If you hit lmt meaty enough you can go for cr.mk or cr.hp. To be honest we have a pretty good backdash. I’d trade the backflip for a slightly better dp, or a cr.hp that works properly. They need to adjust her sweep since we cant cancel it. Its ok to be that negative on block if she can cancel it but now that she cant its just wrong…
I would love a walk speed buff maybe something around Guile’s walk speed would be awesome, or have Cr.HP have as much active frame as say Rose’s cr.HP. I basically just want something to help us stand our ground and not having to backdash as much or just evade characters like Gouken or anyone with a good jumping in game.
Ok maybe my fellow Poison players can help me out here. I swear to GAWD i am sick of players just jumping and passing right through kbg on wake up and i eat huge damage. Wtf, but i guess i cant do anything about that from what I’ve read here. That move is borderline useless, I’ve even get hit out of it in the corner while using the EX version with some characters.
And Love Storm has cost me quite a few matches. In SFxT I never had an issue landing that Ultra, especially when the opponent was in the air. Now in USF4 the character will jump and be directly in front of Poisons face in the air while doing a move yet when it comes out theyve blocked it without any issues and just thrash her. Today I just had a Cammy jump and she went over Poison’s head, I pulled the Ultra and it showed Cammy using a kick while facing the same direction as Poison and right directly in front and above Poison’s head, yet as soon as it comes out Cammy is standing and blocks in with no issue like she hasent moved at all. This has also happened with other characters. I almost lost a controller today after the 3rd time that happened. Ugh rant over…anyways…
Ive been using her elbow drop and her cr.lp to really trick up opponents ands its been ok, and I really like using lmt in the mix, but after that or the elbow drop (even with this move on hit which makes no sense to me) gets blocked I get thrown directly afterwards with other pkayers. So if I can’t utilize those two to at least do some type of pressure, what other options do I have other than the usual cr.mk > AE or cr.mp > AE?
Btw has anyone noticed a huge influx of E. Ryu characters? Jesus its bad enough its an uphill battle with him, but even worse to have to fight him or Oni almost every match.
I did see someone early on at around 8 AM. He was fighting Zhi it was a Cammy vs Poison. I thought he did well but ultimately lost, I can’t remember his name though.
Does anyone get the excuse “of oh I just didn’t know the matchup” a lot when you beat someone. I mean i am getting this way more than when i was using Cody right when Super came out. I find it surprising because Poison is pretty straightforward IMO. I mean she does have some gimmicks but who doesn’t at this point.
Well, I faced a juri and yang player today. I was sceptical at first, but st.mp really does shut those dive kicks down. Its just a pain because you constantely have to make sure you time it right so you don’t whiff.
I have been finding myself AA with J.Mp and St.MP a lot lately. St.MP seemed really really good at shutting down E.Ryu’s dive kick as well. There is something that we need to remember though against the shotos. Using Ultra 1 as an anti-air might be really risky because of their air tatsu and Ex.Air tatsu.
I worry about this as well. I feel Poison is a little too linear right now and once people figure out her options it may become easier to react/block and make it difficult for her to get the damage she needs. Right now I think she is still new to the SF4 community and it may be the unfamiliarity that allows Poison to shine at the moment?
I think taking away her cr.lp, cr.mk link was unnecessary. I also think that her sweep no longer being special cancelable (aka Abel) was also unnecessary. I also think her ex rekka into ultra 1 being slightly character specific (not working on Honda, dudley etc.) is BS.
I agree with this. Right now Poison feels too sluggish (as do all the new characters bar Decap) and an increased walkspeed may help some of her problem areas. In some respects I actually feel that her LMT comes out too slow, which only adds to the frustration of feeling “slow”. I think LK LMT should come out relatively faster and allow us to connect it after an EX rekka (right now EX LMT will connect) the damage reduction (scaling) from an ex rekka combo would justify something like that in my mind.
LMT is a great move, I think in xT it was +3 on block which really allowed Poison to apply her unique pressure. Although -1 is technically “safe” I do feel that Her pressure has been considerably watered down. The distance that LMT travels was also quite a shock for me, coming from xT - although we don’t need her xT ex LMT screen travel distance, it would be nice if it traveled further BUT I do love the fact that the normal LMT goes over fireballs.
It seems that Capcom made Poison’s Zoning/ fireball game stronger in USF4 and made her pressure game a little mediocre. I would gladly sacrifice a little damage to make her pressure game a little better actually - but that’s my opinion.
J.mp I think is underrated and probably Poison’s go to Air-to-Air. However, I did come across a strange occurrence while playing a Bison (Dictator) player: The J.mp literally went right through Bison while he was in the air doing his headstomp move - I dont know if someone can test to confirm OR even if this works on other characters (perhaps if they are right next to Poison in the air the J.mp hitbox goes passed them?) I also found that J.hp would miss on a crouching Bison A LOT - So I’m not sure if the moves visual range is deceiving in relation to its hitbox? I did not seem to have the same problem against other characters though.
Its the distance if you do it too close to poison she’ll trade or both characters might whiff. I also found a small remedy to her unsafe pressure issue during poke wars. Instead of using HP AE like a lot of poison’s do or LMT (Its really easy to react to since its a fake block string.) Just do cr.mp into medium AE or cr.mk into medium AE.
Yes your opponent can jump over the initial fireball but it leaves them open for you to anti air them and reset the situation. I actually suggest using mp AE to start pressure then start bringing in Hard punch AE to start doing some really pressure.
For her Anti airs. They seem to trade with the same characters rose does. You have to hit at the tip of it and for us its before it reaches the apex of Poison’s swing and did you know it can stop cross ups at times? If that doesn’t work her mid dp and ex dp do work as a decent anti air you just have to time it so it hits in the middle of the move and not near the top.
I also have a reset that I saw from watching melo in a recent USF4 vid. I’ll post that tomorrow.
Since we have one small patch I think we should send Capcom something reguarding her walkspeed, her ex rekka to ultra whiffing on certain characters and either increasing her walkspeed or reducing her recovery on poison’s dash. (I think those will allow her to do well and still have her core issue is being bullied on wake up.)
fun fact
Poison’s cr.mp can beat vega’s cr.mp near max range or at max range.