Street Fighter IV Remix/Poison

From SuperCombo Wiki

Introduction

Hugo and Poison both joined the tournament for different reasons. Poison intends to kiss as many people as possible with her Poison Kiss. She doesn't know it's poison even though she shouts poison kiss when she does it.


Poison is a dominant midrange and setplay character, sporting some of the best buttons in the game. All of her normals involving her whip are completely disjointed and delete projectiles, allowing her to safely control space without much threat of whiff punishes, or anti-air extremely consistently with simple buttons. Her 5LP is a standout fast jab that works great for low commitment poking, where 2MP can stuff their movement or buttons. 5MP and 2HP stick out as top tier anti-airs, and both lead to extremely consistent combos with HKD enders. Even outside of her whip normals, buttons like 5MK, 2MK, and 2HK have staggering range to work with.

Poison is more than just buttons however. Her dash carries a ton of momentum, allowing her to slide forward with ease and whiff punish from extremely far away. She also has a Hyperhop, which is done by tapping down quickly before jumping. This covers a ton of ground while staying very low, allowing her to jump over a ton of things and snipe the opponent. These two movement options are backed up by a top tier walk speed as well. Every hit can lead to a combo through 214P Whip of Love, ending in 214KM EX Love Me Tender and its followup, letting her easily secure hard knockdowns to run her amazing setplay with 236HP Aeolus Edge.

What truly sets Poison apart is her aforementioned setplay. Off of her extremely potent hard knockdowns or resets, she can use her Hyperhop to create an instant overhead j.HK, and cancel this j.236P Air Aeolus Edge to start a combo. She can mix this with a meaty 2MK cancelled to EX Rekka for extreme plus frames on both a high and a low, or her powerful normal throw which leads to her highest damage. Poison makes you guess on every knockdown, giving her an amazing vortex that can melt health quickly.

Poison is a great option if you want someone who can both play dominant neutral and skip over neutral entirely, with high reward in both situations. She has some of the best setplay, simple and fun combos, and amazing buttons.

Strengths Weaknesses
  • Normals: Poison has almost all great buttons. Her whip normals stand out thanks to their amazing disjoints, letting her safely control space and anti-air with ease. She sports long range lows, safe buffers, and powerful disjoints.
  • Mobility: With her sliding dash, hyperhop, and one of the fastest walk speeds in the game, Poison is equipped with powerful well-rounded mobility that helps her to be a threat at all spacings.
  • Mixup: For only one bar, Poison can force you to guess between a high or a low that leaves her plus regardless and starts a combo on hit. Since she requires no meter for her bnb, and the same bnb builds a full bar on hit, she can loop this okizeme for the entire round.
  • Continued Offense: Even after blocking her 50/50 mixups, Poison has powerful ways to reset pressure through meter usage or smart rekka delays. Her dash is extremely powerful, and with smart usage of her few plus buttons, you can constantly reset with dash and hyperhop to create powerful strings that all lead back to the 50/50 vortex.
  • Janky Hurtbox: Poison has quite a small hurtbox, both on the ground and in juggles. This can cause many combos to not work on her, and ones that do often require signifigant adjustment to work properly. Opponents unfamiliar with the matchup may find themselves dropping combos frequently.
  • Damage: Poison struggles to pass the damage threshold the top tiers have, requiring a throw or j.HK starter to break the average 400 damage threshold. Random pokes and light confirms will lead to subpar damage. This is made up for by her amazing setplay and reset game, but Remix is a game where two touches are common, and Poison cannot get the level of damage required for this.
Poison
[[File:|center|300px]]
Character Data
Health 950
Chains None
Walkspeed {{{walkspeed}}}
Forward Dash Duration X frames
Forward Dash Distance {{{dashdistance}}}
Backdash Duration X frames
Backdash Invuln {{{backdashinvuln}}} frames
Unique Movement Hyperhop

Normals

Dash Buttons Note

Some of Poison's buttons will change frame data if used during her dash. In the case of 5LK, it becomes a command normal. Data listed in parentheses is dash momentum frame data.

Standing Normals

5LP

Standing Light Punch
5LP
SFIVR Poison 5LP.PNG
Yes, we noticed we took the pics with an alt. You can deal with it.
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 Mid SP 4 - - +6(+7) +3(+4)
  • Deletes a hit of projectiles.

A very good jab. Disjointed and fast, and deletes a hit of projectiles as well, letting it easily swat single hit fireballs. It struggles in that it lacks active frames, and it can be crouched by a fair bit of the cast. On characters that cannot crouch it, it's very useful to bully with in close range and is a great tool for confirms to EX Rekka.

