Poison (ポイズン, Poizun) is a Capcom character who first appeared as a standard enemy in the beat-'em-up game Final Fight. She later appeared in the Street Fighter series in a non-playable role beginning with Street Fighter III: 2nd Impact, eventually becoming a playable character in Street Fighter X Tekken and officially joining the playable roster in Ultra Street Fighter IV. She also appears as a playable character in Street Fighter V. Poison is the friend and manager of Hugo and a former member of the Mad Gear Gang.
Poison
Transgender
“
Sorry to interrupt, but we have an important announcement... We are from the H.W.A.! ... The Huge Wrestling Army! Effective immediately, you belong to us! If you have any objections, you must defeat our Hugo, first! So far, over 50 have challenged and they have all become our soldiers! What's up? Are you scared of our members, or what?! No objections? Okay then! This ring will become our base of operations!
„
~ Poison during Hugo's ending
“
Even if I wanted to make trouble, it wouldn't help... There are some things we just can't control. You can be born to a rich family or to a family living in a garbage dump. Whether you're a man or a woman, you can't choose how you're born into this world. Look at Hugo. He's a big blockhead who has no ability, except to beat people up. He was born to a fate of always fighting. Still, it's not like I hate people who can't live on their skills or their smarts. Hmmph. We've already talked too much, time for me to go.
„
~ Poison too Lucia
“
Let's have some fun...
„
~ Poison
Origin
Origin
Final Fight
Creator
Takashi Nishiyama, Hiroshi Matsumoto
First Appearance
Final Fight
Voiced by
Japanese: Kaoru Fujino (Street Fighter III: Second Impact), Atsuko Tanaka (Street Fighter III: Third Strike, Street Fighter X Tekken, Ultra Street Fighter IV, Street Fighter V)
English: Lani Minella (Final Fight Revenge), Karen Strassman (Street Fighter III: Third Strike, Street Fighter X Tekken, Ultra Street Fighter IV, Street Fighter V)
This dropdown contains the synopsis of Poison's story. Read at your own risk as you may be spoiled otherwise!
Final Fight
During the abduction of Mayor Mike Haggar's daughter Jessica, Poison was part of the Mad Gear Gang. Details about her involvement are limited, but it is known that she opposed the heroes in combat.
Street Fighter IV
Following the fall of the Mad Gear Gang, Poison becomes a wrestling manager, though her wrestlers struggle to engage audiences and events see low attendance. Noticing the lack of interest and overhearing fans mentioning "the main event"—likely referring to the S.I.N. tournament—she enters the ring herself, defeating two of her own wrestlers, and decides to attend the tournament to find new talent.
Afterward, she reunites with her former ally Hugo and offers to manage him. Despite initial hesitation, he agrees.
In Poison's ending, she successfully persuades Hugo, Rolento, Cody, and Guy to join her in forming a KISS-inspired rock band called the "Mad Gears," with Ryu and Ken providing Hadoken pyrotechnics during their performances.
Street Fighter V
Poison is among the few people Rashid maintains contact with.
On August 1st, 2019, a leak revealed Poison, alongside E. Honda and Lucia, as a playable character in Street Fighter V: Arcade Edition.
In her character story, Poison returns to New York following a major fallout with Hugo. She reunites with Roxy and Abigail, who now runs a scrap metal business, and tests Abigail's strength. After defeating him, Poison considers recruiting Abigail to replace Hugo for the tour, but Roxy chastises her for acting selfishly. Recognizing Abigail's responsibilities, Poison apologizes. She later visits city hall and spars with Cody, now mayor of Metro City. Cody assures her they will hang out once his term ends, until Lucia arrives, mistakenly thinking Cody was attacked by a thug; Cody clarifies it was merely a discussion about old times. Noticing Poison's distress over her fallout with Hugo, Lucia listens as Poison explains the situation. Feeling regret, Poison leaves.
When Hugo returns, Poison reconciles with him and resumes their partnership.
Street Fighter III
In Street Fighter III: 2nd Impact and Street Fighter III: 3rd Strike, Poison appears as Hugo's manager. She accompanies him in search of a tag-team partner, appearing in his match introductions and victory animations. Together, they secure a temporary partner and eventually establish the HWA, a wrestling stable that temporarily includes several World Warriors.
Appearance
General Description:
Poison is a slender, tall female with an athletic yet curvaceous build. She is often depicted with a confident, flirtatious demeanor, carrying herself with poise and authority.
Facial Features:
Poison has long pink hair, styled in different ways depending on the game, including a shoulder-length spiked bob in Street Fighter V. She wears a black peak cap in most appearances, and her eyes are typically accentuated with makeup. She occasionally wears heart-shaped sunglasses as part of her story costume.
Clothing/Outfit:
Final Fight / Final Fight Revenge: Wears a black peak cap with chain-link design, white midriff-revealing tank top, skimpy denim "Daisy Dukes" shorts, dark high heels, a studded black collar, chain around her waist, and handcuffs hanging from the chain. She carries a riding crop as a weapon from Final Fight Revenge onward.
