I do agree that it’s an amazing team but I’m not too sure about Dante being an amazing anchor. Sure he has good 50/50 mix ups with acid rain on incoming characters and he has a gdlk devil trigger mode but from what I see, Dante has to work amazingly hard to get in on characters without an assist. Yeah he has tools to fight characters one on one head-on but smart players usually keep a full-screen distance from Dante and try to run his xfactor out whenever it’s activated. Because his teleport can be grabbed out of the air, Dante really doesn’t have an effective way of getting in without an assist covering him (correct me if I’m wrong, I’m not a Dante player myself so I’m not aware of ALL his options).
and Mihe is definitely not ass xD
The problem with your view on dante is that you think he needs to get in. thanks to his tools the most effective way to play him imo is as a zoning character. do you know how hard it is to get it on a dante who controls the ground with fireworks, reverb shock, drive, crystal and his normals (primarily stinger) and the air with multilock, acid rain, air play, lightning and missiles? especially on anchor thanks to his speed boost, he can do multilock and teleport in for FREE. he can cover all his teleports by himself, this is what people dont understand. high level players arent using dante to his full potential; not even close.
lets say disaster strikes and it’s 3v1, if youre smart you’ll block the incoming mixup and xf guard cancel (if you can) then kill that character. it’s 2v1 and youre in a good position, you can either backup and effectively zone or run your stupid mixups and kill another character. once it’s 1v1 you can safely zone 75% of the cast and assuming you still have xfactor you could probably kill with one more mixup. of course this applies to a lot of great anchors, but dante does it so well it’s insane.
The problem with your view on dante is that you think he needs to get in. thanks to his tools the most effective way to play him imo is as a zoning character. do you know how hard it is to get it on a dante who controls the ground with fireworks, reverb shock, drive, crystal and his normals (primarily stinger) and the air with multilock, acid rain, air play, lightning and missiles? especially on anchor thanks to his speed boost, he can do multilock and teleport in for FREE. he can cover all his teleports by himself, this is what people dont understand. high level players arent using dante to his full potential; not even close.
lets say disaster strikes and it’s 3v1, if youre smart you’ll block the incoming mixup and xf guard cancel (if you can) then kill that character. it’s 2v1 and youre in a good position, you can either backup and effectively zone or run your stupid mixups and kill another character. once it’s 1v1 you can safely zone 75% of the cast and assuming you still have xfactor you could probably kill with one more mixup. of course this applies to a lot of great anchors, but dante does it so well it’s insane.
fair enough. you’ve enlightened me a little bit about dante’s ability as an anchor
Hey guys, i’m really trying to get a last character that works well with Zero/Spencer/xxx. I’m using vergil, but rapid slash doesn’t seem to be good enough for either of them as far as screen control goes. The only character i won’t play is Dante, but any suggestions?
Hawkeye! his greyhound arrow assist works wonders for both of em. he also makes one hell of an anchor.
CTG
March 22, 2012, 9:13pm
1704
I currently use Zero, Nova, and (insert random character here). I currently don’t have any idea what assist to use for Zero; but for Nova I have Centurion Rush M. I currently don’t have a third character on this team that I want to use. What character would benefit Zero and Nova as an assist and as a character as a whole?
Strider. Nova can convert or mixup anytime Vajra assist hits or causes blockstun. Can convert off a Vajra hit from fullscreen. Zero loves the lockdown and screen control.
CTG
March 22, 2012, 9:15pm
1705
You don’t really need to combo off Strider assist by any means, it’s mainly there to harass the shit out of the opponent and on a hard knockdown- you get in for free and set up meaty mixup, which is exactly the kind of thing Zero excels at.
But yeah sometimes/ in certain matchups you’d be better off switching to either Doom assist for sure.
Finally somebody else gets it. Assists are more than “land a hit for me”. Vajra harassment with Raikousen and Buster backup is awesome.
zero dante phoenix is the best team in the game. Everyone stop what your doing, its the best team period, holy fucking shit, there’s nothing else that comes close, I’m dead serious.
Hm, my hawkeye is pretty scrubby…I’ll either have to make it work or experiment with different characters in the lab.
