We like wearing heels! Poison General Discussion/Q&A Thread

Do you have any match footage of you playing? that’d help a lot.

I feel like people playing Poison online is going to make people extremely annoyed/discouraged to play the character because of how she plays. I felt like this playing last week but then started playing her in offline sessions and I didn’t feel all that bad. (no lag to mess up AA game being the biggest.) Seeing you have to be on point with her AA game and zoning, playing online against folks who jump in all day or do whatever they want will make you question your play or Poison as a whole. But play offline and you’ll see the light with this character.

Still doesn’t excuse the fact she’s a watered down version of her SFxT self but she can at least hang offline. I still say her best tools are going to revolve around:

  • fireball zoning
  • s.HP
  • s.HK
  • s.LK
  • cr.LK
  • cr.MK
  • cr.HP
  • j. MP
  • f+MP
  • forward throw

everything else is just nice or adds to the match. Just harass them with far normals and zoning. When you get a knockdown, start up your pressure. Once this character gets a knockdown, you can really start your high/low game off the meaty overhead setup. Once you establish that, people will really have to start being afraid of cr.MK, meaty overhead, throw, meaty fireballs, etc…

I’ll upload a few of them to the video thread later today, I think one of my problems is that I don’t use her far reaching normals enough and that I’m reluctant to AA for fear of getting beat out and eating a ton of dmg.

One thing i’d start doing is attempting to throw out a AA be it a normal or her DP. At least get in the habit of challenging a jump in with a normal or special (or U1). Even if you don’t get the hit, you’ll have the mindset of remembering to challenge it once you are sure of the range/timing.

The commands for her U2 are quite difficult. Do you usually need to buffer it with a jump?

Hm, what’s this for? Do you mean close or far?

http://youtu.be/zcuQzrFbcIw

You can do it crouching. You can also do like above; input this, and then crouch and activate.

… but, I think- even though I love U2- if you’re talking about AA Ultra… just stick with U1 if you’ve got the reads. Full raw U1 is only some 40-50 damage less anyway.

And you can pressure after u1

Thanks so much for the video. It helped a lot.

s.LK = far.LK. if it’s close i’ll just use cl.LK.

s.LK beats a lot of pokes that stick out. If this move was special cancelable she’d have a lot more going. But it reminds me of Sim’s s.LK. It stuffs a lot of ground pokes that other good pokes such as s.LP or cr.LP can’t hit or reach.

huh, I almost never use this! If anything, it would come out because I messed up the st. MK plink, and I stopped using that.

Do you have any videos of you using this? Augh, I wish I had some hitboxes.

Has anyone been using MP AE more often? I heard that it recovered faster, so I’ve been trying it out… though I guess I’m not too scientific with my AE placement.
I’m just playing… ._.

Well it recovers like 3 frames faster but starts up 2 frames slower. It’s not really that much faster or better at range then it is up close. Up close it’s +3 hit 0 block

if I stop being lazy (or busy with real life) i’ll post up vids of just beating various things. (played Ryan Hunter a bit last night and was randomly stuffing Gouken’s pokes which I assume were cr.HK, cr.MP and probably 1 or 2 more pokes. Also played a friend over the weekend and stuffed rog’s dash punches.)

I’m starting to get the feeling that in some matchups, especially when you have the life lead… after you score a setup where you get meaty HP AE opportunity, instead of dashing forward for a mixup/using LMT or something, you should… just back off and let the damage go. Take the chip and run.

Even though I’m not fond of rushdown and rushdown characters… historically, the characters I’ve played have all been close range aggro types, so my dial is set to “go in” by default.
It’s very uncomfortable to stay away sometimes.

For those who’d like to know, LMT strength from shortest to longest range is:

LK LMT
MK/EX LMT
HK LMT

HK has quite a bit of range to it. I’d say about 3/4ths screen. At fullscreen, if you whiff one HK LMT (hopping over a projectile), or jump forward once, you’ll be in range.

You’ll also be in EX range too, but you have to make sure that you catch them when they extend their hurtbox as they’re throwing the projectile. If they just sit there idling you will probably whiff. 15 recovery frames for you…

EX doesn’t work like Adon’s EX Jaguar Kick. You still have to do it early, it’s just that you can do it later than if you were using HK LMT.