Street Fighter V Default: Shoulder-length spiked bob hairstyle, dark pink peaked cap with gray heart-shaped skull design, white midriff-revealing tank top, denim shorts with pink rips and black straps, black side belt resembling a thong, single black long fingerless glove on the right, single black stocking on the left, dark pink high heels, and wields a long black whip instead of a riding crop.
Street Fighter V Profile/Nostalgia Outfit: Bandage-style top covering the midriff with a single long sleeve on the left arm, white elbow band, black shorts with red thong peeking out, gold band on the right thigh, and red high heels.
Street Fighter V Story Costume: White sleeveless cocktail dress with black waist belt, black panties, skirt hem reaching the left knee, white high pumps, long hair tied in a high ponytail with side fringes, and pale gold heart-shaped sunglasses.
Street Fighter V Second Alternate/Battle Costume: Gray and white striped corporate-style dress, resembling a mafia-like aesthetic.
Street Fighter V Summer Costume: Skimpy female police uniform, loosely inspired by the police outfit worn by Kelly in Bust-A-Move sequel.
Special Features:
Poison’s chain, handcuffs, and whip or riding crop are iconic design elements of her character, while her peak cap and studded collar are consistent visual identifiers.
Alternate Forms/Disguises:
Roxy is a palette swap of Poison with reddish-orange hair and slightly lower health. She shares the same orphanage background as Poison and looks up to her.
Personality
Femme Fatale: Poison is confident, domineering, and assertive, often taking control of situations and critiquing opponents bluntly, particularly men.
Respectful yet Critical: While she can be harsh, Poison acknowledges genuine strength in others, praising capable fighters like Zangief, and criticizes arrogance or weakness appropriately.
Self-Interested but Sympathetic: Having grown up in a rough environment and as a former Mad Gear member, she is selfish and cutthroat in business, yet shows empathy toward those with similar hardships.
Determined and Ambitious: Poison views her past life as behind her, focusing on promoting her wrestling stable and living fully in the present, committed to her own goals and improvement.
Goals
Stop Cody, Mike Haggar, & Guy (Failed).
Find strong fighters to join her rock band (Succeeded).
Set up a professional wrestling team and her own professional wrestling event (Succeeded).
Japanese Voice Actor:Kaoru Fujino (Street Fighter III: Second Impact), Atsuko Tanaka (Street Fighter III: Third Strike, Street Fighter X Tekken, Ultra Street Fighter IV, Street Fighter V)
English Voice Actor:Lani Minella (Final Fight Revenge), Karen Strassman (Street Fighter III: Third Strike, Street Fighter X Tekken, Ultra Street Fighter IV, Street Fighter V)
Legacy:Global Legacy (Poison was a well-known threat in Metro City during the time of the Mad Gear Gang, later she became well-known as a wrestler promoter, traveling the world taking on various promotions with Hugo)
During Final Fight:Neutral Evil (Poison was initially a member of the Mad Gear Gang, who caused constant crime across Metro City. Framed Cody for her crimes[16])
Post-Final Fight:Chaotic Neutral (Poison now only cares about recruiting wrestlers for her promotion and has since stopped activity with the Mad Gear Gang)
Threat Level:Metropolitan Threat (Poison was initially a member of the Mad Gear Gang, who caused constant crime across Metro City)
Can be picked up and used for close-range attacks.
Final Fight
Pipe
A metal blunt weapon found in stages.
Can be picked up and swung to strike enemies.
Final Fight
Sword
A long bladed weapon found in stages.
Can be picked up and used for slashing attacks.
Final Fight
Stick
A stick that can be punched off of Rolento's person. Rolento's default weapon.
Can be picked up and used for close-ranged attacks.
Final Fight Revenge
Police Stick
A police stick that can be punched off of Edi. E. Edi. E's default weapon.
Can be picked up and used for close-ranged attacks.
Final Fight Revenge
Nyoi-Bo
A weapon that can be found on the ground in stages.
Can be picked up and used for close-ranged attacks. Slightly stronger than Rolento's Stick. Disappears after 10 successful hits.
Final Fight Revenge
Chainsaw
A chainsaw that can be found on the ground in stages.
Can be picked up and used for close-ranged attacks.
Final Fight Revenge
War Hammer
A war hammer that can be found on the ground in stages.
Can be picked up and used for close-ranged attacks. Can Stun an Opponent in 3 Hits. Disappears after around 10 successful hits.
Final Fight Revenge
Spiked Knuckles
Spiked Knuckles that can be found on the ground in stages.
Can be picked up and used for close-ranged piercing attacks. The spiked knuckles also slightly improves punching power.
Final Fight Revenge
Poison Claws
Poison Claws that can be found on the ground in stages.
Can be picked up and used for close-ranged piercing attacks. Poison gains an extra hit to the Cat Claw Special Move as well as increased punch damage when using these.
