During UCI yesterday, Phoenix died from chip damage and wasn’t able to transform. From the video, it looks like c.lk and the fireball hit her at the same time and she just died even though the 5 meters were drained.
My guess is that she can’t transform if you put her into blockstun with a normal and chip her to death with a projectile at the same time that is if she doesn’t push block, just a guess though.
After a few thousand games of Phoenix, I’ve had that happen to me less than 10 times total. I’ve killed a lot of time trying to replicate it and isolate why it happens and I can’t. As near as I can figure, it’s just a glitch. The game reads her as dying, takes the meter, forgets to resurrect her, notices her dying again, checks for 5 meters, sees none and lets her die.
Speaking of phoenix death, the new vid of spiderman killing her seems to be incomplete. In Marvel 2, you could escape one of sentinel’s unblockable setups by tagging. Couldn’t you x factor -> dhc frame kill or x factor -> tag to escape the dark phoenix death?
Listen carefully, and you can hear the transformation begin; it makes that weird “Cheeeoo” sounds that happens right before the explosion sound when she resurrects.
This sounds more likely to me. The game probably does a quick “recharge” of her health as she transforms, rather than instantly granting her full health. Richard somehow managed to inflict damage to phoenix soon after this “recharge” began, inflicting more damage than the “recharge” had managed to restore by that time, and thus killing her a second time over.
If this is the case, then it suggests one of two things, at least that come to my mind at this moment:
There is a small window of time - likely a single frame, maybe two - during which this “recharge” is occurring and the cinematic has not begun yet, or,
There is some sort of game mechanic - perhaps a buffering system for damage infliction which spreads damage inflicted by multiple hitboxes during the same frame into multiple frames - which caused damage inflicted immediately before the transformation to be moved ahead to frames during the recharge.
Either way, this could very well lead into an effective - though more than likely extremely difficult and situational - DP counter strategy. It’s likely have a lot to do with timing assists and the such, similar to using high/low assists to make unblockable hits (though it would likely be much more difficult and harder to set up).