Zeu
March 23, 2012, 6:39am
1709
Yeah. Hell Zero/Dante and Strider/Doom/Sent/Magneto/Akuma
is better than that. I’m curious to see what makes him say that since he really can’t play without drones lol.
that vajra assist does wonders when I play against Trish players.
zero/doom/strider
CTG
March 23, 2012, 6:16pm
1711
I’d imagine a lot of it has to do with Zero essentially getting extended life due to a hit will usually lead to snapping in Phoenix instead of killing him. While I don’t think it’s as good as Zero/Doom/Strider (best Zero team) or Zero/Dante/Strider, it’s definitely up there IMO - right next to Zero/Doom/Phoenix.
Can we just all agree that the best Zero teams consist of pairing him with some combination of Doom, Dante, Strider and Sentinel?
Zeu
March 23, 2012, 10:07pm
1712
I’d imagine a lot of it has to do with Zero essentially getting extended life due to a hit will usually lead to snapping in Phoenix instead of killing him. While I don’t think it’s as good as Zero/Doom/Strider (best Zero team) or Zero/Dante/Strider, it’s definitely up there IMO - right next to Zero/Doom/Phoenix.
Can we just all agree that the best Zero teams consist of pairing him with some combination of Doom, Dante, Strider and Sentinel?
Nope, if I hit Zero he is dying considering I also play zero and vergil on my other team hes dying in one hit from either. Dante with just TK overdrive isn’t doing anything to scare me. I can just take my time and hit him whenever. By the time phoenix comes out if I just decide to kill both she only has about 3.5 to 4.25 bars anyway. if that fails then the TAC glitch is still there. Oly way that team works is if you land a hit with zero like 2 times. these are hits that would have lead to dead characters on a actually zero team. Zero/xxx/phoenix is a good team and phoenix team but its not really that scary especially considering 99% of phoenixes are pretty ass anyway.
I wanted to make another thread for the Lightning Loop alone, but I guess this could fit here. If anybody thinks it’s better to make a new thread let me know.
This are the following DHCs that can set up the Lightning Loop.
Spoiler
Sentinel
Hard Drive
Timing: Strict. Has to be done quickly after the last hit that send the opponent flying. TK :l: Raikouzen close to the ground to continue the combo.
Hyper Sentinel Force
Timing: No problem. Similar to Million Dollars, you can set up a non TK Raikouzen at the beginning of the setup. It’s also better to go to the variant version of the Lightning Loop (the same one you use with Million Dollars) to build meter.
Dante
Million Dollars
Timing: No problem. You have a ton of time to set it up. It’s preferable to change the Lightning Loop from the standar version so you earn more meter at the end. This would be something like: :l: Raikouzen > Buster xx :l: Raikouzen > TK :l: Raikouzen x3 > Buster xx :l: Raikouzen.
Strider
Legion
Timing: Easy. Because of the distance Strider moves back when he does Legion, you’re gonna have to setup the loop first with a normal jump forward Raikouzen an the continue to loop it.
Nemesis
Bioweapon Assault
Timing: Super easy. You have a ton of time to set up whatever you want because the last hit of the super launches the opponent so high.
Biohazard Rush
Timing: Easy. Just wait until Nemesis hits for the last time in the super and setup first with a TK :l: Raikouzen.
Phoenix Wright
"Order in the Court"
Timing: Easy. Again, just wait till the Judge’s hammer hits at the end of the super and follow up with a TK :l: Raikouzen. The bounce isn’t that high like Nemesis’ supers, but high enough to make the timing on the Raikouzen not strict.
Nova
Gravimetric Blaster
Timing: Very Strict. You have to DHC into Sougenmu as soon as the last hit of Nova’s super finishes and then do a TK :l: Raikouzen as early as possible. Maybe not as strict for a Nova player that know the timing of his super already, but pretty above average in difficulty. It is to note that I tested this after a :f::d::df::l: OTG into Gravimetric Blaster on the ground.
Rocket Raccoon
Rock “n” Roll
Timing: Super easy. DHC when the machine gun bullets are over, before the blue ball is starting to charge. Gives a ton of time to do anything you want, probably one of the highest and most floaty bounces of any DHC.
Frank West
Blue Light Special
Timing: Weird/Difficult. DHC right after the last hit of the cart. Follow up with a TK :l: Raikouzen and jump back before releasing the buster. Timing can get a little weird at the beginning of the LL.
Funny Face Crusher
Timing: Weird/Strict. If you hit it while Frank is facing the corner, DHC on the hit before the last hit of the super (so, before Frank slams the opponent on the ground) and follow up with a TK Raikouzen then jump Buster and continue the loop.
