Ultra Street Fighter IV/Poison: Difference between revisions

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{{TOClimit|2}}
{{Character Top USFIV | chara={{SUBPAGENAME}} }}
 
{{USFIVHeader}}
{{USFIVCharacterHeader|Poison|Poison|
A former member of the notorious Mad Gear gang, Poison is just as mysterious as she is deadly. As the owner of a wrestling business, she is always on the lookout for new talent, even if that means getting close and personal.
|
TBW}}
 
'''Players to Watch'''
 
[http://www.youtube.com/results?search_query=6+Poison+USF4 -6] (JP), [http://www.youtube.com/results?search_query=Air+Poison+USF4 CCG Air] (CA)
 
[[Image:OmegaSF4 Icon.png|thumb|center|100px|link=Ultra_Street_Fighter_IV/Poison/Omega|Click for Omega SF4 version]]
 
== Ultra SFIV Changes ==
[https://wiki.supercombo.gg/w/Street_Fighter_IV/Changelist#Poison Poison SF4 Changelist]
 
== Character Specific Data ==
Poison{{USFIVCharacterData|950|950|75%|0.04|0.03|1.805|43 (4+39)|2.09|2.09|1.14 [1.01]|17|1.262 [1.212]|22|8|10|4|0.793|0.843|31|21|Elbow Drop|Crouch LK, Crouch MK, Crouch HK|Crouch HK, Whip of Love Part 3, EX Whip of Love Part 4, Love Me Tender Followup, EX Love Me Tender|Love Me Tender, EX Love Me Tender|21|29|65|-1|-6|+5|0|Close HP, Close HK, Aeolus Edge, Whip of Love, Whip of Love Part 2|}}


== Frame Data (At A Glance) ==
== Frame Data (At A Glance) ==
Line 317: Line 299:
{{USFIVMoveListFooter}}
{{USFIVMoveListFooter}}


==The Basics==
==Combos==
==Strategy==
==Matchups==
====vs. Abel====
[[File:SSFIV-Abel_Face.jpg]]
(No strategies)
====vs. Adon====
[[File:SSFIV-Adon_Face.jpg]]
(No strategies)
====vs. Akuma/Gouki====
[[File:SSFIV-Akuma_Face.jpg]]
(No strategies)
====vs. Balrog/Boxer====
[[File:SSFIV-Balrog_Face.jpg]]
(No strategies)
====vs. Blanka====
[[File:SSFIV-Blanka_Face.jpg]]
(No strategies)
====vs. C. Viper====
[[File:SSFIV-CViper_Face.jpg]]
(No strategies)
====vs. Cammy====
[[File:SSFIV-Cammy_Face.jpg]]
(No strategies)
====vs. Chun-Li====
[[File:SSFIV-ChunLi_Face.jpg]]
(No strategies)
====vs. Cody====
[[File:SSFIV-Cody_Face.jpg]]
(No strategies)
====vs. Dan====
[[File:SSFIV-Dan_Face.jpg]]
(No strategies)
====vs. Decapre====
[[File:SSFIV-Decapre_Face.jpg]]
(No strategies)
====vs. Dee Jay====
[[File:SSFIV-DeeJay_Face.jpg]]
(No strategies)
====vs. Dhalsim====
[[File:SSFIV-Dhalsim_Face.jpg]]
(No strategies)
====vs. Dudley====
[[File:SSFIV-Dudley_Face.jpg]]
(No strategies)
====vs. E. Honda====
[[File:SSFIV-EHonda_Face.jpg]]
(No strategies)
====vs. El Fuerte====
[[File:SSFIV-ElFuerte_Face.jpg]]
(No strategies)
====vs. Elena====
[[File:SSFIV-Elena_Face.jpg]]
(No strategies)
====vs. Evil Ryu====
[[File:SSFIV-Evil_Ryu_Face.jpg]]
(No strategies)
====vs. Fei Long====
[[File:SSFIV-FeiLong_Face.jpg]]
(No strategies)
====vs. Gen====
[[File:SSFIV-Gen_Face.jpg]]
(No strategies)
====vs. Gouken====
[[File:SSFIV-Gouken_Face.jpg]]
(No strategies)
====vs. Guile====
[[File:SSFIV-Guile_Face.jpg]]
(No strategies)
====vs. Guy====
[[File:SSFIV-Guy_Face.jpg]]
(No strategies)
====vs. Hakan====
[[File:SSFIV-Hakan_Face.jpg]]
(No strategies)
====vs. Hugo====
[[File:SSFIV-Hugo_Face.jpg]]
(No strategies)
====vs. Ibuki====
[[File:SSFIV-Ibuki_Face.jpg]]
(No strategies)
====vs. Juri====
[[File:SSFIV-Juri_Face.jpg]]
(No strategies)
====vs. Ken====
[[File:SSFIV-Ken_Face.jpg]]
(No strategies)
====vs. M.Bison/Dictator====
[[File:SSFIV-MBison_Face.jpg]]
(No strategies)
====vs. Makoto====
[[File:SSFIV-Makoto_Face.jpg]]
(No strategies)
====vs. Oni====
[[File:SSFIV-Oni_Face.jpg]]
(No strategies)
====vs. Poison (self)====
[[File:SSFIV-Poison_Face.jpg]]
(No strategies)
====vs. Rolento====
[[File:SSFIV-Rolento_Face.jpg]]
(No strategies)
====vs. Rose====
[[File:SSFIV-Rose_Face.jpg]]
(No strategies)
====vs. Rufus====
[[File:SSFIV-Rufus_Face.jpg]]
(No strategies)
====vs. Ryu====
[[File:SSFIV-Ryu_Face.jpg]]
(No strategies)
====vs. Sagat====
[[File:SSFIV-Sagat_Face.jpg]]
(No strategies)
====vs. Sakura====
[[File:SSFIV-Sakura_Face.jpg]]
(No strategies)
====vs. Seth====
[[File:SSFIV-Seth_Face.jpg]]
(No strategies)
====vs. T.Hawk====
[[File:SSFIV-THawk_Face.jpg]]
(No strategies)
====vs. Vega/Claw====
[[File:SSFIV-Vega_Face.jpg]]
(No strategies)
====vs. Yang====
[[File:SSFIV-Yang_Face.jpg]]
(No strategies)
====vs. Yun====
[[File:SSFIV-Yun_Face.jpg]]
(No strategies)
====vs. Zangief====
[[File:SSFIV-Zangief_Face.jpg]]
(No strategies)


