Best Anchor in the Game?

Like Dime said, chun li is pretty scary in xf3, all her scaling issues are gone, and getting hit by lightning kick once = juggled for 20 hits then eat a kikosho (which doesn’t take that much time from start to finish).

Also, I think we need to expand the defensive aspect of anchor a little as well, as having a mighty offense means nothing if you can’t avoid taking it yourself as well, imagine if you xf3 and kill 2 of the opponents team, and somehow you take that last person down only to 20% hp and with 15 sec left. Sure, you can try to go in for the kill (with no xf to back yourself up), or you can run the clock against an enemy that now has xf3, now survival is far more important than offense.

With that in mind, you can see wesker is (as always) amazing at running away, gun-back tele can pretty much negate all threat, while dorm, even with his flight, might have a harder time surviving, considering his teleports are fixed around your opponent, same with dphoenix, you’re screwed if you’ve used up your air dash and are landing on top of a stalking flare, photon array, or hell, a kikosho, teleports wont save you from the chip (which might make the difference). Big chars like sentinel are much more susceptible to instant overhead that once xf3 runs out (avoiding the sped-up frying pan is often times more rewarding than trying to punish it), sent pretty much has to spam hard drive to buy precious seconds (I know he can fly too and double jump, but it’s just an example to demonstrate my point)

Obviously some chars are just so strong that they can easily kill the entire team within the xf3 time period, which would easily outweigh the lack of defense.

how to beat chun li in lvl3 factor

Step 1 : Jump back
Step 2 : laugh as that dumb bitch just keeps mashing legs below you

^^^ good point… but it doesnt always work that way. you cant block for 4 frames as you jump… which basically means that your controller is rendered useless for a sec. but i do agree that chicken blocking does kill some of her game… but thats why i didnt say she was the best… if she could OTG she WOULD more than likely be the best XF3 character in the game, if not in the top 3.

her biggest liability to me is her low range assist, and choosing kikoken instead doesnt help imho.
oh yeah another thing about jump back against her: she gets so fast in xf3 that she can STILL CROSS YOU UP. even if you are in the air jumping backwards, and she can also dash under and crossup. its like shes spiderman and your character is that highschool bully in slo mo…

-dime

Dormammu can set up his own unblockables (with or without XF via teleport and flame carpet) and safely left right you with his run super + teleport in XF3. That’s definitely pretty powerful.

Doom isn’t bad as anchor if he only has the clean up one or 2 characters but he’s definitely not the type that can clean up 3 people by himself without basically getting lucky. The main problem is that although being 30 percent faster and having ridiculous damage output with an 800k damage level 1 and a 900k damage level 3 guard cancel that blows up even blocked L attacks is that he can’t cancel his dash into normals. Which means without assist there’s no way for you to constantly apply pressure unless the opponent purposely keeps advance guarding you so you can keep pushing them towards the corner. Unlike Magneto you have to jump first before you can dash down forwards to create a semi tri dash so you can attack again. Which means you have to constantly put yourself in an air throwable state just to pressure people. Trying to pressure a character like Ammy with offense that forces you to be airborne even though you are nearly on the ground is just open season for guess grabs.

Assist lockdowns are what allow Doom to mix people up with high lows safely since he has no way to consistently put people in block stun without assists (least not that I’ve found any way). You can use air photon shots to give him room to set up mix ups with air dash downs but if the opponent is smart they can try to pushblock the photon shot which will push you away from them and that’s the last thing you want if you’re trying to kill off 2 or 3 characters.

Your best bet with Doom is to have to fight no more than 2 people so you can use the great power of his XF guard cancel level 3 to force the opponent to back off from attacking you with anything physical. This way they open themselves up to a mix up from Doom since they are rather worried about doing anything but a throw to amount an offense on Doom for fear of the guard cancel level 3. Long as the character you’re fighting has less than 1million health they can’t get caught up in it or they will lose that character. If the character has less than 950k health points left they will die also. Which means only higher health characters can take the risk of amounting an offense on Doom sitting on the level 3. Once you establish that you can go in and amount an opening on the opponent to kill them off and then try to kill off the next opponent with a welcome mix up. Which you will pretty much have to do or you’ll be chasing them all day trying to finish them off since they will be super jumping hella hard to get away from you. Especially since his hidden missles lose their tracking strength in XF.

