The Team I was messing with was the PZPoy/Flocker team (Zero a/ Doom b/ Phoenix b) and I can usually get 4 bars before Zero even dies after a really easy, and really dumb, reset. If zero dies too quickly because I made a mistake, Doom goes on the “Lame game” train just to make a Zoning attempt, and when they get impatient and try to get in, I go full offense. Doom’s corner loop with or without a reset can really build stupid meter.
My usual games go: Zero OCV’s, Zero dies and Doom gets Lamed but DP is too much for them to handle, I build enough meter, and manage to out play them with good ol’ Jean on point.
My problem wasn’t so much DP in general, but when you pop X-Factor into lvl 3 with DP, Things get crazy. There is so much you can do and she’s so fast/strong that your opponents mistake gets them killed immediately. but the main problem is, DP players often abuse Teleport M and H, and get punished hard for it.
So far I’ve learned spacing is really a key factor. The Feathers help as much as they hurt, They cause certain combos to drop, and outside of lvl 3 she isn’t fast enough for their HSD to keep up with her combos.
For the 750-950k people, Cr. L x2, cr.M, cr.H, S, j.M, j.M, j.H, j.F+HxxPhoenix Rage easily kills.
for the 975-1.250k, All it really takes is to increase the cr.L from 2 times to 5.
As far as mix-ups go, People expect Phoenix players to go nuts and teleport constantly, so catching off guard by just throwing down traps and shooting TK Shot M to keep them out confuses them. Once you’ve trained them into blocking the said barrage of shots, Teleporting gets them almost every time. When in Lvl 3 DP, that’s where I just have the most mix-up problems.