Its not difficult it just feels odd.
People online are really dumb. It’s nothing new. Play anything other than a rushdown character and you will get bitched at. These people never realize that there is more than one way to play these kinds of games…
DUDE I SUCK WITH HER! I’m committed though. I’m a Boxer player from SF4 and ST so learning anything but charge characters would be different anyways. I love Poison. I LOVE her animation and general gorgeousness.
smack me? what for? Links are fuckin stupid…
The links are easier in this game Eternal Blaze. You don’t have to be omg i only have so and so time to do this!!! gasp glargospazm.
Anyways i found the perfect person for Poison… Heihachi
<__< lol
For you dudes coming from SF4 aka “lets practice links all day” this must feel like heaven i know, the timing is more lenient on alot of links… doesnt make links any less stupid though, especially all those 2-1framers.
I played rose so yes its nice for me. Think about them vega players
I AM A VEGA PLAYER! His shit is still the same lol
idk if you guys found this bcuz i REALLY dont feel like searchin through 27 pages of shit to make a post but her j.hp wont crossup in the corner no matter what range you do it from, so you could use that like a fake crossup.
Speaking of how crappy links are, I simply can’t link anything that’s not an EX after a cr.MK in combos. It’s fine on it’s own, but that link is too strict for what I’m used to.
So far my favourite combo string to use is LMT / j. HP, st.HP / cr.HP xx (EX) H Aeolus, cr.LP, cr.MK, Love Storm / EX WOL / EX KBaG.
It’s so versatile and pretty handy for easy corner damage, and if you can actually link off of the cr.MK then you don’t even have to spend the meter at the end if you don’t want to or if you don’t have it.
Her Elbow Drop is really bad… Really, it’s only useful for scaring people since when you first use it they’re expecting to get combo’d to hell. But once they see that she can’t really follow up with anything, they catch on pretty quickly and whether you hit them or not, you get punished.
I’ve also been messing around with her dash-cancelling from Aeolus - it’s too good! In the combo string I mentioned above, if it’s being blocked you can easily cancel out of the Aeolus before the animation even starts up and go into a throw. I also tend to do this a lot if one of my pokes are blocked, it’s pretty easy punishment and gives Poison an intimidation factor. It’s good for making people think she’s/you’ve got a mean rushdown game and they usually back off a bit, which is great because then we can pressure them with Aeolus and surprise LMTs into combos! *</insert cackling here>
*Yeah, I’m definitely having a blast with her. Though I’m totally thinking Lili is so not the right partner for her, I don’t find they benefit eachother at all really. Has anybody tried Julia with Poison yet? I’m sad to have to split my two favourites up, but they both need more helpful partners.
It’s a 2 frame link, just like cr.MK, forces stand, and special cancels.
Also, for people throwing LMT out, it is a 24 frame startup, no invul (cept ex). It’s not the safest thing to abuse unless it actually reaches them and hits. Really, her frame trap and up close game is ugly, stick to zoning or charge canceling, close and far, to play shenanigans.
I use here elbow drop on my opponents wake up to go on the other side of their body
Finally managed to think of a better joke for the thread subtitle.
Can anyone with the guide provide the exact properties of each KbG version? They are really different from each other, the only things I could notice:
:lk: Fastest, least damage, least range
:mk: Slower than :lk:, better damage, better range, more invincibility
:hk: No invincibility at all? Best damage, best range
EX Best at everything?
KBG:
Type==Dmg==Start Up==Recovery==Invul(Strike)
Light == 100 == 5 == 60 == f1-6
Med == 120 == 8 == 61 == f1-9
Hard == 140 == 12 == 56 == None
EX == 160 == 6 == 52 == f1-22
First hitbox is in front, if it hits, the move tends to have a “vacuum” effect. After initial front hit, it extends to both sides.
Actually I’m a gg/bb player that picked up sf4 viper, play mvc3 using viper vergil dante, now playing sfxt =
So yeah, links have never been a problem for me lol.
I’m liking air to air combo from
air :hp: --> :lp: C.:mp: -> [insert special here.] simple and can flow into super if you have the meter but it’s a bit risky to me sometimes i get sky slapped when I think the move is out.
So I was messing around with my current team (Vega/Poison) trying to find out some more damaging tag cancel combos and I discovered something. When I do Poison’s DP (1 hit) into tag cancel Vega runs all the way to the corner of the stage, chasing the opponent to extend the combo. I didn’t think it would work that way at all lol.
Her J.HP doesn’t ever cross up.
J.LK however does and is hella ambiguous. Depending on how deep you are before you press the LK, you can choose to cross up or not both midscreen or in the corner. You can also link close fierce or strong after a J.LK. Close fierce/strong link to cr.lp, so you can do J.LK>close fierce>cr lp>cr.MK>stuff. I use close strong since the link seems easier
Also, on topic of the useless overhead, maybe we can tag cancel it into a combo. Gonna test it tomorrow
yes j.hp does cross up…
How good is doing a block string xx HP Fireball? Like are you able to continue pressure after it, or can they get out of it/counter you/Trade?