==Frame Data==
==Frame Data==
Line 617: Line 371:
|}
|}


=====Notes=====


{{Navbox-USFIV}}
{{Navbox-USFIV}}
[[Category:Poison]]
[[Category:Ultra Street Fighter IV]]
[[Category:Ultra Street Fighter IV]]

Latest revision as of 13:49, 28 June 2025

Introduction

A former member of the notorious Mad Gear gang, Poison is just as mysterious as she is deadly. As the owner of a wrestling business, she is always on the lookout for new talent, even if that means getting close and personal.

Poison is one of the strongest zoning characters in the game. Her fireballs have excellent recovery, making it very difficult to jump over them or to punish with anti-projectile moves. She can also throw out a slow, nearly stationary projectile that gives great frame advantage if the opponent doesn't interrupt its startup. She presents a persistent offensive threat with Love Me Tender, a safe flip kick that hops over lows and can be confirmed into a followup combo. As one of the better EX Special moves in the game, EX Whip of Love allows Poison to carry the opponent to the corner and juggle into her Ultra 1 or an Air Reset. On the defensive end, she has an invincible uppercut and a Backflip reminiscent of Vega, both of which can help get her out of pressure if the opponent manages to navigate through her maze of projectiles.

Pick if you like: Avoid if you dislike:


Players to Watch

-6 (JP), CCG Air (CA)


Ultra SFIV Changes

Poison SF4 Changelist

Frame Data Glossary - USFIV
Active

How many frames a move remains active (can hurt opponents) for. For projectiles with a limited active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.

  • For multi-hit moves with no gaps between the active hitboxes, active frames are listed as X,Y.
  • For multi-hit moves with gaps between hits, active frames are listed as X(n)Y where n = the frame gap between active hitboxes.



Cancel

Available options for canceling one move into another move.

  • "Chn": Chain cancel (Light normals)
  • "TC": Target Combo
  • "Sp": Special move
  • "Su": Super Combo
  • "FA": Focus Attack
    • Note: Su and FA almost always share the same cancel properties, except that EX moves can't cancel into Supers outside Training Mode
  • "j" or "Jmp": Jump cancel (usually on hit only, if applicable)
  • "sj" or "hj": Super Jump or High Jump cancel (Ibuki and C. Viper only)
  • "Dash": Dash cancelable (e.g. Focus Attack dash cancel)
    • If one hit of a multi-hit attack is cancelable, this can be indicated with (1st), (2nd), etc.



