Marvel vs. Capcom 3: Fate of Two Worlds
[LIST]
[]Vitality is 420,000.
[]Multiple air specials allow for a projectile wall with little to no risk to the user.
[]Persistent shots and traps allow Phoenix to escape combos.
[]With level three X-Factor, Dark Phoenix gains a dramatic increase in speed and a total 90% damage boost.
[]Traps and teleports allow for easy 50/50 mix-up situations.
[]Dark Phoenix resurrection empowers the user with a 20% net increase in damage output.
[]If the killing blow brings Phoenix to level five, she will die without transforming.
[]It is impossible to loop TK Traps without X-Factor due to hit stun decay.
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“Her health is too low,” they said. “She’s not viable.” Imagine the surprise when Phoenix became the game’s most dominant character, the poster girl for X-Factor comebacks. Phoenix essentially embodied what makes the *Marvel vs. Capcom *series so broken. The amount of tools and tricks in her arsenal far outweighed any drawbacks, elevating her to the top of the roster. A poor design choice, by many standards. This led to a lot of hate, cries for nerfs. Five months later, Capcom announced Ultimate Marvel vs. Capcom 3. On their to-do list? Balance changes.
With Capcom’s insistence on keeping Dark Phoenix in the game, this was a tricky proposition. By nature, Phoenix is already walking on a tight rope when it comes to balancing. The character revolves around a high-risk, high-reward situation. Dark Phoenix was a powerhouse in *Fate of Two Worlds *because, on paper, she needs to be. Phoenix is a glass cannon taken to the highest extreme. On her own, a stable character with a lot of options and respectable damage output, but her vitality is so low that the first hit being a game-ender is a very real possibility. Keeping this in mind, Capcom had to carefully select elements of the character that stuck out as problems. Nine months later…
Ultimate Marvel vs. Capcom 3
[LIST]
[]X-Factor may now be activated in mid-air, preventing death from chip damage on entry and allowing for more combo options.
[]If the killing blow brings Phoenix to level five, she will resurrect as Dark Phoenix.
[]It is possible to link TK Overdrive M to Burn Out Beak mid-screen.
[]TK Shot L has fewer start-up frames.
[]Traps and teleports allow for easy 50/50 mix-up situations.
[]Dark Phoenix resurrection empowers the user with a 20% net increase in damage output.
[]Vitality is 375,000.
[]Only one air special per jump, unless flight is used first.
[]TK Shot H has increased start-up frames.
[]Tracking on TK Shot H has been reduced considerably.
[]Shots and traps now disappear when Phoenix is hit.
[]Tracking on Flare Sword has been removed.
[]Crouching M slide length reduced by 50%.
[]With level three X-Factor, Dark Phoenix gains a dramatic increase in speed and a total 70% damage boost.
[]The duration of level three X-Factor has been reduced slightly.
[]Team aerial exchanges may now steal one level from your hyper combo gauge.
[]Certain moves now steal a portion of your hyper combo gauge.
[]The rate of meter building has been halved.**
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…did they go too far?
A plethora of changes to the game’s mechanics indirectly put Phoenix in an undesirable position. Decreased X-Factor damage bonuses and character-specific duration, the introduction of meter-draining moves, and the overhaul to the team aerial exchange system threw Phoenix players one hell of a curve ball, regardless of team composition.
In Fate of Two Worlds, Phoenix’s ability to break out of combos with persistent traps and homing shots made her a surprisingly stable and reliable point character. Her crouching M enabled her to slide under airborne opponents and dodge attacks, giving her a fairly safe retreat option.
In Ultimate, she’s lost two of her biggest defensive options. Shots and traps disappear upon being hit, and the length of her slide has been halved. Her offense has also taken a slight hit, now that her forward heavy attack, Flare Sword, also lost its ability to track opponents.
On the flip side, she has received a few favorable changes. A raw TK Overdrive M can now be linked into Burn Out Beak from mid-screen, giving her more ways to get in and build meter. However, given that building meter is harder to do in Ultimate, this buff should be taken with a grain of salt. TK Shot L has also been sped up, allowing for a slightly larger window for an off-the-ground combo.
No.
In my opinion, she’s perfectly fine now. She’s still a capable point character and a formidable anchor, she just requires more finesse than she used to. Her overall damage output has been increased slightly thanks to the changes to her hit stun. Some of these changes were necessary, like the air special limitation and TK Shot H homing reduction. Wolverine, X-23, and several other rushdown-oriented characters had no way around a Phoenix player that relied on airborne zoning. With Hawkeye and Doctor Strange, Phoenix actually has bad match-ups now. She’s no longer the unstoppable wall of feathers she used to be, but she’s still one of the game’s biggest threats in the right hands.