If Doom has to fight 3 people…it’s more like just a test to see what you can do before he inevitably dies. He doesn’t really have anything other than high damage plasma beams to blow up assists and that’s just not as scary as Akuma swinging around tatsu and dive kicks that can cancel into a 9 frame beam super.

Spiderman becomes unblockable in xF3

shuma can surprise some people depending on the player

I find the idea of a best anchor amusing and impractical. Sure, of course some characters will be more suited to the task than others, and there are a few characters who simply do not make sense in that role. You want a character with enough options to deal with a little of everything, and you fill the gaps with XF3 for the most part. However, the best anchor will always be the character your most comfortable with.Every character in dangerous to some degree with XF3. And while some characters are easier to abuse with XF (i.e. Wesker seems to be a crowd favorite for this title) the “best” anchor will always be the character you are most skilled with. An anchor’s job is to make a comeback. Meaning by this point in the game you have the smallest margin of error, the highest need for proper decisions, and overall the ability to gain the most bang for your buck. These things will always be best accomplished by the character you most excel with. Even Phoenix in the hands of someone who rarely uses her will be dominated the moment a mistake is made (420k isn’t hard to eliminate).

Did “the man with the Bionic Plan” cause you to realize anything?

You make some good points, but I gotta say I’m miles better with Wolverine than I am with Akuma…

  1. Dante
  2. Dormammu
  3. Phoenix (cause she is a gamble)
    /thread

Being a good anchor overall probably encompasses 2 overall basic things.

The strength of the assist of the anchor

The ability of the character to comeback against 2 or 3 characters via XF3.

**With the first basic thing this allows characters like Tron or Haggar to become strong anchors if you’re just taking that context. **Ok yeah sure, if you have to use those characters by themselves with XF3 to clean up 3 people…good fucking luck. If you already burned your XF and you have to kill 3 people…just go to the character select screen and play the next match or do it MVC2 Commando style and walk forward until your character dies. With that said the reason these characters are solid as anchor any ways is that the tradeoff for not having a character that blows people up when you fuck up…they protect you from getting fucked up to begin with.

Let’s face it there’s a lot of BS mix ups in this game (completely new ones even from the ones in MVC2 via assists and moving left or right around the opponent) and characters like Tron or Haggar especially do a great job protecting you from such mix ups that sometimes are more or less accidentally good. Haggar being the best for it because the hit box on his assist covers both sides of his body so any type of mix up whether it’s high/low or left/right Haggar with the correct timing (or lack of whatever) will protect you from the dirty movement/special move + assist mix ups in the game. Long as you cover his recovery afterwards there’s not a whole lot that can go wrong other than Haggar losing significant health. Which is arguable also because if Haggar has to fight one or 2 people by himself how much health he has is only going to matter if he doesn’t have XF. Tron doesn’t really protect you from left right mix ups as well but as she’s harder to punish than Haggar and doesn’t lose health on each call making her very strong as a way to create braindead rushdown for a character like Magneto once he gets in. Even if you get hit they probably also got hit by Tron and then you land combo dead character.

If you’re a SF player that can’t stand the BS mix ups in this game, you might as well just put Haggar on your team cuz you’re guaranteed to stay in the match much longer than having to play the game long enough to memorize patterns of up downs and left rights from your opponents based on their play styles.

**The second basic thing is more commonly brought up because the ability for characters like Wesker, Felicia, Dark Phoenix, Akuma etc. to come back via playing as a point character in XF3. There’s a set of things that come up though that I believe start to equal the true strength of a character if they gotta turn into a super character to win. **

1. Can the character self OTG follow up for full combos or at least a high damage level 1 off any or all ground/air normal throws or ground/air command grabs? (NUMBER ONE IMPORTANT minus Dark Phoenix)
2. Do they get a 30 to 50 percent speed boost in XF3? (second most important especially if it’s 40 to 50 percent)
3. The character’s ability to mix you up and block string/frame trap you with attacks and throws and/or get through advance guards consistently without assists (third most important)
4. Can the character left/right mix you up practically without an assist if you’re on the ground or at regular jump height? (this is a special case that Wolverine has with his B Slash)
5. Do they have huge hit box projectile based super with quick activation that’s safe on block?
6. Does the character have any guard cancel based XF gimmicks (Guard cancel Doom Time to punish even positive frame advantage light attacks on block, Iron Man guard cancel proton cannon at close range for the same purpose as Doom Time, Command grab super guard cancels etc.)?
7. Does the character have an activation super that assists their offense or a special move that puts them off screen or invincible for a short period of time? (kitty helper to create unblockables and act as a combo breaker, astral vision to improve zone and mix up, anybody with a teleport etc.)

