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

Talking about anti-airs.

How do you deal with shoto characters such as Ryu and Ken jumping in with j.hk and j.lk.
I swear, every single player I face will just keep jumping in on me, knowing that Poisons horrid anti-airs can’t keep them out forever.
You have to anticipate a jump for neutral j.mp to work. I find s.hk unreliable, and cr.hp has to be used way too early.

If we would get only one buff, that’s the one I want. An actual good anti-air button.

Her cr.hp can beat their jump ins. You just have to do it a little early other wise you will trade or use her heavy dp. (Just wait a little for the dp and it shouldn’t trade, in fact you can fadc into ultra.

I will have to spend some time in training mode I guess.

Poison doesn’t have horrid anti airs.

Jumping on poison is suicide. To be honest. Just check resent videos of xian using her and see how he optimize her aa.

  1. far jumps use far hk.
  2. close jumps use ex dp. Lk dp alternatively if u don’t have meter.
  3. crhp. Xx hp fb.

Not to mention use u1 to aa.

People who complain about her anti air are not used to dp moves as their primary aa option.

And to add to all of this. Landing on fireballs is absolute suicide.

Juggle into crhp xx fb. Juggle into far hk. Even far fireballs aa can juggle into ex fb.

And into ultra 1 as well.

Her anti air options are really good.

(I almost always have meter for ex dp.)

Poison’s cr.HP beats shoto jump ins clean all the time. It’s not her 1 button AA that beats everything, sometimes you need to throw out s.HK, but cr.HP is seriously, seriously good. It even beats Dudleys fucking elbow drop.

I do find myself using EX DP a lot. Her EX moves are all useful and the EX DP is a quick “Oh shit” AA that I’ve come to love.

On the anti-air topic: Her KBG may not be the best anti-air – I don’t even think the reason is that people are not used to DP moves (honestly the hitbox on the move is terribad!!)

I think the real reason for using KBG is the invincibility it offers. The LK version has 4 frames on invincibility, the Mk version has 5 frames and the Hk has 12 frames. The MK has the fatest startup (4 frames, the Lk version is 5 frame startup), the HK is the slowest as it has a 10 frame startup, so you have to do it a little early as an anti-air and if all 3 hits connect it does some decent damage. I think the main reason people use the HK version is because of the 12 frame invincibility. However, the MK may be a little more reliable due to a faster start up. You just have to get use to the hit box, on paper it looks good, but its pretty narrow (and Poison doesn’t propel herself forward like other DP’s) - you are literally anti-airing them while they are almost on the ground (as Poison’s legs extend outwards first, almost like a spinning bird kick - this is where the hitbox is relevant, before she gets her legs vertically straight, as the horizontal hitbox barely exists at that stage :p) (In my experience you are literally pulling off the move when they are around Poison’s head height in their jump).

The hitbox on the LK version looks slightly better than the MK and Hk versions??? Maybe that is why Xian is using that one?

The LK version is kinda meh for me. I tend to get trades a lot. I still use it if I didn’t react fast enough to do HK, or if I don’t have any EX meter. The trades can be good though - for instance, trade LK DP into Cr. HK or Cr. HP xx Fireball. Honestly my go-to’s are definitely Far HK, Cr. HP and EX DP. I prefer not to regular DP unless I have to or want to go into Ultra.

Also I haven’t seen nj. MP mentioned - am I the only one around here who uses that? Is it a bad SFXT habit I brought over? :slight_smile:

The trade is 100% in ur favor. Think balrog headbutt trade or sagat dp trade.

And u can always os the followup to the trade every time u use it.

None the less. primary aa should be ex dp. Regardless.

Hk dp is too slow. :frowning:

It’s all about knowing the angle of approach your opponent is using during a jump in, and using the best button that poison has for that. Don’t mind my shitty paint skills, but I tried to give you the sweet spots that her buttons are best for.

So for the standing MP, i like to use this for jump ins that come in up high, a good example would be a bison who is coming in with a head stomp or ex head stomp, Standing MP is a great option to swat it away.

Standing HK I like to use when the oppoonent is trying to jump to cover ground and get in but not necessarily jump in to attack. Hugo would be a good example. Or just at any range that the opponent is trying to jump in with near the tip of a jump in and i can take a little step back and kick them out the air.

Standing Mk i find works well against dive kicks that are coming in low or coming in from a neutral jump.

