automatic dash forward njhk shouldn’t work on her. After rekka knockdown.
Unless u delay ur jump or dash.
Vs cammy after rekka immidiate backdash then jump forward hk is safejump. No timing required. Safe from all reversals.
The same setup is fake crossup in the corner. Os back jump or sweep depends on what u want to punish. (Mix it with late jlk)
Back throw. 1step forward jump hp is crossup and safe vs cammy.
Always try to block standing vs any of her pressure or oki. Even If u get hit her combos don’t work on standing poison. : D
Cammy Vs poison is 6.5-3.5 in poisons favor.
It is cammys worst match up.
Rose has a slight advantage vs poison.
It’s 5.5. Not entirely even.
I feel like that match up can go either way depending on the player.
Idk I have it as 5-5 because I feel like the match sways for who ever gets off first, if you mistime that AA because she did a dive kick and combos you into a knock down and vortex it’s not easy getting out. But if you can keep her out and pressure her when u you knock her down then it swings right back in poisons favor. That’s how I have felt at least. And yes your right I noticed sagat gets up real slow and you have to delay it, now that you mention it you do have to give a slight pause before n.j. Hk on cammy, I guess I hadn’t noticed it at first because it still safe jumps the reversal. I didn’t know about the back dash f.jhk safe jump that’s good to know. I’m going to go see if I can figure out some on sagat. so going the rekka, dash, neutral jump needs a big delay on sagat, its quite annoying to get down, if you do it early and he does dp ur safe but the hk whiffs and if he doesn’t dp he can throw you as you anticipate the hk to hit while it whiffs. doing the rekkas, immediate back dash, j.hk works but you need to put a very slight delay before the jump in, same timing as the small delay on cammy with the neutral jumping hk.
I agree, but I also
I agree to an extent but I still feel like she beats her. I haven’t update alot of the other characters yet, since I still feel like things are being figured out with them.
Wrong thread.
Anyone think we should compile a list of balance changes for poison for next year? Like first list all her glitches and then try to get stuff to help her in general like her normals having better frame advantage on block?
Anyone think we should compile a list of balance changes for poison for next year? Like first list all her glitches and then try to get stuff to help her in general like her normals having better frame advantage on block?
These are my suggesstions:
[details=Spoiler]Give her mk dp full active frames like ex with only 5 invincibility frames like it has now obviously.
Give her jabs +6/+2 frame advantage, or +5/+2 and make St.mk 4 frames start up and cr.mk 5 frames start up with the hit box moved past the hurt box, and a couple less recovery frames.
Give her a bit more damage on rekkas and forward range, and Improve the frame advantage, regular first hit on block should be -3 and ex -1 or -2. And improve the frame advantage on hit after fadc to +6 on first and second hit.
Ex lmt should have 3 versions dependent on the kick button combination you do. There should be ex distances the same as the regular distances, so add the lk and hk distances as current ex is already the mk distance.
Couple more active frames on St.hk and St.mp and remove a couple recovery frames would be nice for more consistent AA, but if the dp gets fixed to like 13 or more full active frames without gaps then they can leave these. Would not mind both tbh.
Buff sweep, more damage, 90 is pathetic, at least 100 damage and 150 or 200 stun from the current 100 it’s at. Faster start up to 7 or 8 frames at least. Couple more active frames and let it be special cancelable or reduce the frame disadvantages from -10000 to -7 and shave off like 10 frames of recovery.
Far.st.lk special cancelable and Able to combo into lp and ex rekkas which would also allow ex fireball.
More range on throws, her throw ranges are worst in the game for no apparent reason or ability to Kara forward. Buffed to average or higher would be nice. U2 needs double the range.
U1 having projectile armor to go through upto an ex red fireball, but losing damage for every layer that’s used. So it can lose 50-75-100-150 damage if used to go through projectiles depending on the layers removed.
[/details]
BTW Xian used poison against Gamerbee at a tourny recently. Xian played very well, and Gamerbee seemed like he wasn’t experienced in the match up. One thing i noticed was the cross up ex lmt set up he was using after the safe jump was nasty, im stealing that tech and adding it to my repertoire.
rekka>2nd hit> 3rd Hit, immediate forward dash, n.j.hk (safe jump)
If adon does reversal rising jaguar, you land and block it and get a free punish
If adon gets hit, you go into a combo of choice
http://s27.postimg.org/9dli42641/hit.gif
If adon blocks the n.j.hk, you can:
cr.lp, throw (tick throw)
cr.lp, cr.lp, block (reversal bait)
cr.lp, cr.lp, cr.lk xx lp/ex rekka (cr.lk to catch standing adon attempting to block overhead setup below)
cr.lp, cr.lp, f+mp (overhead set up) *On block -8, very punishable.
http://imagizer.imageshack.us/a/img911/8224/ZMO64U.gif
*Xian goes straight into the overhead after the blocked n.j.hk, and after landing the overhead, adds a st.mk after the cr.lp, same concept, just a variation from what i wrote.
If overhead hits, you can:
cr.lp xx lp/ex rekka
cr.lp xx mk dp fadc ultra 1
cr.mk xx EX LMT (grounded cross up, must be blocked the other way) *On block +2, On hit hard knockdown *Just had a chance to test this in the lab, adon can’t stand block this, he gets hit, but if he crouches the LMT misses over head head. If he walks forward after blocking the cr.mk, he walks under the LMT. Seems like you need a hard read that your opponent keeps stand blocking LMT.
If adon tried to do Rising Jaguar in between the cr.mk and EX LMT, he whiffs for a free punish
http://s23.postimg.org/alwp96xyx/whiff.gif
All these options
That’s weird. It says Poison/Dhalsim matchup is 6-4 for Poison on the front page, but I feel it’s 5-5 at best and 4-6 in Dhalsim’s favor honestly. I know I’ve said Poison has the matchup before (and I feel like a complete barnacle head for saying so), but I really feel Dhalsim wins this. Honestly, I feel whoever gets the life lead in this matchup can sit back a bit, but Poison has to do far more work to win. Once I’m in, I feel like I can win, but it’s pretty hard to get in. LMT doesn’t seem to do squat in this match when the Dhalsim is expecting it.
Speaking of which, does anyone have any tips or tricks for this matchup?
I’m going to be doing some editing in the coming weeks for sure.
Hey guys and gals,
I’ve been playing against a Guy player pretty often and I’ve had a lot of difficulty in the match. In particular his st mk, and st mp are very quick and basically out range/stuff all of her pokes. They also stop her overhead pretty well. His far st hk also stops her lmt. The Guy player I play against is very rushdown heavy. If he does a light hozanto (the shoulder tackle thing) he is pretty much at -1 or even plus on block. At that push back distance its very difficult to throw out a normal since its the perfect distance for him to keep pressuring safely with his pokes or another hozanto even.
Anyway I was trying to see what I could do about this and I noticed that Poison’s rekkas, the mp and hp versions have a little bit of windup at the beginning where she takes a step back. When she does this she moves her hurtbox backwards for about 5-6 frames (for the hp version) before moving forward. So in a way this move is kind of like a bastardized version of Cody’s zonk.
I’ve found it pretty useful in pressure block strings where you get pushed out and they want to hit you with the tip of their next move. Her hp rekka evades for the longest time, but sometimes it is too slow to catch moves that have a fast recovery.
Another place this might be useful is against Rose, when she spaces her spiral correctly she is pretty much safe or + on block. Often times Rose players will go for a cr mp punch after a correctly spaced drill. This is a great time to use her hp rekka too, b/c the cr mp should whiff and you will catch her in recovery.
Sometime it confuses my opponent b/c it may look like i am just randomly throwing out a rekka, but usually its because I was anticipating a poke. Using her rekkas this way is definitely a little risky since they are - on block and the recovery isn’t that great, but I’ve been having some success with it lately, thought I would share it.
[s]Safe jump set up for shotos (3 frame uppercuts)
Rekka> 2nd hit> 3rd hit, immediate back dash, immediate forward jump lk
RYU:
either stuff’s his DP into an air reset, or the DP whiffs
KEN:
HP DP get’s stuffed into an air reset or whiffs, LP DP will trade in his favor. MP DP and EX DP (4 frame) will hit clean, but you can do another set up for those dp’s which are his AA DP’s and the ones he is most likely going to use*
AKUMA:
DP’s Whiff
ONI:
MP/HP/EX DP whiff, LP DP trades
EVIL RYU:
same as ryu
DELAYED WAKE UP
Rekka>2nd hit > 3rd hit, immediate back dash, cr.lp, immediate forward jump lk
adding the cr.lp compensates for the delayed wake up.
[/s]
*The 4 frame safe jump for Ken is Rekka>2nd hit >3rd hit, immediate forward dash, immediate neutral jumping HK. It will lose to his LP and HP uppercuts, but those are not the uppercuts a competent ken player will use for anti airing.
EDIT: So idk if it s with the latest patch or maybe my game was glitched when i was able to do this but i can not replicate this set up anymore :? idk, you guys let me know
So i went back at it to try that set up again, and here are the new(?) results
RYU: LP DP trades in his favor, MP/HP/EX DP beat poison clean (don’t do it on ryu)
Ken: LP DP trades in his favor, MP DP beats us clean (his go to AA), HP DP Whiffs, EX DP whiffs (yea don’t do it on ken)
Akuma: LP DP gets stuffed, MP/HP/EX DP Whiff but if he blocks normal or blocks cross up, he will block the jump in either way
ONI: LP DP gets stuffed, MP DP beats us clean, HP DP whiffs, EX DP whiffs
Evil RYU: same as RYU
so it only seems viable against akuma to make him whiff a dp, and oni if he doesn’t figure out using MP DP will work, even though its less invincible then HP, it has just a little less forward momentum to not whiff.
