Poison Team Synergy Thread

Define continue/extend? Who is starting it, from where and with what special move or normal your starting with?

Starting a combo with Poison from a low forward xx any special. I’d like to switch to Kazuya in order to get a few EWGF reps.

Edit: For example, Rolento’s Patriot circle’s second rep is +1 and the last rep causes float state. Mr. Naps seems to able to cancel the second rep and link into Kazuya’s cr. Fierce (6 frame startup). Poison’s second rep is -4 and the last rep causes hard knockdown.

well Poison’s rekka’s isn’t the same as Rolento’s, just throwing that out there, and I don’t have the execution to land EWGF but…I did do this combo…

Cr. :mk: > :mk: KBG, (Switch Cancel to Kazuya) St. :hp: > Electric ~ whatever ender you want. and that works anywhere on the screen. From around mid-screen or alittle closer to the wall, if you start that combo, they will be in the corner for Kazuya to do some corner combos as well, i’m having some problems figuring out the juggle limit with this combo tho…

Hmm. I expected the push back to be too much of a KBG. I’ll give that a shot when I get home from work. Thanks

These is alot of Push back, but there is a trick to the move…it has a float property to it, so when you switch cancel it, you have to do it as soon as the move connects, when you do switch cancel…you have to wait until your character reaches the opponent as they are running to catch them, Low forwards are the easiest to land but you can get fierce punches as well and from there you can do whatever you want. I hope this helps. remember its only the :mk: version though.

=_= uhhg i’ve been a rut for the last few days, but I think im on to something…or somethings…more or less.

my execution is getting better(still can do CADC in juggles yet…) but Im finding some Yoshi/Poison synergy…People say Yoshi is the worst character in the game, idk…he has his problems but he can be kinda fun after you figure out what to do.

The thing is, your not going to get alot of mileage off things like his SRK(it doesn’t launch high enough to matter) so instead your going to get alot of use out of Windmill. What this does is creates a ton of hit stun, so much Poison can actually neutral jump :hp: into cr. :hp: giving you a damaging combo( Yoshi starts with st. :mk: > Windmill( Switch Cancel to Poison) nj. :hp: ~ cr. :hp: > WoL 404 damage). I found that alone cool enough to make me want to learn Yoshi alittle more, also im getting good damage off her :mk: KBG(after :mk: KBG , cl. :mp: ~ st. :mk: > Gehosen 300+ damage ). Also 415 isn’t bad for a meterless corner boost combo starting with Poison~ j. :hp: ~ cr. :hp: > :hp: Aeolus Edge ~ cr. :mk: - cr. :hp: Launcher ~ cl. :mp: ~ st. :mk: > Gehosen. Alternatively if you want to spend 1 bar with Poison you can do… cl. :hp: > EX Aeolus Edge ~ cr. :mk: - cr. :hp: Launcher cl. :mp: ~ st. :mk: > Gehosen. for 399 damage. In the Corner with Yoshi you can start with :hp: Poison Breath or a normal jump in to get pretty good damage by switch canceling after Windmil either juggled or not, up to you.

  • :hp: Poison Breath ~ st. :mk: Windmill(Switch Cancel to Poison) ~ cl. :hp: > WoL 350 damage
  • j. :hp: st. :mk: > Gehosen ~ st. :lk: ~ :mk: > Windmill( Switch to Poison ) cr. :hp: > LMT + Followup 422 damage

Although Poison Wind Gold Fist is not the best String Yoshi has, it gives a unique Switch Cancel opportunity, I bet when I get my CADC skills i maybe able to write down some interesting combos but for now all i get is damage under the 300 point range. funny they both have backflips though~

I haven’t found any special high damaging combos with them no…but maybe i can find a loop or something…who knows.

thanks those links really help…

Guile/Poison - Space control team

Guile can effectively whittle people down and keep them out with his excellent reach on normals and sonic booms, while building meter quickly. With one of the longer boost combo ranges in the game, its fairly easy for Guile to tag Poison in with a good amount of meter to threaten with EX LMT.

I usually tag her in to tack on some extra damage on a boost combo confirm and end her post-launch combo with hk KBG (raw tagging Guile back in after KBG recovers if I don’t need to put closer range pressure on my opponent, or switch cancelling KBG to carry my opponent closer to the corner, giving my team a lot more space to work with.)