Damage

Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y. Damage listed in () parentheses may be the total damage of all hits, or the damage of an alternate version (like a non-cinematic Ultra connect) based on context. This will usually be explained in the description.

Guard

Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), HL is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked. If an attack cannot be blocked, like a Level 3 Focus Attack, no Guard property will be listed (and no Block data will be given in the frame data columns).

On Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.

  • In general, Counter-hit adds +1 hit advantage to Light normals and +3 to Medium/Heavy normals. Exceptions or unique Counter-hit properties should be noted in the move data.

KD refers to knockdown on hit, with SKD = Soft Knockdown (allows quick wake-up) and HKD = Hard Knockdown (no quick wake-up). If a KD Advantage is listed (HKD +30), this refers to the amount of time the attacker is free to move before the defender has recovered from their knockdown. This also assumes that Delayed Wake-up is not used.

  • Some USFIV characters have non-standard wakeup timings, so this refers to the most common timing (tested on Ryu).



Recovery

How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.

  • Airborne moves may have recovery listed as X+Y land, where X is the airborne recovery and Y is the landing recovery.



Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

  • Moves with multiple relevant startup values may be listed as X(Y); for example, a move that hits airborne first before hitting grounded opponents, or a 2-hit move where the first hit whiffs at some ranges.



Juggle Info

When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:

  • Free Juggle: any attack can juggle, causing an Air Reset or an Air Knockdown
  • Limited Juggle: only specific attacks with juggle potential may juggle


The following is a more detailed overview of the juggle system:

Juggle Count (JC): The status of the character being juggled. A high JC limits which attacks can work in juggles.

  • JC0: free juggle state - any attack that can hit an airborne opponent will work
  • JC1+: limited juggle state - juggle only works if the attack's Juggle Limit ≥ defender's Juggle Count

Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value.

  • Attack with Juggle Start value of 3 will put opponent at JC3, so only attacks with Juggle Limit value ≥ 3 can follow up

Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.

  • Airborne opponent at JC1 followed by attack with Juggle Increase value of 3 will set opponent to JC4

Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.

  • An uppercut with a JL value of 5 will connect on an opponent at JC5 or below, but will whiff on JC6 opponent
  • Most normals have a JL value of 0, meaning they only work in Free Juggle (JC0) states
  • Some multi-hit attacks have different JL values on each hit, so a 3-hit move may only hit twice in juggles

An example to tie everything together:

  • An attack (JS3) launches opponent into the air (Opponent now at JC3)
  • Followed up with an attack (JI2/JL4); it connects, because JL4 ≥ JC3 (Opponent now at JC5)
  • Attempts to juggle again with same attack (JL4), but whiffs because JL4 < JC5 (Opponent hits the ground)




Poison
USFIV Poison Portrait.png
Vitals
HP 950
Stun 950
W-Ultra Scaling 75%
Ground Movement
Forward Walk Speed 0.04
Backward Walk Speed 0.03
Forward Dash Speed 17
Back Dash Speed 22
Forward Dash Distance 1.14(1.01)
Back Dash Distance 1.26(1.21)
Back Dash Invuln 8
Back Dash Airborne 10
Back Dash Ground Recovery 4
Jumping
Jump Speed 4+39
Jump Apex 1.805
Forward Jump Distance 2.09
Backward Jump Distance 2.09
Throws
Forward Throw Range 0.793
Back Throw Range 0.843
Wake-up Timing
Face Up 31
Face Down 21

Frame Data (At A Glance)

More detailed Frame Data Table at bottom of page.