If the character in question has enough of both 1 and 2…they are pretty much guaranteed to at least be a solid anchor. This is the type of character like Doom where pretty much as long as you’re fighting one or 2 people left with XF3 you’ve got a chance to turn things around. Doom has numbers 1, 2, 4, 5 and 6. Which means if he only has to kill one person with XF3 he’s in a really good spot. They can’t really attack him without worrying about getting blown up by guard cancel Doom Time level 3 which traverses 3/4’s of the screen and activates basically instantaneously on a guard cancel to the point where they have to have jump cancelled their normal pre emptively to not get hit (which only some characters can do). Doom sitting on level 3 forces and guard cancel forces people to do weird things with their offense like suddenly jump in the air in the middle of it to bait the super and if it’s just one character that has to fight that shit you can use it to your advantage to amount an offense on them when they are having trouble setting up theirs. Doom gets a solid 30 percent speed boost in XF3 which makes his laser gun normal that covers most of the screen way more viable to land TOD combos and gives him better high low and left right mix ups via his dash game. He has an 830k damage level 1 super with about 8 frame start up (sphere flame) that has a rather large hit box for anti airing after throwing one of his projectile specials which means it will one shot X23 or anyone with lower health on a bad jump in and has multiple other supers that cover a lot of screen space to buy him more time if he needs, do solid chip and help fight projectile wars. He also very importantly can self OTG off a ground back throw, air back throw. Can also self launch/OTG off corner based ground forward throw or air forward throw.

The main reason why Doom only ends up being solid as anchor and not OMG serious threat is he only has 2 of what I feel the 3 most important things are to be a scary XF3 anchor. The main issue he has is that although he does have a bit of an ability to get through advance guards with his ability to cancel his normals into dashes, he can’t cancel his dash into normals. Which means his block string pressure is rather limited and he can only mix you up in gaps. Making it so if you block one mix up from him you have enough room to air throw him or run away from the next mix up. Which keeps him only solid even though he has several specific strong aspects in XF3.

Now let’s look at characters who have all 3 of the what I feel are the most important things like Wesker and Felicia. Wesker specifically is easily one of the best because even at only a 30 percent speed increase his teleportation moves become much harder to react to even though he doesn’t have an assist. His H teleport becomes a legit 4 way mix up from a long distance away. Has access to basically the best OTG attack in the game allowing him to have a surefire way to kill you off any air throw. He also has a command grab and the ability to cancel his dash into normals reliably which gives him a strong frame trap and advance guard killing game. His command grab of course giving him another inescapable throw that will lead to TOD’s with his other tools. This easily makes him one of the best in XF3 period. He also has quite a few of the extra tools in 3-7 in some fashion. The only one he doesn’t have is number 7 which is not exactly required by any means but nice to have.

Felicia is another absolute monster in my eyes in level 3 XF. A few characters (including Wesker himself) can reliably run away from her for a while but that doesn’t really matter too much because her speed increase will usually eventually get her in. The main issue is that once she gets in she gets everything. Her 45 percent speed increase makes it so her delta kick which travels pretty much the full screen distance safely will hop her over some projectile or attack inevitably and get her in. Now with this 45 percent speed increase she has access to 4 frame rapid s.L that takes up a 3rd of the screen, a bunch of other really solid normals, can self OTG off regular forward/back throw, can self OTG off 5 frame start up command grab with dangerous range, can self OTG off forward or back air throw which all lead to combos that will kill most of the cast or easily or put them in a reset situation afterwards where they have to 50/50 guess again or die. Even if you decide to save your meter and dont combo into super to finish them off they’re basically still more or less dead because the mix up is too dangerous after a reset. Once she resets you she gets access to a strong frame trap game of forcing you to guess if she’s going to air throw or do her M cat spike and she can do this over and over. If you think she’s going to air throw and you try and stick a normal out to tech or counter hit it and she does M cat spike, it will counter hit which will cause a ground bounce and that gives her TOD combo. The M cat spike has an extended hit box that pretty much no air normal can reliably beat out any way. If you think she’s going to M cat spike and try to block and she air throws you, TOD. This M cat spike also crosses up so you can ambiguously get it to hit behind them and force them to block the wrong way and then TOD. This easily covers 1 through 3 already.

