Hm.
I just saw that Poison’s super no longer goes into the full animation when it hits a jumping opponent. It already does ass damage, now it’s nerfed even more. I don’t see how either of those if a fair trade off for her super being projectile based. It just seems like a waste when using meter for her EX attacks looks to be a lot more beneficial.
I wish her super was based off of her crecent-kick instead, that’d add a lot more usability for it rather than a projectile you can see coming a mile away – and even if it’s combo’d into, you still only dish out crap damage. Her EX rekkas do more than her super.
Honestly you probably wouldn’t have gotten much chance to use her super anyway. The way I see it, she’s probably gonna be a point character since her poking game seems really good, so if you’re aiming to do a super at all chances are you’d be doing it with your other character anyway.
maybe there’s a secret to add damage to her super? like maybe mash for more damage? coz as it is it does less damage than a freakin fierce punch which makes no sense at all…
Hmm, I don’t know, they never mentioned anything about mashing supers in this game. The damage could not be final, though. And if it is, hopefully her overall damage will make up for it.
Haha, did you guys see this? http://t.co/lU4Xro0
Someone Tweeted it to Ono, I never even noticed they forgot Poison’s bangs. And now that I do, she just looks weird. I hope they add them in.
Huh. I think I noticed there was some inconsistency in her here and there but couldn’t quite catch it. Hope there are bangs all day err day in the final build. Maybe we can get d3v to put it on the collective list of suggestions to send to Seth/Harada(??? May be very wrong on the second name) via Unity. I know it’s small, but it’s still somewaht killing her character design.
As for gameplay talk, I can effectively say I an useless for contribution purposes. I do love how she plays though. Rushdown with a good amount of range on her pokes and a fireball. Tools for all situations.
I hope her EX or hard fireball travel further than full-screen/very far. Given any AA hit jugles, you could really punish a bad jump-in and combo into the fireball.
Also, does anyone have a vid showcasing her rekka? I want a good estimation of the range.
Hmm, do you guys think it will ever be advantageous to NOT do the follow up throw after hitting with her crescent kick type move?
To me it looks like if you don’t do the throw it may actually be unsafe even on hit.
It does look unsafe even if it hits, but I’m suspecting that once people get the game it might come in handy.
People will be expecting the follow-up when it hits, thus not readying a retaliation right away. This could probably be used for mixup game.