cr. MK, definitely. They are the same speed, and about the same range. cr. MK hits low so even if you mess up sometimes you’ll still get a hit, no chance of that with cr. MP.
cr. MP has a higher hitbox, which gives it some applications in certain scenarios (e.g. interrupting a Boxer turn punch with cr. MP is going to be more consistent than cr. MK).
Aww, wish I could get my hands on her, join you all on the first days of data-mining…damn the extra waiting time. Still, makes me extremely happy to see this place burst with activity.
One thing I was wondering; is anyone able and willing to record all of her taunts and post the vid here? :3
I’m still struggling quite a bit. It’s hard to AA with Poison, although s.mp seems like it could cover a lot.
I’m really screwed once I’m in the corner. I have no idea how to get out. Characters like Boxer, Guy and pretty much every divekick character keep me in the corner all day long.
I have a few but I’m still testing them all out. They’re pretty weird. The way to do them is to have corner, end a combo with EX Rekka, cause them to air tech, then time a LMT so it hits meatie at a spot where the reversal whiffs. You won’t be able to beat them all but you can beat more than you think.
@Drake Aldan, I like all the info/setups you have posted so far. Will you be willing to create a thread with your findings? I’d hate for all that info to get buried under stuff people already know, that and I would find it insightful for other people trying the character out the first time too.
I find cr.hp is the way to go. It’s pretty solid and cancelable to hp AE. HK will beat farther jumpins and walk a bit forward and hit cl.hk xx hp AE to deal with crossups in neutral. In general I think you want to use those and especially “AA” AE. The LMT and WoL followups are too good and set you up for pressure or like… HP ae st.hp to push them out and aggravate them all over again.
I’ll let ya know if I can come up with anything to deal with pressure. lol That’s my biggest problem. MK KBG can work but obviously it likes to whiff more than it should. Nice thing to note is that if you’re being pressured in the corner and can KBG successfully you can fadc WoL them into the corner. Super good shift of pressure.
F. throw
Whiff cr. mp
HP Aeolus Edge
Dash forward cr. mk into rekka, pressure, etc. or even throw instead of cr. mk
Beats out Ryu three frame light DP (can combo after with the dash). Fireball hits opponent out of air for three frame medium and heavy DP for Ryu. The setup gets beaten by EX DP. I couldn’t test it with delayed wakeup because training mode >:(
But I’m assuming with delayed wakeup, the dash forward part will let you maintain standard up close pressure.
I’m not a frame data monster though so if a better normal can be whiffed for even better meaty timing let me know please. HP Aeolus Edge is one of Poison’s best tools and I think it should be used after knockdown situations more often than the standard safe jumps.
I have a few but I’m still testing them all out. They’re pretty weird. The way to do them is to have corner, end a combo with EX Rekka, cause them to air tech, then time a LMT so it hits meatie at a spot where the reversal whiffs. You won’t be able to beat them all but you can beat more than you think.
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Yea I’ve bee trying that after ex rekka with a late cr.hp into mk lmt but sometimes it hit and sometimes it doesn’t.
I was using st.lp if cr.mp is better I doubt you’re going to dk much better than that. Useful info.
And I agree. It’s super nice to train them to fear the meaty hp ae on wakeup. Even if they just block and you get very little reward it sets up for fun things like rekka walk backwards slightly hp ae. If you walk backwards enough it’s meaty and you can still pressure. If you throw it a LITTLE early you can make it miss but it still looks like you should block so you walk up and get a 150 throw which can lead into your setup there.
Yeah I found out about this too, she has it on another normal as well, just not as severe.
Also, for anyone interested, I have been using standing jab as an anti air in certain situations as well. Feels like I’m playing as chun again with all these anti airs.
I did notice that when I was looking for an actual kara. Does she have one and I just…keep fucking up or does she not have a good kara? Wanted one for doing lmt hp fireball dash kara since she doesn’t reach unless you walk a bit.