Whip it, whip it good - The Poison GD Thread

Yes, EX WoL combos fully in juggles. You can EX WoL c.:mk: xx EX WoL. Does OK damage, kind of a waste since it’s two bars but still.

I haven’t found anything that hits after the second EX WoL, though I haven’t tested it thoroughly yet.

yes, you can do EX WoL -> stMP -> EX WoL. But the damage for 2 bars isnt good (TC is better). If you want to spend 2 bars, confirm your crMK into super :smiley:

edit:
oh, and I wanted to add, that [stLP -> HP aeolus] repeat, is insane in the corner.

First, if HP aelous hits, it’s +3, which means that your following close LP will combo.
If it’s blocked, it’s 0F. Your following close LP cannot be beaten, except by reversal, or trade with opponent 3F.

He has to react between close LP and HP aeolus, in which there is the only gap.

re-edit:
(CADC = charge attack dash cancel)
I was looking at the frames data.

stHP CADC stLP is a 1 frame link, when dash is 14 frames. If dash would be 11 frames, we should be able to do:
stHP CADC stHP (infinite).

If we choose 3 speed gems, it’s +30% speed, meaning dash would be 9.8 frames. So you should be able to do the infinite. Also, you could use 2 speed gems, and dash becomes 11.2F.
Meaning that you can do:
[stHP CADC crLP -> stHP] repeat. But the crLP would suck for damage scaling.

3 speed gems are easily activated

  • partner uses launcher
  • connect with 3 special moves (WoL)
  • connect with 5 normal moves

Gonna try it tonight

I think its because she would exceed her Juggle limit. its like why Jin can’t get much else after the second rising uppercut, unless he tag cancels to reset the limit.

Example Combo: Jin: Shin Matsuda( :b: :mp: :lp: ), :dp: , :lp:, :f: , :mk: , :dp: , :lp: (TC) Poison: Close :mp: , Crouching :hp: , :hk: KBG.

Alternatively if Poison started a corner combo, by using that same Jin Combo you can score some good damage, and you still have the option to TC back to Poison for more damage.

This post is so awesome I don’t know wether to like it or report it to capcom for hacking.

I think he was putting 2 and 2 together since he has the frame data right there~ Im sure hes like…On Paper…this should work. . .

Damn it, just tried…
Speed gem affect only dashes, not charge cancel dashes :((((

Damn, that’s a pity, would’ve been awesome if it worked.

I’ve been playing Poison since I got the game I need some help!

-My number 1 problem is Anti-airing and stop getting crossed up with her, LK and MK KbG seems to get stuffed, I see the animation start and get hit anyway ( I don’t use HK ) EX seems the best bet when crossed up, St MP Cr HP never hit crossups for me.

-2nd I use air MP to keep people out and when I make them afraid to jump I use MP and HP Aeolus, but I’m not sure what to use when I land the juggle, I always hit lp and mp and just drop the combo at that point, Suggestions?

-When to use LMT? So far I been using the EX version to punish things like full screen projectiles, everything else gets stuffed by projectiles or jump ins.

-On her trial mode 18, is the only normal move link from CR. lip to CR. mk?? Can I cancel everything else?

Alot of people have problems with her Anti-Airs…the common problem is people are generally not doing them early(Far :mp:). :lk: and :mk: versions of KBG do stop cross ups but ironiclly enough they must be done later then normal Anti-Airs(abuse strike invulnerability~). far :mp: and Cr. :hp: were not for stopping crossups…well I don’t bother with them :ub: :hp: works for me…but you should use your own judgement.

If your using J. :mp as a Air to Air then following up with close :mp: or close :hp: should be the norm, if those are too hard to land consistantly then go for Cr. :mp: you can land :hk: KBG after any of the previously mentioned follow ups, or if your good enough you can Aeolus Edge Dash Cancel after a close :hp: into another for better damage.

like i’ve said before…all versions of LMT can get pass fireballs…it just requires timing, once you get the timing your opponent will be less likely to chuck random plasma and your able to control the pace of the match to your liking, once you in mid-range your good because thats where Poison wants to be in. Honest Tip~ Go to Training mode and use the Rec. Function. . .This goes along way as your practice scenarios and common problems over and over again, this is what people do when they lose to tech they never faced before. You should be doing this to practice how to use normal LMT to get over fireballs, knowing when to use her Anti-Airs, ect, ect.

as far as trials go, see out your boy at VesperArcade.

What portion should I be looking for to gain the projectile invincibility. And someone said something about strike invincibility?

Thank you! I appreciate the help!!