She also has access to some of the best anti advance guard tools in the game. L cat spike and M cat spike are both barely affected by advance guard. L cat spike turns into an infinite on hit and M cat spike can cross people up and cause ground bounces on counter hit and doesn’t really get pushed back much on advance guard either. Has a 5 frame command grab with dangerous range to blow up mashing of normals or advance guard and has regular 1 frame throws that do the same thing. Delta kick leaves her plus on block and doesn’t get affected by advance guard much and if she puts you in the corner can create near infinite block strings with it. She can definitely guard cancel gimmick you by baiting you to attack her and then guard cancelling into her long ranged command grab which will set up TOD. Lastly she even gets access to a super that basically acts as an assist for her (making her the only XF3 character in the game that literally gets an assist). This assist will break her out of combos if you hit her unless you move around Felicia so much that it happens to go the wrong way long enough. It also is ANOTHER tool of hers to break through advance guard since it has the properties of an assist in that it doesn’t get pushed back by successful advance guards. This “assist” also can’t be counter attacked or stopped by any attack, creates cross ups and overheads by its own self which gives her access to 4 way mix ups just by going near you with the super. If she’s getting blown up by projectiles she still has a last ditch level 3 that travels full screen to blow them up.

The absolute scariest part about Felicia in XF3 is that if she kills one of your characters with a combo that places them in the corner…the next character and every character coming in after that is basically going to die unless they have a way to fly out. Kitty helper locks you down and then you just die.

Like Wesker she gets access to everything but like one thing in the 1-7.

**Then there’s a look at characters like Chun Li, Spider Man etc. who have things that appear scary in XF3 but when you look at the overall tools they don’t have enough to do much more than annoy you in XF3. **

**Chun Li **specifically seems like she has what she needs to be a monster XF3 based anchor. Stupid hit boxes on lightning legs that do decent chip, the only character in the game with a whopping 50 percent speed increase (to the point where you may find her hard to control at first), strong high low game if she can force you on the ground and near unseeable left right mix ups. Now this is all good EXCEPT for the fact that she has no way to scare you with throws as an XF3 anchor. This is a huge liability because it means people are going to do one thing when they realize your Chun Li is anchor. Chicken block for their life and push block the shit out of your lightning legs to mitigate any mix up severly. What’s the worst that could happen? Even if you do get ground or air thrown at most it’s just a mix up afterwards and it takes longer for her to land after an air throw giving the opponent more time to roll away from her after an air throw. Just one important factor kills her from being no more than an annoyance in XF3 and not a dominating force.

If you’re missing numbers 2 or 3 but still have number one you’re good for at least being solid. If you’re missing the grab combo convertion…you’re not doing too hot anymore unless you’re Phoenix or Dark Phoenix (who still gets it in corner situations).

As a last minute case to look at… Dark Phoenix specifically doesn’t have the ability to combo off throws unless you’re in the corner which mitigates a lot of her normal mix up any way. Though other factors of Dark Phoenix pretty much make up for it like the fact that she acts as a 4th character that gets access to 20 seconds of XF which that alone specifically cuts her above the rest as an anchor. The only other character I can think of like DP that doesn’t have the top 3 all the time but probably still a legit factor is probably XF3 Arthur due to his crazy 4 or 5 block string chip deaths.

In general though if you got 1-3, you’re among best in the game when you flash red when no one’s left.

I would say it’s 3 basic things. The two you mentioned and ‘How well does this character deal with Phoenix?’.

