j.HP does cross up, but the spacing is really specific. It’s easier to do it if they’re crouching.
But yeah, j.LK is incredible. I like using it for a really ambiguous cross up when they tech roll. If I simply jump backwards and j.LK, they’ll switch sides and get hit in the front. If I walk just a step backwards, they won’t switch sides and will get hit in the front as well. Add empty jumps and you’ve got a nasty mix up from a tech roll.
I would maybe throw it out once or twice a match, and that’s with light fireball.A blocked cr.MK is -4 and hard fireball is 21 to start up, so… they have a good 25 frames to do something… Light is 16 to start, so it’s a bit faster and might go far enough to catch a backdash.
At best, it may stop someone in their pre-jump frames or crappy poke, but you may as well backdash and punish with something nicer.
Guess it depends on your opponent. If you’re convinced it’ll be safe, the hard one will leave you at 0 block advantage to do something. Could always dash cancel the fireball and go back in for mixups too = )
Going for a HP fireball on a blockstring could work as a neat gimmick. Depending on the distance, the fireball will whiff at startup but hit them a moment later since it travels so slowly, I’ve been having some success baiting pokes with it - it’s a uh… “pixel trap”, yeah - and if I get a hit, c.MK into WoL.
And oh yeah, had forgotten to comment on this:
So we’ve got two fully invincible meterless DPs? Good to know for matchups we want to keep someone out.
Yeah, it’s a good scrub wake up option. Seems, even on day 2, people forget you have a ghetto “fadc” still = p. Just throw it out with a mp+mk, if you get blocked, no biggie, if it hits you get a combo.
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Anybody using the Cross…uhm…Alpha Counter?
After playing an hour against Rolento tonight, and reflecting on the matches: why the fuck aren’t I using the alpha counter? As Poison, there comes a time where you’re locked down in their little poke strings, and I feel like it’d be a good option. My partner gets a healthy combo from her “alpha” tag in too, and Poison probably gives plenty of meter to burn on crap like that.
after hours of practice i was finally starting to hit Cr. :lp:, :lp:, :mk: link rather consistently but i still dont like the long pauses to do links, other then that…i keep it simple cuz just surviving a match is more important (to me) atm then trying to bust out links online -_-’ also profound sadness as my JLF gave out today…i can’t play until i can get it replaced.
about Cross Counters, people use them, however they just don’t spam them, i use them when i feel like there isn’t anything else i can do like when i know im being frame trapped…i’ll use it and raw tag if i have to.
also got the book yesterday…i can’t believe they tell you u to use trial combos -_-’ what a waste.
the frame data is good, and if anyone wants me to make/list all the frame data i can do that.
Jump :hp: does cross up o_O why are people saying it doesn’t ? its at the peak of the jump…
I Don’t know why but zangief seems to work better for me than hugo…somebody told me Poison/Hugo would be a better team but I’m not so sure about that now
@ Cobra, because the dialog Poison says with Hugo is funnier~ also i’ve noticed that with alot of the cast i teamed her up with, she says different things during battle, like when i teamed her up with Kazuya shes all >_>’ now cuz every tag or Cross Rush shes all like “This Really Sucks!” and so on…hahaha~
All i got to say is…EX monster lariat then Swtich Cancel~ hahaha block stun for days~ oh and maybe Cr. :lk: into backbreaker from a cross rush is a honorable mention too~
I like using HP fireball in blockstrings in the corner as a ghetto “Don’t push a button” tool. Once you get them accustomed to blocking, you can get them to flinch because they think the Fireball isn’t gonna reach and react to the counter hit with low mk x WoL.
I’m wondering how LMT works in loose blockstrings. Far be it from someone remotely good to do this…but I wonder how it trades with mash uppercuts/ aa normals.
it doesn’t trade well in most situations, you have to do LMT before they can react to a DP because if it trades its usually bad in most cases, so either do it meaty or don’t do it at all and just go back to fireball pressure or other gimmicky stuff o_O like using dat craptasic overhead lolz…
In the corner:
j.hp does NOT cross up, looks very ambiguous.
j.hk ^
j.mk DOES crossup, but corner ONLY.
Midscreen:
j.hp does crossup, but the spacing is tricky and you have to be deep.
j.hk I can’t remember atm, I think its the same as j.hp.
j.mk DOES crossup, but it’s so incredible spacing and timing specific pulling it off in an actual match would be an impressive feat with a huge window of failure, use in corner only.
j.lk is the easiest or ‘safest’ crossup, if you don’t want to mess around with exat spacing or want something fast go for this.
I like using Poisons overhead against bad jumps, helps me get into ground bounce tag, or juggle into KBG, however I understand how poor the shit is
Question, does poison actually have any Dash cancel combo’s? I feel like I can only go from EX WOL or a juggle and start hi jinx from there otherwise i got nill.
For the Cr. :lp:, :lp:, :mk: link, I’ve found the best way to consistently get it if you can’t 100% on muscle memory yet is to just count it out in your head, it’s literally 1, 2, 3 for me.
I’ve been using Claw/Poison, with Claw on point. It’s not the most, “efficient” team from what I’ve seen - but I don’t think it’s un-viable by any means. Claw does a great job of building meter due to his good damage without meter (cr.MP -> mk. Scarlet combos), which lets Poison just devote all her meter to EX.WoL shenanigans. It also gives her a lot of meter to just throw away on Cross Assaults if she ever just needs someone to get off her.
Still experimenting with potential unique combos, I’ve just been doing the generic stuff like
Coming off team launcher -> st.MP -> cr.MP -> HK.KbG
If anyone else wants to share some tech in that regard, I’d be grateful.
Her normals initially seem pretty lacking, but cr.HP seems to have some decent applications as an anti-air if they don’t go deep enough. Not so sure what her air-to-air is supposed to be, I’ve just been defaulting to Jumping Fierce for everything when I’m not going for j.LK crossups.