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Close LP Close Lp.png 30 50 20 HL ch/sp/su 3 2 7 1 5
Close MP Close Mp.png 40*40 50*50 40 HL sp/su 5 2(8)2 9 3 6
Close HP Close Hp.png 100 200 60 HL sp/su 5 4 20 -6 -1
Close LK Close Lk.png 30 50 20 HL ch 4 3 5 3 6
Close MK Close Mk.png 70 100 40 HL sp/su 5 2 11 1 4
Close HK Close Hk.png 70*40 150*50 60 HL sp/su 6 2*6 18 -6 -2
Far LP Far Lp.png 30 50 20 HL sp/su 6 2 7 2 5
Far MP Far Mp.png 70 100 40 HL sp/su 7 3 19 -8 -5
Far HP Far Hp.png 100 200 60 HL - 13 3 19 -4 0
Far LK Far Lk.png 30 50 20 HL - 4 3 7 1 4
Far MK Far Mk.png 70 100 40 HL sp/su 5 3 14 -3 0
Far HK Far Hk.png 100 200 60 HL - 9 2 22 -6 -2
Crouch LP Crouch Lp.png 30 50 20 HL ch/sp/su 3 3 6 2 5
Crouch MP Crouch Mp.png 70 100 40 HL sp/su 6 4 15 -5 -2
Crouch HP Crouch Hp.png 100 200 60 HL sp/su 6 3 22 -7 -3
Crouch LK Crouch Lk.png 30 50 20 L ch/sp/su 4 2 12 -3 0
Crouch MK Crouch Mk.png 70 100 40 L sp/su 6 2 19 -7 -4
Crouch HK Crouch Hk.png 90 100 60 L - 9 2 31 -15 -
Elbow Drop Overhead
Right.gif+Mp.png
60 100 40 H - 16 10 10 -8 -1
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Jump LP Neutral Jump Lp.png 50 50 20 H - 4 5 - - -
Jump MP Neutral Jump Mp.png 80 100 40 H - 6 2 - - -
Jump HP Neutral Jump Hp.png 100 200 60 H - 7 2 - - -
Jump LK Neutral Jump Lk.png 50 50 20 H - 5 5 - - -
Jump MK Neutral Jump Mk.png 80 100 40 H - 5 6 - - -
Jump HK Neutral Jump Hk.png 100 200 60 H - 6 5 - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+11 2 35 -21 -21
Focus Attack (Level 2) Level 2 Focus 90 150 40 HL - 18+11 2 35 -15 -
Focus Attack (Level 3) Level 3 Focus 150 200 60 - - 65 2 35 - -
Red Focus Attack (Level 1) Level 1 Red Focus 90 100 -500/0 HL - 10+11 2 35 -21 -21
Red Focus Attack (Level 2) Level 2 Red Focus 120 150 -500/0 HL - 18+11 2 35 -15 -
Red Focus Attack (Level 3) Level 3 Red Focus 225 200 -500/0 - - 65 2 35 - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 90 100 -750/0 HL - 10+11 2 35 -15 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Slap Shot Forward Throw 150 150 55 0.793 - 3 2 20 - -
Frankensteiner Back Throw 140 150 40 0.843 - 3 2 20 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Aeolus Edge Aeolus Edge Lp.png 70 50 20/20 HL su 15 - 30 -3 0
Aeolus Edge Mp.png 70 50 20/20 HL su 17 41 27 0 3
Aeolus Edge Hp.png 70 50 20/20 HL su 23 41 20 7 10
EX Aeolus Edge Aeolus Edge Ex.png 50*50 50*50 -250/0 HL su 9 41 29 2 4
Whip of Love Whip of Love Lp.png 40 50 20/20 HL su 12 2 21 -4 2
Whip of Love Mp.png 40 50 20/20 HL su 15 2 21 -4 2
Whip of Love Hp.png 40 50 20/20 HL su 17 2 21 -4 2
Whip of Love Part 2 Whip of Love (2) 50 50 10/20 HL su 13 3 25 -9 -4
Whip of Love Part 3 Whip of Love (3) 80 50 10/10 HL - 13 1 32 -12 -
EX Whip of Love Whip of Love Ex.png 40 50 -250/0 HL su 13 3 21 -3 1
EX Whip of Love Part 2 Whip of Love Ex.png (2) 30 50 0/0 HL su 13 3 31 -13 -9
EX Whip of Love Part 3 Whip of Love Ex.png (3) 30 50 0/0 HL su 13 5 28 -12 -8
EX Whip of Love Part 4 Whip of Love Ex.png (4) 80 50 0/0 HL - 11 3 24 -6 -
Kissed by a Goddess Kissed by a Goddess Lk.png 80*30 100*50 30/20*20 HL su*- 5 2(3)1 39 + After landing 12 -31 -
Kissed by a Goddess Mk.png 90*40 100*50 30/20*20 HL su*- 4 2(4)2 42 + After landing 12 -46 -
Kissed by a Goddess Hk.png 80*30*30 100*50*50 30/20x3 HL su*-*- 10 3(6)3(3)3 43 + After landing 13 -58 -
EX Kissed by a Goddess Kissed by a Goddess Ex.png 90*30x2*20 100*50x2*30 -250/0 HL su*-(x3) 4 3*2(1)3(1)3 37 + After landing 13 -39 -
Love Me Tender Love Me Tender 70 150 20/30 HL - 27 5 16[19] -1 4
Love Me Tender (Followup) Love Me Tender Followup 90 50 10/20 - - - - - - -
EX Love Me Tender Love Me Tender Ex.png 50*150 50*50 -250/0 HL - 22 5 15 2 -
Backflip Backflip - - - - - - - Total 48 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Thunder Whip Super Combo 40x3*50
*100x2
0 -1000/0 HL - 1+1 2*1*8(19)
1*2*7
33 + After landing 17 -29 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Love Storm Ultra Combo 1 75*30x2*15
*30x6*135
0 0/0 HL - 0+10 - 61 -34 -
Poison Kiss Ultra Combo 2 510 0 0/0 0.91 - 0+2 4 79 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv

Moves

Standing Close Normals

  Name Nickname Command Notes
File:No image.png

Close LP

Close Jab Close lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close MP

Close Strong Close mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close HP

Close Fierce Close hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close LK

Close Short Close lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close MK

Close Forward Close mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Close HK

Close Roundhouse Close hk

~~ Uses and Strategies ~~

(No uses/strategies)


Standing Far Normals

  Name Nickname Command Notes
File:No image.png

Far LP

Far Jab lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far MP

Far Strong mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far HP

Far Fierce hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far LK

Far Short lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far MK

Far Forward mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Far HK

Far Roundhouse hk

~~ Uses and Strategies ~~

(No uses/strategies)


Crouching Normals

  Name Nickname Command Notes
File:No image.png

Crouch LP

Crouch Jab d + lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch MP

Crouch Strong d + mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch HP

Crouch Fierce d + hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch LK

Crouch Short d + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch MK

Crouch Forward d + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Crouch HK

Crouch Roundhouse d + hk

~~ Uses and Strategies ~~

(No uses/strategies)


Jumping Normals

  Name Nickname Command Notes
File:No image.png

Jump LP

Jump Jab (in air) lp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Jump MP

Jump Strong (in air) mp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Jump HP

Jump Fierce (in air) hp

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Jump LK

Jump Short (in air) lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Jump MK

Jump Forward (in air) mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Jump HK

Jump Roundhouse (in air) hk

~~ Uses and Strategies ~~

(No uses/strategies)


Unique Attacks

  Name Nickname Command Notes
File:No image.png

Elbow Drop

Overhead f + mp

~~ Uses and Strategies ~~

(No uses/strategies)


Focus Attacks

  Name Nickname Command Notes
File:No image.png Focus Attack (Level 1) Level 1 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Focus Attack (Level 2) Level 2 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png Focus Attack (Level 3) Level 3 Focus mp + mk

~~ Uses and Strategies ~~

(No uses/strategies)


Throws

  Name Nickname Command Notes
File:No image.png

Slapshot

Forward Throw f or N.png + Lp.png + lk

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Frankensteiner

Back Throw b + Lp.png + lk

~~ Uses and Strategies ~~

(No uses/strategies)


Special Moves

  Name Nickname Command Notes
File:No image.png

Whip of Love

Rekka qcb + P.png ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Whip of Love Part 2

Rekka Part 2 qcb + p Performed after Whip of Love

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Whip of Love Part 3

Rekka Part 3 qcb + p Performed after Whip of Love Part 2

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Love Me Tender

Flip Kick qcb + K.png Ex.png armorbreak

~~ Uses and Strategies ~~

Poison does a Front.png flip in which she kicks downward. The range is dependent on the kick button used.

If you can land this on around the tip of the kick (the last few active frames), then you have a small window to combo afterwards (best choice would probably be c.lp/c.lk or far s.mk)

File:No image.png

Love Me Tender Follow Up

Flip Kick Followup k Perform after Love Me Tender

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Kissed By a Goddess

Uppercut dp + K.png ex

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Aeolus Edge

Fireball qcf + P.png ex

~~ Uses and Strategies ~~

Poison's projectile. The startup, range, and size of the projectile is determined by which punch button is pressed. The LP/Jab version has fast startup, goes fullscreen, and is small in size. The MP/Strong version has middle startup, goes about half screen, and is about double the size of the LP version. The HP/Fierce version has the longest startup, only goes around a quarter of the screen, and is only a little bit bigger than the MP version. The EX version has the fastest startup, goes almost fullscreen, hits twice, and is the size of the MP version.