So pretty much why Crouching HP feels the best and much more consistent is because it itself covers a condensed version of all three of the previous anti air buttons. The Hurt box is also tucked nicely behind a big high hitbox on the last 2 frames which are the more common frames that end up being anti aired with. You can then buffer a HP Fireball which is relatively safe from most reversals and ultras and gives you added pressure.

Also consider that combining this with an onscreen HP Fireball which is at about the distance of the Green X in the Standing Poison Picture above when poison is recovered and can move again add’s to the pressure of getting an opponent to jump into one of those sweet spots. With good reaction and utilizing the quick fireball recovery she has, She does have great zoning potential.

I mean, just looking at all the angles she can cover at one time from one piece of real estate is pretty good, The only draw back she has is lack of active frames. a few more overall on her normals, and shaving a few off the recovery would really help. Most impotently though would be more active frames on her MK DP and with out any gaps between active frames, and being considered air born once the invincibility ends. By doing that, it wouldn’t feel like a grounded reversal tool, and a true anti air, which it looks like. Just to put it in perspective, the average active frames for a Dp style move is like 13, and poison’s MK DP has 4. On top of that, there is 3 frames (almost as much as the amount of active frames) of a gap between the active frames. so she has 2 active frames, 3 frames of no active frames which shes entirely vulnerable and considered grounded so she can be thrown or jumped in on and full comboed on instead of an air reset, or even sucked in from a tanden engine, then the last 2 active frames with bigger hit boxes, one on each side of her surprisingly, and then it goes into an air born state and recovery.

to sum it up:

Everyone elses DP usually goes like this:

Invincible start up
First couple active frames which are invincible
remaining active frames while airborne
recovery

Poisons DP:
Invincible start up
First couple active frames which are invincible
few recovery frames which are grounded
remaining couple of active frames - still grounded
airborne state starts, active frames ends
recovery

How is ex dp in comparison?

I guess my fear of getting a trade means I don’t commit to an anti-air and try to focus backdash too often. It works with Rose, but it’s a bad Poison habit.
Another bad habit I have is neutral jump m.p whenever I expect a jump, because I don’t trust my anti-airs.

I will have to slowly figure this out in actual matches and try not to panic when someone tries to rush me.

ex dp starts up in 4 frames, is invincible for 12, it also becomes airborne on the 13 frames so it solves most complaints. it also has much more active frames, but it still has gaps between the active frames, but you are entirely invincible for those frames so that evens it out at least. Its defenetly a good anti air option. i mean, if you throw a fireball and someone jumps right away where you don’t know if you can block in time, mash that ex dp, it would be a better reversal option then if you held stand block hoping that the jump in doesn’t hit.

I really like that her cr.hp anti airs in 3 different places. Got to love the fact that it can stop cross up attempts. Also I feel like each of her dp’s have different jobs. Like one of them is to combo, the other is to reversal to catch limbs, then the last one anti airs.

The thing I’m having by far the most trouble with is Ibuki and her crossup jumps that go way above your head. When I do MK or EX DP, the models definitely collide, but Ibuki never gets hit.

If I block correctly, she just puts down a blockstring that leaves me outside of my c.mk range, which makes it really hard to fight back.

Could always try dashing under if it’s in neutral.

Who is that girl in your display picture?

when ibuki goes for a cross up jump in from the neutral game, its almost always at the range where she has to super jump from, to add ambiguity to it because a normal jump in from the same spot would have hit from the front. I beleive she makes a sound when she does a super jump, so thats usually the que i use to know shes heading to land a cross up, i usually try to get out the way or block it and look for an opening. once shes knocked you down, you want to mix up your delay wake ups to help throw off her set ups and keep calm and find a way out. I try to avoid having ibuki put me into a vortex, and just try to mix in fireballs and lk LMT, to try and catch her sliding into a lk lmt, knock her down, and frame trap, throw mix up and safe jump her.

Cammy White. ^^

Was wondering… what are some good frame traps with Poison? I couldn’t find anything in this Poison section regarding this.

I figure variants of lights (except cr. lk @ -3 on block) into cr. hp xx fireball is probably the simplest frame trap. Aside from that cl. mk is +1 on block and leaves you right on the edge of throw range, so that into cr. hp is probably a decent idea too (and combos on CH cl. mk). If you want unmashable CH setups cl. lk is your best normal at +3 on block, though I don’t see many players using anyone but Boxer or Dictator mash 3f normals these days.