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

Forward dash dash plz. It kills me to now this character at one point had a 14 frame dash in another life =(

I find even when you have the distance right, you still get screwed on the active frames, so your timing has to be very, very tight. Trying to AA characters who can change their jump arc with divekicks and such are a nightmare.

@jaycobi91 Chain cr. LP, cr. LP together- no real timing needed. then, plink st. MK as:

MK~+LK

or,

MK~+LP

I strongly suggest you just link into cr. LK xx LP WoL, though. You do not give up that much damage, and I find it easier and more consistent.

You can plink a crouching LK as LK~+LP, but I haven’t been doing that.

I know this may sound stupid but what do you think is her best taunt ? I like number 7 i think were she says " why don’t you get closer and have a better look"

#3. “Put your tongue back, you’re drooling!”

My fave is #6: “I know just the thing to help you sleep.”

I was actually hoping for something more sexual in her taunts like Juri. Instead, she just seems like a complete B****.

OK. If we are talking braindead reliability for AA I think you have two options:

Forward jump j. HK. For aggression. You’ll land right next to them, for a f. MP/cr. LK or MK mixup. This was nerfed from arcade, but it’s still 5 active frames.

Neutral jump j. MP. For defense and keepout. 2 active frames is awkward, but the range is hard to beat.

(Honorable mention to neutral jump/forward jump j. MK. Its use is kind of weird; it aims straight up, but it’s actually more of a “wall” along her leg. 6 active frames, but you’d have to train yourself to use it at the proper range.
Might be good for when they’re jumping on you up close, or stuff like Akuma divekicks.)

If you trade or get hit, no big deal, you were airborne- at least you didn’t eat a full combo. If you miss, use delayed crouch tech and hope for the best.

If you don’t have enough time to land these, and you don’t have absolute confidence in your grounded AA, you need to block. Block, deal with the mixup, and hope they push you out to the point where they want to jump in again and you get another chance.

Somebody get back to me about it, but I think this is a good plan.

I don’t know about just blocking because they have to respect your AA game to play the fireball footsies one, that would make every grappler matchup an instant 0-10 because they would just get in your face for their mixups very easily. J.HK and J.Mp are seems like a good idea so i am with you there. I honestly aside from The shotos J.HK and divekicks i dont think anything is that bad. I don’t know why shotos J.HK is that hard to AA though ?

Of course you have to challenge their jump-ins to make them stay on the ground. but, if you’re not using the jumping air-to-airs, I think the risk is too great to use any grounded AA (st. MP, st. HK, cr. HP, KBG, etc.)
If you are not absolutely sure you’ll hit, you’re going to eat a full combo. Fail two times in a row (as I did repeatedly yesterday) and you’re already stunned.

Ryu/Ken’s j. HK has 7 active frames. Poison’s grounded AAs just have 2 or 3.

Do it early, you get hit (as your active frames have expired while his is still going). Do it late… well, you get hit (obviously).

Poison’s J.Hk used to have more active frames pre-release right ? It was around the 7 or 8 if i remember correctly. Now that i am thinking of it being a Cody main myself (I haven’t played this matchup enough), his J.HK would be really hard too because it has a lot of active frames. My biggest issue with Ryu/Ken’s j.HK is that it can also be really tricky to figure what to AA with because it hits from almost a spectrum of jump ranges. I suppose air to airing may not be great too because of the threat of the tatsu as well.

Yeah. Watching the stuff on NicoNico, the Japanese players liked to AA with j. HK all the time.
Now I see why.

Even after the nerf, it’s still a good choice.

If they want to combat your air to air, I believe they’ll have to do so preemptively. In which case, just stay on the ground, and they’ll be whiffing moves in the air so you can catch them as they land (or more easily use your grounded AA).


A note.

From what I can tell, these are the ways you’ll escape the corner;

  • Land a crossup, or otherwise jump out when they get too close. (Not too dependable.)
  • Land a forward throw. Hold up-forward to jump twice in the other direction.
  • Land a back throw.
  • Land WoL. Walk up close, f. MP corpsehop, and backdash. (Some characters can punish this, e.g. Bison st. MK/HK, but it shouldn’t be huge damage for them.)
  • Land Super. Escape by jumping, like forward throw.

Unless I’m missing something, it doesn’t seem like you’re gonna get out (safely) any other way.

True. Chun also had a lot of difficulty with divekick characters (and still does). I think that the timing will come naturally over time. I mean we are talking about a game where people regularly perform 1-frame links… so tight timing is something we should all be somewhat used to. It sucks that her active frames are so bad though… the actual animations for the moves LOOK like she should have these amazing anti-air normals and great footsie pokes but nope! Thx Capcom.

Someone on here told me that EX LMT works, as it lands you over your opponent. It’s really easy to poke/throw Poison out of it though.
EX KBG will probably not get you out often, but regular KBG FADC can work. If it hits you could land U1, if it doesn’t you can try to throw or jump over your opponent.

Yeah. Way too many recovery frames. Even on opponent’s down it’s not safe, and if you have enough advantage that it is you probably just could have jumped out instead.

DP FADC is unsafe in Ultra (across the board)! Once people wise up to this, I don’t think it’ll be something to rely on…

EX DP FADC should be safe, from what I’ve heard, but it’s still negative, and… if you’re gonna spend three bars, I would rather Red Focus, fire back with EX AE, or something like that.

For a DP with crap range it shouldn’t get beat by jump ins ever…(pretty sure this version has its own 2012 update planned in the future.)

I need her rekka’s not to whiff on the second hit so I don’t get punished for making the correct read, her cr.hp to be her main anti air and her cl.st.hp to have a bigger recognition range…

I haven’t been losing too much lately. For some characters who do better than poison in zoning I try to get the damage and set up traps with her fireball as they get in.

I was looking into LMT and practicing hopping over fireballs with it in a 2/3 to full screen. I was testing if it was a good idea to sometimes use it to hop over projectiles and gain some ground without jumping since Poison has a rather floaty jump and her dash doesn’t travel forward that much. I don’t know if it is a practical approach because you might get whiff punished on doing it.

So here is an example, I tested this vs a CPU not a recording to make it as reactionary as possible because you need to do LMT rather early. I don’t have any capture device so sorry i the quality is horrible as this was recorded by phone.
https://www.youtube.com/watch?v=tgjh_T7X-08

So do you think it is worth doing at that distance or the risk is too much to justify it ?

I’ve been out the loop for a week, what’s new?

http://youtu.be/xtoww_nXYlU

Too much risk. Ryu’s punish is different at various ranges, but he can indeed punish it.
You have to do it preemptively to recover well enough to not get punished, and if you’re doing that you might as well just jump in and get a full combo.

(You might catch a break if you hop over HP Hadoken. But, odds are you’ll just get caught on your way up instead of flipping over it.)

LMT’s recovery is pretty bad. I would just have to save it for when I got into actual attack range.

I would rather focus dash forward if I was from that position and once I get to just out of his cr.mk range i’d start using it. I think he has enough time to punish with super as well.

@therook Not too much. Range on U2 still sucks. Business as usual.

I’m thinking j. HK might be the solution to all of Poison’s AA problems but I need to put it into practice. You been watching melo and his ilk since the beginning though, you probably already knew that.

Played for like 7 hours today

Dhalsim, Bison, Blanka, Rose and probably more Im forgetting are straight up impossible.

I’m done playing this character and losing right at the character select screen.