Moves have multiple active frames. These frames determine how long the move can hit during its total animation. The on hit and on block stats are calculated based on the first possible active frame landing. Landing a move on a later frame essentially adds one more frame of advantage based on the later the frame. This is called a meaty. So landing on the first frame of her overhead is negative but landing on a later one (like on a croucher) becomes positive. So back to what combo find said , landing the flip kick on the first active frame leaves you at -1 which is hella safe, but landing on the second or third frame etc etc will make it positive so that’s what he meant.

Removing comment as it’s not really frame data related.

Do we know the advantage on hit/block after a LP and EX Aeolus FADC?

It’s hella positive

LP AE FADC on hit is at least +6 if not more.

Her sweep recovery takes so long :frowning: I was really hoping that since it is no longer cancelable that they would balance it by giving it better recovery.

Having gotten to all of Poison’s moves yet looking through her files. However I thought I’d clear up some of the incorrect data here.

Whip is in fact JP3 not JP2. It does start at JP0 on air hit though. Juggle usage incrementally increases by 1 per hit.
Edge is JP3 starts at JP0. Juggle increment is 1
EX Edge first hit is JP3 starts at JP0 on air hit.
2nd hit of EX Edge is JP3 Starts at JP0 however it does add 1 JP used on hit.

All of Poison’s normals actually have JP1. Though not all of them have JP1 throughout the whole move. Close HK it’s only 1st hit. Far MP it’s only 1st active frame. crMP it’s only first 2F active. Far HP it’s only first active frame. Chained normals do not have JP. Jumping normals have JP0 but when you jump cancel EX Whip it uses a different set of air normals that have JP1.

Edited in new information in bold. Thank you for the update. I’ll try to update it as soon as more info is presented. Again thank you for your info.

U1 Projectile first 2F is JP2, remaining frames are JP3

August 08 title update changed some stuff for poison.

Her chained lights now all have the same frame data (but still don’t have juggle potential, and still have some other problems you can read about in the buglist thread in general forums.)

Juggle potential was increased to cover all active frames of all of her grounded normals (except for chained lights as I said.) previously there were a few exceptions (far HP, farMP, crMP, closeHK) now they all have JP1 for entire duration.

The Ultra 1 projectile now travels farther and faster than before.

I tried out the ultra 1 buff from ex rekka midscreen. It now hits Guy, Guile, Dudley (timing strict)

Still misses on Cody and E.Honda. SIGH I just want some midscreen confirmable damage on Honda because trying to do resets on Honda is stupid.

Is Ultra 1 definitely 11f startup? Or is HP AE +11 on hit? Because I’m pretty sure it’s always possible to combo U1 after an point blank HP AE (or more practically from CH cl. hk 1-hit xx HP AE).

It’s 10 frame start up

Can you jump out of U2 on reaction?

It’s 2f, so yes.

Poison’s normal fireballs get +6F on counterhit vs standing opponents. Normally fireballs (and most specials for that matter) only get +2F on counterhit. Poison gets +6F but only if she hits a standing opponent.

Point blank CH LP Edge can link to crHP (6F). CH MP Edge has enough frame advantage to link to sweep(9F). CH HP Edge can link F+MP(16F) (need the corner + a big character like Hugo though)

This has been in since the start, I just never noticed it. I dunno if it’s news or not though >_>

Also @therook you can delete this:

They fixed that in 1.02

@therook poison’s HK Kissed By a Goddess actually has strike invincibility from frames 1-11. So projectiles and throws it loses to regardless but it does have strike invincibility from start up up until the first 2 active frames.

Where i can find actual info?
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wiki.shoryuken.com/Ultra_Street_Fighter_IV/Poison - ssory. All Ok

http://wiki.shoryuken.com/Ultra_Street_Fighter_IV/Poison

Poison wiki page is updated to 1.05 frame data, it’s more up to date AND more detailed than even the USF4 Bible. Hit boxes will be added sometime later in the future.

Info on the DPs is slightly off and will be fixed in a few days when I do a 2nd pass for everyone at once. Currently missing throw invincibility for LK DP and lists HK as fully invincible when it should be Strike Invincible only.

Post errors you find here: Ultra Street Fighter 4 SRK wiki has had a major update
or send me a PM to make sure I see them.