Final Fight Revenge
Hand Grenades
Hand Grenades that can be found on the ground in stages.
Can be picked up and sued for explosive attacks. Explodes on impact or after 2 seconds.
Final Fight Revenge
Bow Gun
A bow gun that can be found on the ground in stages.
Can be picked up and used for long range attacks.
Final Fight Revenge
Pistol
A pistol that can be found on the ground in stages.
Can be picked up and used for long ranged attacks. Has up to 8 shots.
Final Fight Revenge
Shotgun
A shotgun that can be found on the ground in stages.
Can be picked up and used to shoot out three projectiles at once. Has up to 10 shots.
Final Fight Revenge
Machine Gun
A Machine Gun that can be found on the ground in stages.
Can be picked up and used to shoot out over 48 shots.
Final Fight Revenge
Rifle
A rifle that can be found on the ground in stages.
Can be picked up and used to fire high-powered shots one at a time. Has up to 16 shots.
Final Fight Revenge
Freeze Gun
A freeze gun that can be found on the ground in stages.
Can be picked up and used to freeze opponents. Has up to 16 shots.
Final Fight Revenge
Stun Gun
A stun gun that can be found on the ground in stages.
Can be picked up and used to fire a ball of electricity, which knocks down opponents. Has up to 10 shots.
Final Fight Revenge
RPG
An RPG that can be found on the ground in stages.
Can be picked up and used to shoot out an explosive missile. Has up to 8 shots.
Final Fight Revenge
Flamethrower
A flamethrower that can be found on the ground in stages.
Can be picked up and used to shoot out fire to burn a target. Has up to 32 shots
Final Fight Revenge
Food Items
Item
Effect
Barbecue
Refills the entire strength meter.
Pizza
Refills half of the strength meter.
Hamburger
Refills half of the strength meter.
Curry
Refills half of the strength meter.
Banana
Refills 1/4 of the strength meter.
Apple
Refills 1/4 of the strength meter.
Grapes
Refills 1/4 of the strength meter.
Soda
Refills 1/9 of the strength meter.
Vitamins
Refills 1/9 of the strength meter.
Gum
Refills 1/9 of the strength meter.
Bonus Point Items
Item
Points
Diamond
10,000 pts.
Gold Bar
10,000 pts.
Necklace
5,000 pts.
Ring
5,000 pts.
Money
3,000 pts.
Dime
3,000 pts.
Radio
1,000 pts.
Hat
1,000 pts.
Hammer
1,000 pts.
Notable Techniques
Dash
Press control pad left or right twice quickly.
Dash Attack
Dash, then press attack button. For characters like Guy & Lucia, continue to press attack button for multi-hit combinations.
Back Dash
Hold L or R button (default). Then press control pad twice quickly in opposite direction.
Jumping Dash Attack
Dash, then jump. While in air, press Y button.
Jump Kick
Jump, then while in air press Y button.
Reverse Grab
Grab an opponent, then press control pad down and Y button simultaneously. They will then flip the hold on the enemy.
Hold Direction
Hold the L or R buttons to keep facing the same direction as the fighter moves across the screen, allowing them to walk backwards.
Super Combo Level Gauge
Each time a fighter executes normal moves and special moves, their Super Combo Gauge will build up. Their level will increase when the gauge reaches certain points, and then they will be able to perform Super Combos and Alpha Counter moves.
When performing Super Combos, the amount of damage inflicted by a successful combo can be controlled depending on the buttons pressed. With the Super Combo Level Gauge at full power (Level 3) fighters can perform the Super Combo, using 1, 2 or 3 attack buttons simultaneously to increase or decrease the number of hits inflicted. The more buttons fighters press simultaneously, the more damage will be inflicted but more power will be consumed from the fighter's gauge.
Alpha Counter
←↙↓ + any Punch button
When fighters block their opponent's attack, press the Directional Buttons, ←↙↓, in a smooth motion, then press a punch or kick button (depending on the character). This performs an Alpha Counter attack, which is a quick counter move against their vulnerable opponent. Alpha Counters consume 1 level on the Super Combo gauge.
Block/Air Block
Press Directional Button away from opponent. Fighters can even block in mid-air.
Grab/Throw
Press Directional Button toward opponent, then press either Medium or Hard Punch or Kick button. Some characters may be able to execute a grab or throw move automatically.
Recovery/Escape
Fighters can recover from dizziness more quickly by pressing back and forth on the control pad and by pressing the attack buttons rapidly. Fighters can escape grab moves in this manner as well.
Defensive Fall
Through using the above throw command to reduce damage from throws where the character safely falls to the ground.
Avoid Being Floored
When a fighter is hit by a knock-down move (Dragon Punch, Leg Throw, etc.), press the Directional Buttons, ←↙↓, in a smooth motion, then press any punch button. The character will roll forward and avoid being floored by the opponent's move.
Taunt
Fighters can taunt their opponent through pressing the SELECT button.
