In terms of using regular Phoenix…maaaaaaybe she’s better off second if you have a character that can initiate a DHC glitch perhaps.
I’ve been thinking about that, an I’ve pretty much come to the same conclusion. Phoenix on point is too squishy, and anchor is pretty pointless since I’m not going for Dark Phoenix.
Was testing out Magneto/Phoenix/Dante, what is generally considered to be Phoenix’s best assist?
^
That’s what I’ve been thinking as well. As much as I like Dark Phoenix, I dunno, I’d rather have her in second. Generally, for cover, people use TK Shot and for extending combos, TK Overdrive. I never seen anyone use TK trap as an assist though. Generally, people go with TK Shot but obviously, one iffy assist call and Phoenix is down for the count if she gets punished.
i use Trap to do OTG combos, at least in training mode coz i always forget about her assist mid matches xD
Her trap OTG’s? Will it connect after Storm’s or X23’s j.S?
Her trap assist is the medium one, it doesnt otg (the low one doesnt otg as well) He said he was using it to do otg combos.
i pick phoenix first, morrigan second and x-23 last. for me i have a better chance of keep her alive this way. if my health drops more than half then i take her out with x-23 so she does not get snaped back in. i really never use dark pheonix, only when im really gettin beat and have her last. her health field and phoenix rage is way more important to me. even though pheonix is my fav char, i will always try my best to save morrigan for my last character alive.
i play the same way. i rarely use dark pheonix and i dont assist. try using her first. the think that i found when i play is if a character has strong projectile and or quick rush down characters stay as close to them as possible, with in phoenix field range. if ur to far from them u wont be able to teleport out the way quick enough from a projectile special and will take alot of chip.
if the character is big like hulk, sent, ect… stay a good distance out of there range but not to far. use a lot of tk shots and traps on the ground and use her teleport to get close. but the only real way i find this will work is to use her a as rush down character.
but quick chars like wolverine, dante, x-23 u need to be more patience. there to hard to out rush. but definitely stay as close as u can
imo i rather get comboed that get hit by a projectile. u gan survive a dropped combo, but u cannot survive a projuctile special. also sometime x-facter is a good way to start of a match. combo, special, x-facter cancel special
i actually pefer to use phoenix second for her assist. if u use the fireball shot assist theres pretty much nothing they can do about it. hsienko will own people with phoenix shot assist
i dont use the dark phoenix either its really more a meter of preference. if you have hsienko point you usually dont need dark phoenix cuz you can just spam items and shot assist.
anchor has to be the favorite character that is why i use vietful jow. You guys should try my team
What do you mean by that? I just wanted to know if it was possible to use it to help relaunch the opponent after an air combo ending with a sj.S.
A lot of times when I have pheonix as second, she gets chipped to death by beam > dhc beam > xfac beam. I feel regular pheonix does best on point, where you have assists to help you mix up or save you.
I was trying to say it doesnt otg sorry…
You are a braver man than I am then my friend. Phoenix on point for me is pretty much 1 dead character against anyone who can survive a standard combo. Gotta work on those mixups/resets.
Ok. In my neverending quest to blow people up with Phoenix/DPh, I’ve been trying/tinkering with something I saw on a couple of videos. What I first saw was in a Clockwork vid where he launched a Sentinel and quickly ended the launch without the entire air series but instead with just a :s:. After this, the Sentinel was on the ground and had already recovered but Jean was still in the air and you could hear but not see her fire a :h:TK shot because she’ll be off-screen. The guy using a Sentinel was standing and waiting, wondering when the heck she was gonna land and started to crouch block in fear. Clock then simply hit with an air :h: as Phoenix descended into a combo (which was covered by the off-screen air :h:TK Shot).
It was really pretty slick and I fell in love with it.
Then I remembered Anotak’s Fly/Teleport glitch…
[media=youtube]amYsSM65CZs[/media]
So (I don’t have a cam yet so you’ll have to use your imagination) what I do is 1 or 2 launcher, :h::s:, OTG :qcf::uf: TK Shot, launcher combo and then on the 2nd/3rd launch, hit :s: to slam opponent to the ground. After that the fun begins.
Because she has such fantastic mobility and that air :h: TK Shot she can do a great deal and totally screw up somebody’s timing as she comes down while they wait for her. After the :s:, wait a sec and then fire a :h: TK Shot off screen. This will delay landing to the ground even more than what is already an abnormally long time. This will also cover your next approach.
After that, I do flight and teleport off screen and start mashing on :d::l: for the glitch. They have to block it low. Do this and then time an overhead with Wesker’s Samurai Edge and you’ve got a surprise unblockable setup. Continue to combo into an unfly combo into launcher and do it over again. Or dont use the glitch and just time your fall with an air:s:/:h:/:d::h:. Or teleflight straight into overhead.
This has been THE INVINCIBLE SWORDSMAN saying:
The thing i love is the delay after the air :s:. It gives a lot of time to set up stuff off screen with the opponent wondering what the heck is going on.
^ Good stuff
I sincerely apologize if this has been mentioned before (4/15 edit: and it has by Amazing Ampharos in a different thread), but it appears as if Dark Phoenix takes 20% extra damage from throws and grab-type moves. I stumbled upon this when I was doing some Shuma testing and saw that his throw did 96,000 instead of the normal 80,000. At first I thought it was taking into account her life drain in the damage numbers, but she received the same damage under X-Factor, as well as X-Factor+Healing Sphere.
I then tested it with Hulk’s standard throw (120,000 vs 100,000) and non-mashed command throw (72,000 vs. 60,000), Shuma’s command throw (204,000 vs. 170,000), Dormammu’s Level 3 (480,000 vs. 400,000), and Shuma’s Level 3 (first hit does 50K as normal, but the grab is adjusted 420,000 vs. 350,000). I haven’t gone through all the characters, and this may be inconsequential in the long run because of how her life works, but I do find it interesting. Was this something added to the patch or always this way?
Dorm L3 is enough to kill Dark Phoenix outright, but not Phoenix.
I uploaded a vid I took of it last night when I saw it.
[media=youtube]jKRFrfkDF08[/media]
Description has the damage log, but view on HQ to see the numbers yourself =)
its not just grabs or throws. she takes more damage from everything when compared to normal Phoenix
All of the non-grab attacks for those three characters i tested with do standard damage against her as Phoenix
thats odd. I tried doing similar simple combos against both DPh and normal PH. DPh was losing more health on her life bar for the exact same combo. I’ll run it in practice mode again when I get a chance.