I can't control it! - The Phoenix Thread

Yeah, a final boss fighting against a naked hero wielding the Infinity +1 Sword. Reminds me of playing a fast-paced Bushido Blade.

just had a ranked match that ended with double the dark phoenix on the screen
0_o man it gets crazy in that situation

one dark phoenix is bad enough but two of them fighting each other at the same time?!

it’s madness i say

So hey you say her TK overdrive assist is good for combo extension? Does anybody know if or how that could benefit either Storm or Amaterasu on point?

And do you think Storm-Whirlwind, Amaterasu-Cold Stars, Phoenix makes a tournament viable team to begin with?

Their overall health is low, but they seem to mesh well in every other way. And the theme of the team is so killer.

Lately i’m switching to Phoenix when i’m 4 bars and a half. Opponents without solid Phoenix experience usually attack like madness trying to kill me before the 5 bars, and that usually leaves them wide open to normal phoenix damage… or burns a lot of their hyper metter trying to kill me fast or chip phoenix to death.

If they do kill me, the life i lose fills my bar to 5 and i transform. It feels great when you fill your metter and transform in the middle of a bean hyper (and the fire hits them).

At least they don’t run away trying to win by clock, and i can fight with normal phoenix too and own them if they leave themselves open.

And, even more, when i’m just at 4 bars, fighting with one of my other two characters, looking for a chance to switch to phoenix, i usually call the other assist without fear and play even more aggresive, using high risk high reward tactics.
If they do kill me or kill the assist, more metter for me, the last bar will come very quickly.

Apart from air throw, what would you guys reckon her good AAs are?

  • 3 on block not to bad…one thing i noticed though is phoenix lack of flight combo’s i haven’t experimented to much with them, does anyone know if she has any?

There’s some flight combos on the first page of the combo thread.

does anyone else think phoenix is unique in the fact that she’s the only character that makes your opponent look at the clock making them pay close attention to your hyper meter

as soon as you get 5 bars
the opponent probably will start freaking out and trying someway somehow to either run out the clock or kill her before she can hit the field if she’s called out as an assist

cause they don’t want to deal with dark phoenix
i even had someone run out the clock on purpose with phoenix on point
because he wasn’t in the mood to deal with that crap he said

She´s unique in the fact that no matter what team do you play, if the enemy has a phoenix you have to change your playstyle and try to snap her in asap. The match is a countdown, and a bad start is usually a certain loss if he has a good battery character or you dont kill her in 2 snapbacks.

As a phoenix player myself I would be very surprised if she is not the best character in the game. Having low health doesn´t justify that the moment you reach 5 hyper bars the match is over.

On top of that, regular phoenix is a pretty decent character by herself.

Just my opinion, dont flame :wink:

as time goes on
do you guys see phoenix being made utterly useless if players just try to ram you against a wall and snap phoenix right in and blast her to oblivion every match?

cause most players will probably find some way to erase phoenix from the match completely

then what will become of phoenix players?

Getting snapped in does not mean she’s dead for free. They still have to work for that mixup. When phoenix is on screen you have still have options. Running away until you can tag again, combo into exchange, DHC, set traps/fireball and free tag.

Don’t play regular phoenix as if she’s useless, practice with her regular form and deal damage.

Justin.tv - offcast - WNF 1.3: P.Gorath Vs. Clockwork

Good shit PG. Really nice synergy with Wolvie and Modok. Did you think about doing snapbacks vs Clock? Or did you just wanna see how it played out because you had a Phoenix too?

This has been THE INVINCIBLE SWORDSMAN saying:

One of the reasons some people don’t do snapbacks is… they simply don’t know where to put the snapback in their combo. :razz:

Wow you’re incredible. It sucks how you lost at the end (so close) but it must have hard to play an opposing Phoenix. I really love your team (MODOK yeah!!!)

Cheers.

