I haven’t taken her online yet, but she seem pretty nice. Cr.Hp is such a awesome anti-air now, it was good before the patch, and feel even better now. She can also tack Cr.Hp in during juggles now. Capcom seemly left her corner pressure with H Aelous Edge alone surprisingly enough. The slightly slower dash speed kind of sucks, but doesn’t seem like that big of a blow. Poison seems mostly the same beyond that though, of course, there may be something I’m missing. Capcom loves their stealth changes after all.
the s.MP and s.LP changes to crouchers helps a lot. Especially her standing jab pressure.
At first I didn’t like the dash nerf but after kinda goofin a bit, I’m thinking it allows poison to do more CH setups off CADC pressure midscreen and corner. That tacked along with the throw change, her overall pressure and mixup game got a lot stronger because of the dash slowdown.
Just my assumption.
I hope 2013 turns out to be a good edition, because I’ve now bought Poison’s devil alt.
Anyone know if her anti airs are better now? Seems like it looking at the changes, but I just wanted to see what you all thought.
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Cr.hp is definitely better with the faster startup.
DP is the same.
faster cr.HP means she can use it in launcher combos now instead of a cr.MK before a DP.
Haven’t gone online with her yet, but it seems like just about every new change works in favor of my Poison/Law team. I had to adjust my timing for launch combos, of course, but Poison’s buffs to damage and Law’s much improved anti-airs are most of the improvements I wanted. I’m having a lot more fun with this game already, and I predict a major revival for this game, perhaps even as a temporary layover until Street Fighter 5.
Daniel, are we ready for EVO 2013 yet?
[media=youtube]j_xjBAd5G84[/media]
Overall I like the 2013 Poison but damn…I felt like it was almost a miss opportunity to really give her some crazy stuff, and apparently she has some tech we have not found out about yet that is making her so good they wont give her anything special~ hahaha
Aside from that, I was using her with Guy and considering how different Guy is, I was expecting her to get a big change but I guess its for the better that she is more or less similar to her past build self. I need to really work on new juggles…
@Fergus, Does Poison have any new staples? I was testing stuff but it doesn’t seem optimized…
I feel the only thing Poison really needed buffed or tweaked was cr.MK and cr.HK hitboxes. Outside of that, poison not being overall touched was a blessing because she’s still great.
Again, I feel that she needed something added to her damage potential(bounce, Crumple…something) to help out in that degree…
-EX WoL still scales hard and isn’t useful in juggles because of that fact.
-close St. :mp: > EX Aeolus Edge - Cr. :mk: > WoL gives you about 300+ damage and thats pretty much the best your getting off of something that is hit confimable.
-Tag Cancel from KBG is often tricky, space depended, and teammate depending on the damage figures and overall consistency, and its hard for that to cap over 350+ damage…lower if it was hit confirmed with jabs/shorts.
I’m just saying it would have been great that I didn’t have to do a 2 frame link or switch out to deal moderate damage, especially since the general idea of 2013 was to make matches end quicker.
I really like Poison and I stuck with her throughout pre-patch but i just felt like they would have at least thrown her a bone when it came to damage output…overall tho…she still builds retarded amounts of meter with the right gems~ so thats something…gives Guy and Jin more meter to mess with.
Edit:
Cr. :lp: - Cr. :hp: is a new link…feels like 1-2 frames, go nuts~
Cr. :lp: - Cr. :lp: - Cr. :hp: > WoL 230 damage.
close St. :mp: - Cr. :lp: - Cr. :hp: > WoL 270 damage.
If you’re pushing opponents to the corner for corner pressure, Poison can clean up work quick without ever switching out. I’ve ended matches with poison in under like 15-20 seconds if I apply pressure before my opponent gets started.
She’s not really about damage though. Just annoy them with corner pressure and make them guess for damage. mid screen just poke>1st WoL (go further if it connects). If you’re looking for damage, Poison was never really that. She’s plays a decent zoning game and play mad good corner pressure and oki lockdown.
EX WoL bound is a bit too hard to get anything off of (and IMO not worth it) just seems useless to even have it there. I don’t really understand why it’s there.
outside of that, I usually save meter for EX love me tender to get through fireballs or get in front of a raw tagging opponent. Otherwise it just goes to my anchor character.
facepalm -sigh-
nevermind…
I don’t have access to 2013 yet but will today and will be exploring Poison.
Those new links looks gdlk :o
Her corner damage should go up with the cl.mp damage buff.
cr.lp > cr.hp should be a 1f link with cr.lp being +7 and cr.hp being 7f.
While I was experimenting with the new links I found those I posted above and others that just don’t work on normal characters.
Granted I haven’t tested much in the realm of CADC(my execution isn’t that gdlk) but I did find out a few notes that are particularly interesting…because apparently I don’t know much about Poison. o_O
cl :mk: > cr. :lp: > cr. :hp: is a 2 to 1 frame link…but this link…isn’t practical…why that is? Generally its because of the pushback on cl. :mk: , that alone pushes Poison so far out that connecting WoL from the cr. :hp: nearly impossible on non-big characters.
Fergus, your post corner juggles are still intact, cl. :mp: x3 > cr. :hp: > KBG
LMT to new bnb does 248 damage, alternatively the follow up throw gives you alittle more than 25%(like 28-30%) of meter per block. This only applies to the normal version obviously and it should also be noted that the meter gain is subjective in done in a boost combo(more hits at the start means less meter is built).
example:
-Guy uses a full CrossRush(boost combo/LMHH) Poison finishes with cl. :mp: > LMT+follow up(about 33% of 1 stock).
-Guy uses far :hk: > Launcher, Poison finishes with cl. :mp: > LMT+follow up(50% of 1 stock).