Survival Techniques
Timing: Super easy/easy. If you DHC on the last hit of the super, just follow up with a TK :l: Raikouzen. The timing is not difficult on that one. If you wanna make it even more easy, DHC on the hit before the last hit of the super so the opponent flies up really high and you have a ton of time to set up anything.
Dormammu
Chaotic Flame
Timing: Dependent on Hitstun/Strict. If Dormammu’s combo is long, a normal TK :l: Raikouzen setup will not work, so you have to change the first TK :l: Raikouzen into a TK :h: Raikouzen. So, after the last hit of Chaotic Flame, immediately DHC into Zero and do a TK :h: Raikouzen as soon as you can. Time the fall after the TK :h: Raikouzen and release the buster when close to the ground so you can follow up with a normal loop. It is to note that if you somehow land a raw Chaotic Flame or a very small combo in the corner, you can follow up with a normal TK :l: Raikouzen setup at the beginning. Combos used are in the spoiler tag below.
Spoiler
Combo that Required a :h: Raikouzen: [Dormammu] Tri-Dash j.:l: > cr.:l: > cr. >s.:h: xx :f::h: xx Flight Mode > j. > j.:h: > j.:s: > land > :s: > j. > j. > j.:h: > j.:s: > land > :f::d::df::l: xx Chaotic Flame.
Combo that Could be Setup with a TK :l: Raikouzen: [Dormammu] Tri-Dash j.:s: > cr. > s.:h: xx :f::h: xx Flight Mode > j.:h: > j.:s: > land > cr.:h: xx Chaotic Flame.
Stalking Flare
Timing: Needs a Specific Combo Setup/Difficult. I managed to get a LL after a Stalking Flare but I used a very specific, and short combo (see spoiler tag below). It seems that as long as you wait for the Stalking Flare to almost finish, then make Zero jump and do a :h: Raikouzen just after the Stalking Flare dissapears (which means all the hits have connected) then time your fall to release a Buster > :l: Raikouzen to continue the loop. Pretty sure this can be done in longer combos, seeing how Stalking Flare keeps them there enought for the :h: Raikouzen to hit easily. Also try to DHC into Zero a little late, so you have more Sougenmu time while you wait for the Stalking Flare to finish hitting.
Spoiler
Combo into Stalking Flare: [Dormammu] j.:s: > cr. > s.:h: xx :f: :h: xx Stalking Flare > DHC Late into Zero’s Sougenmu.
Wolverine
Fatal Claw (Super Jump Height)
Timing: Weird/Normal. If you DHC really early while Fatal Claw is hitting (before the enemy switches sides with Wolverine) , you can follow with a TK :l: Raikouzen then normal jump back and Buster > :l: Raikouzen to continue the loop.
Ghost Rider
Hellfire Maelstrom
Timing: Varies. You can link a TK :l: Raikouzen if you DHC before Ghost Rider slams the opponent to the ground. It’s better to try and get them as high as possible during the OTG :l: Hellfire so you can more time to link the :l: Raikouzen after you DHC. I found that if you DHC close to when Ghost Rider is hitting the opponent (you can actually see the “hit yellow attack burst” when you are DHCing), it makes it easier to link the Raikouzen.
Viper
Emergency Combination
Timing: Normal. DHC right after the last hit of the super. TK :l: Raikouzen to link at the bottom. It is possible to do it “too early”, so don’t do it so instantly.
Burst Time
Timing: Normal. DHC right after the last hit of the super. TK :l: Raikouzen as fast as you can to link at the bottom.
Spencer
Bionic Arm
Timing: Normal. DHC right after the last hit of the super. TK :l: Raikouzen fast so you can to link at the bottom.
Bionic Bomber
Timing: Normal. DHC right after the last hit of the super. TK :l: Raikouzen fast so you can to link at the bottom.
Tron
King Kobunn
Timing: Easy. While the giant Servbot is hitting, you can setup anything you want. You might be able to add an extra TK :l: Raikouzen at the beginning before starting the loop with buster > :l: Raikouzen.
Lunch Time
Timing: Easy. Just wait until almost all the Servbots are finishing hitting so you can link with a TK :l: Raikouzen to continue the combo.
Hulk
Gamma Crush
Timing: Depends on Combo. If Hulk’s combos is short enough, Zero can OTG with Setsuizan xx Buster xx :l: Raikouzen to continue the combo. Combo that worked and I used below in the spoiler tag.
