Whip it, whip it good - The Poison GD Thread

im currently testing that EX WoL 3rd stage combo…uhhg its annoying to hit the :lk: in the corner to scoop up the opponent, but i found out you can add :hp: to that trial combo…if that means anything, Cammy gave me the idea in trying to get as many hits in as possible, im also thinking about what Jamp said about EX WoL hitting fully on juggled opponents, i having a hard time landing this combo but i’ll let you know whats up when i finally do it woot for pad play -_- I’ve been using alot of Jin also, he does good damage and is rather balanced for a Tekken character, if people been sleeping on him i’d suggest you give him a try.

Aoi, Poison does ok in fireball wars, you just have to be a smarter player is all, you also have to scare them more then just chucking plasma. since i got the timing for LMT down i can get past fireballs with the normal one, but it doesn’t close the gap much, but what that does is tell them i can get over your fireballs and limit your space…not close enough for you to mash DP but to make you uncomfortable that mid-range where Poison is her strongest.

Yeah, haven’t had any luck with non-EX LMT yet = (

yeah i think its important. After hours of training with the CPU on hard you kinda pick up on that, the normal version can get over fireballs fine, its just the timing, i have terrible execution -_- so if i can do it the most likely you can too. also i cant get that EX rekka combo to work, its too hard for me atm…

I actually think her sweep is pretty slow…at least compared to shoto sweep.

Has anyone found a use for j.MK yet? I thought I might be able to get cute with it and use it as a quick rising AA, but the hitbox seems just…not there. Not sure what she’s supposed to use for air to air confirms.

I think it is slower, too, but if they end up blocking it you can just cancel it into a fireball-charge dash cancel. It’s not something you want to abuse but I think it’s ok every now and then.

Haven’t found a use for j.MK yet. The only use I could think of - which I believe is what you mentioned, using it as an AA on reaction. However, why use that when we’ve got j.HK?

j.HK’s hitbox has a arching motion, it hits on top of her at the first active frames. It’s really, really good for stuffing jump ins on reaction, seems to have a lot of priority since I keep hitting people out of the air 9 times out of 10, no matter who or what they do.

Different she is a zoner. At least she isn’t noob friendly like some other characters.

I just play the zoning game with fireballs, normals and EX LMT moves when I the opportunity rises.
Her low damage output is just something we have to deal with but it isn’t a huge issue and you can compensate for this.

Jumping HK is good move agreed.

Indeed I Use Jumping HK All The time and it seems to work quite well poison might not be the best character but she’s solid all around

Ricky’s opinion on her playstyle:

Pretty interesting, since that’s pretty much how I play her, I rarely zone too much unless I’m against a grappler.

I can see how she can be aggressive like that but I can’t execute it very well. I think my main problem is I’m afraid to press buttons (old habit from SF4) since they could just DP you out of everything.

Are there any matchvids of an offensive Poison yet? I learn a lot faster from visuals than text on a website.

I’m not afraid to press buttons at most situations. Sure, I don’t press buttons when I’m being pressured but when I’m doing the pressure myself? Since SAs and CAs cost meter and there’s no Ultra meter they can save by getting the shit beaten out of it and then reversal Ultra’ing, I get in there and I stay there.

I don’t think I’ve seen another offensive Poison yet, just the usual zoners, which isn’t surprising. Hell, I play her offensively and I thought I was playing her wrong for a while, specially since everyone here calls her a zoner with underwhelming pressure o_O I do turtle hard against characters like Hugo, though. So fucking scary.

Whats wrong with jump Hp as air to air? it juggles and has a decent hit box jump mk seems to be a troll (the one where she spreads her legs mid air? I don’t see a use for it.

I think she has decent pressure its just that if you aren’t prepared to switch at the drop of a hat because she may have good pressure, i really still cant find a reliable method of reacting to it.

in the corner. If we are going to confirm into ex would it be wiser to just got to launch and then try tag combo’s rather than just blowing meter on ex again? cause that goes straight into my Tag combo and back into boost.