Avoid Being Floored
Fighters can avoid falling down from certain attacks, such as a Dragon Punch. By pressing the above command buttons, the fighter will roll forward and avoid being floored by their opponent's move.
Block/Air Block
When the opponent is attacking, press ← on the Control Pad instead of fighting back to avoid taking damage. Blocking also works while the fighter is in the air.
Alpha Counter
When the fighter blocks their opponent's attack, press the above command. This will perform an Alpha Counter attack, which is a quick counter move against the vulnerable opponent. Alpha Counters consume one level on the Super Combo Gauge.
Defensive Fall
When the fighter is being thrown, if they try to throw back at the right time, the amount of damage they receive will be reduced and they will fall safely to the ground.
Throwing/Gripping
Move toward the opponents and press either a Medium or Strong Punch or Kick button. Depending on the character, they may be able to execute a throw or grab move automatically.
Taunting
To do some serious trash talking, press SELECT.
Recovering/Breaking Free
If the opponent attacks the fighter continuously, the fighter may temporarily pass out. The recover quickly, press the Control Pad or any button rapidly. If the fighter does the same inputs while grabbed, they can break free from a grapple.
Super Combo
The Super Combo Level Gauge builds up as they perform moves. When it reaches a certain length, its level increases allowing the fighter to perform Super Combos, Alpha Counters, and Custom Combos.
X-Ism: The fighter can perform a Super Combo only when the Super Combo Level Gauge is full. Super Combos use the entire gauge.
A-Ism: Fighters have three levels of Super Combos, corresponding to the three levels of punches/kicks (light, medium, and heavy). The Punch or Kick button pressed determines the power of the Super Combo, and uses a similar amount of the gauge. The higher the gauge level when the fighter starts, the more powerful their Super Combo will be.
Custom Combo
Custom Combos are available with V-Ism characters only.
When a V-Ism character's Super Combo Level Gauge builds up to 50% or more, they can perform a Custom Combo by pressing Punch and Kick buttons of the same strength simultaneously.
During a Custom Combo, shadow images follow the fighter and attack in the same way.
Fighters can continue on a Custom Combo until the Super Combo Level Gauge runs out.
Fighters cannot block during a Custom Combo.
If the fighter takes damage, the Custom Combo ends.
Alpha Counter
When blocking an attack, press → or ← (toward opponent) + Punch and Kick buttons of the same strength
This counterattack moves uses 1 Super Combo level and shortens the Guard Power Gauge.
Block
Standing Block: Press → or ← away from opponent
Air Block: Press → or ← away from opponents (A and V Isms only)
Croucing Block: Press ↙ or ↘ away from opponent.
Block an opponent's attack by pressing a Directional Button away from it. Use a standing air or crouching block according to the attack. (Air blocks are not available with X Ism).
Defensive Fall
When knocked up in the air, press 2 Punch buttons simultaneously (not avilable with X Ism).
Use a defense fall to avoid an opponent's additional attacks.
Defensive Roll
When knocked up in the air, press 2 Kick buttons simultaneously (not avilable with X Ism).
Throw, Escape
→ or ← + 2 Punch or Kick buttons simultaneously.
This move works as a throw when the fighter is attacking, or an escape when an opponent grabs the fighter.
Damage Reduction
Press the Directional buttons, Punch or Kick buttons rapidly.
This counter move reduces the damage when the fighter is under attack or blocking.
Guard Crash
The Guard Power Gauge shortens while blocking, or if the fighter is hit with a Guard Crush. If the fighter refrains from blocking, the gauge will gradually recover. If the gauge drains out, they won't be able to block until they recover power.
Punch
There are three basic punches:
Light Punch (JAB)
Press the Y button. The jab is very quick, but does little damage.
Medium Punch (STRONG)
Press the X button. The strong punch does a fair amount of damage.
Hard Punch (FIERCE)
Press the L button. The fierce punch does a large amount of damage, but is slow.
Kick
There are three basic kicks:
Light Kick (SHORT)
Press the B button. The short kick is very quick, but does very little damage.
Medium Kick (FORWARD)
Press the A button. The forward kick is strong and is fairly quick.
Hard Kick (ROUNDHOUSE)
Press the R button. This roundhouse kick is powerful, but very slow.
Close Attacks
Close Attacks are special techniques which can only be used when two fighters are right next to each other. These techniques fall into two basic categories: THROWS and HOLDS.
Throws
Throws allow fighters to grab an opponent and toss them across the room. Some fighters can even do thorws in mid-air.
Example: It is possible for Ryu to grab Ken and throw him over his shoulder. To do the Shoulder Throw, Ryu must push forward against Ken and then he must push the Hard Punch (Fierce) button.
Holds
Holds allow fighters to grab an opponent and then hit or bite them again and again.
Example: It is possible for Blanka to bite Guile on the head. To do the Head Bite, Blanka must push forward against Guile and then he must push the Hard Punch (Fierce) button.