Spoiler
Combo that Allows Zero to OTG: [Hulk] j. > cr. xx :f::d::df::h: + :h: > land > > :s: > j. > j. > j.:h: > j.:s: > land > :l: Gamma Wave xx Gamma Crush
Gamma Quake
Timing: Easy. Just time a jumping :l: Raikouzen as all the rocks finish hitting.
Storm
Hail Storm
Timing: Easy. Just time a jumping :l: Raikouzen as all the crystals finish hitting.
Elemental Rage
Timing: Normal. DHC before the last hit (wall hit) and time a TK :l: Raikouzen to continue into the loop.
Lightning Storm
Timing: Difficult/Height Dependent. I managed to get a LL after a simple combo on the ground with Storm (combo below in spoiler tag). Do a TK :l: Raikouzen as soon as you can to continue into the LL.
Spoiler
Combo that Allowed for a LL: [Storm] cr. xx :f: Lightning Attack xx :f: Lightning Attack xx Lightning Storm.
Deadpool
Cuttin’ Time
Timing: Easy/Side Dependent. Just DHC before the last hit of the super, but also when Deadpool is on the left side if you are on the right wall, or DHC when Deadpool is on the right side of the opponent if you are on the left wall. Activate Sougenmu for the DHC as if you were facing the wall you are in. Follow up with a TK :l: Raikouzen to continue the combo. Note: You are going to be a little far from the corner than with other DHCs, but the timing for the loop doesn’t change because you are still close enough to continue the LL.
Akuma
Messatsu-Goshoryu
Timing: Difficult/Heigh Dependent. If you can land the super during the opponent is high off the ground, if you DHC into Sougenmu during a certain hit on Akuma’s super, you can link a TK :l: Raikouzen at the bottom. This may even be hitstun specific, so requires more testing. Akuma’s super has 3 sets of 3 punches each. So set one has the 1st, 2nd, and 3rd hits. Set two has the 4th, 5th, and 6th hits of the super. And the last set has the 7th hit, the 8th hit, and final 9th hit of the super. You need to DHC as soon as the 8th hit of the super hits. It seems also that hitstun makes the opponent fall faster on the 8th hit, so I will post in a spoiler tag below the combo that allowed me to do a LL after.
Spoiler
Combo that allowed to Continue with a LL: [Akuma] cr.:l: > cr. > cr.:h: xx :h: Gohadouken xx Messatsu-Goshoryu.
Messatsu-Gohado Ungyo
Timing: Difficult. This is Akuma’s ground version of this super. I will post the combo I got this work with, but I think this might not be affected by hitstun deterioration. DHC into Sougenmu just after the last hit of Akuma’s super.
Spoiler
Combo Used: j.:s: > cr.:l: > cr. > cr.:h: xx :h: Tatsu > cr. > :s: > j.:h: xx :d::db::l: + :l: > land > Messatsu-Gohado Ungyo
Haggar
Rapid Fire First
Timing: Easy. DHC right after the last hit of the super. I recommend to dash first before doing the TK :l: Raikouzen, because the super ends a little far from the corner, but it should work if you do it like usual.
Jill
Raven Spike
Timing: Normal. DHC right on the last hit of the super. Follow up with a TK :l: Raikouzen to continue the combo.
Amaterasu
Okami Shuffle
Timing: Difficult. There’s different setups for this because it depends on how high the opponent is when the super hits. You just have to know that it is always possible, just different timings to hit the first Raikouzen. I did my setup after an OTG with Amaterasu with (Glaive)j.:df::h: xx j.:d::df::f::s: xx Okami Shuffle, then DHCed into Sougenmu right when the Thunders appear during the super (after the Ice). Then, I dashed back > normal jump up :l: Raikouzen and then continue the loop. Not that hard, just find the setup for your combo.
Trish
Round Harvest
Timing: Very Difficult. There’s not a lot of combos that allow you to combo into Round Harvest, but if you get it, just DHC into Sougenmu an do the following setup. What I did was: DHC to Sougenmu as soon as Round Harvest hits, then count around 1.5 seconds, then dash back and super jump and do a :h: Raikouzen, then time your fall to release Buster xx :l: Raikouzen to continue into the LL.
She-Hulk
Esmerald Cannon
Timing: Difficult. After the second hit of Esmerald Cannon, wait for She Hulk to cross the opponent up and the DHC into Sougenmu. Then, quickly dash forward and jump to do a :l: Raikouzen > jump forward Buster > :l: Raikouzen to continue into the LL.
