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

I love the chain cancel timing changes. pissed me off when i hit someone during my crouch tech and i cant combo into anything because the chain timing is way too damn tight.

All her chained normals should work better and easier. Should make comboing easier.

Is the update already out ?

Its out and her bnb is much easier to do.

the timing of her chain cancels is a little better. not ryu/sakura level of brain dead but something like ken which i guess is fine. the other changes to her active frames threw me off a little but after a little training mode, i was able to adjust and I like the changes so much better.

this should make playing her a little less frustrating than it already is.

Her opponents are grounded for less time after a finishing a Rekka combo, it seems.

Credits to @Wedge_Antilles‌ for this find. If you do a cl.hk xx lp AE, you get a +6 on hit frame advantage on fei long.

I did some testing and here is what i found.
Close hk (2 hits) xx lp fireball gaining +6 advantage on hit:

Works on fei long, Cody, ibuki(corner) dudley(corner) Rufus (midscreen)

doesn’t link at all against akuma, gen, Sakura, oni, elena, feurte

Few combo possibilities in the corner are:
J.hk, cl.hk xx LP AE, Cr.hp xx Hp Rekkas
417 damage, 655 stun. Meterless

J.hk, cl.hk xx LP AE, Cr.hp xx hk Dp
420 Damage, 700 stun, Meterless

J.hk, Cl.Hk xx Lp AE, Cr.hp xx mp AE x FADC, Cl.Hk xx Hk Dp
489 Damage, 790 Stun, 2 bars

J.hk, cl.hk xx Lp AE, Cr.hp xx Mp AE x FADC, cl. Hp xx EX LMT
508 Damage, 750 Stun, 3 Bars

J.hk, Cl.Hk xx Lp AE, Cr.hp xx Mp AE x FADC, Cl.Hk xx EX Rekkas, Ultra 1
516 Damage, 760 Stun, 3 bars, full Ultra

J.hk, cl.hk xx lp AE, Cr.hp xx EX AE x FADC, cl.hk xx lp AE, Cr.hp xx Hp Rekkas
530 Damage, 840 Stun, 3 bars

J.hk, cl.hk xx lp AE, Cr.hp xx EX AE x FADC, cl.hk xx lp AE, Cr.hp xx Hp Dp
537 Damage, 860 Stun, 3 bars

J.hk, cl.hk xx lp AE, Cr.hp xx EX AE x FADC Ultra 1
580 Damage, 640 Stun, 3 bars, Full Ultra 1

J.hk, cl.hk xx lp AE, Cr.hp xx EX AE, Mk dp x FADC Ultra 1
580 Damage, 690 Stun, 3 bars, Full Ultra 1

J.hk, cl.hk xx lp AE, Cr.hp xx EX AE x FADC, cl.hk xx lp AE, Cr.hp xx EX Rekkas, Hk Dp
542 damage, 865 Stun, 4 bars

J.hk, cl.hk xx lp AE, Cr.hp xx EX AE x FADC, cl.hk xx lp AE, Cr.hp xx EX Dp
543 Damage, 866 Stun, 4 Bars

J.hk, cl.hk xx lp AE, Cr.hp xx EX AE x FADC, cl.hk xx lp AE, Cr.hp xx EX Rekkas, Hp Rekkas
545 Damage, 860 Stun, 4 bars

J.hk, cl.hk xx lp AE, Cr.hp xx EX AE x FADC, cl.hk xx lp AE, Cr.hp xx EX AE, Cr.lp xx lp Rekkas
549 Damage, 860 Stun, 4 bars

J.hk, cl.hk xx lp AE, Cr.hp xx lp/mp AE xx Super
561 Damage, 610 Stun, 4 Bars

J.hk, cl.hk xx LP AE, Cr.hp xx mp AE x FADC, Cl.hk xx mk dp x FADC ultra 1
561 Damage, 750 Stun, 4 Bars, Full Ultra 1

J.hk, cl.hk xx lp AE, Cr.hp xx EX AE x FADC, cl.hk xx lp AE, Cr.hp xx EX Rekkas, Ultra 1
575 Damage, 845 Stun, 4 bars, Full Ultra 1

Is Poison considered bad?

