You lose her.
Questions:
BNB or loop for her in XF lvl 3 not Dark Phoenix
Same question for with Dark Phoenix.
Thanks
Well depends on the circumstances. Bnb will kill faster (assuming you’re able to kill), but loop is much easier and builds more meter which is good if you don’t have 5 bars or you wanna healing field and gain some life while you kill them.
XF3 with dark phoenix, just do whatever. I generally just confirm mashed c.L into the regular DPh bnb (c.L, c.M, s.H, f+H, l.tk overdrive, c.L, s.H, f+h, l.trap xN)
Decided to pick up Pheonix today. Went online with her after getting some Bnbs down and lo every other win is followed by, “Fuck you”, “Noob”, “Scrub”, etc. Hilarious, especially since my Pheonix ain’t that good.
Anywho, running Doom/Sent/Pheonix. I’m liking it a lot. It’s got a lot of work to go but I like it. Keep having to remember not to end with Hypers on Doom and Sent, used to run Dorm/Sent/Doom. Looking for some beginner Pheonix tips though. It definitely feels like there’s playing with a regular team then playing with a Pheonix team regarding how people treat the match.
EDIT: Allow me to rephrase above, as after rereading it I said, “That’s obvious”. It feels as though I’m playing a completely different kind of fighting game when I’m using a Pheonix team than what I’ve come to expect from Marvel thusfar.
Has anyone sat down and made a list of how Phoenix Rage interacts with various projectile hypers? If not, I might take some time and run through the possibilities.
“Wins” means Phoenix takes no damage. All tests were done by performing Phoenix Rage during the opponent’s cinematic screen.
Phoenix Rage (PR) vs…
Spell of Vishanti – PR always wins
Gimlet – PR always wins
Million Dollars – PR always wins, Teleport M at full screen
Legion – PR always wins
Legion Arrow – PR wins anywhere but full screen, but Phoenix can Teleport M there
Submachine Gun (Jill) – PR always wins
Shinkuu Hadoken – PR loses unless very close
Maximum Voltage – PR always wins, Teleport M at full screen
Akuma fireball spam hyper – PR always wins, Teleport M from almost anywhere
Akuma beam hyper – PR loses unless at 1/3 screen away, then trades or wins
Genmu Zero – PR loses, Teleport at 2/3 screen away
Nemesis rocket hyper – PR wins, Teleport ½ screen away
Dimension Slash – PR wins
Spiral Swords – Swords don’t protect him, but you can’t punish unless very close
Blue Cart Special – PR wins
Goddess Bracelet – PR wins, teleport ½ screen away
Dark Fire – PR wins
For the Princess – PR loses
Grenade Launcher – if far, ice grenade and PR nullify each other, but you recover and can teleport M; if close, ice grenade nullifies PR and hits Phoenix; teleport M unless close
Finishing Shower – PR mostly wins, small trade; teleport M kills you
Shadow Servant – PR trades unless very close, then wins; teleport M unless very close
Desperado – trades far, loses up close, teleport far wins
Lunch Rush – PR wins, teleport M unless very close
Okami Shuffle – PR trades, teleport H after fire portion into j.d+H
Hyper Mystic Smash – PR wins, teleport M unless very close
Hyper Mystic Ray – PR wins up close, loses far, teleport M unless very close
Nova’s Beam – PR loses unless close, if it’s unpowered you can c.M under it
Rock n’ Roll – PR trades, teleport M unless close
Happy-Happy Trigger – PR wins, teleport M far away
Proton Cannon – PR loses unless close
Hyper Psionic Blaster – PR loses unless close, teleport M from far, c.M under it
Photon Array – PR trades far, wins close
Mighty Thunder – teleport M even in his face, PR wins unless far, then trades
Elemental Rage – PR loses
Ice Storm – PR loses
Hyper Sentinel Force – PR trades
Gamma Tsunami – PR trades unless close, then wins; teleport even in his face
Magnetic Shockwave – PR trades far, wins close; teleport far
Chaotic Flame – PR loses unless close, then wins
Stalking Flare – PR wins (small damage far), teleport M wins
Are there any strongly recommended Phoenix + Dark Phoenix tutorials out there? I wouldn’t want to be missing out on anything. Like, I just found a way to combo from her superjump height air throws, but that’s probably not new to anyone here. Which made me realize that I should see if there’s somewhere I can read up on all there is to know.
Edit: Also off of ground throws in XF3.
Not that I know of. Or any good ones. I don’t think many people know of her superjump air throw conversions in the corner or midscreen using xfactor lol. And yeah you can combo from her ground throws in regular and dark phoenix mode w/o xfactor w/ just a crouching low so it’s good w/ regular dark phoenix if you have them in the corner.
I can just c.L off of a ground throw mid-screen, no X-Factor or DP? Haha, I never thought of that.
