dang if only taskmaster had good air normals :lol:
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I played my first session w/ Phoenix last night, sooo much potential, but I definitely suck w/ her to start. I was wondering if someone couldn?t help outline some of the basic mental checklist of what we want to do when Phoenix and DarkPhx come on screen. What are some ?Phoenix 101? tactics, ideas, and sequences to keep in mind just to get familiar w/ the character? For example, it seems superjump back, throw 3 H fireballs seems a basic idea, but IS that really what I want to do? And another example, when I?m Dark Phx, is there an ideal order to put out traps, throw the FBs, etc? I?d like to be tricky w/ my teleports and not just vomit them out.
I think Phx haters are under the impression she?s easy and plays herself, but either: a. She?s not that simple, and I?m looking for some basic guidance to build upon b. She IS that simple, and I?d love if someone could tell me why and how Thanks!
PS. For what it?s worth, if anyone cares, the team idea I had that made me delve into the dark side was Zero Doom(beam) Phoenix. Reference Justin playing Zero Felicia Doom to see how this team intends to build its 5 bars. I sucked with Phx last night, but the 5-meter game plan worked BEAUTIFULLY! I went Dark pretty much every game.
Edit: Saw this in Tier discussion thread. Just an example of what i dont know w/ Phoenix that I’d really like to know: “The fact is, the 50/50 mixup she gets to instant kill an incoming character and easily hitconfirmed ToD’s in that mode is just simply too much.”
watch champ play, when he kills a char he’ll use traps and just teleport everywhere, and you have to guess which way to block the trap and if you guess that correctly you have to guess where to block the telporting phoenix. very annoying
Basically rule of thumb is to cover yourself with a fireball, M trap or assist before teleporting. Learn how to use each of her teleports. (L & M for mixups, H for people who keep away) Also, her aerial H has amazing crossup, priorities and hitboxes. Don’t neglect her 8 way air dash because it’s every bit as good as everyone else who has it. Lastly, learn the super easy Dark Phoenix trap M => teleport or wave dash off their wall bounce, launch => M, M, super since it kills everyone with XFC3 =). In fact, try to keep a M trap on the screen as often as possible with Dark Phoenix. It makes your opponent’s life VERY VERY difficult.
I actually don’t like doing three fireballs off super jump because it doesn’t give you much options once your opponent wises up to it. I mix in L fireballs or just toss a few to cover a Sentinel drone call and rush down. Think of her fireballs as setting up her own assists rather than keep away.
Soooooo are all the pros throwing away x-factor in their first combos without killing anyone these days?
Fantastic answer, Kissblade. I watched the Cross Counter Viscant vid, then read your answer, and will soon check out some Champ games per Gonzo’s advice. Too fun this Phoenix chick! Now have my team Gonzo, Wolvie team, and a Phoenix team. The circle is complete!
Question: if I’m facing another phoenix team with my own Phoenix team, do I generally want to use meter to snap their Phoenix in? In theory, I’m thinking the answer is yes; the idea being that if I’m successful and kill theirs, being set back a meter is less of an issue. But then there’s always the chance that their Phx escapes, and now I’m less a meter. Tough give/take decision. Thoughts?
In Phoenix mirrors, I tend to do it as an intimidation tactic to show I’m not afraid of Phoenix vs Phoenix but the far better option is to just wait for Dark Phoenix for level 3.
I played a friend of mine for the 1st time since going over to the Dark side. He was using Dante as usual and caught me by surprise by teleporting when I did my jump back FB shenanigans. Minor question is, is that a move I even have to worry about? But my main question is, as a Phoenix player, what are some moves/assists/tactics I should be on the look out for? For example, just because I actually know of this one, I should be weary when I see a Dormammu, and be very conscious of playing around pillars and QCB supers, etc (and more stuff Im prob not aware of). But are there any other little things I should keep my eye out for and consciously play around? Thanks!
Bonus question (so as to not double post): I asked about this in the Phx team building thread, so feel free to address this over there. But I’m working with Wesker xxxxx Phoenix. I CAN NOT decide on the 2-spot between Doom(beam), Tron, and Sent! I can make a really good case for all 3! I’d be quite appreciative if anyone wanted to weigh in on this. Any non-Iron Man suggestions?
Well, I run Wesker/Thor/Phoenix with Thor’s Mighty Spark assist or his Mighty Smash assist. Mighty Spark has loads of projectile points but it’s coming out. However, I actually use hits to my advantage because it holds the opponent for quick some time to set up Wesker’s command grab and teleport shenanigans. It also holds for Phoenix teleport shenanigans too. It’s just a tad slow coming out.
