I don’t think there are any better partners for Pheonix than Magneto or Dr.Doom.Alot of Tac options and good meter building.
Ok I was wondering if X-23 and Nova were a good enough shell to put
Phoenix in there with them? IMO they both have LOTS of synergy in the
little bit of time playing them I know they have great THC options ,
nice resets, they both benefit from each others assists (nova gets an
otg and x-23 gets a ground bounce), and nice mix ups (feint cancel m +
call centurion rush).<br>Just don’t know what order to put them in…
Was thinking X-23 gets more from Nova because Nova is decent solo even
though Jeans tk overdrive is the perfect “beam” for both of them imo
(just wont be using it alot for obvious reasons). Plus from X-23 I can
go into Novas infinite (wish Laura had one ;( ) Suggestions anyone work
with this pairing before?
<font face=“Arial, Verdana”><span style=“line-height: normal;”>I’m passing through a lot of team combinations recently because I love the Marvel cast so much (Marvel fan!). I’m a huge Jean fan and I didn’t use her because of the meter gimmick, but now I think I can get along with. I was wondering: Can Phoenix work with Dr. Strange? Strange is by far my best (and favorite) character so he is on every team I built. Well, everyone who doesn’t know Strange so well may think he is a meter hogger and a primarily anchor character. He is actually one of the best meter builders in the game with his FoF loops, and a great second character. So what character should be point for a point/Strange/Phoenix team? I’m just an online/casual player so keep in mind i don’t want a top tier tournament winning team. I just want good teams with my favourite characters.</span></font><div><font face=“Arial, Verdana”><span style=“line-height: normal;”>By far the characters I know how to play are: Strange, Magneto, Doom, Wolverine, Captain America, Wesker, Dormammu, Iron Fist, Hawkeye (Storm, Ghost Rider) > I don’t think these last two can ever work with Phoenix O.o</span></font></div>
How about Nova? From what I understand (I dont use Strange myself) it is now possible to go into the FoF/Impact Palm loops without Spencer on the team, bolts is one of the best assists for Nova, they should help you build the meter you need for Phoenix and if she dies you still have a pretty solid shell.<br>
Yes, Nova/Strange/Phoenix sounds really good, Nova has lots of reset options and is a good meter builder. I forgot to put Nova there, I know how to play him too (he is very easy). I don’t know about the hard tag FoF loops without Spencer, but you can always TAC into them and convert any hit with Strange into them too. Thanks I’ll give a try!
Not sure if it was via TAC, and since I dont like Strange myself I’ve never looked into his loops with or without Spencer, but on the Nova forums they were saying how you can do them without Spencer now, sounded like something new so dont think it was trough TAC, but like I said Im not sure on the details, you might want to check it out as it sounds like it could be potentially very useful for your team though. Anyways, hope you have fun with it, good luck.<br>
So…just curious what that “best” Morrigan / Phoenix team is.
Morrigan / Doom / Phoenix?
Mor/Doom/Phoe is a great Phoenix team , but I don’t think it’s the best, that is if your aiming for the “insurance policy Dark Phoenix”. Imo it’s second best with Mag/Mor/Phoe coming up first. The reason why is because the whole purpose of MorriDoom is to chip your opponent to death clean and without any random things happening, but if Morrigan is deprived of her precious Astral Vision she isn’t as nearly as safe and effective. Sure she still can put 2-3 fireballs on screen, while calling missles, and going on the offense… but without Astral Vision , avoiding all of that is easier. So let’s say you somehow got five bars already. You use one bar for Astral Vision and chuck away. Then you need another bar … and another … and so forth. While you do get meter back from throwing soul fists for chip it’s still a risk of getting Dark Phoenix or not. Then you could find yourself without 5 when Jean comes in. The reason for Mag/Mor/Phoe being the best is that Magneto is a great overall character, he has tools for almost any situation. That reason alone is why he’s better than point Morrigan throwing soul fists and calling missles (in the sense of building meter, not using it and killing). Because he can do big damage without the cost of alot of meter. Sure you loose the benefits of an assist but it’s much safer. He also has many good reset options on his own while Morrigan’s options are more limited. Some honorable mentions are Trish/Mor/Phoe , Trish can be used in a similar fashion as Magneto but she’s just not as good (limited reset options, less damage, more bad match ups, and etc.). Thor is also a good partner for Phoenix. Although I’m not too sure how well he would do with Morrigan with him as well. But Thor/Doom/Phoenix sounds like a good team. (Currently playing/learning MorriDoom/Phoenix and I don’t use Dark Phoenix that much unless I call Jean immediately after I get 5 and kill her off then tag out. But that’s not a good idea unless you have a bar for Phoenix Rage to kill incoming mixups or just have really good blocks. And if I don’t have Dark Phoenix I play xf lvl 3 Jean w/ 3-4 bars. She’s still really good.)
I kinda actually like chris g’s Morri/Ammy/Phoenix team w/ ammy either being cold star or bloom. Also Ammy is a great secondary/backup anchor for a team just in case phoenix gets snapped in and killed.
Also Ammy has TAC infinites (all ammy players should learn them).