File:No image.png

Backflip

Backflip 3k

~~ Uses and Strategies ~~

Poison turns invincible and does a flip a little bit backwards. A move for a quick escape from a cross up, etc.

Super Combo

  Name Nickname Command Notes
File:No image.png

Thunder Whip

Super Combo qcf Qcf.png + p

~~ Uses and Strategies ~~

(No uses/strategies)


Ultra Combos

  Name Nickname Command Notes
File:No image.png

Love Storm

Ultra Combo I qcf Qcf.png + 3p

~~ Uses and Strategies ~~

(No uses/strategies)

File:No image.png

Poison Kiss

Ultra Combo II hcb Hcb.png + 3p

~~ Uses and Strategies ~~

(No uses/strategies)


Frame Data

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Close LP Close Lp.png 30 50 20 HL ch/sp/su 3 2 7 11 1 5 10 14 Last frame cannot be chain canceled Reset Reset - - - - - - JP: 1, [Chained version JP: 0]
Close MP Close Mp.png 40*40 50*50 40 HL sp/su 5 2(8)2 9 25 3 6 14 17 Reset Reset - - - - - - JP: 1
Close HP Close Hp.png 100 200 60 HL sp/su 5 4 20 28 -6 -1 18 23 Forces Stand Forces Stand Reset Reset - - - - - - JP: 1
Close LK Close Lk.png 30 50 20 HL ch 4 3 5 11 3 6 11 14 After being chained into, the chained version can only be chained on hit/block not on whiff Reset Reset - - - - - - JP: 1, [Chained version JP: 0]
Close MK Close Mk.png 70 100 40 HL sp/su 5 2 11 17 1 4 14 17 Reset Reset - - - - - - JP: 1
Close HK Close Hk.png 70*40 150*50 60 HL sp/su 6 2*6 18 31 -6 -2 18 22 [1st hit]: Forces Stand [1st hit]: Forces Stand Reset Reset - - - - - - JP: 1
Far LP Far Lp.png 30 50 20 HL sp/su 6 2 7 14 2 5 11 14 Reset Reset - - - - - - JP: 1, [Chained version JP: 0]
Far MP Far Mp.png 70 100 40 HL sp/su 7 3 19 28 -8 -5 14 17 Reset Reset - - - - - - JP: 1
Far HP Far Hp.png 100 200 60 HL - 13 3 19 34 -4 0 18 22 Reset Reset - - - - - - JP: 1
Far LK Far Lk.png 30 50 20 HL - 4 3 7 13 1 4 11 14 Reset Reset - - - - - - JP: 1
Far MK Far Mk.png 70 100 40 HL sp/su 5 3 14 21 -3 0 14 17 Reset Reset - - - - - - JP: 1
Far HK Far Hk.png 100 200 60 HL - 9 2 22 32 -6 -2 18 22 Reset Reset - - - - - - JP: 1
Crouch LP Crouch Lp.png 30 50 20 HL - 3 3 6 11 2 5 11 14 Reset Reset - - - - - - JP: 1, [Chained version JP: 0]
Crouch MP Crouch Mp.png 70 100 40 HL ch/sp/su 6 4 15 24 -5 -2 14 17 Reset Reset - - - - - - JP: 1
Crouch HP Crouch Hp.png 100 200 60 HL sp/su 6 3 22 30 -7 -3 18 22 7~8F cancellable Forces Stand Forces Stand Reset Reset - - - - - - JP: 1
Crouch LK Crouch Lk.png 30 50 20 L sp/su 4 2 12 17 -3 0 11 14 13~18F cannot he chain canceled Reset Reset - - - - - - JP: 1, [Chained version JP: 0]
Crouch MK Crouch Mk.png 70 100 40 L ch/sp/su 6 2 19 26 -7 -4 14 17 Reset Reset - - - - - - JP: 1
Crouch HK Crouch Hk.png 90 100 60 L sp/su 9 2 31 41 -15 - 18 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - JP: 1
Elbow Drop Overhead
Right.gif+Mp.png
60 100 40 H - 16 10 10 35 -8 -1 12 19 Reset Reset - - - - - - JP: 3
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Jump LP Neutral Jump Lp.png 50 50 20 H - 4 5 - 8 - - Reset Reset - - - Lower Body 1~3F - - When performed after jump canceling EX Whip of Love 4, JP: 1
Jump MP Neutral Jump Mp.png 80 100 40 H - 6 2 - 7 - - Soft Knockdown Soft Knockdown - - - Lower Body 1~5F - - When performed after jump canceling EX Whip of Love 4, JP: 1
Jump HP Neutral Jump Hp.png 100 200 60 H - 7 2 - 8 - - Reset Reset - - - Lower Body 1~6F - - When performed after jump canceling EX Whip of Love 4, JP: 1
Jump LK Neutral Jump Lk.png 50 50 20 H - 5 5 - 9 - - Reset Reset - - - Lower Body 1~4F - - When performed after jump canceling EX Whip of Love 4, JP: 1