I would say depends on the flow of the match. I’d usually at least get meaty ae cr.mk ae then backdash like a loon.

Who would you all say are the premier Poison players right now? Watching matches helps me a lot.

Best poison I’ve seen online so far was Kaiser Rose, not sure who that is on here though.

Kept getting jumped on today. Got ate alive.

(This was offline, by the way.)

Trying not to make it seem like the salt’s talking, but-

st. HK, st. MP, and cr. HP all have specific ranges. Miss that range, and god help you. (The worst is when you go for cl. HK and st. HK activates instead; or when you do st. HK, and Bison (Dictator)'s j. HP hits you, right in that spot where Guy’s st. HK would have caught them; or when you do st. MP, and surprise surprise, those weren’t the active frames you were looking for; or when you go for cr. HP, and they sail over your head and get a throw for free.)

cl. HK is nice when it activates but it’s like 40 damage. Come on now.

All KBGs start with their hitbox low to the ground. I could swear that there’s some sort of gap between the initial “spinaroonie” and when her heels are in the air, as people have jumped right through my EX KBG so many times. EX is supposed to be the reliable one in DP land…

edit - just looked at the frame data. There is a gap. There is a gap, god-dammit. 2-3 active frames each segment. Compare to Ryu’s 14 active frame Shoryuken. Gimme a break.

I don’t think anyone should be relying on KBG ever with frames like these. Gotta do something else with it… like jump-in FADC U1 combos, I guess.

Consistently AAing is a pain. This is a real problem, since you can’t really zone if you can’t control the sky too.
Horizontal control, but no vertical control.

A friend suggested I should try using air-to-airs, if what I had wasn’t working. j. HK (when I could jump early enough) was alright. But damn, they toned that down from arcade too ._.

I’m thinking j. MP and j. HK should be the main ones. Either neutral jump or jump forward. Jump backward I can’t recommend, because…

Well, this character… The design doesn’t seem to make sense to me.

Fast backdash; invincible backflip; zoner type with projectiles.

Poor AA. Poor forward dash. Floaty jump. Normals don’t have good priority. (She has a weapon, but it doesn’t have range. And when it has range, it doesn’t have speed.) And all this means…

You’re getting put in the corner. (Which is why I can’t recommend jump backwards air-to-air, because you don’t want to put yourself there if you can help it.)

She has a hard, hard time getting out of the corner. I got spaced out all day and it felt like I’d have to take huge risks to make something work.

f. MP corpsehop is just not consistent and it tears me up when I have to manually jump over, sometimes that puts me at disadvantage (!) and then they put me back in the corner (!)
Tried whiffing HK LMT on their down to switch positions. Pro tip to you readers: Don’t do that.

I could just block all of the jump-ins. Block the frame traps, take the throws, and use DWU after.

Ugh, that sounds nasty. If I don’t challenge those jump-ins I feel like I won’t win too often.

On a more positive note, WoL x1 is + on hit, and on CH you can link like… jabs or whatever into a combo.
I did it accidentally a few times on reflex… You might be able to confirm the counterhit on reaction.
Food for thought.

cr. MK is low, but it ain’t no shoto cr. MK. If you need to counterpoke or something that isn’t specifically low-based, use cr. MP instead as the frames are better.

I think we all feel your pain.

It shouldn’t be that hard to AA with Poison. It’s already annoying enough that she has so many situational AA buttons, but you never really feel certain using any of them.
There is always that fear of trading damage or completely missing. If there’s one buff I would want right now, it would be that they give her a better AA move that can be used consistently.

Maybe because I played Chun in all the previous SFs makes me feel the AA issue will be less of an issue when you learn what buttons work best for each specific distance. It’ll still suck… but I think it will get better.

I’m trying to decide which buff I want more… a better forward dash or faster startup on LMT.

How do I go about plinking Poisons BnB? Specifically the cr lp, cr lp, st mk into rekkas? I’m not super familiar with plinking but what would the plink sequence look like for this combo? I’d really love to land this combo with 100% efficiency.

Plinking doesn’t help that much because the cr.lp will chain into lk or lp if you’re a frame too early. There isn’t an easy way other than back button plinking. I still plink with lk anyway, but I’ve also been screwing it up sometimes and chaining to lk.