As a frame trap st.lk > cr.mp is a frame trap and…it combos. I like to use it to stop people from mashing so much.
The rekka timing is the same timing as her grunts. That sounds odd but try it. If you’re mashing qcb and getting DP that happened to me once too. I was pretty sure it’s because of accidentally hitting df twice and getting the shortcut, but maybe there’s some weird auto correct thing going on if super is coming out of mashing rekkas. I guess the lesson is just don’t mash. Hit up KOF13 trials and then head back to USF4 training mode.
I found a nice and practical setup for Poison in the corner. It’s kinda vortex because you can mix between high and the low, the opponent can’t jump out of it. He can interrupt the overhead but cant interrupt the low, and even interrupting the overhead requires timing, as he may eat a counter hit otherwise. Works against regular and delayed wake up.
http://www.youtube.com/watch?v=Wm8_grPRdHg
Corner setup for Poison.
Works both for regular and delayed wakeup. (use Fireball HP even though i used MP in this video)
If you do overhead:
- You can combo on hit
- The opponent can’t jump even after blocking the fireball
- The opponent can interrupt with jabs but it’s very strict timing he might eat a counterhit if not done right.
If you do a cr.MK
- Opponent can’t do shit
Cancle that cr.mk into ex chicken wing on block, and every scenario except a mashed dp will be hugely in your favor. On hit you get a hard knockdown and a solid 200 dmg. If focus or red focus u Armour break. On block you are +2
And if they mash dp through, just don’t Cancle the mk
Using the same setup you can link cr.mk after f.mp.for more damage.
http://m.youtube.com/?reload=2&rdm=14ti543vv#/watch?v=sQ79zdQ1REE
Seems like there are some bugs/glitches - ex.Fireball point blank whiffs on crouching Guy, Just about everything whiffs on crouching Rose.
I think the cr.jab is more reliable because if they end up fuzzy guarding the overhead the cr.mk won’t connect.
While testing more stuff with this setup i found something interessing: you can actually juggle after the HP fireball. So if Ryu reversal DP he’ll get hit in the air by the fireball and you can juggle him even with Ultra. So if you read they’re gonna reversal DP you can actually combo into Ultra.
I agree with most of this. Her normals are so inconsistent it’s a miracle if cr.HP trades on a jump in and doesn’t get beat clean.
I have a feeling that will be the case with her. A character loyalist character.
Rev up those flowcharts! Here are some options/okizeme.
Keep in mind you most likely can’t use AE setups against people who can avoid meaty fireballs (Poison being one of them with EX LMT).
After AA cr. HP:
- LP AE (you don’t have to cancel cr. HP… which is pretty hard to do when twitch AAing…) You recover fast enough to DP a jump-in. They can neutral jump but it just puts you back to neutral game.
- HK LMT. Loses to reversals, neutral jump, backdash. If you have been using LP AE well, you should beat their block (get in at -1) or focus (armor breaking).
- HP AE. Should punish their neutral jump. Juggle them or whatever.
After LMT throw/EX:
- Backdash, MP AE. Safe, but not much else. If they jump in DP them.
- Backdash, HK LMT. I’d like to assume that using the above option sets this up.
- Walk back, HP AE.
May lose to reversal DP based on your spacing, DWU, etc. Neutral jumps should land right on top of the projectile. Follow up with HK LMT, forward dash cr. MK xx MP WoL, LP/EX AE… What else can you think of?
- Forward dash twice and cl. HP or throw. You could just walk forward too. Standard meaty/throw mixup, nothing special. f. MP/cr. LK is an option too.
- Whiff immediate cr. LP into meaty j. LK crossup. Safe against Ryu’s reversal DP (but not against autocorrect MP DP). DWU wrecks this, of course. I think it’s best used sparingly.
After WoL:
- Backdash, HP AE. Loses to Ryu’s EX DP (only 1 hit), but beats the rest clean. Neutral jump can avoid it. Not as advantageous as the LMT HP AE setup, you may have to settle for EX AE followup. (Comboability increases in the corner.) If you anticipate the neutral jump, try a walk-forward DP.
- Meaty/throw/f. MP/cr. LK/cr. MK mixup. Eh, I can’t think of anything else.
- Immediate f. MP will corpsehop if you need to escape a corner or something.
After EX WoL, j. HP (hit them on the way up to stay close):
- Most options lose to reversal.
- f. MP. Loses to lv. 1 focus, focus backdash (iffy), focus forward dash DP (tight, hard to do).
- cr. MK. Loses to throw (tight), backdash (seems like just an escape, no punish), trades with 3-frame crouch techs (plink jab tech, etc.). OS into whatever you like (WoL hit confirm, AE, LMT, etc.) or just leave it alone based on how the opponent reacts.
- cr. LK… is not an option, you’ll probably push yourself out of st. MK range after two lights.
- Walk-up throw.
- You may be able to immediately j. LK crossup, but it depends on where you hit your j. HP. I wouldn’t rely on it.
After forward throw:
- Whiff st. LP (mash it), HP AE. Might even cover DWU, there is almost no reason not to do this… I bet it is probably safe against a lot of projectile invincible reversals, too. Follow with HK LMT, forward dash cr. MK, etc., etc.
After back throw:
- Immediate HP AE. Covers DWU. Can be neutral jumped, but otherwise the situation is the same as forward throw. If you anticipate the neutral jump, just walk forward and st. HK them out of it.
