I 'm actually going to disagree on st.MP. the range is deceiving and isn’t as good compared to SFxT. I could be wrong but i’ve tried it a few times and i’ve traded or just had it outright whiff through someone jumping in.
Has anyone played an akuma yet? I played a good one and it was incredibly annoying. His pressure and air fireballs put a dent in my ass that matchup really tests your patience for an opening
as i said several times now, i wish her whip was her actual hurtbox. go into training mode and look how much of the animation from multiple normals will appear to hit the opponent but there is no hurt box. just… strange
i gravitated to her as a zoning type character bc of her awesome projectiles. however, her normals are really bad.
Yes, the animation of the whip does not match the actual hitbox, but that doesn’t mean it can’t be used as an AA. It just means you have to know where the actual hitbox is.
I agree here. I was disappointed in this move after playing with it in SFxT. The reach has been reduced to the area where she grips the whip (the handle?) and its active frames were reduced slightly (4 -> 3). I feel like it can still be used as an anti air but its easy to whiff now since the range is deceiving. Basically cr HP and far st HK seem more reliable/less risky
Max range cr.mk rekka seems to only work with mp rekka. Lp whiffs at max range most of the time (tried in training vs Ryu).
Decapre looks hard to fight, and not only for Poison at the moment. And they are only day 2 Decapre… I hope it’s just me not knowing the matchup.
So once we get some good lab time this weekend, do you think we should start compiling data for a guide or is it too soon? it think it would be good to start thinking about it before we are 90 pages deep and creating/maintaining a Poison guide becomes a really daunting task.
I think her AA game is complicated like Abel’s. It’s not just “here’s your AA button,” different things work in different situations/against different jumping normals.
I really like trying to bait a jump-in, backing up a little, and doing st. HK…cr. HP works if they’re closer to you when they jump so you’re kinda under them, and you can buffer a fierce fireball to try to make them jump again or put yourself +10 if they block it. st. MP isn’t great, but it will beat some things if your spacing is on point. I very strongly dislike her DP so far, it’s awkward and it inexplicably whiffs a lot when I think it shouldn’t.
I’ve just been blocking cross-ups, I don’t think she has a reliable answer to them but maybe we’ll find something.
You start off with st. MK and cr. MK into LMT in blockstrings and footsies. This leaves a natural gap for frame trapping; opponents mashing crouch tech or what have you will get stuffed (like Adon’s Jaguar Kick pressure).
LMT is -1 on block, but generally that’s good enough to cr. LP abare and start over with another blockstring into LMT.
You look at how they respond to LMT; if they reversal, are they doing it on reaction or not? If not, just block and punish. If they are, then you…
switch to LP AE instead. They can focus through, but then they’ll get caught if you do LMT. If they’re sitting there blocking, you can switch speeds to MP/HP AE for more advantage.
While they’re watching for the cancels, you can sneak in throws and f. MP.
If they can react with reversal to LP AE… well then, I guess Poison’s low tier in that case, huh.
Red Focus could potentially help greatly in footsie battles as it removes 2-in-1s and other methods normally used to defeat focus that aren’t explicitly armor-breaking. You have to make a good read, but if you’re going ham with LMT and overhead you’ll have the meter to do so. It seems just threatening to Red Focus can loosen up the difficulty.
Get in, get buck, get out and back to zoning. If anything it’s probably what you have to do against the Sagats and Dhalsims and such.