I can't control it! - The Phoenix Thread

I find that her Flame Torpedo/Overdrive is her best assist despite that it puts her in the most danger. It comes out fast and has some decent priority, it also provides some nice hit stun. You DEFINITELY can not call her out blind. Was messing around with Phoenix until this 12 year old I was playing against managed to figure out that A1+A2 gave you a THC and I had Phoneix out trying to Overdrive only to eat a Ryu Shinku Hadoken + Iron Man Proton cannon. :rofl:

But oh man is she fun as an assist in DPH mode…Overdrive is insane.

I figute both TK Trap and TK Overdrive will have its uses in combos and setups - like in that Sentinel combo vid above.

Also, thank you all for the findings and tidbits. :3

It just tags in the next character in line, and if you only have two characters you do it for the second time.

You mean right after he blocks the shockwavefrom her transformation right? Can she block instantly after the transformation or is it really a free teleport into super EVERY TIME for dante? That would be fuking stupid 0_0

EDIT: Got a question about her teleport in DPh mode… can she act INSTANTLY after she teleports? Like does it work like Dhalsims teleport in ssfiv where he can instantly block or throw out a move the moment he appears? Ive been trying to figure that out from the videos ive seen, and althogh ive seen a few teleports, i cant tell if she can instantly act out of it or not.

Thx

Dhalsim can’t do stuff instantly though. Pretty close to I’ll admit^^

2 more days till I can go into training, I can’t wait to start using her :smiley:

So I played Phoenix today for a couple hours…

her teleports are truly instant in every since of the word. If there is recovery (which i think there might be) its no more than a frame or two. Its very simiar to sim in sf4 but better.

X factored lvl 3 Dph is pretty much instant win. Its probably the cheapest thing i’ve seen in a fighter since a snk boss. Her normals are really good especially jumping hard its a cross up button.

Traps are really useful, having down a trap has saved my life more than few times.

Her zoning and rush down potential is so strong…

Just finished day one of crack sessions.

Centering a team around a Level 3 DPh is completely viable, Reverse OCVs galore. I haven’t gone through the specifics of the best batteries to make the most out of raising five meters.
I’ve had a lot of success with Arthur/Mags/Phoenix, though lately I’ve swapped Arthur out with Wesker.
Just sort of Spiral it up with Arthur and build a bunch of meter. Magnus doesn’t really need meter to do dmg also, a lot of his BnBs don’t use any.
I’m sure after a few days, the most efficient line up will turn up.

Thanks for the info guys, u just hyping me up more and more and more,… cant wait till weddnesday!!! Shit,i think ill just not go to school on thursday and friday to just play this game to death and discover as much as i can about her

Great info guys. I can’t wait to mess around with her. Errrr how does she control the duration of her traps? sometimes I see her air trap remain in the Phoenix shield for an extended amount of time and sometimes I see it change to a projectile rather quickly. Does she have to hold a button for this, or does the trap trigger based on the proximity of the opponent (i.e. it will only shoot when he gets close)?

Srry if this has been answered already.

If someone jumps up, the air trap will turn into a projectile and hit them. You can combo off of throwing someone into it.

I like how Phoenix/Dark Phoenix can use 3 homing TK Shots and a teleport off a normal jump. Also, her teleport where she appears above the opponent is the only one that can follow someone who has superjumped.

Wesker can teleport 3 times before recovery. Phoenix can do 4 or 5 before recovering, I forget the exact number but it is definitely above 3.

cocks head

She’s a better teleporter than Wesker? I thought teleportation was his thing. Wow.

Well to be fair, Wesker can cancel his Samurai Edge [Gun attack] into teleports. It also places him in better positions than Phoenix.

True true. Though, with her 'porting under the cover of traps and homing projectiles, I do wonder who will have a better teleportation game in a years time. But again, only time will tell.

Geez I am gonna be able to drive people crazy with that, having both Phoenix and Wesker on my team :smiley: Hmmm maybe I should drop X23 for someone else with teleports hmmmmm…

Imo Phoenix has better positions with her teleports. Her teleports tracks the opponent and she can teleport full screen. Wesker’s do not track and at full screen distance his teleports do not reach the opponent.

But yeah, her Dark Phoenix combos have massive damage scaling.Someone needs to find a reset or something cause after a basic air series it becomes hard to continue a combo.

I’m trying to think of a combo where she can throw an opponent into her air trap and the air trap knocks them into a ground trap.

The traps get triggered once the opponent crosses the line of axis of its trajectory. So the vertical trap will go off if the opponent is anywhere above it (like Trish’s). The forward trap is horizontal, I think opponents like Ammy/Joe will have to jump to trigger it. The AA trap is diagonal I think but I swear i’ve seen it go off instantly regardless of where the opponent is at times.

As stated, Phoenix’s teleports track the opponent which provides a better rushdown game, and setting off her homing TK shot before teleporting behind the enemy puts her in a much better position than Samurai Edge imo.

After playing Jean and Wesker for a bit, I definitely think Jean has better movement options. They recover faster and opponents can’t keep me out like they can with Wesker.

That being said, X23 is this characters kryptonite. I know it costs 4 bars, but snap back to Dirt Nap is 100% damage to her, even as DPh. I wasnt able to do anything other than mash Phoenix Inferno and PRAY I grazed her, otherwise lights out for Jean. Ill try mashing teleport next time and see if that changes things. My guess is no since they port in front, behind her, or above her… Those are all in grab range…

How long does TK trap stay out? Does it stay out even if she gets hit?

Wait… she’s the only character in the game that can ā€œfollow someone who superjumpsā€?

This has been THE INVINCIBLE SWORDSMAN saying:

LMAO! Wasn’t it just a week or two ago when people were overrunning this thread talking about how ā€œshe’s not worth itā€ and ā€œit’s stupid to build a team around a character that fragileā€?

Where are your gods now? :lol: You guys should read the other threads. They’re filled with fear of the Star Eater.

A simple DHC is enough to KO, so 3 bars isn’t necessary… Like I said before, I called her at the wrong moment and she at a THC combo of Ryu/Iron Man’s beam supers and she was gone. Full Health. I did not get a chance to play Jean’s teleporting shenanigans as I didn’t have that much time to play with her, but what is her command for the teleport? What are the differences between each strength if they all track? I guess the usual behind from the ground, front and then above/behind them?

Yeah, I noticed X-23 can ohko Phoenix with Dirt Nap as well. I think the key for Phoenix teams would be to kill her before she reaches 4 bars, or play very safe so she doesn’t snapback you, or make sure you get 5 bars before she gets 4. She may also only need just 3 bars if she manages to kill your team member and then uses Dirt Nap.