Special Moves
Each character has developed his or her own special moves for use in combat.
Regular Moves
Press a Punch (P) or Kick (K) button.
Special Moves
Combo moves made up of a D-Button/Joystick command and a Punch or Kick button press.
Block
Upper block: ←
Lower block: ↙
Fighters can perform either a standing or crouching block. Use a right block to ward off an opponent's attack.
High Jump
↓↑
Jump higher than a regular jump.
Dash
→→ or ←←
Parrying
Standing parry: → (toward opponent)
Crouching blocking parry: ↓
Press toward opponent for an upper attack or ↓ for a lower attack the moment the opponent's attack hits. If successful, the fighter moves first and takes the advantage.
Quick Standing
↓
The moment an opponent knocks or throws a fighter up into the air, this technique allows them to recover.
Dizzy Recovery
All buttons
Recovery from dizziness more quickly by rapidly pressing the Directional Buttons, punch buttons and kick buttons in any random order.
Throw & Grapple
LP + LK simultaneously
When close to an opponent, press the Light Punch + Light Kick buttons simultaneously to throw the opponent. Some characters have grab moves instead of throws. Also, input the command the moment the opponent grabs the fighter to escape from the opponent's throw move.
Leap Attack
MP + MK simultaneously
Jump lower than a regular jump and attack. Effective against an opponenet who is doing a crouching block.
Personal Action
HP + HK simultaneously
Each character has an individual Personal Action with a unique effect.
Super Art
Directional Button/Joystick + Punch or Kick Button
A Super Art move is a super powerful special move. As the fighter attacks, their Super Art Gauge gradually fills up. When the gauge is full, the fighter can perform a Super Art move. Each fighter has three Super Arts.
EX Special Move
2P or 2K buttons
When the Super Arts Gauge is blinking light blue, press two P or K buttons while inputting a Special Move command to perform a more powerful version of the Special Move. An EX Special Move requires a certain amount of Super Art Gauge.
Normal Moves
Press the punch or kick buttons to perform normal moves. The actual attack performed depends on the position of the fighter and the button pressed.
Special Moves
Inputting a specific combination of directional and attack buttons allows the fighter to perform a special move. Even if the opponent blocks a special move, they will still take a small amount of damage. Inputting the command for a special move during certain normal moves allows the fighter to cut short, or "cancel", the normal move and quickly go straight into performing the special move. Using cancelling skillfully is one way to create damaging combinations.
Block
Pushing the directional button away from the opponent allows the fighter to block their attacks. They can block high (Standing) and low (crouching) attacks. High and low blocks can block specific attacks, but not every attack. The fighter will need to carefully and quickly swap between them to block all incoming attacks.
Dash
Press the forward directional button twice to perform a forward dash, or the backward directional button twice to perform a backward dash. Dashing allows the fighter to quickly close the distance between them and their opponent, or to fall back and reassess the situation.
Stun Recovery
If the fighter keeps getting pummeled, they will eventually become stunned. While stunned, they cannot do anything. Their only hope is to press the directional buttons and other buttons as fast as they can to recover from the stun faster.
Throws and Throw Escapes
When standing close to the opponent, pressing the light punch button and light kick buttons simultaneously allows the fighter to throw their opponent. Theyh can change the direction they throw the opponent by pressing the left or right directional buttons. They can prevent themself from being thrown by pressing light punch and light kick together when their opponent begins to throw them. This is called "throw escape".
Some characters can also perform a throw when jumping (aerial throw), or special move throws (command throws). Throw escapes cannot be performed against aerial or command throws.
Recovery
When the opponent's attacks have knocked their character to the ground, they can press the down directional button twice or any two attack buttons simultaneously the instant that they hit the dirt to perform a quick recovery. A successful recovery will reduce the amount of time spent prone on the ground and make it easier to respond to the next incoming attack.
Some attacks, such as throws, do not allow a recovery to be performed after them.
Personal Action
While standing, the fighter can press the heavy punch and heavy kick buttons together to make sure they perform a personal action and taunt their opponent. This action in and of itself has no special properties.
Focus Attack
Performing
Press and hold the Medium Punch and Medium Kick buttons together to charge up a Focus Attack. To perform a full strength Focus Attack, hold the buttons until the attack is unleashed automatically. If the fighter releases the button while charging, the Focus Attack will come out sooner, but weaker.
Hyper Armor
The fighter can absorb up to one enemy attack in the time between pressing the Medium Punch / Medium Kick buttons and the Focus Attack being peformed. They can then go on to counter by performing the attack.
Absorb an opponent's attack and, rather than take direct damage, a section of the fighter's vitality gauge will change color, and will regenerate over time. This damage will recover as time passes, but if they are hit again before it finishes recovering, the remaining section will vanish and can no longer be recovered.
Levels
There are three levels of charging for a Focus Attack. The levels depend on how long the fighter holds the Medium Punch and Medium Kick. The fighter will flash white each time the Focus Attack level increases.
