With Dark Phoenix, that is something your going to need to avoid at all cost. But from my experiences, if the opponent is in the corner, I usually go into TK overdrive M, dash up then d. M. For some reason they always try to hit her even though they see her dash up. If push blocked, you need to pay attention to their pattern. If you know they are going to push block, do a teleport L or M so you can negate the push and go for a grab.
But if your timing is off youāll be back to square oneā¦either that or deadā¦
Yeah w/ dark phoenix when they are in the corner you donāt really want to go for air grabs since itās really risky. Only go for ground grabs. Also what i like to do against a up back wesker for example is lay down a L trap and press standing H since itās like +5 on block or whatever and try and get them in a counter hit or wait for them to get hit by the trap on the ground. M/L overdrive works too. Also if you use air S or air Down H and teleport you can use the feathers to cover urself or hit them out of a move and they donāt dissappear when hit. You can also just lame them out and shoot fireballs while your behind your L trap and chip them out or get them to press a button or something which usually works. And if they try to random super you or something punish w/ Phoenix Inferno.
also⦠try to time an overhead when they hit the ground⦠that usually hits for me⦠never hit c.L while someone is in the corner, that is a setup to dieā¦
How is c.L bad against a cornered opponent? Chicken blocking > the overhead, so you need the c.L threat.
Chicken blocking is great for avoiding crouching L, and setting up for a j.S or H because c.L does not put the opponent into blockstun⦠and most people crouch block while coming down from a chicken block⦠so using her overhead does work⦠especially since the mass majority of people forget she has an overhead⦠plus if you space the overhead so that the pellets hit the opponent and cancel into fly⦠you can set up a double overhead⦠because her pellets hit overhead too⦠Plus using s.H sets up a weird situation where when the opponent is chicken blocking, and the bottom pellets hit late the cpu will either crouch block it or block it standing, allowing to cancel into flight for overhead⦠or hit with a lowā¦
i donāt think the feathers hit overhead though.
I havenāt tested that, but they donāt hit low, so they likely donāt hit overhead.
if you whiff the normal and set the cpu to crouch block low⦠they hit overheadā¦
Edit: whoops disregard that⦠crouch block low for the cpu doesnāt stop them from hitting mid⦠sorry
donāt forget healing field mixupsā¦
Yeah Iām pretty sure I tested it before too and if you block the feathers low from the right height they donāt hit overhead lol.
Healing Field on Asgard level daylight is too strong. Pick that if you use healing field w/ Normal/Dark Phoenix 
Healing Field is like how Astral Vision was for me a year ago. I confuse myself to death. āWhere am I?!ā
Iām sure this has been asked before, but does anyone have experience with a point Phoenix team? I understand itās a stupid thing to do but I wanna try it for fun.
Right now, Iām going with Phoenix/Sentinel/Akuma. It gives her two relevant assists, and provides safe DHC options to help with her getting randomed out.
To anyone who has tried this before, any tips?
Learn to combo into Healing Sphere or just know when to use it at any given time. Also make sure you have a combo that builds at least one meter as her. Those will be a great help to her. DHC, Cross Counter, and using X-Factor are all options for her if she isnāt safe. Movement is important. She has a lot of movement options. Tri dash, wave, teleport, ect.
Remember one hit is all it takes to end her. Unless healing sphere is on then they she may just fall out of a combo. But that may not always be the case.
Good luck
oh and practice against characters who have command grabs. Those are very much anti Phoenix from the start.
Point Phoenix was my Vanilla team. I recommend running Phoenix/Doom/Amaterasu. Youāre still going to be going for Dark Phoenix, and you want Hidden Missiles and Cold Star to help cover your approach and open people up. Then Doom and Amaterasu get their THC together as a way to burn all the meter you generated if Phoenix dies.
Thanks for the advice. I will get on learning something like that ASAP.
That team definitely interests me since I already have experience with x/Doom/Ammy. I was planning on focusing on not even attempting to use DP but weāll see what happens when I start messing around with the team. Regardless, thatās a nice shell for her and calling cold star with healing field on has got to be confusing as hell.
Apex made me sad, because it showed to be true what every Phoenix player already knows: sheās goddamn easy to counter now. Between Spiral Swords, Ouroboros, Soul Drain, and TAC glitches, I laugh when I see people consistently let Dark Phoenix onto the field. As a Morrigan player, Iāve played Phoenix users in hundreds of matches, and maybe 20% of the time she gets to come out because I have so many Soul Drain set ups to make sure she dies once and never comes back.
So I suggest a new hyper for Phoenix:
Overload
0 Bars
Frames: 10 startup, 0 recovery, +15 on block, +40 on hit.
Input: rdp.AA
Deals 375,000 damage to Phoenix and creates an explosive sphere 25% larger than the one created by Dark Phoenix rises. Deals 200,000 damage to opponents caught in the blast and places them in a spinning knockdown.
In my mind, if you earned the 5 bars for Phoenix, your opponent should have to contend with that. Itās one thing to have characters that have an easier time against Dark Phoenix, like Vergil and Strider, and itās another to have so many ways to prevent her from coming out at all that are built into the game engine. Ideally, TACs will be fixed in the future, but I still think this is a good idea that has a place in Phoenixās moveset.
Full disclosure: I am a Phoenix user.
You donāt explicitly say it so Iām going to ask: would Phoenix have to have five bars (and burn them all) to even use this? If not it would be a very interesting super for her, if so it would probably be broken.
Side note, point Phoenix is going very well, primarily due to no one knowing wtf to do against it. 50% of players donāt take me seriously until I hit them, and the other 50% do random scrub stuff thatās easy as hell to predict.
Hypothetically, no. So it could be a āsuicide bombā if you use her on point. Taking Deathwish to a whole new level!
I found out something interesting about Phoenixās life when she has 5 bars when H&H cards are used with her. When a life regain card is applied to her then her life reaches zero during an animated hyper, her life starts regenerating even when it reaches zero.
So if thatās the case, then literally five bars keep her from dying until the game can force her to change. Which would explain why she doesnāt change when the finishing blow from a soul drain kills her. But it still doesnāt explain why a meter drain TAC hit doesnāt do the same. It changes her instead.
EDIT
Ha I wasnāt imagining it.
Divine instruments and Viewtiful god hand are the only moves that keep her from dying. But why?
Does it have something to do with animation? If she is in XF, you hear Phoenix say āno problemā as if she does a recovery flip to a normal stance then the animation for DPR starts after Divine Instruments. She changes after god hand. But if DHC out from the first hit of god hand has DPR start.