this match up is in poisons favor. you can’t win a fireball war against her (lol ken can’t win that against no one anyways), and she can hop over and slam you with her lmt flip kick, for 190 dmg, 200 stun, hard knockdown. so don’t overly engange in fireballs. careful approaching because her fireballs are really good for zoning. if you jump and land on one, she can combo that into anything, ultra 1 even for big damage. her fireballs are not true block strings aside from the lp version (which is -3 on block) and the ex (+2 on block). the mp and hp versions are the ones most poisons will use in block strings because the mp is 0 on block, +4 on hit, and the hp is +7 on block, +10 or so on hit. you should be able to hp dp through that shit no problem if they excessively do shit like cr.mk xx hp fireball, cr.mk xx hp fireball over and over chipping you and pushing you into the corner. her flip kick is her best move. it goes over fireballs, and the ex version is fully projectile invincible. The normal one is -1 on block, so it is entirely safe against ken. and this move has 5 active frames, so a good poison knows set ups to land the move a bit meatier on block to be neutral or advantageous. a crouch tech os sweep is a great option to do after a blocked normal flip kick. ken has 3 frame normals, so if poison does go for a cr,jab afterwards you will counter hit her into your bnb. again tho she can also do a dp which can try and keep you a little honest, so its still a rock paper scissor style situation. the ex flip kick is faster, full projectile invincible, does 200 damage, 100 stun, hard knockdown on hit, and +2 on block, so don’t press buttons after one of those. A good poison knows how to set up entirely safe meaty fireballs on you, so don’t go mashing dp on wake up when they do those fireballs on you, they will bait it and give you a hard punish. she can get safe meaty fireballs off all her hard knockdowns (flip kick slam, throw, back throw, rekkas, u1) that you can’t reversal, so don’t waste your time with that. her normals aside from crouching lights, are pretty slow, so if you do a step kick thats blocked, even tho you are -2, throwing out a cr.mk isn’t so bad because it starts up in 4 frames, and the hitbox is infront of the hurtbox. poisons cr.mk is 6 frames and the hitbox is behind the hurtbox. her cr.mp is 6 frames, but the 3 active frame on it (frame 8 i think) is the one that would be good against a cr.mk so thats slow. her st.mk is 5 frames so thats pretty good, but depending on the distance you could be right out of its range, and low profile it a bit. poison has a floaty ass jump and her air normals are air to air designed not air to ground, she should never jump in on you, a good poison will only jump if its a safe jump set up. 4 frame reversals can only be safe jumped, so if she tries safe jumping you, lp/hp dp that shit. your ultra of choice will be ultra 2, she will have to respect you a bit more when you have that as you can ultra through any of her fake blockstrings that end in mp/hp fireballs or end in flip kicks. Ultra 1 also doesn’t work so well against poison because after a dp fadc, poison doesn’t juggle right and the u1 doesn’t get all the hits it should. poison’s sweep is utter garbage, its 9 frame start up, only does 90 damage, 100 stun and is like -15 or something on block, easy punish, good poison will never sweep. poisons dp is trash, mk dp is 4 frame start up, 5 invincible frames, but only 4 active frames. also there is 3 frames of recovery in between the 2 hits that the move does. so its designed like this, frames 1-3 invincible start up, frame 4 is first active frame, invincible, frame 5 is second active frame of the first hit, invincible, frame 6,7,8, are all recovery inbewteen hit 1 and hit 2 of this 2 hit move, she is also still considered grounded. landing lets say a j.hp/j.hk on one of these frames will stuff the dp, and allow you to continue a full punish combo. frames 9 and 10 are the last 2 active frames and the second hit of the move, this hit box is higher then the initial hitbox from the first hit of the move. frame 11 is now the start of full recovery and air born state, so getting hit causes a reset, and shes un throwable. This dp is so bad you can neutral jump it no problem, you can jump through it, you can even grab it between hits. her wake up should be free to pressure her. shes also slow, she has kens old walk speed. her back dash is really good similar to chun or rose. her dp fadc is -5 on block. you want to just walk her down and back her into a corner, and then knock her down and pressure her wake up.
poisons push box is a little weird so your close normals come out farther then normal. this may interfere with combos and frame traps.
one combo i found on poison you can do is cr.lk, st.lp, st.hp xx hado fadc
because you get a close hp at a far distance, the cancel into hadoken hits a bit later, giving you really good frame advantage on fadc. im pretty sure you can link an u1 in the corner. you can definetly land a close hk after the fadc in the corner.