Lol that match made me realize I wont know which is me if i had to play a DPh Mirror o_o

good shit though PG that was intense

ive been using the team of

woverine(berserker barrage)/sentinel( force charge)/phoenix(tk overdrive)

wolverine is the battery of the team building meter very quick. phoenix overdrive assist helps wolverines rush down to open characters up and extends combos. plus its relatively safe if used correctly since it comes out fast. very similar to akumas tatsu assist. sentinel is the tank of the team that does a ton a damage as you all know.

meter is built very quickly with this set up where in a match you dont have to start saving meter right away, you can do a few hyper combos before you have start stocking up. (optional, u can start stocking right away but not necessary)

also since phoenix assist is used during wolverine’s rush down if the by chance she is killed off, the opponent has to deal with the terror that is level 3 xfactor sentinel instead of a level 3 xfactor dark phoenix.

when ive been playing this team i usually rarely need to go to level 3 xfactor with dark phoenix. by the time my wolverine is killed (if hes killed) i usually have 5 bars stocked and just xfactor level 2 dark phoenix ftw. with sentinel force charge assist to help lock down the opponent.

has any one else tried this team out. ive been very successful with it

I was destroyed yesterday by timeout.

With the life lead, my enemy just :ub:, and air-dash/double jump if necesary.
-The shots, traps, and such don’t do enough chip damage.
-The H TK shot and teleport to his back don’t help if he just block.
-When they are :ub: jumping… all 3 **Teleports **leave me in the air, so my only options are: (Edited, DevilKnight proved i’m wrong, only M teleport is in air):
… - attack in the air (they just block and push block)
… - air dash towards him (not easy) and try to air-grab (i can’t air-grab right from the teleport, i have to air-dash first to get close).
… - After the air-grab, when they wake up (i have to guess the roll direction), or if i just catch them landing from a jump, i can try to :d:+:m: into :f:+:m: overhead, hopefuly hitting with the overhead and start to do some damage.

After 3 games vs the same guy and the same tactic i started to “find the answer” to that, but it is not easy to catch them and do enough damage to force them to attack again…

I think that we need to develop some gimmlicks to counter this more easily, metterless damage from a grab and air-grab, and something to help grounded mixups :frowning:

I lost to that yesterday as well lol
I found a stupid tactic that worked in a way, Dorm’s Stigma (3 creators charged) assist, it grounds them for a while that allowed me to get in and kill that bitch (it was a storm lol)

I’d like to know as well if there’s a good way/tactic/setup to force them to stay grounded or do damage on them when they do that

All 3 teleports do not leave you in the air. I don’t understand what made you conclude this. :l: and :m: teleports are ground-based, only the :h: teleport tracks their altitude.

Dnyce was using mostly air throws to chase them down at Winter Brawl when he was up against constant airborne runaway (you’d just have to try to improve your ability to anticipate where they’re going and cut them off). Dnyce was also using :m: teleport under them and then jumping up to cross-up with jump :m:,:m:,:h: stuff into combos. Not saying it’s as easy said as it is done; but Dnyce was good enough to make the reads and make it work. When they got pushed to a corner he would try to pin them there and be extra aggressive with pressure and mix-ups since they din’t try to attack back.

If you use a Shot or Air Trap; by using an M teleport just before it makes contact, you can cause it to cross-up on them to do some damage even though you’re still way down on the floor. Also remember that opponents can’t block in flight modes.

Other counters can depend on your team. Doom Hidden Missiles can be hard to run from, for example.

After an air grab at basic jump height, if you forward air dash and then :m: TK Shot, it will often OTG in open stage. There’s nothing you can really do to combo off that, but at least it’s a little extra damage if it hits. From an air grab at super jump height, the Shot should OTG reliably without any air dash.

Most teams aren’t set up with snaps in-mind. Justin’s Wolverine, Storm, Akuma team is excellent for using snap backs since he has a constant stream of rushdown for meter and there are OTGs with pick-up assists that create easy snapback opportunities from pretty much everything he does. No way to know if it was intentional, but he certainly has a good team to make use of snapback tactics.

Yeah I just have almost no experience playing against other phoenix’s, so doing snapbacks wasn’t really in my mental arsenal at the time. That last game he should have died long before he had 5 meters anyway! :rofl: