Poison Team Synergy Thread

Trying out Poison/Julia. I use and Poison for zoning and charging meter, while Julia is great for rushing down and great damage.

I’m using Ryu/Poison like therook for pretty much the same reasons he said. Ryu has a few more setups for cross rush opportunities and he is the better zoner and better to keep people off him or away from him with his donkey kick.

I also like that their links and special inputs are very similar.

I’d really like to hear more about how I can use these two together. I’m not very good at this game but I’ve definitely had by far the most success with this pair and in this order.

Ryu in general is easy to use and good for breaking in the game, ive converted back to using cammy too and by god Poisons corner combos are damaging if u got meter…500+ easy with 2 stock. Im on my phone so detailed and long winded post along witsome new/old tech tomorrow.

@Mr. Flowers, nice to see u sticking with the basics. Umm synetgy can be built when u understand the best times to use your tag cancels because ull find ur own combos and even pandora set ups…i got my first pandora kill today. So ya grind it out

I’m starting to try out Juri and Rolento as partners. Juri has some really nice damage out of a launcher, Poison does the launcher, Juri gets in, c.HP JC Shikusen, c.MP xx Fuhajin does around 320 damage for no meter. And hell, Juri is broken as fuck in this game, her Super does retarded damage and she can land it pretty easily, making a battery like Poison highly desirable - not to mention Juri can zone and turtle just as well.

Rolento is, well, Rolento. He can’t do much after a tag but you have the advantage of getting Rolento in with a knockdown and being able to go crazy with pogo mix ups.

While I don’t deny the forseeable synergy and utility of this duo, I feel that they’ll only go so far. To me, Poison and Ryu feels slightly redundant. Fireball zoning [though Ryu’s is marginally better]. I think Poison really takes it a step further with EX LMT.

For a long while, I just went with the official team Poison/Hugo. I don’t think it’s a bad team. Poison has trouble doing large amounts of damage at one time by herself, and Hugo does nothing BUT deal large amounts of damage.

I occasionally use Poison/Guile. I know, super redundant with 2 zoning characters, but something feels right when I use them. The biggest problem for me with this team is the lack of damage and just having TOO MUCH meter than I know what to do with haha. (End up using alpha counters more than most people haha, just like how I overuse blowbacks in KOF13.)

On that basis, I’m looking for characters that have effective EX and/or supers so I have a bit of a meter sink.

I am very interested to hear this.

Im not at my pc but with Poison and Cammy I did jump :hp: , close :hp:, :hk: KGB (TC) Cammy close :hp: x2, close :mp: , :hk: cannon spike, (TC) Poison close :mp: , :lk: LMT+ follow up or cr. :hp: to KBG.

@thirteenthorder Ryu is good because the ease of use, it really isnt about how similar he is to Poison…eventhough thats vague too but more or less becase of damage he inflicts and possible set ups and combos he opens like pandora setups…same with juri or anyone with a reliabe wallbounce or setup Nina is a popular topic

HA! This is my main team. Poison on point, Guile in back. I love zoning. I win most games by timeout, as this team outputs little damage, but the keepout with their projectiles and amazing normals is extremely effective.

I stack both of them with life regen gems and damage mitigation (that lessens damage by 100 points when getting hit with combos, etc). This makes them last even longer.

The goal is basically to run the clock out. Luckily, this team has a lot of things that help. Poison’s normal throw takes a few seconds off the clock. One of my main clock-running tools, since they both build meter so well but have little use for it, is for Guile to tag her in, and she simply does Super. Her super alone takes a good 8-10 seconds off the clock, which is roughly 1/10th of the round!

Poison/King is pretty good for now.
She can carry people into the corner super easily as well as build a ton of meter, which king needs for his deadly mixup game .
It also works largely in part of poison being so self sufficient, and that King does not belong in a match for any extended period of time, so I feel very comfortable getting King in, doing on mixup, and taking him back out for her to play he pressure/zoning/meter building/whatever I need game.

Poison can zone of heihachi and Hei can get the damage for her. I’m still going through secondary characters but it seems like she’s best for defending and letting him heal with he kills the opponent.

I wanted to try Poison/Guile but I was worried about the low damage. Does it really not bother you?

What exactly makes Poison a great A tier character if she doesn’t work well with any other characters, and if she does which characters best benefit from her then?

Characters that require meter to handle certain situations, or use meter to get big damage can work with Poison. She is a great battery.

Honestly I’m not sure why the Japanese say she is A tier. I want to see some Japanese Poisons so they can show us what’s up.

Whether or not i Agree with Poison being A tier(I don’t think shes that good o_O ) but she can do damage off Launchers or moves that put the opponent in a high float state. she has one of the better boost combos and can do great corner damage, she dont have many TC options outside the corner but she can connect a boost combo from about half screen. her being able to combo into super from just about any TC move is also pretty awesome too even though thats 3 stock, depending on when you did the TC you can score up to 450 to 500+ damage from it.

I wouldnt go too far in saying shes really good for Pandora as her Super animation is rather long but its still doable because it has a high chance in hitting.

I think you guys should stop seeing TCs only as combo extenders. Poison might have zero TC combo extension options, but on the other hand, her moves make up for that by giving her partner valuable positioning.

For example: Steve has a really hard time getting in, but once he’s in he’s a beast. Poison can get someone cornered in two combos. If you TC the third hit of WoL, you get a hard knockdown and you also get your partner in with a lot of time to prepare his mixups. This is quite deadly with close range characters like Steve and Heihachi or grapplers like Hugo.

well while thats true, there are alot of things to consider…
Say we use the same example Jamp of using Steve to get in after WoL 3rd hit, depending on screen positioning…was it a wise choice? if its mid screen I could see it, if its in the corner then wouldn’t I want to keep Poison in because she can actually deal sufficient damage in the corner?
It’s almost the exact opposite when it comes to grapplers, Lets take Hugo as a example. If your closer to the corner say 3/4 of the screen away and you do KBG then TC, Hugo comes in with the ideal space for him to create his strong pressure game, if he has 1 stock then he should have the situation under control as he controls the skies and the ground for the most part and the opposition has little ground to call their own.

while looking at the situation this way one could say she has TC potential but not in conventional means, as a Hard knockdown is valuable in its own right, it gives Poison a special option, one could say a more unique trait. o_O I’m ok with that, the reason i didn’t mention this is because…Mix up =/= damage all the time. It kinda goes back to when we thought Poison as a mix up heavy character back in pre-release…

It’s not guaranteed damage, but it’s potential damage that would be much greater than simply finishing the combo.

You could let them escape instead of finishing them off, but that’s the risk you gotta deal with, just like with any other mix up or reset.

Understood and Point taken, but I generally didn’t want to indulge into much into mix ups or resets as its still rather early to be honest. I would rather people get the idea that Poison doesn’t do alot of damage to imply that she has to do riskier(but controlled) set ups, rather then just settling for the bare minimum.

However its like you say resets/mix ups have the reward of doing better damage, having that tag option in it’s self is a mix up…if you think about. because if you use WoL the way you described then there is a chance that you’ll TC from the last hit making the possibilities for the mix up differ then they were before as there is a new character on the screen at present. The only problem I see currently is that Poison herself dont have a strong reset game(I mite be completely oblivious to it, so let me get that out the way…) but if she does then it only solidifies your previous post~

So in the end Jamp you want me to add that to the Post? that 3rd hit of WoL opens the door to tons of mix up options? and if so give 1 or 2 well thought out scenarios to give the reader some understanding or mindset into using said set ups?

I love using TC on the third hit of WoL. It’s great for when Poison has a lot of life to recover. I like the idea of using it to get a partner tagged in when you have them cornered, but I like Poison’s corner pressure game too much.

This is coming from someone who doesn’t have a lot of meter heavy combos. Once I have time to practice them, I’ll probably use my meter less for setups, and more for combos. Until then, TC 3rd WoL hit is my fave use of meter.