Jump MK Neutral Jump Mk.png 80 100 40 H - 5 6 - 10 - - Reset Reset - - - Lower Body 1~10F, [When canceled into from EX Whip of Love 4: no projectile invincibility] - - When performed after jump canceling EX Whip of Love 4, JP: 1
Jump HK Neutral Jump Hk.png 100 200 60 H - 6 5 - 10 - - Reset Reset - - - Lower Body 1~5F - - When performed after jump canceling EX Whip of Love 4, JP: 1
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+11 2 35 57 -21 -21 16 16 Range: 1.913 Crumple Soft Knockdown Soft Knockdown 1~10F - - - - - -
Focus Attack (Level 2) Level 2 Focus 90 150 40 HL - 18+11 2 35 65 -15 - 22 - Range: 1.913 Crumple Crumple Free Juggle Free Juggle 1~18F - - - - - -
Focus Attack (Level 3) Level 3 Focus 150 200 60 - - 65 2 35 101 - - - - Range: 1.913, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~64F - - - - - -
Red Focus Attack (Level 1) Level 1 Red Focus 90 100 -500/0 HL - 10+11 2 35 57 -21 -21 16 16 Range: 1.913, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block Crumple Soft Knockdown Soft Knockdown 1~10F (99 hits) - - - - - -
Red Focus Attack (Level 2) Level 2 Red Focus 120 150 -500/0 HL - 18+11 2 35 65 -15 - 22 - Range: 1.913, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block Crumple Crumple Free Juggle Free Juggle 1~18F (99 hits) - - - - - -
Red Focus Attack (Level 3) Level 3 Red Focus 225 200 -500/0 - - 65 2 35 101 - - - - Range: 1.913, Opponent gains 30 meter on hit, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~65F (99 hits) - - - - - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 90 100 -750/0 HL - 10+11 2 35 57 -15 - 22 - Range: 1.913, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block Crumple Crumple Free Juggle Free Juggle - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Slap Shot Forward Throw 150 150 55 0.793 - 3 2 20 24 - - - - X Hard Knockdown - - - - - - - - - -
Frankensteiner Back Throw 140 150 40 0.843 - 3 2 20 24 - - - - X Hard Knockdown - - - - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Aeolus Edge Aeolus Edge Lp.png 70 50 20/20 HL - 15 - 30 44 -3 0 - - 17~18F cancellable, [Counter Hit vs Standing] +6 hit advantage X Free Juggle Free Juggle - - - - - - JP: 3
Aeolus Edge Mp.png 70 50 20/20 HL - 17 41 27 43 0 3 - - 19~20F cancellable, [Counter Hit vs Standing] +6 hit advantage X Free Juggle Free Juggle - - - - - - JP: 3
Aeolus Edge Hp.png 70 50 20/20 HL - 23 41 20 42 7 10 - - 25~26F cancellable, [Counter Hit vs Standing] +6 hit advantage X Free Juggle Free Juggle - - - - - - JP: 3
EX Aeolus Edge Aeolus Edge Ex.png 50*50 50*50 -250/0 HL - 9 41 29 37 2 4 - - 11~12F cancellable, opponent gains 20x2 meter on hit X Free Juggle Free Juggle - - - - - - JP: 3x2, JI:0*1
Whip of Love Whip of Love Lp.png 40 50 20/20 HL su 12 2 21 34 -4 2 19 25 16F~ cancellable into next move Forces Stand Forces Stand Soft Knockdown Soft Knockdown - - - - - - JP: 3
Whip of Love Mp.png 40 50 20/20 HL su 15 2 21 37 -4 2 19 25 19F~ cancellable into next move Forces Stand Forces Stand Soft Knockdown Soft Knockdown - - - - - - JP: 3
Whip of Love Hp.png 40 50 20/20 HL su 17 2 21 39 -4 2 19 25 21F~ cancellable into next move Forces Stand Forces Stand Soft Knockdown Soft Knockdown - - - - - - JP: 3
Whip of Love Part 2 Whip of Love (2) 50 50 10/20 HL su 13 3 25 40 -9 -4 19 24 19F~ cancellable into next move Soft Knockdown Soft Knockdown - - - - - - JP: 3
