" Yeah, Time to make some cash!" Senpai's Guide to poison.

" Yeah, Time to make some cash!" Senpai's Guide to poison.

Postby Thai Senpai » Fri Aug 10, 2012 2:52 am

Image

A former member of the Mad Gear crime syndicate. She is constantly at odds with her partner Hugo,although the two seem to get along just fine regardless. This finely curved woman doesn’t always look this good. Poison heads for Antarctica to meet up with the media who have gathered there, in order to show off her assets..

VERSION v2013 Changes
Spoiler: show
• Command change - Backflip command changed from KK to KKK
• Forward Dash - Full animation reduced from 22 to 16 frames
• Close MP - Damage increased from 60 to 70
- 3 frames added to Boost Combo (-5 on hit, -9 on block)
• Far HP - Damage increased from 90 to 100
- 7 frames added to Boost Combo (-14 on hit, -19 on block)
- Push back on block for boost combos reduced
• Close HK - Start up reduced from 14 to 11 frames
• cr. MP - 3 frames added to Boost Combo (-4 on hit, -8 on block)
• cr. HP - Startup decreased from 9 to 7 frames / Frames reduced by 8 (±0 on hit, -6 on block)
• Elbow Drop - Start up increased from 17 to 21 frames. / Active frame on attack reduced from 6 to 5 frames / Frames reduced by 6 (-1 on hit, -5 on block)
• Note: confirmed on Ryu / Damage increased from 60 to 70
• Love Me Tender (L) - Startup decreased from 29 to 27 frames
• EX Whip of Love - Second hit frames changed to +1 on hit and -3 on block / 4th hit frames changed to -8 on block
• Slapshot - Damage reduced from 150 to 140
• Forward dash: overall animation increased from 14 to 16 frames.
• Crouching HP: start-up changed from 9 frames to 7 frames, advantage on hit reduced by 8 frames (now leaves Poison at +0).
• Far standing MP: added 3 frames during Boost Combo (on hit -5 frames, on block -9 frames).

Special move meter gain
• Whip of Love 1st Hit: on hit 20->30
• Whip of Love 2nd Hit: on hit 20->15
• Whip of Love 3rd Hit: on hit 10->20
• Love Me Tender: on hit 20->30
• Love Me Tender (ender): whiff 5->15, on hit 20->70
• Kissed by a Goddess (L): on hit 20+20(40)->20+10(30)
• Kissed by a Goddess (M): on hit 10 x 2+20(40)->20+8 x 2(36)
• Kissed by a Goddess (H): on hit 10 x 4(40)->20+8 x 3(44)
• Aeolus Edge: whiff 15->0, on hit 40->30

But what does that all mean though...????
- Dumb Dumb Terms :D: Don't be offended even I don't get it completely. From what I understand and from the videos demonstrated to us by the lovely Capcom staff Poison received nothing but B.U.F.F.S [ tch damn gurl ;) ] She got a damage increase on Two of her most important normal's being close :punch-medium: and far :punch-hard: which was def needed so that when wiff punishing you got the proper reward for it.


DATA..
--------------------------
Vitality: 950
--------------------------
Forward Dash: 14 Frames
--------------------------
Backdash: Invulnerable frames 1-8, airborne frames 6-18, grounded frames 19-22 (22 frames total)
--------------------------
Vertical Jump (High Jump): 38 Frames (38 Frames )
--------------------------
Diagonal Jump (High Jump): 38 Frames (38 Frames )

FRAME DATA..

Command /Hit Level/Damage/Startup/Active/Recovery/Advantage on Hit/Advantage on Block/ Cancelable

STANDING NORMALS
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Standing :punch-light: High/30/6/3/7/+7/+3/Super Move, EX, Super Art, Cross Assault.
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Standing :punch-medium: High/60/8/4/19/+2/-1/Super Move, EX, Super Art, Cross Assault
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Standing :punch-hard: High/90/14/3/22/0/-5
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Standing :kick-light: High/30/5/2/11/+4/0
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Standing :kick-medium: High/60/6/3/13/+5/+1/ Super Move, EX, Super Art, Cross Assault
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Standing :kick-hard: High/90/14/2/20/+3/-2

CLOSE STANDING NORMALS
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Close standing :punch-light: High/30/3/2/10/+5/+1 [ Rapid fire cancelled into lights ]
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Close standing :punch-medium: High/30x2/6/2(9)2/15/+4/0/ Super Move, EX, Super Art, Cross Assault
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Close standing :punch-hard: High/90/6/4/18/+4/-2/ Super Move, EX, Super Art, Cross Assault [ Forces standing on hit ]
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Close standing :kick-light: High/30/4/3/10/+3/0 [ Rapid fire cancelled into lights ]
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Close standing :kick-medium: High/60//6/3/13/+5/+1/ Super Move, EX, Super Art, Cross Assault
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Close standing :kick-hard: High/90/6/2/29/-5/-11/ Super Move, EX, Super Art, Cross Assault [ Forces standing on hit ]
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CROUCHING NORMALS
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Crouching :punch-light: High/30/4/3/7/+7/+3/ Super Move, EX, Super Art, Cross Assault [ Rapid fire cancelled into lights ]
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Crouching :punch-medium: High/60/8/3/16/+4/0/ Super Move, EX, Super Art, Cross Assault
---------------------------------------------------------------------------------------------------------------------------------------------------
Crouching :punch-hard: High/90/9/4/30/-8/-14/ Super Move, EX, Super Art, Cross Assault [ Forces standing on hit ]
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Crouching :kick-light: Low/30/5/4/9/+4/0 [ Rapid fire cancelled into lights ]
---------------------------------------------------------------------------------------------------------------------------------------------------
Crouching :kick-medium: Low/60/6/2/1/9/0/-4/ Super Move, EX, Super Art, Cross Assault
---------------------------------------------------------------------------------------------------------------------------------------------------
Crouching :kick-hard: Low/90/10/2/30/Sweep/-12/ Super Move, EX, Super Art, Cross Assault
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LAUNCHER
---------------------------------------------------------------------------------------------------------------------------------------------------
:punch-hard: :kick-hard: High/100/13/2/54/Switch/34 [ Crushes crouching attacks, floats opponent while switching characters]
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CROSS CANCEL
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:joystick-right: :plus: :punch-hard: :kick-hard: High/140/8/2(2)3(2)2(4)2/52/----/-41/ [ Full body invulnerability frames `-9, similar to Kissed by a Goddess ]
---------------------------------------------------------------------------------------------------------------------------------------------------

JUMPING NORMAL MOVES
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Jumping :punch-light: Mid/40/6/3/Until grounded, 4 frames landing/+12/+4
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Jumping :punch-medium: Mid/70/7/3/Until grounded, 4 frames landing/+16/+5
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Jumping :punch-hard: Mid/100/8/3/Until grounded, 4 frames landing/+20/+8
---------------------------------------------------------------------------------------------------------------------------------------------------
Jumping :kick-light: Mid/40/5/5/Until grounded, 4 frames landing/+12/+4
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Jumping :kick-medium: Mid/70//6/5/Until grounded, 4 frames landing/+16'/+5
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Jumping :kick-hard: Mid/100/6/ 2(1)4/Until grounded, 4 frames landing/+19~20/+7~8
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SPECIALS/SUPERS

Whip of Love :joystick-down: :joystick-down-left: :joystick-left: :plus: :punch:
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Whip of Love: :joystick-down: :joystick-down-left: :joystick-left: :plus: :punch: : High/40/13/3/22/0/-3/ [ knockdown airborn foes]
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Whip of Love 2nd Hit: (during Whip of Love) :joystick-down: :joystick-down-left: :joystick-left: :plus: :punch: : High/50/13/3/26/-4/-7/ [ Knockdown airborn foes ]
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Whip of Love 3rd Hit (during Whip of Love) :joystick-down: :joystick-down-left: :joystick-left: :plus: :punch: : High/80/13/5/28/Hard Knockdown/-11/ [ Causes Hard knockdown ]
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EX Whip of Love: :joystick-down: :joystick-down-left: :joystick-left: :plus: :punch-2x: : High/40/14/3/22/0/-3/ [ Knockdown airborn foes ]
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EX Whip of Love 2nd Hit: (during whip of Love) :punch: : High/30/13/3/32/-10/-13/ [ Knockdown airbone foes ]
---------------------------------------------------------------------------------------------------------------------------------------------------
EX Whip of Love 3rd hit: (during Whip of Love) :joystick-down: :joystick-down-left: :joystick-left: :plus: :punch: : High/30/13/5/43/Ground bounce/-26
---------------------------------------------------------------------------------------------------------------------------------------------------
EX Whip of Love 4th Hit: (during EX Whip of Love 3rd Hit) :joystick-down: :joystick-down-left: :joystick-left: :plus: :punch: : High/40/11/3/25/float/-6
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Kissed by a Goddess :joystick-right: :joystick-down: :joystick-down-right: :kick:
---------------------------------------------------------------------------------------------------------------------------------------------------
:kick-light: : High/100/5/2(7)2/60/Knockdown/-40/ [ Strike invulnerability frames 1-6 ]
---------------------------------------------------------------------------------------------------------------------------------------------------
:kick-medium: : High/120/8/2(2)3(2)2/61/Knockdown/-41/ [ Strike Invulnerability frames 1-9 ]
---------------------------------------------------------------------------------------------------------------------------------------------------
:kick-hard: : High/140/12/2(2)3(2)2(4)2/56/Knockdown/-36/ [ Knocks down ]
---------------------------------------------------------------------------------------------------------------------------------------------------
EX: High/160/6/2(2)3(2)2(4)2/52/knockdown/-38/ [ Invulnerability frames 1-22 ]
---------------------------------------------------------------------------------------------------------------------------------------------------

Love Me Tender :joystick-down: :joystick-down-left: :joystick-left: :kick: [ Press :kick: on hit for follow-up throw, knocks down airborne foes, airborne 1st frame ]
---------------------------------------------------------------------------------------------------------------------------------------------------
:kick-light: : High/50/29/2/18/+5/+2
---------------------------------------------------------------------------------------------------------------------------------------------------
:kick-medium: : High/50/29/2/17/+6/+3
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:kick-hard: : High/50/29/2/17/+6/+3
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EX: Mid/50/29/2/17/+6/+3/ [ Projectile invulnerability frames 1-31, tracks opponent ]
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Love Me Tender Throw: (on hit) :kick: : --/100/--/--/119/Hard knockdown/--/--/--
---------------------------------------------------------------------------------------------------------------------------------------------------
EX: --/150/11/11/119/Hard knockdown/--/--/--
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Aeolus Edge :joystick-down: :joystick-down-right: :joystick-right: :punch: [ Can be Super Charged 51 frames for EX version or 100 for Super Arts, projectile has 1 hit point, remains active for 40 frames, knocks down airborne foes ]
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:punch-light: : High/5-/16/--/35/-4/-7/--
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:punch-medium: : High/60/17/--/31/0/-3/--
---------------------------------------------------------------------------------------------------------------------------------------------------
:punch-hard: : High/70/21/--/28/+3/0/--
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EX: High/50x2/9/--/35/+6/+1/--/ [ Can be Super Charged 51 frames for Super Arts, projectile has 2 hit points, remains active for 40 frames, knocks down airborne foes ]
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Last edited by Thai Senpai on Thu Jan 31, 2013 3:17 pm, edited 8 times in total.
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Re: " Yeah, Time to make some cash!" Senpai's Guide to poiso

Postby Thai Senpai » Fri Aug 10, 2012 9:01 pm

----------------------------------------------
Poison's "Trans"Formation *Updates*
----------------------------------------------

• Command change - Backflip command changed from KK to KKK
• Forward Dash - Full animation reduced from 22 to 16 frames
• Close MP - Damage increased from 60 to 70
- 3 frames added to Boost Combo (-5 on hit, -9 on block)
• Far HP - Damage increased from 90 to 100
- 7 frames added to Boost Combo (-14 on hit, -19 on block)
- Push back on block for boost combos reduced
• Close HK - Start up reduced from 14 to 11 frames
• cr. MP - 3 frames added to Boost Combo (-4 on hit, -8 on block)
• cr. HP - Startup decreased from 9 to 7 frames / Frames reduced by 8 (±0 on hit, -6 on block)
• Elbow Drop - Start up increased from 17 to 21 frames. / Active frame on attack reduced from 6 to 5 frames / Frames reduced by 6 (-1 on hit, -5 on block)
• Note: confirmed on Ryu / Damage increased from 60 to 70
• Love Me Tender (L) - Startup decreased from 29 to 27 frames
• EX Whip of Love - Second hit frames changed to +1 on hit and -3 on block / 4th hit frames changed to -8 on block
• Slapshot - Damage reduced from 150 to 140
Special move meter gain
• Whip of Love 1st Hit: on hit 20->30
• Whip of Love 2nd Hit: on hit 20->15
• Whip of Love 3rd Hit: on hit 10->20
• Love Me Tender: on hit 20->30
• Love Me Tender (ender): whiff 5->15, on hit 20->70
• Kissed by a Goddess (L): on hit 20+20(40)->20+10(30)
• Kissed by a Goddess (M): on hit 10 x 2+20(40)->20+8 x 2(36)
• Kissed by a Goddess (H): on hit 10 x 4(40)->20+8 x 3(44)
• Aeolus Edge: whiff 15->0, on hit 40->30
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Character Analysis
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Poison doesn't have one specific role she excels in. She's what one would call " A Jack of all trades but an Ace of none ". To better benefit her with Street Fighter x Tekken being so versatile [ Gems and specific team roles ] Poison can pretty much fulfill which ever play style you decided to play with her whether it be rushdown/turtling/zoning. But as a default character, your going to want to zone and play footsies with her. But, Poison doesn't play like most characters do when it comes to rushdown. Her rushdown is from a distance, which creates a unique style of play. Frame Traps and Chains are your go to when it comes to poison.

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NORMALS EXPLAINED *Close*
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:punch-light: - Standard light punch
:punch-medium: - Poison slaps the opponent 2 times. Best use for corner air juggles, and cross cancels.
:punch-hard: - Forces opponent into a standing position. Good to end close chains, links from a either crouching or standing close light punch, good damage.
:kick-light: - standard light kick.
:kick-medium: - Can be linked into crouching light punch into crouching medium kick rekkah.
:kick-hard: - Can be linking from crouching light punch, but your better off probably using close fierce punch.

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FAR NORMALS EXPLAINED
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:punch-light: - Because poison attacks with her whip, her hitbox is behind her allowing you to create safe pressure and frame trap your foe. Best used in far combo chains and frame traps.
:punch-medium: - Your go to anti-air to stuff far jump-ins. You can cancel this into a fireball [ best choice is medium for frame advantage ] to trap your opponent. not the fastest startup, so it must be used early in the jump.
:punch-hard: - Best used as a whiff punish. Huge start up and recovery also is not special cancelable. If you score a hit and your low on health doing a launcher after is your best bet.
:kick-light: - really no use besides chaining.
:kick-medium: good for stuffing whiffs and frame trapping in the corner with fireballs. Only negative is your hurt box is extended. Creates more distance which is a benefit to her play style.
:kick-hard: - Can be used as an anti-air but there are better options.

----------------------------------------------
CROUCHING NORMALS EXPLAINED
----------------------------------------------

:punch-light: - your go to normal for chains, combo starters, and frame traps. In the corner, creates a lot of poisons frame traps and spaces her out. Will be explained later.
:punch-medium: - Uses outside the corner are limited. Can be an anti-air but there are better options. Great use for corner pressure when stuffing normals due to your hitbox being behind the whip.
:punch-hard: - Not many uses outside chains [ which are unsafe if blocked ] and jump-ins with EX Aelous Edge --> Chain into launcher.
:kick-light: - Go to low for mix ups and combo starters. Standered low for poison
:kick-medium: - Just like a shoto crouching medium kick is used in footsies and combos. :punch-light: links into crouching :kick-medium: ---> Special move. can be used to frame trap in specific situations that will be explained later.
:kick-hard: - A sweep. is special cancelable, so in chains using EX Aelous Edge shall make it safe. If spaced properly Whip of Love [ Rekkah ] once will be safe.

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AIR NORMALS EXPLAINED
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:punch-light: - decent air to air. Better moves for the job.
:punch-medium: - Go to air to air for Poison. 3 frame start up just as :punch-light: , more range, more damage, and protects your hurtbox. Beware floaty characters can avoid this move completely.
:punch-hard: - Jump in fierce, best used for corner mix ups. Can cross up but the spacing is specific.
:kick-light: - Poison's go to cross up. 5 frame start up and useful for tick throws.
:kick-medium: - Poison kicks her leg straight up into the air as if creating an I with herself. At first glance doesn't seem like a useful move but it has it's specialities. It hits floaty characters such as Dhalsim/Bison/Lars/Chun-Li more so then J. :punch-medium: . Spacing is very strict but does possess the ability to cross up. Good for fake cross ups into lows being as more times then none it doesn't hit the opponent on regular cross ups.
:punch-hard: Pretty much the same as J. :punch-hard: but start up is slower.

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SPECIALS EXPLAINED
----------------------------------------------

Aeolus Edge

Instead of explaining each individual Aeolus Edge " :punch-light: :punch-medium: :punch-hard: :punch-2x: " I'm going to give you a run down on the purpose of the move and it's abilities. Aeolus Edge is one of the most diverse projectiles in the game. Each version of the move has a different speed/duration/use depending on the situation when used. Lets begin with the :punch-light: Aeolus Edge. The light punch Aeolus Edge is used as a basic projectile in fireball wars. It builds decent meter, fires are 3/4 of the screen, and is used to pressure fireball characters. It finishes blockstrings and distances Poison from her opponent. The basic blockstring for light Aeolus Edge is :joystick-down: :punch-light: , :punch-light: :kick-medium: :joystick-down: :joystick-down-right: :joystick-right: :plus: :punch-light: . It sets up the position for one or two things. A. your opponent will try and jump and from this range it will be either over you or very deep, C. :punch-hard: is the anti-air of choice for say situation. Because your C. :punch-hard: is Special cancelable you can do a :punch-medium: / :punch-hard: Aeolus Edge as meaties to beat button presses or use them as frame traps to advance your opponent into the corner. B. Your opponent will stick out a normal and can be counter poked with poison's C. :punch-medium: into chain combo launcher. The situation varies depending on character, spacing , and your opponents reaction. This move is to never be used up close you will be punished.

Now, medium Aeolus Edge works differently then its light counterpart. This move is used more so as a slightly meaty fireball, mainly to catch when someones pressing buttons or mashing due to it having a slower travel speed yet being 40 frames active. Again your going to only want to use these moves from a distance, if they hit instantly it defeats the purpose of delaying the attack and catching lingering button inputs. In the open [ say firescreen start distance ] your not going to want to use this move as often. The recover get's you punished easy with jump ins. Hard Aeolus is a different story. We'll get more in dept once frame traps are covered.

Fierce Aeolus Edge is basically used for one or two reasons. A. A Super meaty on a knockdown or frame trap. B. To stuff jump-ins since it lingers for 40 frames in a small distance. Doing this in brb's isn't a good idea as you can Dragon Punch/Tatsumaki/Basically anything with projectile invulnerability can hit this. This I'll cover more in the frame trap section.

Whip of Love

Not as in dept as the Aeolus but it does have it's uses but they are limited. It's like a weak version of Fei-Cheap I mean Longs "Rekkah ken" move. It doesn't have as much priority and isn't as terrifying but it can stuff back dashes and cause an un-techable knockdown due to a backdash's airborne frames. Your main use for this outside of a combo confirm is to make safe pressure while pushing your foe into the corner. Now alone Whip of Love is -3, which is enough to be punished by DP, fast jabs, and cross counters. But if you do it from a distance it's safe. Safe block strings include Crouching :punch-light: :punch-light: Standing :kick-medium: :joystick-down: :joystick-down-left: :joystick-left: :plus: :punch: and you will be safe. Now if you commit to doing a second Whip of Love during a blockstring you might as well keep going because the second Rekkah is -7 and you will be punished. Your best bet is to keep going and hope he/she doesn't believe you'll continue and get a safe hit confirm and breath a sigh of relief.

Love me Tender

Love me Tender is kinda like a hit or miss kind of special. You can use it to frame trap opponents with Crouching :punch-light: :kick-medium: :joystick-down: :joystick-down-left: :joystick-left: :plus: :kick-medium: [Make sure it's medium kick. the travel covers the spacing and it has +3 on block] but the strange thing is that you can just poke her out of the block string. If you catch the opponent using say a typical Crouching medium kick then yes, you will get a counter hit set up or if they don't press a button you'll be plus 3. But if a character mashes a Dragon Punch or any type of decent anti-air it actually beats Love me Tender. Most of Poison's rush down is based of making your opponent not realize nothing she does is truly ever safe. Back on task this move does have it's uses outside of a blockstring. It allows you to leave less focus on blocking low due to the property of going over lows [The main use of the Light Love me Tender] though you may not want to get to comfortable doing so as it can be baited. The :punch-hard: Love me Tender is good when canceling out of a non chained sweep. due to the hitstun and distance. A creative use for it would be to do a blockstring and purposely do a Love me Tender to cross them up and do a low string or combo starter for mix up potential. But mostly, you'll be seeing an EX Love me Tender being used. Not only does it go through projectiles [ Invincible throughout the 1-31 frames to projectiles ] but it homes in on opponents from any point of the screen. After doing so your able to link a Crouching light punch into any combo of choice. Your going to want to watch how often or who you do this move on. Characters like Jin/Steve/Yoshimitsu/Poison/Saukra/Jack-X/Heihachi/Marduk/Asuka/Balrog/Zangief/Orge. These characters all poses moves with Armour, Altering projectiles, [Yoshi having a projectile that sits directly in front of him] and charge projectiles that can hit her on her landing frames that will counter this move and leave her at a disadvantage.

Kissed by a Goddess

Poison's version of what most call a Dragon Punch, Shoryuken, or a DP for short. Though it's used differently due to her wonky hitbox [ which will be posted once available ]
Last edited by Thai Senpai on Thu Oct 25, 2012 2:18 pm, edited 17 times in total.
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Re: " Yeah, Time to make some cash!" Senpai's Guide to poiso

Postby Thai Senpai » Fri Aug 10, 2012 11:45 pm

reserved: Frame Traps/Combos/BlockStrings

No Meter
Spoiler: show
Cr. :punch-light: x2 Cr. :kick-medium: Whip of Love
Cr. :punch-light: x2 Cr. :kick-medium: Kissed by a Goddess
Cr. :kick-light: Cr. :punch-light: St. :punch-light: Cr. :kick-medium: Whip of Love
Cr. :punch-light: St. :punch-hard: Whip of Love
Cl. :kick-medium: Cr. :punch-light: Cr. :kick-medium: Whip of Love
Cl. :punch-medium: Cr. :punch-light: Whip of Love
[ off of launchers from partner ]
:punch-light: , :punch-hard: , Kissed by a Goddess
:punch-light: , :punch-medium: , Cr. :kick-hard:
( Corner ) :punch-light: , :punch-medium: , :punch-medium: , :punch-hard: , Kissed by a Goddess


1 Meter
Spoiler: show
Cl. :punch-hard: , EX Aeolus Edge charge ---> Dash, Cr. :punch-light:, :punch-hard:, Whip of Love/ Aeolus Edge / Kissed by a Goddess.
Cl. :punch-hard: Ex Aeolus Edge Cr. :kick-medium: Whip of Love
Cr. :kick-light: , Cr. :punch-light:, Cr. :kick-medium:, Ex Whip of Love, Cl. :punch-hard: , Kissed by a Goddess


2 Meter
Spoiler: show

3 Meter
Spoiler: show


Recommended Combos
Spoiler: show
Cr. :kick-light: Cr. :punch-light: Cr. :punch-light: St. :punch-light: "Chain" :punch-medium: , :punch-hard: , :attack-light:
Last edited by Thai Senpai on Tue Aug 21, 2012 12:10 pm, edited 15 times in total.
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Re: " Yeah, Time to make some cash!" Senpai's Guide to poiso

Postby Thai Senpai » Fri Aug 10, 2012 11:45 pm

Reserved: Gems
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Re: " Yeah, Time to make some cash!" Senpai's Guide to poiso

Postby Thai Senpai » Fri Aug 10, 2012 11:46 pm

TEAMS

Before we go into this, we must define what Poison's role is as a partner to anyone in the game..

POISON

As a character with various tools and a solid defensive game plan she is going to be your point character. Poison is best paired with stronger characters to balance out her low damage out. Because of her range and ability to cancel any poke into a launcher, she can easily bring in characters that have troubled getting in on their on such as grapplers "Hint Hint Hugo". Poison though has the problem of not being able to capitalize off of other characters as well as others. So finding someone who can compliment her is quite the task. As a character, Poison provides these things.

+ Long rage hit confirms
+ :punch-medium: = Universal cross cancel
+ Zoning/Footsies
+ Can play almost any role [ with the right Gems ]
+ Counter to most fireball wars with Ex Love me Tender

Basically to sum up all her negatives is that what she can do others can do better.

Suggested Partners

Hugo
Spoiler: show
Image

Seeing as how Hugo is Poison's official partner it's only fitting I begin with him first. Hugo and Poison play these roles together:

Poison: Point character
Hugo: Assist

Roles of the characters [ Without Gems ]

Poison will be your battery character, her job will be to build meter and inflict as much damage as possible before tagging in Hugo for the kill. Hugo's job will be to inflict quick and heavy damage while keeping the opponent trapped. Once or if you let your opponent escape you either pressure you opponent by armor dashing or just tagging Hugo out to get Poison back in.
Last edited by Thai Senpai on Tue Aug 21, 2012 1:00 pm, edited 7 times in total.
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Re: " Yeah, Time to make some cash!" Senpai's Guide to poiso

Postby Thai Senpai » Fri Aug 10, 2012 11:47 pm

MATCHUPS

Kazuya
Spoiler: show
Image
These matchup guides aren't going to be so much like Super Street Fighter 4 par say as 6-4, 5-5 ect..These are going to explain exactly how to deal with a character, what to look for, and how to deal with specific situations. Now on with Kazuya, this particular match is quite difficult for Poison mainly due to his Wave Dash. A lot of Poison's normals [ :punch-light: :punch-medium: :punch-hard: :kick-light: :kick-medium: :kick-hard: :joystick-down: :punch-light: :joystick-down: :punch-medium: :joystick-down: :punch-hard: Aeolus Edge, Love me Tender, and Whip of Love can all be avoided by his Wave Dash negating a lot of Poison's pressure. That doesn't mean you shouldn't do it, that just means you have to realize when and when not to block string him. Your main choice of spacing will be full screen away.


Xiaoyu
Spoiler: show
Image
Last edited by Thai Senpai on Mon Aug 20, 2012 8:10 pm, edited 2 times in total.
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Thai Senpai
 
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Re: " Yeah, Time to make some cash!" Senpai's Guide to poiso

Postby Thai Senpai » Thu Aug 16, 2012 1:39 pm

- just gonna reserve a few more spots just in case
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Re: " Yeah, Time to make some cash!" Senpai's Guide to poiso

Postby Thai Senpai » Thu Aug 16, 2012 1:39 pm

- reserved
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Re: " Yeah, Time to make some cash!" Senpai's Guide to poiso

Postby Thai Senpai » Thu Aug 16, 2012 1:41 pm

- reserved ;D
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Re: " Yeah, Time to make some cash!" Senpai's Guide to poiso

Postby Links » Thu Aug 23, 2012 8:11 am

Not a bad guide so far... A lot of the combos listed are impractical, particularly the 1 meter section. Also, please work on spelling - it's very distracting when things are spelled incorrectly!

Also I find it curious that there are no Cross Rush combo examples or uses for the Super Art. For Cross Rush, popular, effective ones include:
- Close :punch-medium:, Far :kick-medium:, :kick-hard: Kissed By a Goddess
- Close :punch-medium:, Aeolus Edge dash cancel, Close :punch-hard:, :kick-hard: Kissed By a Goddess
- In the corner: Close :punch-medium:, Close :punch-medium:, Close :punch-hard:, :kick-hard: Kissed By a Goddess

EDIT: Sorry, just saw the Cross Rush combos. However, I would note that using :punch-light: at the beginning of the juggle is completely unnecessary.

As for the Super Art, it makes a nice anti-air from far ranges where KBAG will whiff. It deals decent damage in combos as well, but I usually don't apply it in combos unless I need the damage for a KO.
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