Of course, having the opponent in the corner is a great advantage for Guile and Poison, since their corner combos can do a lot more damage. Also, something I tend to do when given the opportunity on a cornered opponent when I have a full meter with life lead and timer advantage is this:

[starting with Poison]
(j.hp) cr.lp x2, s.lp, cr.mk ~s.hp~launcher, cr.mp x3, lk FK (SC) cl.mp x3, cl.hp xx hk KBG (SC) cr.mp x3, lk FK (SC) cl.mp x3, cl.hp xx backflip

While only dealing minimal damage (~32hits/402dmg/3bars) this combo takes a HUGE amount of time to complete (~18secs irl) and potentially instills a victory in the right situation since the opponent is still cornered post combo and there is a giant stage left for my team to control. Plus, I love putting people in overly long combos to sap any momentum they had :stuck_out_tongue:

EDIT:
[starting with Guile]
j.hp, UDK, cl.hp xx lp SB, cr.lp, cr.mp xx lp SB, cr.mk~s.hk~launcher, cr.lp, cl.mp x2, cl.hp xx hk KBG, (SC), cr.mp x3, lk FK, (SC), cl.mp x3 cl.hp xx hk KBG, (SC), cr.mp x3, lk FK

(~37hits/526dmg/3bars)

Sadly though, with my team, comeback potential is pretty bad if I can’t zone my opponent properly …

/Mango

you can be getting better damage if you reduced the number of Jabs/shorts in those combos, but other then that~ they are some sick looking combos! umm I could try to attempt to make more practical combos or usage of meter for this team if you like? but I’m glad you gave an explanation of your team “other people please take note” and gave me some kind of insight in how you use your team.

You have comeback potential, you just need to manage your meter for it though. Remember what does the most damage for the least amount of stock and can be done consistently is the key really…

i’ll do some testing for your team if you like?

It seems like the most efficient use for meter in my team is either switch cancelling to let the character heal, or EX LMT tbh. Guile really has no other use for meter unless its an AA SH for the win. He cant really capitalize damage wise off a switch cancelled KBG since he needs charge to do so, so i usually just opt for a strubg of normals that pushes the opponent a good distance away to begin controlling space again.

Also another downside is Guile’s launcher is one of the lower ones, so the only CADC follow-up I can manage mid-sceeen is cl.mp, CADC cl.lp, cl.hp xx hk KBG. And in the corner, Poison needs to start off with a jab because there isn’t enough float time to lland anything else off Guile’s launcher. cl.hp CADC follow-ups are cakewalk off switch cancelled FK though, since the opponent is launched really high.

As for meter use with Poison, like I said, I only use EX LMT, or tack a super if it will take the round. I’ve yet to incorporate EX Aeolus combos though and will probably lab that out tonight.

EDIT: I think it should also be mentioned that I’m a turtle player, so my ooffensive creativity is lacking haha

SUPER EDIT: nvm, I guess my execution got better since I last hit the lab with my team, because I can land cl.hp CADC cl.hp xx hk KBG of Guile’s launcher consistently now… (mid-screen)

/Mango

Good shit there. This is actually helping me a big deal on my team, since I liked your basis on both characters to sum up a strategy/gameplan.

I’m messing with Poison/Ogre - and according with some tests (and Brady’s guide on hand), the green giant can be used similarly to Guile on your write-up - or maybe even better in some isolated aspects, like mix-ups, damage and corner pressure.

Ogre does have good reach on his normals as well - and can effectively control space with them, plus his Blaze Kick to reflect back projectiles (or negate them with HP Ancient Power) - so you make people want to close the gap against you (plus, you can use Owl’s Hunt to leap over people throwing fireballs). Equipping some Vitality Gems may also help into forcing people chase you.

His jab string, like usual, nets good frames on either hit or block. Infinite Kick string can be also made safe if cancelled with Indigo Punch - making things even more fun if the opponent doesn’t know the match-up (since it is a low-mid-whatever string). You can even try a noob mix-up cancelling the final hit into either LP or MP Ancient Power, to bait a reversal attempt - or HP version to “reversal the opponent’s reversal” in a way.

Ogre’s combos are also somewhat lengthy - so pretty much Ogre can be used in the same fashion as Mango posted out with Guile (to extend the timer). but with some key differences.

Ogre, like Poison, is mostly self-sufficient, so this is another good feature of the duo. Ogre is also not a meter whore, since most of the uses on the meter bar would be spent at either EX Owl’s Hunt or Super. The duo’s Cross Art also works nicely together.

great write up Brennan~ I look forward to seeing more tech coming out with this duo.

I’ve really gotten into Poison lately, and Pau’l’s risen to my top character so I’m wondering how the team would work. I think it has some strong potential: Poison builds lots of meter and finds an opening for Paul, who proceeds to just Smash them to death with EX Smasher combos. Also, as was said earlier, I can tag cancel off a Smasher without feeling remorse because it leaves Poison in good position.

I am a little worried, however, since as a zoner Poison gives up ground to the opponent, and Paul shines best in the corner game. I guess I can retreat as Poison, Smash them with Paul which gives me more room to retreat again…

P.S: They suit each other well also now that Paul has a biker outfit.