For point phoenix i was thinking phoenix/magneto/sentinel. Tac infinites and a good secondary shell. Magneto gives teleport mixups, sentinel gives high low opportunities. So the strategy is get a hit with phoenix by any means necessary and then tac infinite till five and win.
so im looking for more of a reset based phoenix team… I’m using Rocket Raccoon/x/Phoenix right now, honestly i don’t want to play doom but i want to be competitive, maybe dante? they have to have an assist that helps Rocket, and they have to be able to build a good amount of meter (perferably having raw tech combos, TACs, etc) without using a whole lot. plus they have to have synergy after phoenix dies. any thoughts?
Point Rocket Raccoon?? Why not take advantage of his full screen wall bounce lol?? I don’t know too much about Dante so I can’t comment much on the team you want but I would say Wesker/RocketRaccoon/Phoenix. Wesker has good resets and with the log backing him up, he kind of dominates the neutral game. I’ve gotten mauled by plenty of Wesker/RR before so yeah.
I was trying out this team today, would anyone like to share their technologies for not getting wrecked as point phenoix
How about Jean/Doom/Sent is this team any better? She still has high/low mix-ups with Sent’s assist AND she gets missiles zoning capabilities.
The problem with that is I think she needs some quick protection such as a beam assist or a tatsu.
How is the Morrigan/Phoenix shell holding up these days? The usefulness of meter assist is obvious, but is it too risky to play Phoenix without a proper neutral assist for the point character? I ask because I’ve been thinking about learning V.Joe/Morrigan/Phoenix as sort of a broke-ass Alioune team
I use this still. I use Trish/Morrigan/Phoenix. Air Keep away with meter assist piss a lot of people off…
I think it depends on your play style and how well it works with Phoenix.
Also it helps if Joe works well with Phoenix and Morrigan. DHC as well as THCs to name a few things.
I haven’t used Phoenix seriously since vanilla, basically. And I was messin around with er last night behind Doom Morrigan xxx. The idea was just to run around with Doom harmonizing, and that if Jean were to be snapped n killed, the opponent gets rewarded by facing MorriDoom.
Anyway, I remember during those vanilla days, it was pretty hotly debated among Phoenix heads whether we were better off tagging Phx in upon getting 5 bars, going Dark, and tagging her back out OR just leeting our 1 and 2 die and avoid having to defend a welcome mixup.
Is this still debated? Or does theory at this point dictate that one method is preferred to the other? If so id guess the latter is preferred, though I did often enjoy the former method. What do you guys think?
And then one other thing… I read somewhere the other day, and unfortunately I forget where, someone said something to the effect of, “when we go dark, we don’t want to do so in the air, it puts us at a disadvantage.” I’m def paraphrasing, but the message was clear. So I wanted to ask you guys if that is an actual thing? Or the ramblings of someone who doesn’t know what he’s talking about? And if it IS real, I had NOOO idea, and thus am wondering if there are any other basic dos and donts a Phoenix player should know about to maximize the chances that if we go dark, we should very likely win the game (or something close depending on the life total deficit when we “rise”)?
Thanks!!
Hmm, going dark is, in my opinion, better with the other characters dead. Reason being because she’ll be able to use xf to it’s maximum potential, avoid any type of mixups if you tag her out as dark phoenix, and also doesn’t have to worry about chip when in xf. xf lvl 1&2 are no joke, but just think of it as half of what she could potentially be doing.
Going dark then tagging out does have it’s perks though.
- assist usage for Dark Phoenix
- liberal meter usage
- dhcs if your dark phoenix fs up.
I say both are very good and have their own perks , to an extent though.
The one thing that makes tag in dark phoenix such a risk is the incoming mixup. She isn’t completely helpless though. She has three very solid options that blow through like 90% of incoming mixups, one of which requires you to always have a bar in hand.
1.Phoenix rage xf fly air dash away.
2. If they hit you with a meaty setup, xf grab tech
3. xf phoenix rage or grab tech blows through some unblockable set ups, i think…
and if all else fails just block haha.
and the turning dark in the air thing being bad is because it basically opens up more possibilities for ground mixups. But I don’t worry about it too much, because if phoenix is high enough in the air she could just do h fireball into xf to avoid falling then make anything she does from there safe, depending on the matchup.
The concept isn’t a bad one. This eliminates the time out with Phoenix still having 5 bars and allows the player to do extra damage as regular phoenix. Then as Red Flame as already stated. But the problem is the opponent player abilities. If you’re going to know that the other player snaps, your movement and counters to the opponent setups have to be up to par. Corner lock setups are one thing a phoenix player would need to watch for. Just as Red Flame already said with the advice.
The transforming in the air or ground are neither bad nor good. It’s dependent on the opponent team. Specific characters can grab Dark Phoenix in the air, others can grab her on the ground. So you’d have to be sure that you know what the other characters can do to Phoenix and Dark Phoenix. Example Spider man must get her in the air to get her. Wesker has to have her on the ground so he can use his command grab. Super Skrull can’t have her transform above him since his command grabs don’t reach up vertically unless he is in position for his angled or horizontal grab.
The advantages of air and ground transforming differ. The ground you can combo off of given in the right location for a TK overdrive L or so you need not to XF cancel a TK overdrive H if not close enough to a corner. The air version is a bit different since it is difficult to combo with but possible I believe since the feathers can help her reach. But if transformed from a combo that uses an S, Dark Phoenix will be able to double dash after her transformation.