Well Capcom is aware of the obvious “problems” with not just the 5 new characters but with others also. it’d be silly for them to know of the issues, let people know, and then do nothing afterwards. I know capcom has a bad rep but that wouldn’t look great from a business standpoint.
and I thought about it earlier today. If Poison had an actual DP (at least similar to her SFxT iteration.) she would be a complete character. It’d make up for the fact she has holes in her blockstring pressure or that her damage is “sub par”. You wouldn’t be able to jump in on her regardless of your character.
Nah Poison archetype just will never be overpowered in the SF4 engine. I mean projectiles aren’t very good to begin with compared to some other SF games mainly SF2 series. SF4 will probably always be dominated by divekick and vortex pressure rush down characters. That is unless DPs actually gets the vanilla damage back and Poison gets a real DP.
I don’t think that Capcom is designing her to be a low or mid or anything like that but she is a tricky character to balance IMO. If Poison had really good AA normals like Guile then having a relatively good Oki with HP AE and LMT and cr.MK being special cancelable and an overhead that you can combo after would make her very strong in the neutral game and would almost make him obsolete.
The other route would be to give her a good DP but you would have to increase the recovery of her AE kinda to match how it is with Ryu and Sagat relatively.
What we got is kinda the Chun Li treatment, where they had to give her a huge obvious flaw so that she wouldn’t end up dominating some of the characters.
I do think that Capcom does favor some character to be Top and others not so much. The example would be how Cody got hit with nerfs the hardest out of the top tier in vanilla SFxT while others like Chun and Jin didn’t get nearly as much. Sagat gets hit hard every time he is good in SF4. Yun being top tier in multiple versions across multiple games ( I think it is a natural result of his design more than anything really). I don’t think they designed Poison to be low tier but i am sure she would be hit hella hard like Sagat if she ended up being top tier.
That has nothing to do with it. I don’t think Capcom has a clue to what they’re doing. Poison was pretty great in SFxT but she lacked damage overall (and half about 93% of the cast couldn’t convert off her DP midscreen which made her hard to pair with others.). In SF4 she’s still alright considering the obvious nerfs to her normals range but the fact she has a DP and all 4 of them aren’t reliable is really questionable. I’m saying this as a person who relied the hell out of free DP damage for any idiot trying to jump towards poison when a fireball was on screen.
Look at all the other 4 characters transitioned over. They were overall numbed down from SFxT in some form (for good measure yea) but considering how developed SF4 as a game is already, they have it rough. Poor Rolento can’t even do what he’s great at aka get damage and run away, Hugo struggles against most of the cast with a projectile (even though he has the tools and life to get around it.), Elena’s hurtboxes are wonky because SF4 hurtboxes move with the character model (hence why a lot of combos are inconsistent on the cast overall). It’s also why certain normals/moves will hit/miss on character’s idle animation. Elena being the biggest offender considering Capoeira’s default stance is movement.
All we can really do is hope they address something that’s worthwhile. Otherwise they pretty much are better off just leaving it as is.
She’s never a free win character. That’s why. People don’t like putting in work lol.
Anyway, I’m really hoping there’s a post EVO patch that can improve some stuff on her. I really love the character but she’s just not well done. There’s so many things that Poison would need to be viable at this point.
I think poison just needs a faster walkspeed, 1 of her dp’s to not trade. I mean we don’t need to trade into ultra but we need a dp that can anti air or act as a correct reversal.
Does low blocking or high blocking have any effect on block stun in SF4 ? I know some games have this where low blocking have more block stun frames than high blocking but i don’t know what is the case with SF4.
I have been wondering this because of LMT. I am afraid as the games moves on and people figure her out no one would be crouch blocking that and a lot of the crossup setups would be useless.
27 Frame startup is a pretty large investment but remember that its recovery is acutally lower than HP Fireball. (16 Recovery vs the best recovery on AE which is 20)
Its definitely a move that I feel is not explored as much in the fireball game for Poison players.
In testing, at the right distances, its actually better than a fireball and creates better situations. It dispromotes forward advancement, and can counter poke people who like throwing out limbs to try to beat out the startup of AE. Oh, and better chip than AE? Seems like a strong choice if you ask me…
It runs the same risk of getting jumped over by a fireball however, the luxury with HP fireball is that some one just raw guesses and jumps the same time you thwo a fireball you dont have the ability to punish the simultaneous action (by having them land on it)
Im not saying that its something that should be used a lot but its definitly something that should be incorporated.
I feel like LMT should be used to hop over fireball but if you mean doing it in mid range like Adon’s Jaguar kick, then i feel like it is too risky. It doesn’t have that vertical Hit box that the Jaguar kick has. I am a fan of LMT and EX LMT block strings however especially vs characters like Rolento. It is very match based too as i wouldn’t want to get in that much vs say Cammy or Rufus to begin with. It is GREAT however at stopping Focus happy players since it usually catches most characters even if they tried to backdash.
I am wondering then if this applies to her LMT, It seem like the type of move that could have a property like this.
just throwing out LMT isn’t a bad idea. It’s bad if people have the reactions to punish before it hits. But it’s generally not bad in and out of blockstrings. But that’s why I keep saying to mix up your pressure strings when you’re on the offensive between LMT, AE, and Rekkas.
and yes LMT applies to the standing/crouching advantage/disadvantage. (with crouch hit/block being more advantage towards poison.)
Yes unlike rolento, we are -1 on block AT WORST. While if they crouch and we land on active frame 2-5 we are neutral or positive. Same with on hit if u don’t go for knock down. You can gain more frame advantage.