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

I wouldn’t say it’s hard to use, but the hitbox doesn’t match the whip. There have been quite a few times where the whip phases through them with no hit/blockstun. It’s really annoying.

J.HP can cross up seems very spacing dependent, and the spacing varies per character. Mid screen I’m saying.

http://youtu.be/Dtjn2pBYQVg

I believe that the closer you are, the easier it is to hit. Keeping the links from HP AE to EX AE to U1 tight helps too. (U1 can miss if done too late.)

This reminds me of Rose’s j.HP where the hitbox doesn’t match her scarf animation…

Jump roundhouse can cross up Hugo mid screen.

That really sucks. Hopefully there ends up being some kind of use for the U2.

I plan to explore the hell out of U2. That damage is too much to not find a reason to use it in some matchups.

Why can’t poison cancel her far standing lk? That’s dumb

My general gameplan after I knockdown with rekkas is to neutral jump -> high/low. Similar to what guy does after his run ->sweep combos, works out pretty well. A lot of her knockdowns gives her enough time for a meaty hp fireball/meaty overhead/meaty Love me Tender on wake up. Haven’t played around with delayed wakeup yet though but i imagine it sucks for poison.

I’ve seen people do dash>neutral jump after rekkas for safe jumps. I assume her forward throw safe jump setup from SFxT still works on regular tech. (LK LMT>nj.HK or empty Neutral Jump.)

So I’m thinking now that you have to play along with those holes.

On paper, Poison doesn’t seem very solid- like she was balanced incorrectly. (cr. HK xx LP AE was probably the business, and I know they had to take it out, but a meterless 2-in-1 would be great right about now.)

Seems like the gameplan is to chip away at the opponent’s lifebar (a timeout type)?

In footsies, OS EX WoL seems solid. But, you need meter for that, and you’re not really going to be able to build it quickly from fullscreen.

When meterless, I think the best bet is a mixup between nothing (single poke), OS LP AE, and OS LMT. OS AE can be focus dashed/lv. 1 focus punished after blocking the initial normal; but, they have to commit to focusing, which leaves them open to OS LMT. OS LMT can probably be stopped with a reversal on reaction, but that means that they cannot commit to focusing a possible OS AE anymore. (If they overcommit to the reversal, you get free U2 or whatever.)

Projectiles I am still figuring out. They have slower startup than normal, meaning Poison takes more risk against preemptive jumps compared to Ryu… Chucking plasma at close range seems hazardous (as always, I suppose). Though, her recovery is top notch (with LP AE rivaling Guile’s LP Sonic Boom, and it only gets better from there). It seems if your opponent is reacting to AE, it’s too late for them… So you have to make them not want to randomly jump (I’m assuming lots of cr. HP/st. HK usage).

KBG seems difficult to use because it goes straight up (i.e. it has to be spaced correctly). Though, maybe it will have general utility in anti-crossup defense.

How are all the ways people land U1? I feel like EX WoL > U1 is almost useless due to scaling- you get a hard knockdown but there is DWU in this game…

Argue with me, I’d like to hear some different perspectives.

My boss and a co-worker didn’t show up to work today, they are playing Ultra(via instagram)… I’m stuck here at work… Not doing much.

@"Drake Aldan"‌ save me a seat for that discussion.

I can tell you that KBG has not anti-crossup in this game unless it’s EX. Even then it’s pretty bad.

I hope i’m wrong though. But it doesn’t look as godly as it was for anti-crossup in sfxt.

Hmmmm.

How is DWU usually performed in the arcades?

It feels like you have to mash it out to be sure. With WoL, the timing is very strange, and you really have to mash it to get it…

It appears that DWU will not be so strong, if I can hear it before it happens! Though it’s worrying… Mashing out DWU does not seem like a solution to safe jumps or vortexes at all, given the amount of noise it makes… (and Ibuki got buffs, too…!)

If you want to combo u1 from a dp you have do it from her fierce version. Its much easier to do.

I’ve never used a rekka character before, so Poison will take some getting used to.
After switching back and forth I have to say that I prefer the English VA over the Japanese one.

You can land it when someone is neutral jumping fairly easily. As for jump ins it’s useless. For combos i have nothing outside of meaty fireball -> ultra (not optimal but looks cool) and Shoryuken fadc -> ultra

you can hold the buttons down for DWU before you get knocked down IIRC.

with WoL, I’ve been pianoing. I piano any rekka after the first hit just so I don’t have to worry about all the timing.

That doesn’t seem to be working.

Yeah. It’s not like Fei, where if you mash you might accidentally Super… There’s no chance of that here.

I kind of feel bad for mashing it out, but whatever.

WoL doesn’t seem delayable at all. but, it seems the hit freeze makes it fairly confirmable… Maybe?

if you do ex rekka in the corner, do a jump cancel and do a late attack at the tip of your opponents falling arc. You can dash under your opponent for a decent reset option. risky obviously.

Good to know I’m not the only one. The SFxT system spoiled me a bit, I haven’t played SF4 in a LONG time, and when I did, I mained Honda. So I definitely have quite a bit to catch up on.

The rekkas, for instance, are one area I really seem to get tripped up on. Either I botch the execution (I’m used to playing much faster games), or I get punished horribly (due to not using them at the right time).