Magneto
Magnetic Shockwave
Timing: Very difficult or Easy/Combo dependent. You need to quickly wave dash back until you are far away from the opponent and activate Magnetic Shockwave very fast so it OTGs the opponent. After that, DHC instantly into Zero and do an instant Raikouzen to continue into the LL. This setup is only for reallt advanced and long combos. If the combo is short enough, Zero can just OTG with Setsuizan xx Buster xx :l: Raikouzen to continue into the LL even though the timing for the first Raikouzen is a bit strange (the same as Hulk - Meteor Smash).
Vergil
Dimension Slash
Timing: Random. Depending on Dimension’s Slash hits, you can sometimes link a TK :l: Raikouzen at the bottom. It also matters at what distance you end up after the DHC. Vergil and Zero don’t need this much seeing how Vergil can just loop Spiral Swords, so Vergil doesn’t real’y need DHCs much. If the combo is very short, you can OTG Setsuizan xx Buster xx :l: Raikouzen to continue into the LL.
Viewtiful Joe
Desperado (Air)
Timing: Normal. If you end with a Desperado at super jump height, you can DHC into Sougenmu and do a TK :l: Raikouzen to finish the combo.
X-23
Weapon X Prime
Timing: Normal. DHC until X-23 fully crosses up the opponent after the last hit of her super, and the DHC into Zero and do a TK :l: Raikouzen to continue the combo.
Spider-Man
Maximum Spider (Air)
Timing: Weird/Hard. If you land a Maximum Spider with the opponent being at super jump height, you can DHC into Sougemu, wait until the opponent is near you (normal jump height) and back dash > jump up Buster xx :l: Raikouzen to continue the combo.
Hsien-Ko
Tenrai Ha
Timing: Random/Normal. Tk :l: Raikouzen while the spiked spheres are hitting and sometimes you can get the LL to work. Depends on the hits of the spheres. If the combo leading into this is small enough, you can OTG Setsuizan xx Buster xx :l: Raikouzen to continue into the LL.
Shuma-Gorath
Hyper Mystic Smash
Timing: Random/Easy. If the combo leading into this is small enough, you can OTG Setsuizan xx Buster xx :l: Raikouzen to continue into the LL. If the opponent is high enough when the super hits, if you DHC close to one of the spiked balls hitting, you can link a TK :l: Raikouzen to continue the combo.
M.O.D.O.K
Hyper Psyonic Blaster
Timing: Height Dependent/Level Dependent. (Lv.1 Super) try to bring the enemy above the ground before doing the super so the opponent floats in the air after the DHC as high as possible (OTG cr. xx :l: Psyonic Blaster xx Hyper Psyonic Blaster was enough for me) and the followup with a TK :l: Raikouzen. (Max Level Super) DHC as soon as the last hit of the super hits (very strict) and follow up with an instant TK :l: Raikouzen. If the combo leading into this is small enough, you can OTG Setsuizan xx Buster xx :l: Raikouzen to continue into the LL.
Thor
Mighty Tornado (close to the ground)
Timing: Normal. If you end a combo with a close to the ground Mighty Tornado, you can link a TK :l: Raikouzen at the bottom to continue into the lightning loop.
Combo used for this below inside the spoiler tag. I am not sure if HSD could affect this, even if it’s so close to the ground.
Spoiler
[Thor] cr.:l: > cr. > :s: > (j. > j. > j.:h: > j.:s:)-delayed- > land > :f::d::df::h: (hold to maximum) xx Might Tornado.
Wesker
Phantom Dance
Timing: Random/Very Strict. Depending on when you DHC, or how the super hits, you can sometimes get a TK :l: Raikouzen to combo at the bottom. If you do the super as high as possible, you get better results becaue you have more time to link at the bottom.
Chris
Sweep Combo
Timing: Easy. Just DHC after the last hit and link a TK :l: Raikouzen at the bottom to continue into the LL.
Grenade Launcher
Timing: Normal. DHC as soon as the lightning shot hits. The just wait for the last hit to OTG and do a TK :l: Raikouzen to continue into the LL.
Hawkeye
Super Scattered Shot
Timing: Combo dependent. If you manage to have the enemy close to the ground enough when the super hits, DHC instantly into Sougenmu and follow up by jumping and doing an :h: Raikouzen and time the fall to release Buster xx :l: Raikouzen and the continue into the LL. As long as at least 2 of the 3 shots that Hawkeye fires hit, you have enough time to link the Raikouzen it seems. May need further testing.