Levels
Attack Level
Main Benefits of Focus Attack performed
Level 1
Only does regular damage
Crumples opponent if a counter hit
Level 2
Crumples opponent if hits, allowing easier follow up
Level 3 (Keep holding until performed)
Becomes unblockable
Has Armor Break properties
Crumples opponent if hits, allowing easier to follow up.
When an opponent crumples, they are rendered totally defenseless as they fall to the floor. Follow up with extra attacks or throw to take advantage of a crumpled opponent and do further damage.
The fighter cannot move or jump during a Focus Attack, but they can perform either a forward or backward dash to cancel the Focus Attack quickly.
Super Combo
Hitting the opponent or performing special moves will increase the Super Combo Gauge. The gauge is divided into four segments and, when completely full, a special command can be inpute to perform an all-powerful Super Combo. Doing so will use up all of the Super Combo Gauge.
Super Cancel
Input the Super Combo command while performing a normal move or special move and the fighter can cancel and move directly into the Super Combo. This is called a "Super Cancel". Using Super Cancels strategically allows the fighter to chain a normal move into a special move, and then into a Super Combo for massive amounts of damage.
EX Special Moves
The fighter can also perform an EX special move by pressing two or more of the required buttons (punch or kick) when inputting a special move command. This will consume one segment of the Super Combo Gauge. EX special moves are further powered up versions of the normal special moves.
EX Focus
When performing certain regular or special moves it is possible to press Medium Punch and Medium Kick together and cancel into a Focus Attack. This is called "EX Focus." (It will consume two segments of the Super Combo Gauge.) EX Focus has the same properties as a regular Focus Attack, aside from having no Hyper Armor effect.
The EX Focus can also be used when the fighter's special moves are blocked to protect themself from the opponent's counterattack.
Ultra Combo
The Revenge Gauge fills up as the opponent damages the fighter. Once it is over 50% full, the fighter can input a character-specific command to perform an "Ultra Combo," a devastating special move.
Performing an Ultra Combo will consume the entire Revenge Gauge. The higher the gauge is charged upon performing the attack, the more damage the ultra combo will do.
Normal Attacks
Press the punch or kick buttons to perform a normal attack. The precise attack varires depending on the fighter's position and the button pressed.
Special Moves
Pressing the directional and attack buttons in specific combinations will perform special moves. Special moves will take off a small amount of damage even when blocked. By performing a special move during certain normal attacks, the fighter can cancel the normal attack and move swiftly into doing a special move.
EX Special moves
These are special moves that are more powerful or have a stronger effect than normal. Fighters can perform an EX Special Move by pressing a punch or kick button (depending on the move) at the same time as the fighter inputs a special move command. This will use one stock of the fighter's Critical Gauge.
Guarding
Fighters can block an opponent's attack by pressing the directional button away from them. There are two types of guard: standing and crouching. Each can be used to block different types of attacks, so they'll need to know which type of guard is best for each situation.
V-Skill
Pressing the medium punch and medium kick buttons simultaneously will trigger a special action with a unique effect specific to that fighter.
V-Trigger
When a fighters V-Gauge is at MAX, press the hard punch and hard kick buttons simultaneously to trigger a special action specific to that character, consuming the entire V-Gauge. With effects like temporary power ups and teleportation, the V-Trigger can turn the tide of battle and give a fighter the upper hand.
V-Reversal
When guarding, press all kick or punch buttons at the same time while simultaneously pressing the directional button towards the opponent to consume one V-Gauge stock and perform a counter-move.
Whether the fighter need to press punch or kick button depends on the fighter.
V-Shift
Press Hard Punch and Medium Kick at the same time to spend 1 stock of V-Gauge and perform a backward evasive action.
V-Shift Break
If a fighter successfully parries their opponent's attack with a V-Shift, they will trigger slow motion. While in this state, press Hard Punch and Medium Kick together to perform a fighter-specific counterattack called a V-Shift Break.
Throws and Throw Escapes
When standing close to the opponent, the fighter can perform a throw by pressing the light punch and light kick buttons simultaneously. If their opponent tries to throw them, they can execute a throw escape by pressing the light punch and light kick buttons together at just the right moment.
Recovery
When an opponent knocks the fighter down with an attack, they can perform a quick recovery by either pressing a directional button, or pressing two or more punch or two or more kick buttons simultaneously at just the right moment.
Pressing left and right on the control pad/left control stick will let the fighter move in that direction. The fighter can move forwards or backwards with no difficulty, not losing balance even while moving backwards while fighting against an opponent.
Dashing
Through double tapping the left control stick in the same direction, the fighter will perform a dash. Dashing lets the fighter cover more ground than regular advancing or retreating.
Jumping
Through inputting the control pad/left joystick upwards, the fighter will perform a jump. The fighter can either jump straight up or to either side. Jump are utilized for moving while avoiding opponent attacks, though jumping around too much will make the fighter look predictable.