Best anchor should be a combination of what everyone listest

  1. Great Assist
  2. Potential in Xfactor
  3. Ability to zone/chip and rush effectively
  4. Charecter Most comfortable with

Having said that anyone could be good as an anchor, BUT there are some who rise above the others Task Dante Phoenix Wesker Doom Dorm Sentinal and some others i dont have time to list. But These guys consistently have the tools to get the job done Point blank period

Yeah Phoenix would be the 3rd factor I didn’t initially put in. Then things get all out of whack again because her projectile game is literally the best in the game and shuts down characters that normally do extremely well in XF3 like Felicia. The whole point of fighting Phoenix is to get her off the screen via snap in before she inevitably fights in an XF3 state. Which even with Felicia in the back as long as you have one or 2 solid characters in the front with strong snap back mix ups you can keep Felicia from having to fight XF3 DP. She already completely loses to regular Phoenix so you don’t want her fighting XF3 DP at all either.

This is why the strategy of killing Phoenix for me at least has gone from killing off the first 2 characters early to working on snap back mix ups and keeping at least one of her slaves alive so I get more chances to snap kill her or kill her on a gimmicky post KO mix up. You don’t ever want to fight 5 bar XF stocked Phoenix by herself unless you’re like Spider Man, Dorm or Akuma. Once that explosion goes off and she turns on the XF3…forget it. At that point you need some type of guard cancel gimmick or safe huge beam super to survive.

With that list I would put the anchors into 3 categories. Powerful, Solid and Mediocre. If you’re missing the number 1 factor or ONLY have the number 1 factor you’re in mediocre but as long as you have number 1 and then 2 or 3 you’re at least solid. All 3 you’re obviously powerful. The only other way to be a powerful anchor is to be a powerful protective assist since you allow the point characters to get in less bad situations up front and set up situations for them. Numbers listed next to them based on which of the most 3 powerful tools they have that compliment XF. The only other way you can be listed as powerful is if you’re a legitimate scare factor for Dark Phoenix on top of the 1 2 3 or the character is Phoenix herself. If you only have 1 but have strong tools against Phoenix you’re technically considered powerful as anchor and that’s only one character. Other characters like Dante may only have 2/3 but have tools specifically that threaten Phoenix therefore move up to at least solid instead of mediocre.

Powerful Anchors: Tron and Haggar (based on their ability to protect the team at the front), Phoenix, Wesker (1/2/3 + tools to threaten DP), Felicia (1/2/3, nothing scary for DP outside of random level 3 or welcome/snap in kills but everything scary for everyone else, have first 2 characters focus on snap ins and keeping slaves alive), Dorm (1 but has specific strength against DP), Akuma (1/2/3 + tools that threaten DP), Magneto (1/2/3 + tools that threaten DP), Wolverine (1 before activation**/2/3,** j.L instant overhead gives full combos in XF1-3, has super that powers up XF**), Storm (1/2/3 + tools that threaten DP), Spencer (1/2/3 bionic arm a bit of scare factor for DP) Sentinel (**1/2 + strong assist and tools to scare DP), Ammy (1/3 plus tools against DP)

Solid Anchors: Doom (1/2), Super Skrull (1/2), Taskmaster (1/2), Iron Man (1/3), She Hulk (1/2), Ryu (1/3 via air hurricane frame trap/left rights), X23 (1 when XF is activated until it ends on air throws or command grab/2), Arthur (1/2), Viper (1/2), Morrigan (1/2), Dante (2/3 but strong tools against Phoenix), Trish (2/3 but strong tools vs. Phoenix)

Mediocre Anchors: Chris (0), Zero (2/3 maybe a bit of potential with sogenmu but don’t really like him without assist in a lot of matchups even with XF), Jill (2/3 only gets real combos off command grab or assists**), Modok (1/2** but his ground grabs don’t convert to combos unless opponent is in corner**), Thor(1), Hulk (1 absolutely zero speed boost in any XF), Spider Man (2), Hsien Ko (1), Captain America (0), Viewtiful Joe (2), Chun Li (2/3)**

Undetermined: (this is for weird characters like Shuma since I don’t know if they can OTG for damaging combos or supers off any of their throws or what tools they have to frame trap or beat
advance guard) Shuma, Deadpool

Generally if your character is a POWERFUL anchor they can come back off any bullshit just because you hear the ching and they’re the only one left, have a bullshit good assist or fuck DP up while having strong throws. Maybe Phoenix can give Felicia a hard time but if the first 2 characters have solid snap back mix ups and Felicia can catch her on a come in one time with kitty helper locking her down that can end her also. The only other attributes that count immediately as powerful are protection assists that keep the point characters safe from mix ups and full damage from combos or a character like Dorm who gets the damage off the throws and has specific tools to blow up the dark force.