Like. Not viable?

Because shit son. Free wins online rn

Ugh. If there’s one thing I wish that patch had changed, it’s her c.HP. I swear I time it right, but the frames run out before I actually anti air anything. I don’t think adding more active frames would be too much to ask, Capcom…

That’s actually what I like the most about the alt.
But I can see people not liking it

Me personally, I wouldn’t say shes bad, but she’s definitely not going to be on anyone’s GOTTA PLAY HER list for tournaments. As far as online goes, its not really making anything easier for her from my experiences. There are just some characters that can completely shut her down.

Her AA’s either trade and she loses badly, or they come out weird to where you have to make sure it’s timed perfectly and the opponent is spaced perfectly. Cr.HP even whiffs on opponents that jump directly behind her even though the does a full 180 degree arc. It’s basically 50/50 unless its for sure where you need them to be. Add that to a character that can alter and change their jump arc and control space, yeah, absolutely dreadful.

Divekicks are not friendly to her. Yes, we’ve found that St.MP can help, but if the opponent gets in too close and goes on a divekick rampage, she’s shut down.

Kissed By A Goddess. Yes, y’all know that I am FURIOUS about how this DP has been brought out. Its borderline useless unless you grounded and trying to get out of a block string. Bison, Oni, Dudley, and and others can even jump on top of it and smash you down during the move. Everyone else can just either jump through it because of the horrible active frames and how linear it is, even on wake up, or just jump up and she can’t hit them since the horizontal space where she hit greatly shortens as she rises.

Judging from others on here, her damage is not too great, walkspeed is slow so she does feel “heavy” for a grounded character, the fireball glitch can cost you a match, her sweep is way too slow for recovery, and her whip hurtbox is extremely weird (the opponent has to be pass the entire wind trail to register as a hit, which shortens her reach by almost half).

However, as its been stated her fireball game is awesome, and her corner pressure game is amazing…its just the problem is if you face a character that can shut down her fireball game or can compete on her level or beyond it, well, that’s not going to help her at all. Plus, her corner pressure is great, but just how can you get the opponent into the corner in the first place? LMT is awesome, (however I’ve been getting thrown as soon as the move ends, idk if its lag or not, but it’s not really good for pressure work if you break the throw and are back to the same distance you were before.) EX LMT and EX Rekka are outstanding. And I personally love her fwd. Mp for mix-ups.

I think at the end of the day, we know she’s not going to be placing any top 8’s at major tournaments. I think the simplest way to put it is that she’s not very reliable, its too much 50/50 a lot of the time, and she can be very frustrating sometimes. I’ll stick with her of course, but she needs some help for sure to be taken seriously. Nothing game breaking or no “win” button as Combofiend said, but at LEAST give her some thing to work with.

But I think some of the veterans here should way in on her since their more experienced than I am, this is just from my experiences, so I’m extremely interested in the responses to this question.

I just HK LMT, backflip, jump MK (fireballs just pass through her lower leg) or focus through fireballs. I haven’t lost many fireball wars outside of E Ryu and Akuma.

I’ve found a lot of success AAing with HK KBG and EX KBG. For the HK one it’s kind of awkward at first but once you get used too it you beat most jump ins for good damage.

For dive kicks I just throw HP AE and st.hk until they stop. If they are too close I crouch tech with HP or just EX KBG it.

Also cr.HP only hits in front of her at a 70 degree angle to directly above her. If you want to AA some one neutral jumping use St.HK.

I think Poison probably has some of the most room for growth out of the new characters. And even though she’s pretty slow walkspeed-wise I mostly just dash with her anyways. I do agree that her cr.HK is kind of lackluster. The recovery isn’t terrible it’s just not as awesome as the sp cancel one she had, it didn’t even receive a range buff to compensate for that loss.

The problem with Poison is she doesn’t specialize in anything. For example, you can zone with her, but there are other characters who can do it better. What does Poison have that sets her apart?