Edit: There was an offensive poison by the name of “Snake The Ninja”.that’s all I know of. I’ll go offense sometimes but people like devil Jin who are plus on jusst about everything keep me from pressing buttons.

The problem with j.HP is that the vertical range of the hitbox is extremely decieving. I’ve whiffed it trying to air to air someone on reaction more times than I’d like to, then I started using HK.

Her best air to airs IMO are MP - fast and great horizontal range, great for stuffing far jump ins with neutral jumps -, HK - for the closer jump ins, this works best on reaction since it has a lot of priority - and LK - when you just want something fast and with a decent range, it’s my favourite air to air for angled jumps, since it’s fast you’ll likely get a lot of counter hits with it.

http://www.twitch.tv/fgtvlive2 Ricky is going to be on this soon apparently, so we may get to see his offensive Poison. ^^

Ok, I need some help here. I am doing trial 18 and for the life of me I can not get this combo. The link is easy I am not missing the link at all. I can walk up to him and do the entire link 9 out of 10 times. However when I add the LMT the moves push me back so that when I get to the crouching lp is too far away to hit. The attack is coming out just fine its just going perfectly into that part of kazuya right above his knee and below his elbow missing him.

Its frustrating that I can do the entire thing starting from the lk every time but ive been on it for an hour now and can’t figure out why its missing completely. At least when they block links you can see you didn’t press it fast enough. But when the attack just flat misses I have no idea what im doing wrong.

EDIT: wow im retarded, like immediately after posting and giving up on it I found the right timing for the c.lp. Was trying to time it like my c.lp c.lp but you can press it way faster after a lk. I feel like I just played a resident evil game and spent 3 hours looking for the key card that is in the same room as its door.

I was wondering about her good air moves. I’ve been using j.HP and losing 9 times out of 10… the whip looks like it’d be the bee’s knees >= (

Do you mean as air-to-air or air-to-ground? Most of the time I use j.MP as my go-to air-to-air… j.HP works sometimes but only when I do it late, and jump back while doing it.

Aoi, I actually use jumping HK instead of HP. It starts up faster by at least a couple frames and due to the weird thing she does with her leg at the beginning (it goes up then down) it works as an air to air in case they jump up to anti air you. If they don’t jump up then I just like the hitbox of the kick more. It also seems that because its just her legs near your opponent instead of your entire upper body to swing the whip that people have a harder time punishing it. At least my training partner seems to complain more with “My fist was literally through your body! how did you beat me out?”

Anecdotal evidence for sure, but right now it just feels like hk is the better air move. Unlike a few of her other moves I don’t think the air heavy punch has that “unhurtable” hitbox on the whip.

I haven’t played around with this game too much, as it came out around midterms and assignments are due. But from what I have played, I’m loving Poison. She has very easy hit confirms, and her dash cancel is amazing. I also enjoy playing her more aggressively than zoning, but her zoning mixed with dash canceling is amazing.

Something I found pretty interesting is using her QCB + K (I’m going to call it a Jaguar Kick… because that’s all I think when I see it) to get behind a cornered opponent. Combine this with her safe set ups with the jaguar kick and you have a great set up. Here’s two videos (not mine) that shows what I’m talking about.

The first is the safe set up after the rekkas. I just rewatched the video and apparently he posted that it was inconsistent. As I said, been swamped with school so I haven’t tested if its truly safe myself, so it’d be awesome if anyone could confirm/deny.

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And the second is crossing up tech rolls. The video is using Lili, but Poisons jaguar kick applies.

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Hope this was helpful to someone. Can’t wait 'til this weeks over so I can actually jump into this game.

EDIT: I just found this video. Did not ever think to do this. Now Poison can be a little more friendly as a partner and not so damn selfish.

[media=youtube]EvSnJmDrGD4[/media]