How do you connect a combo with Juri after the KGB cancel ? Everytime I try the earliest possible, Juri has to run the whole screen and doesn’t seem to have time to hit.It’s the only issue that keeps me away from the crazy bitch team :stuck_out_tongue:

It only works with mk and EX versions, depending on where you are on the screen you may have to use certain normals. From the farthest away, cr. mk or mp works consistently. If your closer to the corner then cr. hp will work. The key to getting this to work is switch cancel early and to let the character get as close as possible before you press a button input. Its easy once you get the timing…my pc is dead so im txting from my phone :stuck_out_tongue:

I’m fucking with that Ogre shit now…OMG Brennan I should have listen to you sooner…The combos are pretty cool and cost effective. I don’t have the time now to post my findings but i will or update the OP which ever I think is needed. oh right KBG (TC) to Hunting Hawk = godlike combo potential as it hits anywhere on the screen…Ogre has alot of TC fodder special too so…ya shit is dope.

Also im working on so Anti Air Jin switch cancel combos with Poison too…and some Lili stuff too~

That Jin stuff:
Anti-Air Leaping Side Kick~ :b: :mp: - :lp: > Special Step - Thrusting Uppercut (Switch Cancel) ~

  1. Cl. :mp: ~ Cr. :hp: > :hk: KBG (387 damage)
  2. Cl :hp: LMT + followup (377 damage)
  3. Cl. :mp: ~ Cr. :lp: > :hk: KBG (Switch Cancel) ~ :b: :mp: - :lp: > Special Step - Right Roundhouse Punch. (432 damage)

I don’t think there is a bad position for Poison, whether as starter or anchor. Personally, I played her in both roles with Zangief for many hours and have the best results with her as an anchor.

Poison needs meter, at least for me. Her only completely safe reversal is EX KBG and EX LMT gets her in from anywhere or extends any blocked combo string, giving her continued frame advantage and pressure. She can’t take advantage of a launcher as well as some characters, but that’s fine, for me at least. I’ve grown really fond of ending the weak launches that begin with a lot of pokes with s.lp > s.lp > c.hk canceled into H Aeolus Edge. It makes the projectile meaty and they’re either forced to block, giving you a free mixup, or roll forward, which you can beat by back-dashing and ending up on the other side of them and discouraging them from trying again.

I think she might be stronger as an anchor since her mix-up game and her meaty H Aeolus Edge setups are available the moment she comes in.

you got a few things wrong bro~

-No version of KBG is safe…it’s a DP you can punish that stuff hard.
-EX LMT isn’t a safe blocksting…no version of LMT is either as you can be jabbed out the air, or legit AA out the air on reaction. Safe Blockstrings end with the first level of WoL , :lp: or :mp: Aeolus Edge.
-She actually does do good post Launcher damage o_O
-You don’t start boost combos with Jabs/shorts if you want damage…
-you’ll get better damage just by doing Cl. :mp: > LMT+follow up and you still get the same mix up. they can still tech roll after a sweep despite popular belief.

Her being Anchor is subjective to whatever team/gems your running with her…so i’ll leave it at that.

I know all of these things, but I guess I didn’t explain properly. EX LMT is safe if you combo into it. Try pressing lk > mk > sweep > ex LMT in training mode with the dummy spamming a Shoryuken. The block stun from the sweep makes it safe and keeps you at frame advantage.

Just like Sakura, the last hit Oroshi is sacrificed for the set-up for further pressure. Even with no meter or if I don’t feel like I need to use meter, I know Poison can do good post-launcher damage, but I said that as justification for her pressure as most people (at least Online) go with a Hugo, Zangief or Jin for pure post-launcher normals. I’m just trying to share practical reasoning for the character that no one has brought up in this thread that I’ve seen so far.

About regular LMT being safe- I didn’t say to do it for no reason randomly. I said to do it with a meaty H Aeolus Edge. This means that the Aeolus Edge is active and must be blocked when the opponent wakes up (unless they roll) Because of this blockstun, LMT can either be combo’d into if the H Aeolus Edge hits or blocked if they’re blocking the H Aeolus Edge. Of course they can do an invincible reversal or roll forward, but it’s a frame trap that I’ve never seen another Poison use and gives her great frame advantage on block.

I was thinking to post some videos of my team on PSN. I’m not amazing. I have about 12k BP, but I have videos of me beating pretty good players that are A-ranked without using gems, both with Poison as starter and as anchor… though I admit I generally do better with her as anchor. Some setups are really strong. I’m not even sure if an opponent can roll forward if you anti-air counter them with a jumping normal, but I recently caught someone with one and landed with c.lp ~ c.mk > H Aeolus Edge and since then, no one has rolled out of it and I always got a free mix-up from it.

It’s not letting me edit for some reason, but yeah, about KBG I only meant that you can’t stuff the ex version with a cross-up like you can the normal versions. It has start-up invincibility like the EX reversals of many characters in SF4 (Guy, Cody, etc.) I think anyone even aware of these forums understands the concept that you can punish a DP that whiffs.