(obviously these are not optimized but they should give you a idea on how much meter you can get.)
Silly corner combo: cl. :hp: > EX WoL > cl. :mp: x2 > cr. :hp: > :hk: KBG 309 damage
Derpy gem tech:
[DLC] 276-Motivation lv.1 Connect with 1 EX special move. +200 C.Gauge
[DLC] 286-Motivation lv.2 Opponent gets the First Attack. +300 C.Gauge / 217-Onslaught lv.3 Get First Attack. +60% C.Gauge gain.
[DLC] 278-Motivation lv.3 Connect with 2 Launchers. +400 C.Gauge
Rather self explanatory, This loadout ensures that Poison’s team either always has a meter advantage or has meter available to use, you should cordinate your partners gems to work with this loadout for maximum proficiency.
Im working on how her corner juggle points work now…
So far what I got is this.
3x cl. :mp: > cl. :hp: > :hk: KBG is still good but im finding better combos.
2x cl. :mp: > cr. :hp: > :lk: LMT+follow up is good but the best I found so far is to do this.
cl. :hp: > cl. :mp: > cr. :hp: > :lk: LMT+follow up. The timing on the cl. :hp: is tricky at first because the hitbox is deceptive but its actually quite large vertically so use it earlier then you would normally do then link into cl. :mp: and into cr. :hp: right after. Note that the opponent needs to be at a certain height so if they are too low the LMT will whiff, however it very noticeable.
I conducted this test with Lars’s :hk: Lightning Screw(LS).
LS (TC) > 3x cl. :mp: > cr. :hk: 379 damage.
LS (TC) 3x cl. :mp: > cl. :hp: > :hk: KBG 404 damage.
LS (TC) 2x cl. :mp: > cr. :hp: > :lk: LMT+follow up 419 damage.
LS (TC) cl. :hp: > cl. :mp: > cr. :hp: > :lk: LMT+follow up 429 damage.
LS (TC) cl. :hp: > 2x cl :mp: cl. :hp: > :hk: KBG 424 damage.
messing around with some boost combos, I don’t use CADC because im not that great at execution so its alittle beyond me…but I found that doing the simple stuff still nets in the damage.
(Corner) boost combo(LMHH) > 2x :cl. :mp: > cr. :hp: > :lk: LMT+follow up 305 damage.
Raw Launcher > cl. :mp: > cr. :hp: > :mk: LMT+follow up 337 damage.
In general I think LMT is her better juggle ender now since cr. :hp: has been buffed to the point its actually usable in most combos and it puts the opponent in a higher float than in vanilla.
anyways I hope this was lightweight helpful.
A little off topic, but it seems that Capcom is doing another character popularity poll to determine character choices for future games…
https://www.surveymonkey.com/s/streetfighter
I think we all know what to do…get Poison in the next game!
Damn right we do!
<font face=“Arial, Verdana” size=“2” style=“font-size: 10pt;”><span style=“line-height: normal;”>Ok so im hella slow guys…but some new links.note that these combos were possible before</span></font><div style=“font-size: 10pt; font-family: Arial, Verdana; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”><br></div><div style=“font-size: 10pt; font-family: Arial, Verdana; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>Both the MK and HK versions of LMT are really good if they land. why? better damage!</div><div style=“font-size: 10pt; font-family: Arial, Verdana; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”><br></div><div style=“font-size: 10pt; font-family: Arial, Verdana; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>LK LMT is +5 on hit and MK and HK are +6 so here are some potential combos. </div><div style=“font-size: 10pt; font-family: Arial, Verdana; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”><br></div><div style=“font-size: 10pt; font-family: Arial, Verdana; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”>You can link Cl. MP, MK , HP, or HK afterwards. So I think its better that we start to use MK LMT more often now. MK LMT - Cl. HP > WoL nets you 255 damage </div><div style=“font-size: 10pt; font-family: Arial, Verdana; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;”><br></div><div style=“font-size: 10pt;”><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>also a close Cr. LP links into Cl. HP , works well after LMT.</span></font></div><div style=“font-size: 10pt;”><br></div><div><font size=“2”>MK LMT - Cl. MP - Cr. LP - Cr. HP > WoL nets you 288 damage. but the combo consist of 1 frame links… </font></div><div style=“font-size: 10pt;”><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”><br></span></font></div><div style=“font-size: 10pt;”><font face=“Arial, Verdana” size=“2”><span style=“line-height: normal;”>im still experimenting with other normals but I can see some potential in this. </span></font></div>
So something interesting (and decent) I found mindscreen (dunno if anyone else found it). I’ve started getting used to ending Poison combos with LMT+followup off a launcher midscreen as another option, I found out that it sets up for a easy crossup with j.HP. Just hold uf after the grab, and as you’re falling from the peak of the jump, throw out j.HP.<br><br>Once I get my new computer and junk i’ll try to record some of this stuff so it’s not just text on the boards.
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<div class=“QuoteAuthor”><a href="/profile/4355/Shin%20Oni">Shin Oni</a> said:</div>
<div class=“QuoteText”>So something interesting (and decent) I found mindscreen (dunno if anyone else found it). I’ve started getting used to ending Poison combos with LMT+followup off a launcher midscreen as another option</div>
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I mentioned this~ <div><br></div><div><br></div><blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/22236/therook">therook</a> said:</div>
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Raw Launcher > cl. :mp: > cr. :hp: > :mk: LMT+follow up 337 damage.<br>
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In general I think LMT is her better juggle ender now since cr. :hp: has been buffed to the point its actually usable in most combos and it puts the opponent in a higher float than in vanilla.<br><br></div>
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