Phoenix
Phoenix Inferno
Timing: Normal. The super will wall bounce the opponent, so DHC fast and do two back dashes so you are well setup for the :l: Raikouzen. After that, just forward normal jump Buster xx :l: Raikouzen to continue the combo.
Found out Dr. Strange Spell of Vishanti can DHC to Lightning Loop.
SoV DHC to Sougenmu straight away, SJ H Raikousen. (I’m testing H Raikousen Buster Cancel atm to see if that works too)
Kef
March 23, 2012, 10:39pm
1714
I will add that one, and the Rocket Raccon one too.
I think we should post the list somewhere else so people can see it. Maybe not a new thread, but where?
Well you’ve got a reserved post in the Combo Thread haven’t you? Could just put them all there.
CTG
March 24, 2012, 2:45am
1716
Nope, if I hit Zero he is dying considering I also play zero and vergil on my other team hes dying in one hit from either. Dante with just TK overdrive isn’t doing anything to scare me. I can just take my time and hit him whenever. By the time phoenix comes out if I just decide to kill both she only has about 3.5 to 4.25 bars anyway. if that fails then the TAC glitch is still there. Oly way that team works is if you land a hit with zero like 2 times. these are hits that would have lead to dead characters on a actually zero team. Zero/xxx/phoenix is a good team and phoenix team but its not really that scary especially considering 99% of phoenixes are pretty ass anyway.
Zero/Dante is more than enough to ToD - if you need two assist extensions to kill with Zero, you’re doing it wrong. Completely wrong. Dante is a scary enough by himself, thus any assist is just going to help - not hurt.
Zeu
March 24, 2012, 8:44am
1717
Yeah with meter which is what you are not going to spend with phoenix. And if you snap phoenix in here comes Dante with the almighty ryuujin assist. I’ve played Dante since Day 1 Vanilla and I can make him work most of the time if he is by himself since I know almost all the intricacies of the character. How many Dantes do you know that are like that. Most Dantes I see get worked with no assist so what is leading me to believe that people are just going to start doing work with overdrive which while good is way too risky to use liberally. Tell me how is Dante going to get in on Mag/Drones with either ryuujin behind him or overdrive? Teleport? that will be airgrabbed everytime by anyone good. You are then left to box jump around trying to land a stray hit. not a good strat.
The team is good, only because it includes the best shell in the game. Strider in fact does Phoenix better than Phoenix at most times. I just feel phoenix is really not needed with zero.
Kef
March 24, 2012, 8:49am
1718
I personally don’t like the team because of Phoenix. If the japanese technology didn’t exist, I would consider it an amazing team. But, having my 2 point characters not use any meter, having a 350k health character, needing to have 5 meters before Phoenix dies, and all to play a guessing game if my opponent has X-Factor that I basically have 50% (I think?) to win, no thanks.
CTG
March 24, 2012, 7:53pm
1719
This is what I don’t understand - if you have a chance to kill… TAKE IT!
What’s the use of saving meter when you can get the kill? Does Zero not build a ton of meter anyway? At most it takes Zero 2 meters to kill - then you have a 3-2 lead in which you can zone or just plain lame out the opponent until you feel comfortable enough with your amount of meter to go in.
Don’t get me wrong though, I’d take Strider over Phoenix as well.
@zeus : If zero/dante/phoenix ever get a hit confirm into a full combo, zero and dante get another chance to live, because YOU MUST KILL phoenix at all costs.
The Japanese tech isn’t really that good, because you need a clean hit on phoenix, its literally a 50/50 guess if I don’t tac tech the first time, and you wasted x-factor.
You wasted x-factor on my phoenix, now I have 3-4 meters with dante/zero, the best duo in the game. Good luck dealing with a zero with 3 meters and maybe with x-factor. He can chip two characters to death fast, leaving a third character guessing a 50/50 twice!!!
Oh, and unlike other phoenix teams, I use meter to kill characters, unless its like hulk or wesker. Wesker vs zero is so easy.
I’m using meter on vergil/magneto/skrull EVERY time. I struggle against these guys the most.
Phoenix anchoring with three meters is also really freakin good. As long as you treat Dark Phoenix as a bonus, there’s no reason to not kill a character in this game. Meter building is still silly.