If they’re a SOLID anchor that means if they have to fight one or 2 off it’s not bad, but 3 characters by themselves they’re going to have a rough time even after the ching. Not impossible but you’re going to have to go to work when you ching to have a chance. Usually these characters have solid enough assists or enough tools on point that taking out one or 2 is feasible.

If they’re a MEDIOCRE anchor that means they just don’t have what it takes to run through more than one character once they activate XF without an assist. They genreally aren’t powerful enough as an assist to warrant throwing in the back on point. Tron and Haggar fall into this bracket incase they get lucky but they have assists that make already high tier characters somehow on another level of ridiculous to deal with. Bringing them straight up to powerful anchors because they do something that specifically can make 2 high tier characters in the front a complete different hassle.

As some extra notes…X23 would have been a powerful anchor with her unblockable level 3 and command grab along with the 45 percent speed increase the only problem is that even in XF3 there’s no way to solidly land that stuff without assists against teams playing the lame out against her XF3. You could randomly get some stupid shit in to win but you don’t really have the control over your stupid shit like Felicia or Wesker does. Chun Li would have been bumped up to solid if it wasn’t for the fact that she’s kinda dead in the water against Phoenix and like X23 anything that would make her really scary in XF is reliant on assist keeping her best in XF as an XF2 like X23.

hmm never thought about using felicia. does she require a bunch of bars to come back like dorm with her lvl 3 xf? i’ve seen some streams when felicia gets in and she doesn’t stop. but i’ve never really paid attention to her as an anchor or her assist. how does she bode against phoenix/dp?

I’ll say Phoenix, Akuma, Sentinel and…Wesker. Scary with X-Factor 3.

She doesn’t really require bars to kill you. She builds her own meter to kill you once she’s in XF. Really all she wants to do is combo one character to death and put them in the corner by the end of that combo. When that happens she can activate kitty helper which puts you in a pretty helpless situation where you have to come in deal with counter hit/air throw games that can lead to TOD’s and the kitty helper will basically force you on to the ground so you have to eat 4 way mix ups for days plus command grab.

Basically if she forces the next character to come in in the corner they have to deal with the most retarded mix up in the game and there’s really no way out that doesn’t involve a gimmicky XF guard cancel or getting lucky and flying away before she or the kitty can bring you down (which can only be done by a certain amount of the cast. It’s really just a matter of if she kills one she forces a domino effect on everyone else coming in like Wolverine up front after killing the first except in the back instead with an even more retarded constant mix up as long as she forces you to the ground that you basically can’t do anything about once it gets rolling.

Her only real issue is that she gets blown up if she has to fight Phoenix but you can always control that by focusing on snap backs before she gets the 5 and trying to keep someone else on the team alive that can fight 5 bar regular Phoenix more efficiently. Long as there’s another character left on her team she’ll most likely tag them in as usual instead of going for the XF1/2 DP to build meter and that’s when you can try to apply another snap in mix up after comboing them into the corner. Even if it’s Felicia if she combos the other point character into the corner and then turns on kitty helper after snapping in Phoenix all she has to do is block string Phoenix to the ground (probably easier with an assist) and that can kill off DP on the come in.

Against like 85 to 90 percent of the other cast they are just put in a domino roll the first time Felicia hits one of the characters and lands them in a corner when they die.

Her assist also has similar properties to Akuma in that once it’s out it has extremely high priority and is very hard to stuff out with anything that isn’t a projectile. Making it a strong assist that gives you a nice block string that ends with a low for left right or high low mix ups.

This video I have against my brother’s Felicia shows basically what happens when you’re doing good against a team with Felicia in the back but then Felicia lands one combo and puts your team in the corner.

[media=youtube]foGFVTRgShU[/media]

[media=youtube]KsYMUYb6oDQ[/media]

I could have tried to escape in the first match via X23’s H talon attack or Doom’s air dash up to fly but those have start up frames that can get caught up by air throw or M cat spike. M cat spike landing on a counter hit basically sets up TOD combo or really high damage combo into reset that you basically wont get out of alive without a complete guess any way. Against most average health characters she can do enough to kill them off in the one combo. If she really needs to kill you off she’ll most likely have level 3 meter any way. If the XF wears off early she’ll most likely still have kitty helper and a level 3 she already built or can build up to kill you off.