5MP

Standing Medium Punch
5MP
SFIVR Poison 5MP.PNG
Damage Guard Cancel Startup Active Recovery On Hit On Block
60 Mid SP 5 60 0 -6(-5) -10(-9)
  • Deletes a hit of projectiles.

The Pillar. Dominant mid-range anti-air that snipes even the highest of jumps and the strongest of air normals. Easily confirms into a combo by cancelling into 236HP as well, and is extremely useful in both midscreen and corner combos to extend fireball loops or secure a 214K ender. Very unsafe on block, so be wary of using it on grounded opponents outside of combos.

5HP

Standing Heavy Punch
5HP
SFIVR Poison 5HP.PNG
Damage Guard Cancel Startup Active Recovery On Hit On Block
90 Mid SP 0 60 0 0(+7) -3(+4)
  • Deletes a hit of projectiles.

A huge swing of the whip. Fast for the range it has, which is extended by the step forward Poison takes during startup. She steps backwards after, retreating to a safe distance, making it hard to properly whiff punish. The step forward helps to secure a 214P combo, making it useful as a whiff punisher itself. Becomes extremely plus when used out of a dash and gets a huge range buff, but the pushback makes it hard to set much up.

5LK

Standing Light Kick
5LK
SFIVR Poison 5LK.PNG
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 Mid SP 0 60 0 +4 +1

A fast kick to the shins. Extends no hurtbox at her legs, and her foot has some disjoint, letting it stuff other low pokes. It's also functionally her longest range light normal, making it great to confirm into 214PP.

5MK

Standing Medium Kick
5MK
SFIVR Poison 5MK.PNG
Damage Guard Cancel Startup Active Recovery On Hit On Block
70 Mid SP 0 60 0 +1 -3

A long range kick. Decent enough standing poke, with a nice mix of speed and range. You can use this as a link from her lights for a 214LP/MP combo at longer ranges, but if you're closer up you have better options.

5HK

Standing Heavy Kick
5HK
SFIVR Poison 5HK.PNG
Damage Guard Cancel Startup Active Recovery On Hit On Block
100 - - 0 60 0 -4 -7

A large roundhouse kick. Not bad as an anti-air, but it is outclassed in this regard. Instead, this is Poison's highest damage heavy normal, and one of her longest range cancels in general. It's a bit on the slow end, but can still be used in her loop easily.


Crouching Normals

2LP

Crouching Light Punch
2LP
SFIVR Poison 2LP.PNG
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +5 +2

Standard crouching jab. Slightly more plus than 2LK, but doesn't hit low in exchange, making it generally worse for pressure. It is faster to start up however, and links into higher damage buttons much easier, giving it usage on defense and in confirms.

2MP

Crouching Medium Punch
2MP
SFIVR Poison 2MP.PNG
Damage Guard Cancel Startup Active Recovery On Hit On Block
70 - - 0 60 0 -1 -5

A button that doesn't hit where you think it does. While most of Poison's whip normals travel directly along the whip, 2MP hits at a square right above and in front of her head. This still is disjointed, and can be used to intercept grounded approaches or counterpoke certain normals.

2HP

Crouching Heavy Punch
2HP
SFIVR Poison 2HP.PNG
Damage Guard Cancel Startup Active Recovery On Hit On Block
80 - - 0 60 0 -3 -6

5MP's crouching cousin. Poison's other anti-air normal, it trades a lot with 5MP to make them both useful in other situations. 5HP is slower and doesn't go as high, but instead goes farther around and behind Poison while also dealing more damage. It's also crouching, making it less prone to trading, though you do have to be a bit faster.

2LK

Crouching Light Kick
2LK
SFIVR Poison 2LK.PNG
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +4 +1

Primary offense normal to set up tick throws, frametraps, and hyperhop pressure. You can delay frametrap into itself, or get more real frametraps with 5MP or 2MK. You'll often meaty with this, or use it after an opponent blocks 236HP as a quick low.

2MK

Crouching Medium Kick
2MK
SFIVR Poison 2MK.PNG
Damage Guard Cancel Startup Active Recovery On Hit On Block
60 - - 0 60 0 -4 -8

A staple of your kit in neutral. 2MK is an incredibly far reaching low which can easily be cancelled into 214MP for a combo or to start pressure. The speed and range make it ideal for whiff punishes, and it also acts as your primary low in corner 50/50's since it easily combos to rekka without the need for meter or links like 2LK. Also sees usage as a trip anti-air.

2HK

Crouching Heavy Kick
2HK
SFIVR Poison 2HK.PNG
Damage Guard Cancel Startup Active Recovery On Hit On Block
90 - - 0 60 0 KD -14

An unusually weak sweep in a game with amazing sweeps. It has great range and rewards Poison with an immediate hard knockdown, giving it similar use to a sweep in a normal Street Fighter game. It can also be used extremely late in combos as an ender, though 214K will always serve you better for this purpose. This is one of the extremely rare buttons that cannot cancel, and it is also extremely unsafe, so be careful when using this button in neutral.

Jumping Normals

j.LP

Jumping Light Punch
j.LP
SFIVR Poison jLP.PNG
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 - -

Poison quickly swings the whip below her. Despite being a whip normal, this cannot delete projectiles, though it still has the disjoint of any whip normal. Useful as a fast option when doing retreating hyperhops or backdashes.

j.MP

Jumping Medium Punch
j.MP
SFIVR Poison jMP.PNG
Damage Guard Cancel Startup Active Recovery On Hit On Block
60 - - 0 60 0 +80 -80
  • Deletes a hit of projectiles.

A much more standard whip normal. Great horizontal hitbox that comes out quite fast, making it a prime air-to-air for opponents at the same height as you. Can be used in niche matchup interactions to delete airborne projectiles safely. Not a bad poke when used out of hyperhop, though you have a better option here.

j.HP

Jumping Heavy Punch
j.HP
SFIVR Poison jHP First.PNG
SFIVR Poison jHP Second.PNG
Damage Guard Cancel Startup Active Recovery On Hit On Block
80 - - 0 60 0 +80 -80
  • Deletes a hit of projectiles.

An extremely ignorant air button. Poison's j.HP travels in a massive disjointed circle from above her head to behind her legs, making it extremely hard to intercept from any angle. This is an oppressive poke when used in tandem with hyperhop, and punishing backdash j.HP is extremely difficult in some cases. It sends the opponent straight down on an air hit, but if you land first, you can usually link a 5MP or 2HP and pick up a combo anyway. Since it hits behind so deep, it acts as a primary crossup as well, which can be extremely ambiguous if timed well.

j.LK

Jumping Light Kick
j.LK
SFIVR Poison jLK.PNG
Damage Guard Cancel Startup Active Recovery On Hit On Block
35 - - 0 60 0 +80 -80

A quick light kick. Crosses up easily, though lacks the hitstun and backwards range of j.HP. It makes up for this in the speed it hits crossup. Done over a knockdown this can be extremely ambiguous, and if hit meaty you can easily get a combo.

j.MK

Jumping Medium Kick
j.MK
SFIVR Poison jMK.PNG
Damage Guard Cancel Startup Active Recovery On Hit On Block
70 - - 0 60 0 +80 -80

An odd kick straight above Poison. Disjointed while rising, so you can use it as a fast anti-air, but you almost always have better options. This sees use largely in her rekka rejump combos, as it launches the opponent straight upwards, allowing a link to 5HK.

j.HK

Jumping Heavy Kick
j.HK
SFIVR Poison jHK.PNG
Damage Guard Cancel Startup Active Recovery On Hit On Block
90 - - 0 60 0 +80 -80

A big axe kick. Poison's primary overhead in her 50/50's, since it hits deeper and faster than j.HP while also doing more damage. Less useful in neutral due to not having the absurd hitbox of j.HP and not allowing combos as often, though if you jump a projectile or hyperhop over a poke, you can start with this for more damage.

Command Normals

Dash Light Kick

Dash Light Kick
66LK
SFIVR Poison 66LK.PNG
Damage Guard Cancel Startup Active Recovery On Hit On Block
25,25 - - 0 60 0 +6 +3

An extremely good pressure normal. You can easily enforce a dash to start this through 236HP or the plus frames from 214PP, and it leaves you +3 on block, allowing you to easily set up a tight frametrap to 2HP which will also link on hit. You can get an unmashable tick throw easily, or go for a hyperhop IOH or 6HP mixup.

Double Slap

Double Slap
6MP
SFIVR Poison 6MP First.PNG
SFIVR Poison 6MP Second.PNG
Damage Guard Cancel Startup Active Recovery On Hit On Block
25,25 - - 0 60 0 -1(+6) -5(+2)

fuckin terrible man

Elbow Drop

Elbow Drop
6HP
SFIVR Poison 6HP.PNG
Damage Guard Cancel Startup Active Recovery On Hit On Block
80 - - 0 60 0 +3 -5

fuckin terrible man

Hyperhop

Hyperhop
2,7/8/9
SFIVR Poison Hop.PNG
My whimsical ass
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

fuckin terrible man

Backflip

Backflip
KKK
SFIVR Poison KKK.PNG
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

fuckin terrible man

Special Moves

Aeolus Edge

Aeolus Edge
236P
SFIVR Poison 236P First.PNG
SFIVR Poison FB.PNG
LP Damage Guard Cancel Startup Active Recovery On Hit On Block
70 - - 0 60 0 +80 -80
MP Damage Guard Cancel Startup Active Recovery On Hit On Block
70 - - 0 60 0 +80 -80
HP Damage Guard Cancel Startup Active Recovery On Hit On Block
70 - - 0 60 0 +80 -80
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
50,50 - - 0 60 0 +80 -80

Aeolus Edge

LP Damage Guard Cancel Startup Active Recovery On Hit On Block
70 - - 0 60 0 +80 -80
MP Damage Guard Cancel Startup Active Recovery On Hit On Block
70 - - 0 60 0 +80 -80
HP Damage Guard Cancel Startup Active Recovery On Hit On Block
70 - - 0 60 0 +80 -80
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
50,50 - - 0 60 0 +80 -80

Whip of Love

Whip of Love
214P
SFIVR Poison 214P.PNG
LP Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +1 -3
MP Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +1 -3
HP Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +1 -3
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +12 +8

Whip of Love Followups

Whip of Love Followups
214P~4P/4K~4P/4K
SFIVR Poison 4P First.PNG
SFIVR Poison 4P Second.PNG
SFIVR Poison 4K.PNG
214P~4P Damage Guard Cancel Startup Active Recovery On Hit On Block
50 - - 0 60 0 -4 -8
214P~4P~4P Damage Guard Cancel Startup Active Recovery On Hit On Block
50 - - 0 60 0 KD -12
214P~4K Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 KD -6

Love Me Tender

Love Me Tender
214K
SFIVR Poison 214K.PNG
LK Damage Guard Cancel Startup Active Recovery On Hit On Block
70 (140) - - 0 60 0 0 (KD) -80
MK Damage Guard Cancel Startup Active Recovery On Hit On Block
70 (140) - - 0 60 0 0 (KD) -80
HK Damage Guard Cancel Startup Active Recovery On Hit On Block
70 (140) - - 0 60 0 0 (KD) -80
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
140 - - 0 60 0 KD +2

values in parentheses are the damage or frame data with the followup

Lovely Shoryuken

Lovely Shoryuken
623P
SFIVR Poison 623P.PNG
LP Damage Guard Cancel Startup Active Recovery On Hit On Block
80 - - 0 60 0 KD -80
MP Damage Guard Cancel Startup Active Recovery On Hit On Block
80 112 144 - - 0 60 0 KD -80
HP Damage Guard Cancel Startup Active Recovery On Hit On Block
80 112 144 - - 0 60 0 Kd -80
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
80 112 144 - - 0 60 0 KD -80

the second and third damage numbers are the half mashed and full mashed damage respectively

Supers

Thunder Whip

Thunder Whip
623PPP
SFIVR Poison 623PPP.PNG
Damage Guard Cancel Startup Active Recovery On Hit On Block
230 262 294 - - 0 60 0 KD -80

the second and third damage numbers are the half mashed and full mashed damage respectively

Mistress Kick

Mistress Kick
214KKK
SFIVR Poison 214KKK.PNG
Damage Guard Cancel Startup Active Recovery On Hit On Block
210 - - 0 60 0 KD -80

fuckin terrible man

Love Storm

Love Storm
236PPP
SFIVR Poison 236PPP First.PNG
SFIVR Poison FB.PNG
Damage Guard Cancel Startup Active Recovery On Hit On Block
210 - - 0 60 0 KD -80

fuckin terrible man

Poison Kiss

Poison Kiss
63214PPP
SFIVR Poison 63214PPP.PNG
SFIVR Poison 63214PPP Second.PNG
Heartbreaking...
Damage Guard Cancel Startup Active Recovery On Hit On Block
240 - - 0 60 0 Crumple -80

You can't jump it on reaction anymore, so it's actually a good mixup tool now. Sends the opponent fullscreen, but causes a crumple state, meaning you can actually convert off this in certain circumstances.

Game Navigation

General
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Game Systems
Koryu Edition
Characters​
Decapre
Ryu
Ken
E. Honda
Ibuki
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Gouken
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Gen
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Evil Ryu
Guile
Blanka
Zangief
Rufus
El Fuerte
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Fei Long
T. Hawk
Adon
Rose
Yang
Hugo

Street Fighter IV Remix is a mod of Street Fighter IV developed by MiriamBurgers and Anotak.