Spoiler

I think you did a very nice summary of most of the gripes people have with Poison as well as some of her strengths :slight_smile:

I kind of disagree with the low damage though - in xT I would agree that Poison’s damage was really bad (as there are 2 life bars to deal with) but in USF4 her damage imo feels right (sometimes I think she has really good damage). A meterless BnB could net you a quarter to a third of your opponents life. Her LMT + follow up does 190 damage plus hard knockdown. For a potentially strong zoning game I think her damage is pretty decent.

Spoiler

In xT I felt that Poison depended on meter a lot more - so the right gem setup could make Poison really good (certain gems gave meter depending on how many specials or ex moves you connect with - because each hit of Poison’s rekka/ex rekka contributed towards that number she could get some crazy combos - one ex rekka could build enough meter for you to super or because you build meter inside the combo you could even go for 4 bar combos (i.e. cross assault) which would previously be impossible).

I do feel that Poison is meant to get her damage from mixups and resets but how she feels right now she feels too linear and she definitely doesn’t get the viper damage from her 50/50’s.

I feel your pain regarding being thrown a lot after a LMT - I would have liked a little more frame advantage on the move (like her xT version), but I guess this is ultra and they want you to play “smartly” so you could break the throw (which reduces your pressure :frowning: ), or DP, or neutral jump, or back dash - each option doesn’t feel very rewarding I know. You could also try measure the distance of the LMT perfectly so that she literally touches them with the tip of her toe, so when you land you are further away and cannot be thrown. If you use double ultra (or ultra 2) you could also try her ultra 2 after a blocked LMT (it has some nice damage even with W-ultra). I find her EX LMT very situational - the distance it moves her forward is maybe one and a half characters (because of her awful walk speed, if your opponent is throwing fireballs at this distance then they deserve to get hit by it!!) the HK LMT can catch an opponent two full character spaces forward, she will only go over fireballs much later in the animation though :frowning:

I also feel because a lot of her moves come out so slowly she cannot punish easily e.g. blocked Blanka Balls. The throw range on her ultra 2 is also really bad - I know the damage is really nice BUT for a 2 frame grab they should make the range a little more decent.

She has a backflip, LMT, focus and a fireball of her own. How do you lose when zoning with her? More importantly who do you lose to? Juri? HP AE takes care of her dives. Rose mix up your fireballs so that she can’t predict them. E Ryu is difficult if you stay full screen, but once you get into the middle she’s much better. And Akuma is difficult, but one wrong fireball and she’s in. She’s probably the second best motion zoner and 3rd overall. And she’s the only zoner that gets fireball juggles. So she must specialize in something. Especially with her HP AE’s block advantage, comboable overhead, and her throw damage.

Her walkspeed is meh but her dashes are pretty good in speed. Maybe it’s just me, but I just play her like Rose with an overhead.

Not to say she’s top tier material, but after playing for a bit more I’m finding a lot of answers to some of my previous complaints.

Does anyone know why her DP randomly comes out sometimes? Is that a bug or am I just hitting something I’m not supposed to?

Kinda started playing Ultra on PC and been messing around with Poison in the labs, a few questions has popped up in my mind, (not sure if it’s been answered or not) does the Ex-Rekkas into Ultra1 work on all characters mid-screen? I can’t seem to get U1 to hit on Cody? Can someone with better execution confirm that for me? :smiley: I manage to get on some of the other characters that I’ve tried tho.

Negative edge. I’m assuming it happens when you want to throw AE out in footsies so you probably do something like this:

Walk forward - presses MK/cr.MK holds for slightly too long- qcf (release kick) presses P.

It happened quite a bit when I first started using her. Now I just press the button quickly and let it go.

On a side note why can Poison negative edge a throw? I wonder Q&A/R&D do anything at capcom.

Ah, that makes total sense. Thanks.

And I’m pretty sure Capcom spends all their testing money on Blanka toys…

Negative edge, and she also suffers from the stupid input bug.