-Far anti air (careful its 10frame start up so get them at the apex of your opponents jump arc)
-Buffer during backdash looking for something to punish your opponent using your invincability frames
-Kiss of Goddess FADC
-trade with jab Kiss
-Follow up from a fireball juggle
-Jump in from HK buffer ultra during fireball wars.
I mostly use it as a finisher or antiair. She doesn’t need the damage from EX WoL when you have great mix up options from ex WoL. And it’s not the best damage but you’ll take what you can get.
As a Third Strike player I am very pleased with the properties over her overhead. In addition to potentially getting Cr.lk/lp after the overhead if you space it at max range like a uoh in 3s it combos to super clean. Tested this on both crouching and standing characters.
But why wouldn’t you want to combo into U1 if you just did EX rekkas and you have it? It’s not like you’re going to use the meter for anything else. Even if it’s scaled damage it’s still free damage. KBG FADC U1 seems like a waste of meter when all of her EX moves are good, anti air U1 requires a hard read, and trade KBG U1 assumes you’re going to be anti airing with lk KBG which you don’t want to be doing in the first place.
eh, kbg fadc is decent if you have a read on your opponents block string, its just hard to do because your opponent falls so fast but its not good in the long run i agree.
trade one im not too sure how good it really is, i got that from the japanese bbs. i’ll test it later but her mk kbg is crap for damage, might as well go for the trade if it works (hopefully).
Turns out you can jump cancel the last hit of her ex rekkas. You can do some cool cross unders with it. I wish you could combo a ground normal midscreen to set up a fireball.
Any general strategy with Poison yet? I figure build meter with her zoning and then once you have a bar try to catch them with a poke mkxxEXWoL into her reset game and walk your opponent into the corner with that since her corner pressure seems pretty ridiculous. Meaty hpAE seems really good on knockdowns and also LMT seems to crossup more than it should. Her fireball game seems kind of hard to deal with for a lot of characters since hpAE stays out so long that it’s hard to avoid them. hpAE even trades with EX ball for example which cracks me up when it happens.
She’s so much of a jack of all trades that I don’t see her having many bad matchups. Maybe vortex characters, since wakeup KDG doesn’t seem to have too much range so it might not get out of some setups, but I still haven’t seen how good DWU is so who knows.
on that note, you can still get them after LP rekka if you know they’re mashin hard. But outside of obvious punish, gotta train your opponent not to jump afterwards. lol (aka good luck with that.)
I’ll take the damage of U2 as a punish over utility of U1.
But there’s pushback on everything! Everything!
And U2 has no range!
At least Guy’s U2 is greater than his normal throw reach… Gimme a break!
It’s not a bad setup… cl. LK is +3. You buffer it leisurely during that time, and you depend on U2’s 5 invincibility frames to carry you through. (You don’t wanna reversal it, and the +3 gives the other guy enough time to press buttons.)
I haven’t had the chance to use it, though. I’m struggling… I know it’s day 1 and I shouldn’t feel in control yet, but… I don’t feel like a threat at all.
I guess I’ll just have to buckle down and work on my micro…
Should I be buffering HP AE with AA cr. HP? I’m still working on reacting correctly… when I do, that 100 damage doesn’t seem to really dissuade anyone.
It’s tense when you’re close, I feel like everyone else has more range than me. Maybe I should backdash more… But getting out of the corner’s quite difficult.
Why do you have to be so close for U2 to connect? It does so much damage yet we won’t see it used often.
Capcom said that some ultras were useless in AE and they wanted to change that (Ryu’s U2 for example), yet Poison’s U2 doesn’t look really reliable. Well I guess it’s that way because of the damage,
Shit you guys probably know but I want to post up here.
Kara throw with st.MP moves Poison backwards. More for shits and giggles than anything useful I think.
Rolento’s hurtboxes makes a LOT of Poison’s stuff whiff. Like, don’t go for cl.MP st.MK for example and c.LP cl.HP only works on counter hit.
If you have a bar and are in a situation where you can land cl.HP xx EX LMT go for it.
j.HP cl.MP will have either the first hit whiff or the second one. It’s absurdly bad. Especially when HK does the same damage, has both hits of cl.MP hit and will place you at the right distance regardless of where it lands (cross-up or no). Although if you have one bar you’re better off going into cl.HP xx EX LMT ANYWAY but I digress (DISCLAIMER : I AM A WHORE FOR U2. So the fact that you can go EX rekka into U1 was not considered with this statement.)
After testing that combo, I’m not sure it’s worth burning the entire U1 bar for a 410 followup when just j.HK U1 does 472.
Only need the button press for throw followup on LMT. No need for the down like reported earlier. IIRC it’s the same as SFxT (although I didn’t play her much in there. Too little damage compared to the rest of the cast. It’s far better here surprisingly.)
Did I mention fuck Rolento? 'cause fuck him.
I’m liking the character so far. Much better than my old main at any rate.