I can't control it! - The Phoenix Thread

As far as DP vs DP… I would say it’s always better to turn DP and activate XF last… as long as you can survive long enough to make the time difference matter.

A big vulnerability on Phoenix teams is when they get 5 meters, and decide to turn Dark Phoenix without any other characters being dead yet and without Xfactor.

This gives you opportunities to snap DP in and kill her before she gets level 3 access.

As for snaps… I’d use snaps liberally if I have all 3 characters left, or if I have over 4 meters.

The reward for killing Jean/DP before XF3 is available is simply too great to pass up.

Does that mean, in the dabate whether to be Viscant, and go dark asap, tag er out so u can build meter versus being Clockwork and forgetting Phx exists till your other 2 die, you tend to go with Clock?

I used to think the Viscant way was absolutely best. I mean, DP w/ meter?? Fuhgeddaboudit. But now Im wondering with all the wlecome setups, if allowing Dark to come in after a character death might not just be too risky. Not just because of Dorm-type chip, but even just for mixups like Wolverine drill claw into 50/50 etc

It’s a risk/reward type scenario. The reward is Dark Phoenix with meter, as well as your other characters also being able to use meter. Also, DHC’s into D.Phoenix are RIDICULOUSLY powerful as she can end the DHC trick, kill a character while building a crapton of meter from the feathers.

The risk is that Dark Phoenix is vulnerable to a snap or character death mix up/ chip kill before she’ll get a chance to pop XF3.

If you’re running ahead and your point character gets to 5 meters, by all means bring in Phoenix. Hopefully jean can wreck some shop, go dark, and then get out safely, and you have a full health team practically.

I like to bring Jean in because I feel that she’s the best character on the team, and I like her w/ assists. But if you are playing her for the XF3 DF power… the safest way possible is for Jean to die on the ground, as the last character.

When im dark phoenix and am going crazy how would i avoid (besides blocking) or even hit someone raw tagging? Do you guys actually ever look for raw tags when your dark phoenix? When they do raw tag does it hit?

Strange as it sounds, I don’t think anyone has ever attempted a hard tag vs my Phoenix, Dark or not, unless I actively start her on point. So this is actually a pretty good question.

Hard tagging vs D.Phoenix is almost never worth it. Unless there’s certain circumstances where it combos or what not, the risk/reward is this:

Reward: DP hit with a tag in. 10% damage, character switch
Risk: You die. Next Character 50/50 dead. KO!

I’m in favour of switching her out to build meter; but I’m a risk/reward/situational-yomi player.

The way I see it, you can do an aerial team combo to safely switch her in if you’re trying to get a clutch situation.
It really depends on the enemy team, and what you’re trying to go for.

Best method is to experiment one method extensively, and then switch to the other and compare the results.

HEY! Grade 5 Science class WAS useful for something! :3

Ok. I just got one point to make after seeing Justin crush that poor norcal Phoenix player at NCR.

YOU NEED TO MAKE THEM RESPECT PHOENIX RAGE AS A DEFENSIVE OPTION!

Seriously. Current smart anti Phoenix gameplay is to snap her in, jump and make her block shit until she hits the ground. Then is the mixup. This is to prevent her from simply airdashing up. Usually, smart players will do a jump C so that the game will O/S into an air throw if you come in with buttons or try to teleport.

Just come in with Phoenix rage. It’s 14 frames of invincibility and quick startup will beat any jump C. Think of it like a dragon punch.

Early in the set, hit or miss, you’ve now given your opponent something to respect on snap ins, much like hard drive. Not to mention if certain characters Jump and block it, theyll have a hard time punishing Phoenix in the air. Giving them a reason to jump and block something will allow allow you to air throw them into the corner.

Also, under certain circumstances, you can combo after Phoenix rage.

my question is not the risk/reward factor involved, my question is regarding are phoenix players actively looking for it, and how often does it happen, and when it happens does it hit you.

Are phoenix players looking for it? No. Characters don’t live long enough to make healing a factor and 98% of the time tags can’t be comboed off of. The only reason I can see justifying it is that if you have a character that is okay at randoming or laming out Phoenix (Akuma, Ammy) and you dont want to risk them dying for free on the jump in after character death. Still risky.

How often does it happen? Very rarely. I’ve almost never seen it.

Does it hit you? When Dark Phoenix is in play, you got super traps, galaga feathers, and fiery salty balls all over the screen. Getting through that to actually hit her is a minor miracle.

What I want to know is what happened to make you consider it such a big problem to ask about it?

I’m working on anti-phoenix tech :slight_smile:

Good stuff. Got a few questions:

  1. What can Phoenix do against runaway?
  2. Besides crossup wallbounce trap with D.Phoenix, what are some other good ways to open people up?

Dark Phoenix ways to open people up?

Hmm…

You mean Besides tri jumps, fake tri jumps, corner throws, feather teleport crossups, air throws, her f+B overhead, slide that beats everything, homing ball+teleport mixup, flight cancel glitch mixup, frame traps with stand C, frame traps with A overdrive, air loop high low mixup, ending combos in air tech state mixups, downC ambiguous cross ups, box jump C, healing field confusion, delayed chain cancels, and mash low A?

Sorry, I don’t got anything for ya. Dark Phoenix is pretty limited in that category.

Cool; apart from tri jump j.:s:, I’ve been neglecting to use her other normals apart from cr.:l:. It’s just so good. Most of the time, I would just try to cross up their entering character, :m: teleport, cr.:l: spam into slide and/or overhead, and etc. Hard as it is to block, it does get predictable. Could you elaborate on the air loop, and healing field confusion though?

Fly glitch= fly and teleport. If you hit a really quickly, its her ground low A. If you hit S, it’s her air S.

Air loop is Optional A, C f+C then down C or S
You can O/s the first C into throw ny holding up forward.

You cant see shit when phi has healing field up

I was talking with my friend about ways in which Phoenix could be nerfed. Much like Seth in SF4 and any very low health characters, any small changes to Phoenix could end up making her useless. I don’t agree with those who say Dark Phoenix should be removed entirely, that would just ruin the whole idea of the character, and nor do I think Dark Phoenix should be a “hyper state”, like Dante’s Devil Trigger. Personally I think that, firstly, the Dark Phoenix activation should have a time limit. I think this is pretty much what the developers were going for with her health decreasing, but the problem is that there’s too many ways of keeping her health up. So basically when regular Phoenix dies, you get 10 to 15 seconds of Dark Phoenix and that’s it. She can still be killed traditionally though. To make up for this, regular Phoenix should have around 700,000 health, while Dark Phoenix stays at 450,000.

I don’t know what you guys think, or whether it’s been suggested, or if it would even work, but I think it’s a pretty reasonable suggestion.

Dark Phoenix isn’t a problem period, its the x factor.

If any character should be nerfed it should be Wolverine.

I got a really newb question; How do i choose between Teleportation and TK Trap if both moves have the same input ?

:wtf:

:wtf:
can’t tell if trolling…