So i went back at it to try that set up again, and here are the new(?) results
RYU: LP DP trades in his favor, MP/HP/EX DP beat poison clean (don’t do it on ryu)
Ken: LP DP trades in his favor, MP DP beats us clean (his go to AA), HP DP Whiffs, EX DP whiffs (yea don’t do it on ken)
Akuma: LP DP gets stuffed, MP/HP/EX DP Whiff but if he blocks normal or blocks cross up, he will block the jump in either way
ONI: LP DP gets stuffed, MP DP beats us clean, HP DP whiffs, EX DP whiffs
Evil RYU: same as RYU
so it only seems viable against akuma to make him whiff a dp, and oni if he doesn’t figure out using MP DP will work, even though its less invincible then HP, it has just a little less forward momentum to not whiff.
Got it thanks!
I got some new updates as well, I have just been busy with work.
Bison makes me want to punch babies. Playin’ in the lab, his j.fierce can stuff her DP at the right (wrong for Poison) spacing. Her cr.mp seems to work for scissor kick shenanigans. Match-up feels dumb as hell. I played the Bison player at casuals last time I went and only won when he messed up and I was able to beat him with fireballs until he got meter. Soon as he got meter, had to stop as he was waiting to ex scissor kick through them. No matter what I did, I either get stuffed, whiff, or trades in his favor.
Surprisingly, I don’t have trouble with Sagat. I just out lame him with fireballs. They tend to hang themselves after that.
Previously i tested this set up with j.lk, so now i went ahead and tried it on everyone with j.hk because ive been using the nasty 50/50 you get with j.hk on cody, so i wanted to see if j.hk can be ambiguous on anyone else. Also this is midscreen only.
Back throw > immediate jump HK (hold up+forward during throw to never fail the timing)
Decapre:
hits front, reversal DP whiffs and we land behind. EX DP whiffs we land behind but then when she pulls back we appear infront, its odd
Gen:
hits front, not ambiguous, but is safe against ex upkick
Elena:
hits a deep cross up, very ambiguous. Loses to EX DP, but j.lk instead of j.hk will also cross up and make the EX DP whiff
Chun Li:
J.hk hits front, safe against EX SBK. If you crouch upon landing, you land in the center of her and she spins and doesn’t hit you, if you land standing you will block the EX SBK. If you do j.lk instead, it is also entirely safe exactly like j.hk BUT j.lk is a cross up, so you get a safe 50/50.
Abel:
Similar like chun, j.hk hits front, j.lk crosses up. j.hk can be absorbed by an ex change of direction, but you land and block it. EX CoD is -3 first hit so you can throw or cr.lp for a punish but it is tight. j.lk gets beat by the EX CoD though, we don’t land and block the hit in time. He can ex roll out of both options. You can OS u2 the roll. He can also U2 and punish both j.lk and j.hk.
Viper:
J.hk hits front, not ambiguous or anything but is entirely safe. You can OS a sweep to catch a backdash.
Bison:
Hits front, not ambiguous. It is safe, but bison can teleport, ex head stomp/devils reverse out. And we don’t really have any option selects that do well against all the options he has.
Cody:
deep ambiguous cross up. Safe against reversals. You can delay it slightly to hit front, the delayed front hit can lose to reversal EX Criminal upper.
Poison:
J.hk hit’s front, ambiguous, but not safe from lk/mk/ex dp. J.lk is a cross up, and safe from mk/ex dp (they whiff). Lk dp beats j.lk tho, so if another poison does a back throw and jump in, lk dp beats all ;P, but if they don’t know, you have a 50/50
Blanka:
Hits cross up very deep and very ambiguous. Entirely safe, Ex up ball whiffs, you can react U1 to catch the whiffed Ex upball if you are doing it and he has meter.
Zangief:
J.hk hits front, not ambiguous, beats lariat and safe from EX Green hand. J.lk hits cross up, ambigious, beats lariat and is safe from EX Green Hand. EX SPD will beat both jump ins.
Rufus:
Immediate j.hk whiffs, so you have to take an immediate tiny step back, then jump forward hk. It hits front and is safe from EX Messiah. If you immediate j.lk it is a cross up, and safe from ex messiah. safe 50/50
Assuming most of you know this but I havent seen it posted yet.
After a 4 frame safe jump if you OS a cl lk and they delay wake up it will be safe against 6 frame reversals as it is a frame perfect meaty. If they dont delay stand just do your normal OS.
example WOL > 2 > 3, Dash, Neutral jump HK OS st lk beats normal wake up 4 frame reversals and DWU 6 frame reversals. you can then chain OS the st lk into cr lp + sweep to blow up DWU backdash.
Looks like this but imagine poison instead.