Normal Attacks are performed through the fighter using the punch or kick inputs, allowing them to perform attacks of different strengths depending on the input done. There are weak versions of normal attacks known as light attacks, while weak they come out quick. There are medium attacks which are well balanced and easy to use. There are heavy attacks that leave the fighter open to counter attacks, but to make up for it they deal good damage.
Through inputting the control pad/left joystick downwards, the fighter will crouch, if attacking in this state the fighter will perform a crouch attack.
Through inputting the jumping action, the fighter can also attack while jumping, performing jumping attacks.
There are two kinds of blocks: Standing Blocks and Crouching Blocks.
Standing Block: Press the left joy stick in the opposite direction of the opponent while standing to perform a standing block. Standing blocks can guard against any attacks that aren't aimed at the fighters feet.
Crouching Block: For attacks standing blocks can't defend against, crouching blocks are instead viable. While facing right, input diagonally down and left with the control pad/left joy stick to block. Crouching Blocks can't defend against Overhead or Jumping Attacks, but they can deal with a lot of other attacks.
When a fighter cannot break through an opponent's block, they can use throws to deal damage instead. At close range press the light attack inputs at the same time for a normal throw. Throws are a great option for close-ranged offense.
Throw Escape
If the fighter is about to get thrown, they can answer back with a throw escape, by pressing the light attack inputs at the same time.
Through a fighter doing their correct inputs, they will be able to fire off their special move. Different special moves work better in different situations for a fighter.
Super Arts depend on the Super Art gauge. The Super Art gauge can be filled up to 3 levels, if a fighter has at least one level in the bar, they can perform a Super Art.
The Level 3 Super Art is every fighter's trump card. The Super Art gauge fills up whenever the fighter's attack hits or if they're attacked.
All fighter's have a Drive Gauge which indicates a fighter's concentration and energy level. Utilizing this gauge lets a fighter perform unique actions.
Drive Impact
The fighter presses the right two shoulder buttons at the same time to perform a powerful attack. Drive Impacts can absorb two attacks from the opponent, but there are some exceptions. When in trouble, a fighter's Drive Impact can break through any attack. Drive Impacts have a unique characteristic: They can break a cornered opponent's block.
Drive Parry
This is performed by holding down the medium attack inputs at the same time, for a powerful defensive tool.
Drive Parries are effective against both standing and crouching attacks, and a successfull Drive Parry will replenish the drive gauge.
While Drive Parries are powerful, they can't defend against throws.
Perfect Parry
A Perfect Parry is the result of performing a Drive Parry the moment an opponent's attacks hits them. This is an invaluable tool for their counterattack game.
Elbow Drop
Poison performs a small forward jump and strikes the opponent with her elbow.
Backflip
Poison performs a backflip into a handstand before landing on her feet.
Whiplash
Poison lashes her whip horizontally while airborne.
Slap & Smash
Poison jumps and delivers a backhanded slap, followed by a short-range diagonal whip lash.
Slap & Slash
Poison jumps and delivers a backhanded slap, followed by a horizontal whip lash.
Focus Attack
Poison charges a heavy strike with increased defense during execution, causing the opponent to crumple on impact.
Slap Shot
Poison grabs the opponent by the collar and slaps them repeatedly. The final strike knocks the opponent onto their back.
Frankensteiner
Poison leaps onto the opponent’s shoulders and flips forward, forcing them into a somersault.
Whip of Love
Poison strikes the opponent three times with her whip. The EX version ends with an electrified lash.
Love Me Tender
Poison leaps forward and performs a flipping axe kick. She can follow up with a reverse Frankensteiner known as Poison Rana.
Kissed by a Goddess
Poison spins upward in a corkscrew motion, striking with her legs.
Aeolus Edge
Poison creates a crescent-shaped energy wave from her whip that travels forward.
Ascension
Poison delivers a rising kick that launches the opponent into the air.
Honey Trap
Poison blows a heart-shaped projectile that inflicts minimal damage but heavy stun.
Avant Line
Poison lashes her whip repeatedly up to six times.
Heart Raid
Poison lashes her whip downward, forward, or upward depending on input.
Shocking Heel
Poison pivots and delivers a swift rising heel kick that launches the opponent.
Thunder Whip
Poison crouches and performs two consecutive upward whip strikes. She can electrify the whip to increase damage.
Love Storm
Poison launches a large Aeolus Edge and follows with Love Me Tender, then repeatedly lashes the opponent before striking their chin to knock them away.
Poison Kiss
Poison blows a heart-shaped kiss that triggers a sequence of slaps and a finishing kick to the opponent’s groin.
Love Hurricane
Poison lashes and ensnares the opponent with her whip, pulls them close, whips them repeatedly, and finishes with a face kick that launches them upward.
Power Cord
After blocking an attack, Poison swings her whip to knock the opponent down.
Perfume Swing
Poison attaches her whip to the ceiling and swings across the stage, striking the opponent mid-swing.