HOLY FUCK. man you guys are lucky that you are siblings that both play at that level. Good games! crazy felicia but i liked your x23 kick loop thing

Thanks. Yeah we’ve been playing fighting games ever since we were little like on the Genesis and Sega Saturn and stuff. Old school VF2 and Fighters Megamix battles LOL. We started both playing competitively about 5 years ago in 3S and then he branched out into a lot of other doujin style games like Melty Blood and Arcana Heart. Which is why his execution is pretty strong because he always has to use like the highest execution characters in like every game (Yun 3S, Arcueid Melty Blood, Lilica AH etc.). I even sometimes tell him like “yo you know you can just do an easier combo and just spend the meter” and he’s like “nope, i gotta finish this cool combo”. The characters I like happen to be high execution characters but I dont really care how high their execution is as long as they have a lot of tools and mix up which is what mainly fits my style. I’ll go for easier combos if I can just to save myself the trouble.

With X23 specifically I use the s.H MFC strings to start my bnb’s because s.H is a really good move once you learn to MFC it since it hits high above her body for anti airs and allows her to more or less rapid fire her s.H which is pretty damn nasty considering some characters can’t even rapid fire their lights. The hard hit stun deterioration on her s.H makes it so I can’t really go for the jump loop stuff that really builds the crazy meter she likes to have for the dirt nap but I’ll trade that for the effectiveness of rapid fire s.H’s that are plus 12 on block. Still can get 550ish plus a reset with rage trigger or 600+ with assist into weapon x which sets up DHC glitch any way.

My brother has a separate team he’s using now of Captain America on point, with Viper backing up with an OTG assist and Felicia in the back. Main issue with Captain America is he can’t really get damage off throws without assist but Viper allows him to get high damage combos with seismo assist off any air throw or back throw. He helped me with my execution on X23 so like the 10 minutes after he picked up Viper he was already doing seismo chains to a consistency I still haven’t gotten down yet. He’s just good with moving the stick I guess. I try to keep up with him execution wise with some of the stuff I’ve put together with X23 and Dante but overall I just prefer getting in people’s heads.

He’s still probably going to stick with the Zero/Cap/Felicia as his main team because Captain America is just solid at controlling space and landing full combos from like 3/4’s of the screen. It’s nice if he can land damage off throws but his dash speed doesn’t really make it particularly useful all the time. Zero in the front is a mess to deal with if he’s backed with any assists at all any way.

Doom has tools against Phoenix. Proton Array prevents her from just going in with teleports. You can setup situations to pull off his level 3 on her with or without X-factor. Plasma Beam does crazy damage/chip on her.

Yeah he can definitely keep Phoenix on her toes but he doesn’t really have anything that totally scares her outside of XF guard cancel and she can definitely play around that also. He definitely does better against both her and DP than other characters. Plasma beam can chip her down but unfortunately if she plays lame and crouches she’s one of the 3 characters in the game (Morrigan and Ammy also) that can crouch under the beam.

In general I feel while Doom has some good stuff against Phoenix none of it is as strong as the stuff Dormammu or Akuma has and he is otherwise missing an important tool (being able to consistently keep people in block stun without assist) to being a true power anchor in the back. Very solid anchor and like most of the other anchors at least has things here and there to deal with DP. Overall though if you compare him to a character like Sentinel as anchor Sentinel just has better hit boxes for an anchor type character that a character like Phoenix would need to be afraid of especially with HSF and Hard Drive.

If hidden missles didn’t weaken in tracking ability in XF and plasma beam hit crouching phoenix that would probably be enough to put him up there as a power anchor but he just doesn’t quite have eveyrthing overall or against Phoenix to warrant it. I know you were just trying to say that his tools were solid against Phoenix and that’s very true. The fact that there’s things that he can do at all about Phoenix/DP is why I’m still comfortable keeping him as anchor.

Actually the number one thing that would move him up to powerful would be if he had a full screen tool that could kill her from throwing a super jump H shot. Photon array will only bring her down 100k (and in XF3 that’s just going to get red health recharged any way) at most although it does calm her down for a minute.