Mighty Smash is hella underrated. It’s an AA on the way up and it ground bounces on the way down giving you plenty of time to do whatever. More often than not, I catch other assists with the 2nd hit of the Smash.
Plus, Thor has the most health in the game, has access to DHC Trick starting or ending it. He just takes a while getting used to.
This has been THE INVINCIBLE SWORDSMAN saying:
But I’m still in training with them though. But I really like the potential I can show with them.
I’m sure you guys will greatly appreciate this thread:
http://shoryuken.com/f340/petition-capcom-make-alternate-dark-phoenix-colors-273482/
Invincible, did you see the 1st part of my last post? You seem someone w/ enough experience to give a good answer to that. Regarding Thor, I appreciate the idea, but between Doom, Tron, Sent, IronMan, and Taskmaster, Thor isn’t even a consideration lol
Against Dante teleporting, the moment he disappears, just hold up and back and air grab him. It’s a guarantee off any of his teleports not covered by assists. Against Dormammu, you have to rush him down. The good part is, his height makes him a GREAT choice for Phoenix to quick overhead or cross up with her air H.
Well, I’ve only fought Tron/Doom/Sent/Taskmasters. I don’t have Doom’s skills down to the point where I feel comfortable using him on a Phoenix team. I know his Beam assist doesn’t hold like IM’s does. It pops them up a bit. But it’s still a great beam. Missiles are awesome with Jean. They stop her from getting hit with full combos once they’re out so that’s a prime time to RTSD. Tron’s fire is good with anybody because it’s OP. But on point she’s nowhere as good as Doom/Sent/Taskmaster.
No matter what Dante does out of teleport, if you jump back and try to throw him, it’ll work. Well… unless an assist is covering. Huh. As I type this I see KissBlade just wrote the same thing. Oh well.
Dormammu without meter is a sitting duck. But most Dormammu’s don’t play without it or they have Akuma’s tatsu backing it up. Without meter, you can teleport after him with :h:teleport and not really have to worry about any repucussions unless he reads it well and back dashes. :l: and fireballs are what you want in air instead of the tracking ones should you try to do it (hopefully you don’t do it that often vs him). Dormammu is very vulnerable to rush down once you get into his space and corner him. He doesn’t have a get off me move. Standing
and :d:+:m: are two moves that good Dorm’s will use at a specific range in front of him and if caught you’re getting comboed to Chaotic Flame. Both of those normals are kinda quick. Some people will use :d:+:m: vs Phoenix teleports on reaction. Well it won’t hit the :h:teleport and if it whiffs when you do the :h:teleport you get a free combo. If it looks like they’re not gonna use those, get in his face and just watch out for that Akuma assist. Dorm players are usually looking to pushblock as soon as you get near them so get your assist and mixup game ready as you enter his space.
This has been THE INVINCIBLE SWORDSMAN saying:
Dormammu is one of Jean’s toughest matchups. He can shut down her keepaway game very well and X-Factor Lvl3 Dark Flare is the bane of her existence. You gotta get in on him.
Hey guys. What are Phoenix’s air to air options? Say you need to combo someone while you’re both in the air. Whats the best way to do this?
air to air off a normal jump j.H f.H S land H S whatever air combo you want
That only seems to work if they are the same height as you in the air. If you are below them or above them you can’t link the st.H from the J.S. I’ve tried.
Any other suggestions? I’m trying to combo in the corner air to air after a reset.
j.S pales in comparison to her j. H and j. d+ H. It’s not necessarily a BAD jump in but her other normals are far superior. j. L has a deceptive hitbox for taller targets but j. M and j. H are the ones I commonly use as they’re superb crossups off a triangle jump or box jump.
You need to hit them w Down C for the ground bounce if you’re high up.
Hello, I’m fairly new to MvC3 and the MvC series in general. I’ve recently decided to start playing Phoenix. When I first played the game I picked Phoenix because I like Jean a lot as a character, but quickly found out she was very brittle and died quickly. Very much later I found out about Dark Phoenix and knew what was she all about.
Sorry if I ask something that has been asked before, although I have already read about half of the thread (from backwards) and I haven’t seen this…
I have a fairly simple question. When the opponent is not cornered, aka when the opponent is mid-screen, is it possible to link f.:h: to :s:? Or is it very timing-specific, as I haven’t been able to do it? When the opponent is in the corner there is no problem, but mid screen I seem to have this problem.