Whip of Love Part 3 Whip of Love (3) 80 50 10/10 HL - 13 1 32 45 -12 - 21 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - JP: 3
EX Whip of Love Whip of Love Ex.png 40 50 -250/0 HL su 13 3 21 36 -3 1 21 25 19F~ cancellable into next move, opponent gains 10 meter on hit Forces Stand Forces Stand Soft Knockdown Soft Knockdown - - - - - - JP: 3
EX Whip of Love Part 2 Whip of Love Ex.png (2) 30 50 0/0 HL su 13 3 31 46 -13 -9 21 25 19F~ cancellable into next move, opponent gains 5 meter on hit Soft Knockdown Soft Knockdown - - - - - - JP: 3, JI: 0
EX Whip of Love Part 3 Whip of Love Ex.png (3) 30 50 0/0 HL su 13 5 28 45 -12 -8 21 25 24F~ cancellable into next move, opponent gains 5 meter on hit Soft Knockdown Soft Knockdown - - - - - - JP: 3, JI: 0
EX Whip of Love Part 4 Whip of Love Ex.png (4) 80 50 0/0 HL - 11 3 24 37 -6 - 21 - Jump cancelable on hit, opponent gains 5 meter on hit Soft Knockdown Soft Knockdown - - - - - - JP: 3
Kissed by a Goddess Kissed by a Goddess Lk.png 80*30 100*50 30/20*20 HL su*- 5 2(3)1 39 + After landing 12 61 -31 - 21 - Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~4F - - 5~6F 11F~ JP: 1*5, Hitbox positioned behind Poison JP: 2
Kissed by a Goddess Mk.png 90*40 100*50 30/20*20 HL su*- 4 2(4)2 42 + After landing 12 65 -46 - 10 - Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~5F - - - 11F~ JP: 0*1, hitbox positioned behind Poison JP: 5
Kissed by a Goddess Hk.png 80*30*30 100*50*50 30/20x3 HL su*-*- 10 3(6)3(3)3 43 + After landing 13 76 -58 - 1 - Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - All: 1~12F - - 20F~ JP: 1*3*3, hitboxes positioned behind Poison JP: 5*6
EX Kissed by a Goddess Kissed by a Goddess Ex.png 90*30x2*20 100*50x2*30 -250/0 HL su*-(x3) 4 3*2(1)3(1)3 37 + After landing 13 66 -39 - 14 - Opponent gains 10x4 meter on hit Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~12F - - - 13F~ JP: 3*4*5*6, hitboxes positioned behind Poison: JP: 3*5*6
Love Me Tender Love Me Tender 70 150 20/30 HL - 27 5 16[19] 47[50] -1 4 20 25 [] refers to on whiff X Free Juggle Free Juggle - - - - - 9~32F JP: 3
Love Me Tender (Followup) Love Me Tender Followup 90 50 10/20 - - - - - - - - - - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - JP: 125
EX Love Me Tender Love Me Tender Ex.png 50*150 50*50 -250/0 HL - 22 5 15 41 2 - 22 - Transitions to followup animation on hit; Opponent gains 10x2 meter on hit X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - All: 1~26F - 6~26F JP: 3
Backflip Backflip - - - - - - - Total 48 48 - - - - Distance traveled: 1.475 - - - - - All: 1~33F - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Thunder Whip Super Combo 40x3*50
*100x2
0 -1000/0 HL - 1+1 2*1*8(19)
1*2*7
33 + After landing 17 91 -29 - - - Opponent gains 10x6 meter on hit [2nd~3rd Hit]: Forces Stand, [4th~6th Hit]: Hard Knockdown [2nd~3rd Hit]: Forces Stand, [4th~6th Hit]: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~3F - All: 4~5F - 5~23F, 32~74F JP: 1x6, JI:1*0x4*1
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Love Storm Ultra Combo 1 75*30x2*15
*30x6*135
0 0/0 HL - 0+10 - 61 71 -34 - - - Opponent gains 20*5x10 meter on hit X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~10f - - - - 1~2F JP: 2, 3F~ JP: 3
Poison Kiss Ultra Combo 2 510 0 0/0 0.91 - 0+2 4 79 84 - - - - Opponent gains 0 meter on hit Hard Knockdown Hard Knockdown - - - All: 1~5f - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info


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