After sweep (tip range):
- Immediate HP AE. Not really a setup, you just get to walk behind it and stuff.
After U1:
- Jump forward, HK. This can’t actually hit, but it’s safe against reversal Shoryuken. One time bait, I suppose.
- Immediate LP AE. I think you might get this for free.
After U2:
- You get nothing. Good day sir
No, but really, the spacing is awkward, and the opponent wakes up really fast. I would just backdash and play keepaway, or just try to play neutral if I needed to keep attacking.
Let me know what you think. I am probably missing options because I’m relatively new to this game, so help me out if you see something.
Man, it’s gonna be hard to remember all this crap. Oh well.
Punish nj after back throw setup by walking forward and fs.hk
Punish nj after back throw setup by walking forward and fs.hk
Looks good. I’ll edit my post.
For anyone who wants to know… This is about max comboable jump range for Poison.
I’d call it 3/4th screen? Not too shabby, I guess.
You’d use deep j. HK, cr. MK xx MP/EX WoL at this distance.
If noting this seems strange to anyone else, I mained Adon in v.2012, and his jump range was a lot shorter than this.
Hey all, coming back to this game after a while and picking up Poison… I’ve been reading the boards a little bit for the last couple of days and really like how people with experiences with so many different characters are drawn to Poison. I really like her, so far. Here are some of my impressions. Coming mostly from Chun, I am not super impressed with her normals or frame advantage, but I really like her option of Rekka combined with command fireball, and an armor breaker that doubles as a pressure tool. She also has an overhead she can convert into damage and an invincible command anti-air. I think even if she might not have the mobility to be an excellent footsie character, she might have all the tools to become a wall of pressure.
Canceling AA normals into HP AE for meaty fireball pressure seems to be a good idea as Poison ends up with lots of advantage for mix-ups.
Cl. HK good anti-neutral jump tool and anti-cross up.
Cl. HP is possibly a better late anti-cross-up. The attack lowers her profile and she also steps away from her hit-box, possibly making her harder to hit.
St. HK seems to have pretty good priority.
Cr. HP is also good and St. MP seems situational but useful for its speed.
Sweep low profiles.
I am starting to get the feeling Poison might be a decent close-range pressure & mix-up character. I wanna say a mix between Fei, Chun & Adon, Rose, Gouken & probably others. I see why people describe her as a jack of all trades type. I predict it will be rewarding to analyze her 2-in-1 game for eliminating her opponent’s options and converting correct guesses into damage.
From Cr. MK xx AE has a few different options it gives Poison.
LP Version is difficult to jump over, difficult to react to, but weakens her momentum close range.
MP Version is a couple frames slower, but seems to have the least total frames of all her AEs.
-Difficult to jump over at close spacing
-More open, increasing likelihood of counter-hit
-Possible to anti-air jump-overs, including setting up for Drake’s LK KBG trade.
-Punishes jump away, depending on spacing
HP Version
-Easier to jump over, but better against opponents trained not to jump
-A lot of frame advantage that allows Poison to move forward for more pressure or mix-ups
-Possible to anti-air jump-overs
-Punishes neutral jump, by causing them to fall on top of fireball
–fireball causes free-float state - possible to connect LMT for juggle
Overhead has very nice range and converts to combos.
-Overhead corpse-hops! Very nice.
LMT armor breaks and goes over lows, but slow becoming air-born. Good as a 2-1 from lights.
Walk St. LP looks good for harassment.
Horizontal hitbox for KBG is very low to the ground, difficult to use against far jump-ins, but good at close range.
Just some impressions from a couple days, my opinion could change but I like her a lot.
Did anyone notice… AE moves you forward a little bit?
I was thinking that maybe it is the forward input causing a small walk forward before the move comes out, but…
Try going fullscreen and chucking plasma. You’ll inch closer…
EX AE seems to move forward the most. So much so, that it seemingly cancels out any pushback from some normals (st. LP, cl. LP, cl. MP [1 hit], cl. MK, cl. HK [1 hit], cr. LP, cr. MP, cr. MK) in the corner:
Maybe this is how she wins fireball wars? Maybe you should save your meter for random EX AE cancels in the corner? Somebody tell me that last part is a bad idea.
Probably been stated but a nice set up after rekka is back dash HP fire ball into HK love me tender Kick. Most of the cast has to eat it if they try stuff other than jump they get hit into another hard knockdown.
Probably been stated but a nice set up after rekka is back dash HP fire ball into HK love me tender Kick. Most of the cast has to eat it if they try stuff other than jump they get hit into another hard knockdown.
@SpiderCrawl
Just posted about this last page.
I don’t really like it after WoL as it’s not very tight. HP AE into HK LMT won’t combo on hit here, too close/too soon.
Even mid-screen, two HP AE in a row is pretty strong. After canceling from far Cr. MK, neither fireball can be jumped over without being punished and the second HP AE will combo into LMT.
Or even, Poison can dash forward, rinse and repeat. Pretty good pressure loop, just gotta worry about anti-fireball specials and focus.
So who has/wants meatie LMT set ups that beat certain reversals and leave you + on block?
So who has/wants meatie LMT set ups that beat certain reversals and leave you + on block?
I think we would all like some of that lol. Got any?