Alright, for yet another long post…This time about utilizing Poison’s strengths to open up the opponent and to step up her offense.
First i’ll start with full screen/post KBG set ups. As you may already know, Poison KBG knocks the opponent pretty damn far and this can usually kill her own momentum in trying to setup her own offense and it’s usually why it’s opted out for LMT. However there are ways for Poison to keep some kind of pressure afterwards depending on your opponents reaction.
-If they get up normally(no input): Poison should already be forward dashing towards her opponent to close the gap, about 2 character lengths Poison can do a hard to read crossup with J. :lk: due to her floaty jump, against a good % of the cast this is technically a safe jump setup as she will be safe from reversal AA special for the most part(there are some exceptions).
Another option is to neutral jump upon their wake-up to force them to stand block and force them into a block string, of course if they fail to block it they’ll eat a combo. Another potential option is to do :mk: or :hk: LMT to force them into blockstun and a free frame trap as your +3 in this situation, If LMT hits normally you should attempt the throw as it resets them into another mixup in your favor especially if you bait them to tech roll.
-QuickStand: If your opponent quickstands, you can do a LMT of your choice(spacing dependent) to force them into blockstun, however if they have a 3 frame AA reversal, it will beat it out so this is character specific. Another option and likely the safest is to throw out a :mp: Aeolus Edge to force them to block the projectile and helping you stay in the mid/close range.
-Techroll: Usually you wont see a tech roll unless they were forced into the corner, if that happens you have a few options depending on your spacing. The main option is just throwing out :lp: Aeolus Edge, as if it tags them it’s free damage and if it’s blocked thats free blockstun for you to use to close the gap between your opponent. Dashing to a neutral jump is another viable option but ultimately depends on the air normal you do that will determine it’s effectiveness, Jump :hp: or :hk: work well in this situation.
Generally if your full screen with Poison, her overall effectiveness will be very little, she needs to be at least mid range to be scary, even though EX LMT is good for closing the gap, its not wise to use it as your go to move as it can be interrupted by non-projectile attacks…as a DP can tag you in mid air and then they could potentially get a switch cancel combo from it. For safety reasons, walking or dashing is the best way to go.
Mid-Range is where Poison wants to be “most” of the time before getting in close to deal damage. She has access to her Aeolus Edge and LMT specials and some of her farther reaching normals are also there to be used. Far :hp: can tag an opponent almost 2 characters lengths away, even though it isn’t special cancelable…it can be canceled into a launcher for a boost combo with little to no scaling prior to it. Her normal AA options are also viable at this range too( far :mp: ) as they too have long reach and are special cancelable too.
At the Mid/Close range, Poison’s Cr. :mk: is usually her go to normal to fish with, far :mp: is also rather good for the same reason. Jumping becomes a factor for Poison at this range as she can float over them for a crossup with J. :lk: or make it ambiguous with J. :hp: (it doesn’t cross up though…sad). :hp: Aeolus Edge is also a multi-purpose tool at this range as it can AA and be used as a solid spacing tool, this can even bait out command dashes for you to tag them with Cr. :mk: .
In close range she has alot of options, but not all being really effective. First to get it out the way, her Overhead should be used sparingly, 60 damage to keep them on their toes is little reward for eating a normal or a special as the move is -6 on hit, most jabs/shorts can punish this after being hit. Neutral Jumps are effective at this range but if used too often they lose their effectiveness. Poison’s close normals are good, both close jab and close short can be rapid fired into other normals like Cr. :lp: to link into Cr. :mk: for her BnB damage. Close :mp: is good for timing her EX Aeolus Edge Link combo or used for a Boost combo.
Any special Cancelable normal can be used to set up her CADC throw setups but its best when used when you have frame advantage. What Throw to use will depend on the mix-up your trying to go for, the neutral throw will net you 10 more points of damage and the opponent will be very close to Poison, allowing you to set up a meaty :hp: Aeolus Edge or Jump in setups, very effective in the corner. The backthrow is 10 points less then the former, and leaves the opponent farther away from Poison, however you sill have options you can do. A forward dash and jump will give you the perfect range for a crossup, also if you use :mp: Aeolus edge then use :mk: LMT to close the gap during the blockstun and keep up the pressure with a forced induced frame trap.
there is more stuff but im really tired -_-’