I’ll go into training with poison vs ryu spamming fireballs and see what i can do ,

So KBG needs to be put out as late as possible, does that mean I should be inputting backwards on a crossup?

ok ok, Poison’s KBG special, the :lk: and :mk: versions have strike invulnerability, the EX version has invulnerability to everything to a specific frame(i think its listed in the frame data).

the only move i know that has projectile invulnerability is EX LMT, the normal versions if timed correctly will just skate over fireballs but its alot of effort.

her backflip have full body invulnerability but still, it isn’t worth abusing because its punishable, and her overhead is projectile invulnerable in certain frames i believe as well…

I don’t see anyway for LMT L and M to get past a hadoken, is it actually possible? LMT H works but you have to time the arc perfectly so she’s at the height of the arc while the projectile is under her. I Just wouldn’t use it this way too risky unless the projectile is low like a low tiger shot. I’m guessing LMT H is useful after you jumped a projectile and the opponent is going to throw one, you can get there before it comes out with LMT H, LMT L sees good for upclose pressure, I’m not into LMT M atm,

Oh I think only L and M Versions of KBG have strike invulnerability, M has a few more than L according to the book, so should M be the standard over L?

all versions of LMT can get passed fireballs, i’ve practiced with the CPU on hard for hours and tried them in live matches, they work but yes mostly used is :hk: version due to the max distance, its best to use when you know for sure you opponent is going to use a projectile…i bait them by playing fire with fire in using Aeolus edge at mid range, then if i can see the fireball i’ll skip over it and get in on them, its not fool proof but its hard to counter if done correctly…if done too late you’ll get DP out the air or worse.

Jamp summed it up better then i did, but to regurgitate what he said was pretty much this… :lk: version has the best start up(5 frames i believe) while :mk: has more frames of invulnerability…but still never use :hk: version outside of combos. but honestly this was something you could have looked for the answer to…the fame data is up >_> with notes…i feel like i posted it up for nothing now.

vs sagat she wins the fireball war. She can just do a simple overhead on low tiger shots, nullify high tiger shots and punish it with LMT.

I’d like to see a video of L and M LMT getting pass different speed hadokens, because right now I don’t see how it’s possible.

Yes I know the difference between L and M KBG, what I’m wondering is in what situation is L(startup) better than M (more invulnerability).

shrugs I don’t have the patience to make a video just showing that…if you can’t find the timing then don’t use them, i’d stated i’ve practiced for hours to get the timing down for them…i don’t expect many to get it off the bat(however its possible im terrible at execution). Point is, it’s not essential to learning Poison(many dont even use the normal versions like that) so its ok.

The situations should be obvious…saying so is almost insulting your intelligence, :lk: version is obviously better suited for being used as a reversal(faster start up), but it isn’t limited to just that…
:mk: version is better suited as a anti air…but its not limited to just that…
I’m fine with answering questions but these are kinda obvious…

Edit: sorry if im coming off as rude, its just that it seems like it was self explanatory is all…

ok it looks i have to be alittle more clear on the projectiles LMT can get over and the spacing require for such a feat.

note that im doing this as i type this out so things are subject to change

-Ryu Fireballs, :lk: and :mk: versions have a very slim chance to skip over these due to its hit box, :hk: versions will always connect if done with proper spacing(around :mp: Aeolus Edge range) and strict timing.

-Ken’s fireballs, same as ryu~

-Chun li’s fireballs, :lk: version isn’t useful but :mk: version is, :hk: version is the easiest to time and it punishes her fireballs.

-Guile’s Sonic Booms, all versions can punish Sonic Boom, :hk: version easily punishes Sonic boom as it doesn’t have a huge hit box like a Hadoken. note you can punish on reaction so never be scared of sonic booms anymore

-Dhalsim’s fireballs, same as guiles sonic booms, these can be punished by all versions…and on reaction.

-Sagat’s Tigers, OK for the record…only EX can beat high tigers…ever…but low tigers are free like sonic booms.

-Juri’s fireballs, your going to run into problems trying to guess on Juri, so your best bet is just to save for the EX and call it a day because your only beating 1 out of her 3 fireballs anyways, and that is obviously the low one…

-Akuma’s fireballs, same as ryu and ken but seem more prone to being skipped over, his Shakunstsu Hadoken is easily readable so punish this when you see him charging it. fun fact, EX LMT is great to punish EX air fireballs on occasion…so don’t let akuma get away with anything…

-Raven’s Cross Star, funny stuff, the TKCS gets away from LMT so dont bother just block, the grounded versions are really easy to punish tho so if you seem them, punish them.

-Steve’s Cold Fire, If you somehow read this move, you can punish it…its highly unlikely tho so its better to just block it…same with the super.

Jin’s fireball, This gets really tricky and it depends on where you are then were Jin is mostly…because thats where most likely where hes going to aim his fireball, she can get over each fireball with the correct spacing however the trick in doing it is baiting out which fireball, the easiest to punish is the :mp: version, while the :lp: version can’t be as Poison will land on it every single time unless you use the EX version, ideally its best to save the EX version for his EX fireball as it pretty much renders it completely useless.

-MegaMan’s mega buster, sadly you have to respect it enough to EX LMT his Mega buster, the same can with his super too…in short you gotta EX against mega man. same with his Ice shard too…

-PacMan’s pac dots, highly punishable…if you ever see this move…LMT on reaction…its too Free.

Toro’s fireball, Free…

Cole’s projectile, normal versions can punish all but the :hp: version, you’ll have to EX that one if you want…

Edit: Poison’s Fireball, She can LMT over her own fireballs with little effort, even the :hp: version, if you can read when shes going to use Aeolus Edge you can LMT right over it without having to spend a stock. good to know in a mirror match right?

I don’t believe not knowing the difference between the two almost identical moves has any bearing on my intelligence, however getting uppity about someone not knowing the difference seems to remark on yours.

Why don’t you tuck your ego in your pocket in this topic so we can all get along here? :slight_smile:

I guess it’s not worth figuring out with H LMT being more dependable.