What normals are you guys using in the footsie game? Crouching forward is just too slow to really punish limbs unless it’s a hard read, I like standing forward and crouching fierce but I’m still struggling to find buttons that create space and challenge people in the neutral.
It starts up in 6 frames so I wouldn’t say that it’s that slow. You should be able to create space with AE (obviously if they have an anti-fireball ultra stocked this changes).
cr.mk has a tad bit to much recovery for my liking, i try using cr.mp, st.mk, st.lk. i still use cr.mk tho, i like to buffer it into a rekka or fireball, even lk lmt. i like cr.mk against a dashing and ducking dudley. i focus more on having a fireball on the screen and anti air though more so then pacing back and forth trying to whiff punish limbs and play footsies. I play either outside and zoning, at a range where i can throw hp and mp fireballs and recover in time to anti air someone who immediately jumps. be able to control my distance of mid zoning and far zoning by bouncing back and forth from those ranges with back and forward dashes. Or i like to fight right up close and pressure the opponent. i bounce back and forth between these two “modes” when i play and doing more of one or the other depending on the match up. i don’t feel like poison has a strong footsie game so i don’t play that very much.
When I watch some Poison users, they like to go cr. lk, cr. lk, cr.lk xx rekka. Is there something I’m missing here? How come they don’t throw in the st. mk instead of the last cr. lk?
Also, I tend to use cr. lp, cr. lp, st. mk xx rekka as my main hit confirm. It comes out in 3f too. Is there a better hit confirm I should be using or am I good with that?
i haven’t seen three cr.lk’s into rekkas, you can’t link cr.lk into cr.lk to cancel the last cr.lk, you have to do 2 cr.lp’s, cr.lk xx rekka
cr.lp, st.mk xx rekka is a 1 frame link, so poison players opt out the 40 damage for the consistancy as the cr.lp, cr.lk link is 2 frames and much easier.
if you are hitting cr.lp into st.mk consistently then by all means stay with that, thats what poison should be doing as her main bnb.
Haha, you’re right, meant to say they just did 3 light punches/kicks cancelled into rekkas. It was was really weird imo, so I decided to ask. Never felt like it was a 1f link to be, but good info to know. Thanks.
tali, one of the main things with I don’t really use is EX fireballs for combos (as I love EX WoL and it just seems difficult). Do you think it’s ever worth it for the meter (besides wanting to close out the round)?
I really hope it isn’t because my PC version is bugged, but I think I’ve found a way to make poison EX LMT crouch unblockable. At first I thought it was a crossup setup but the only way to get out is by standing up (in which its +2). To make things really crazy, it seems that when the EX LMT is done meaty on wakeup, it’s suddenly not a crossup. There’s also some other bizarre things about this that I’m figuring out, such as the possibility of looping it.
Have only tested on ryu but the concept is still the same. Going to make a video but one of the setups is pretty simple, close hk (2 hits)EX LMT (early cancel) on a downbacking ryu. Working on another LMT unblockable setup that can’t be backdashed, jumped, DP’d or anything’d out of except for standing still, holding forward or holding back.
i would use ex fireball to combo after, not to end a combo. and in the corner where you can loop the ex fireballs. but yea its hard to get in a situation where you can land like a fierce into ex fireball and be close enough to combo. a nice damaging combo is cl.hkxx ex fireball, mk dp fadc u1, but when are u going to be in a situation to land that
Nice video, I’ve known about the crossup LMT for some time but is it supposed to be crouch unblockable? And the setup I found is very similar to the one in the video, ie. almost no way to escape
That depends on the situation.
I don’t know all the mechanics of the crossup LMT .
In many cases,it is crouching crossup.
In some cases,it is standing and crouching crossup(for example,cl.st.Mk-exLMT on Fei Long) or crouch unblockable.
Ahhh, very interesting. So it is possible to crossup standing.
I made a post in the LMT crossup thread, I don’t know if you read it but I tested a lot of the stuff behind what might be going on. Because for normal crouch crossups, they only crossup if you’re holding downback, not down or downforward. But if it’s possible to crossup standing then that looks like a completely different case altogether. I have some setups but I’m moreso interested why these things to occur.
I can see why they say she’s top 5. She doesn’t have that many weaknesses, her zoning game is amazing and is only surpassed by gouken/guile, by far best EX fireball in the game, high damage when optimized, good normals, Rose tier backdash, an uppercut (not that good but better than none, can trade into any juggle) can pressure well from meaty fireball setups, +1 on EX rekka/LMT, has the overhead and now has tons of untapped potential with the crossup LMT
Ex Rekka is -3 normal is -4. Ex lmt is +2. Overhead is -8 on block. Her back dash is like 60% of what roses back dash is like. Her uppercut is the worst in the game. When there’s only 4 active frames on your uppercut which is the average amount on a sweep, and the average amount of active frames is 13 it’s pretty bad. It’s also has a 4 frame gap of recovery in between the 2 sets of 2 active frames allowing it to be fully grounded and punishable mid move. That’s a glaring weakness right there. She lacks active frames in general on her normals. You have to be very precise as she only has like 2-4 active frames. Her sweep is the worst in the game at 9 frame start up, 90 damage/100 stun and -15 on block and over 30 recovery frames on whiff. Her cr.mk has the hurtbox in front of the hit box, starts up in 6 frames and has quite a bit of recovery giving it a bad tool for footsie against shotos. Her walk speed is very slow. She struggles against reliably and consistently AAing dive kicks. Her bnbs are 1 frames and don’t offer great frame advantage. Her jab is only +1 on block, same with cl.mk. everything else pretty much is - because their supposed to be canceled but they don’t give you true block strings canceling them into fireballs or Rekka. Cl.mp is +3 but is super inconsistent. I can keep going