Cartwheel
Poison cartwheels forward and can follow up with a backflip that kicks the opponent twice.
Poison Cocktail
Poison gains access to Molotov cocktails. Fire Squall explodes on contact, creating a patch of fire.
Toxic Hold
Poison wraps her whip around the opponent, delivers a side kick, flips over them, and throws them away.
Toxic Bind
Poison ensnares the opponent with her whip, swings them around her body, and tosses them across the stage.
Throws
Love Bites: Forward or Back + HP
Reverse Facebreaker: Forward or Back + HK (during Love Bites)
Flying Clothesline: Forward or Back + HP or HK (Mid-Air)
Standard Tactics: Poison will utilize acrobatic flips and movements with swift kicks and her whip attacks, and whatever spare weapons are on the floor.
Displayed after performing a successful quick standing recovery or throw escape.
Reversal
Displayed after performing a special move, Super Combo or Ultra Combo in specific situations described below. Perform a reversal with a beat down attack and it will take on Armor Break properties, nullfying Hyper Armor.
In the instant the fighter can move again after recovering from taking damage, blocking or being stunned.
In the instant after performing a recovery org etting up from being knocked over.
In the instant the fighter lands after being sent flying backward but not actually knocked to the ground.
Counter
A coutner hit occurs when the fighter interrupts an opponent's attack with one of their own. The opponent will take longer to recover fromt he damage caused by a Counter Hit, making it possible to perform combinations that are otherwise impossible.
FIRST ATTACK
Displays when the first hit of the round lands.
COUNTER HIT
Displays when an attack lands as a counter.
THROW ESCAPE
Displays when a throw is escaped.
REVERSAL
Displays when someone attacks after recovering from taking damage.
All of Poison's English voice actresses to date have also voiced a Sonic the Hedgehog character, specifically Rouge the Bat.
In Final Fight Revenge, Poison was voiced by Lani Minella, who voiced Rouge from Sonic Adventure 2 to Sonic Battle.
Since Street Fighter X Tekken, Poison is voiced by Karen Strassman, who has been voicing Rouge since Sonic Free Riders.
Poison's first Japanese voice actress, Atsuko Tanaka, passed away in 2024. It is unknown if the character will return with a new voice or be retired.
Poison is the only Street Fighter character in Street Fighter X Tekken who had not appeared in previous Street Fighter games before her main series debut in Ultra Street Fighter IV.
Ironically, Street Fighter V marks her only appearance as a playable character alongside Hugo's absence.
Poison's theme in the Street Fighter IV games includes the Final Fight "Continue" theme at the end.
A model figure was made for the 2008 Capcom Girls Collection line by Mitsumasa Yoshizawa, using her Final Fight outfit at 1/6 scale, standing nearly 11 inches tall. A later REFLECT model featured a thumbs-down gesture and darker colors.
Poison, Crimson Viper, Lucia, and Kimberly are the only playable female characters originating from the United States.
Poison's appearance and hairstyle in Street Fighter V bears a minor resemblance to WWE wrestler Ashley Massaro (2006–2008).
Her win quote against Alex references Maria Kanellis and Mike Kanellis from WWE, where she dominates her husband for lack of experience.
Poison's cover appearance in Street Fighter Unlimited issue six may reference her Unique Tag Introduction in Street Fighter X Tekken, showing her on Hugo's shoulder.
Her posture in the Ultra Street Fighter IV official art resembles her upper body stance when performing a crouching light kick in Street Fighter X Tekken.
The tenth color of her Swimsuit outfit in Street Fighter V may be inspired by Leona Heidern from King of Fighters.
Her Holiday outfit in Street Fighter V may be inspired by Rolling Stone magazine double issue #750-751 (December 26, 1996), featuring Pamela Anderson in a Mrs. Claus outfit, with Beavis and Butthead as guests.
Unlike most characters, when Poison tags out with Hugo in Street Fighter X Tekken, she does not call him by name, instead saying "You're up, big boy!", reflecting her line from Hugo's Street Fighter III intro.
Misconceptions
Poison's Gender
There are arguments that try to claim Poison is not a transgender female as it was a decision made after, when she was initially made to be a cisgendered female. However this is completely irrelevant. Characters identities can change overtime, Madeline from Celeste initially was not a transgender female until Maddy Thorson (the creator) herself realized she was a female and associated it with Madeline.
A: In the feat, it's directly noted that the two wrestlers (Hakan and E. Honda) worked together, with E. Honda being thrown at high speeds into the meteor and being greatly damaged from said feat, having bandages all over his body. Thus the feat is not usable for scaling to anyone other then throwing speed.
A: Haggar's attack is modeled weird as it's heavily likely for partly comedic effect, asides from this, despite said explosions, the actual stage is largely unaffected by this attack, which furthers that this is just an over the top comedic effect attack rather then being a literal explosions from Earth.
Q: Shouldn't M. Bison be comparable to Akuma and by proxy any characters comparable to M. Bison are comparable to Akuma?