She can convert off of air throws mid-screen without X-Factor. Throw, Teleport M ASAP, TK fireball L, dash, c.MHS, sj.whatever. Extremely hard to do (for me, at least). I get it 1/10 tries.
Hello all! I had a Phoenix team, even main, back in vanilla (farewell, Tron. We hardly knew ye). But in Ult I literally hadn’t played her till today.
Anyway, since Ult Phx is so different, I wanted to ask you guys a pretty 101 question if you collectively don’t mind: in general (because yes, I know some matchups will change this answer), what sequence(s) are recommended immediately after transformation? Seems like transform, pop XF, M tele, mash cL works as a baseline. But it also seems a savvy opponent could be ready for that, unless her XF3 teleport is too fast to react to.
Since I know this will vary based on opposing player and character, rather than asking for one ‘right answer,’ I figured Id ask which sequences you guys might mix up for this situation? Just some ideas to toy with so as to develop a strat to claim my reward for building 5. Thanks!!
I usually do her blockstring L M H then L TK Overdrive they usually think it’s punishable but it’s not. and if they push block wait for a reaction, if they start to use spam then tk overdrive through it if they keep going back teleport m before they reach the corner. remember to throw two salty balls before you teleport so your safe. teleport h then burnout beak to mix it up but don’t abuse it because IT IS punishable it can whif and characters with a slide can come in. fly cancel if this happens then immediately unfly. thats all i got from the top of my head.
Oh! and remember to throw out some tk trap H/L if they are near you.
Thanks! Though I was referring mainly to what to do at the moment of transformation, right after she knocks em back. This is good shit though, for if they somehow survive the first attack.
Ok in that case just remember to be careful of random supers,teleports, xfactor in general because you’re probably going to see one of those lol. What I do if I transform close to the opponent is put on pressure with her (super jump , a.S, then c.LMH then TK Overdrive L)blockstrings and teleports (spam c.L) before they get to the corner. If they get to the corner she won’t be able to teleport behind them. If I transform normally away from the opponent I super jump get a little close to them fly (because the range of her fireballs suck now) and throw her Heavy fireball twice then teleport above them and burnout beak (down Heavy) to get in. Just make sure that the fireballs hit by the time you teleport otherwise they can hit you and cause the fireballs to dissappear. You can also set-up a Tk Trap M then Teleport M if they get hit you’ll get a free wall bounce combo if they don’t, apply pressure.Going to try some new tactics and see if they work out though…
So pretty much what you said you were doing before hehe ^__^.
-after her tk overdrive L do her command overhead (forward M) to mix it up
- tele h then burn out beak
-fly cancels then dash into her air S - i would say try tk overdrive m but it’s too random and you cant follow it up with a ground bounce as reg phoenix could
- NEVER ever ever ever do tk overdrive H without xfactor
-if the opponent is on the ground tk overdrive h if it hits you can keep it simple and use super or xfactor cancel it to follow it up. - When you set-up her TK Traps remember to always put a TK Trap L first if your close to the opponent
I think it’s time someone takes the time to gather all of the info and put it together.
Anyone willing to help me gather that info so I can put them up so it would help the Phoenix players?
What I know is:
Tk shot mix up with L or H then teleporting
TK overdrive M allows double air dash
Can fire a Phoenix rage during free fall from an air TK shot
can fire 3x TK shot L in flight mode if timed right
can fire 3x TK shot L into teleport while in XFlv3 while in flight if timed correctly. Tight timing for the teleport
advance guard can be nullified with a teleport if timed correctly which can help against cornered enemies
Any feather can be used as a mix up if timed right with a teleport
TK Overdrive L to f.M isn’t safe.
Also, TK Overdrive H is great as normal Phoenix as a “KILL ME I DARE YOU” move from full screen.
If your transformation hits them and youre in the air, teleport m or l, xfactor, cr l, bnb
Pop xf after the teleport? Id always popped first, though that doesn’t mean its right, of course. Also, if we transform vs a vergil who immediately goes into swords, should we just sj and throw fbs till swords run out, THEN teleport?
Also, good shit deadphoenix and redflame, thanks! Id been running mag morri doom for so long (still love it), then saw alioune doing mag morri phx. Works so nicely. Never thought id end up playing phoenix in ultimate, but it just happens to be that my main characters are ideal phoenix enablers lol so figured might as well give it a shot!
After any level 5 phoenix rising super knockback from anywhere on the screen you can immediately xfactor then teleport L/M and get a free combo of the knockback. Timing is alot tough (not really tough but tough if your first starting out). So try to practice this if you need too.
Are you saying we can actually juggle off the knockback?? Or just that they won’t have time to react immediately afterwards?
I practiced this for an hour and couldn’t do it. -_-