Running from Phoenix

So I’m not a top player and a lot of my match up experience comes from laggy online matches. That being said, I’m a cosmic lord on psn (which I realize doesn’t mean all that much since the level of competition online isn’t great) and I’ve played a lot of phoenixes at varying levels of skill. Despite what all the commentators say on the stream, I feel that laming her out is by far the most effective strategy. My win-rate against phoenix based teams is probably over 80% and that comes from playing incredibly lame and running away from her.

From what I’ve seen watching streams at major tournaments most people don’t know how to run properly from her. They’ll successfully run until there’s maybe 10-20 seconds left on the clock and then accidentally turn her dark cause mashing on attack is too tempting in this game or they’ll get crossed up by random teleports and lose their characters. I’m tired of seeing people on stream waste tons of meter snapping her in only for her to super jump away, spam a few salty balls and then tag out again. Here’s my strategy against her. Do what you will with it.

Many successful Dark Phoenix teams are structured as point character/assist/phoenix (eg. flocker plays zero on point backed by tron, viscant with wesker backed by haggar, Tokido and Detrimantix with wolvie backed by Sent). However, these point characters are handicapped by conserving meter for phoenix as any of these characters can easily TOD when allowed to use meter. When facing a phoenix team, your top priority should be to kill the point character, NOT to snap in phoenix. As we’ve seen from SB and other majors, more often than not, phoenix is able to escape and you’ve just wasted meter and the opportunity to kill the point character. Forget about snapping her in unless you’re confident about your ability to mix her up as she comes in. Instead, just kill the point character while trying to avoid losing your point character, which should be easier than usual as the phoenix player will generally avoid using meter (eg. Flocker’s zero had so many chances to kill characters but didn’t just to conserve the meter) and you’ll simply have more opportunities by virtue of that alone.

Once you’ve killed the point character, just play incredibly lame against the assist character. These will usually be suboptimal characters anyway so this shouldn’t be too hard to accomplish. Your goal should be to take minimal damage, not to kill them as quickly as possible. In fact, the more time you waste off the clock, the better. Also, by playing super lame, they don’t build meter. This character will either die or the phoenix player will realize your strategy and tag her in. If the assist character is still alive, try to hit phoenix and snap the assist back in. Your goal should be to create as much life difference between yourself and the phoenix player as possible. If you can’t run from haggar for a good 30 seconds, you’re either playing a really shitty character or you need to step up your game.

Eventually you’ll be left facing phoenix and if you’ve played your cards right, you should be up at least 2 characters on her. You might argue that this works in theory but in practice you’ll probably lose a character or two to the phoenix players point/assist character. I disagree with this. The phoenix team plays handicapped from the get-go by losing the option of using meter. If you play smart and take advantage of this, you should be able to kill the point character without losing yours simply by virtue of them not being able to TOD you as they usually would, losing the option to random super (or in wolvies case, using berserker charge to make berserker slash safe), etc. But as you watch even top players against phoenix teams, they start off with a mental handicap and play much more aggressively and worse than usual because they feel that they have to snap in phoenix before she can get the meters. If you decide from the beginning that you’re not going to waste meters trying to snap her in and play standard/lame, it’s a huge mental advantage.

Anyway, getting back to the situation where you’re facing just phoenix alone, running away from her is really not that hard if your character has an airdash or double jump. If she just jumps back and spams salty balls, great. Play gradius, don’t block but try to dodge them all. The tracking ones move slowly and disappear after a fixed time so it’s not that hard to avoid them without taking chip if she’s more than half screen away. Practically speaking though, she’ll try to rush you down and she only has the following options to open you up.

  1. Low
  2. Overhead
  3. Tri-jump
  4. Teleport
  5. Throw
  6. Cross-under
    Options 1-4 can be avoided simply by super jumping away after pushing back her spamming crouching a (which she will spam, guaranteed). Do NOT try to jump when she’s standing in your face because if she’s spamming cr. a you will get hit. Wait to see what she does. If she hits cr. a, push block and super jump away. If she goes for anything else, super jump away. Her teleport always appears relative to the character so you should always be on the lookout for the teleport. She cannot attack immediately out of her teleport. This means that if she teleports, do NOT try to block unless you were dumb and she’s somehow forced you to block a fireball or trap. Super jump away. When you’re in the air, she will try to air throw you. Best situation is to always position yourself out of airthrow range. Tech if you can, otherwise just take the damage. She has no good follow-up options from an airthrow outside the corner. The only thing that can be difficult to avoid is if she tries to cross under you when you land. That’s why if you have a character with a double jump or airdash, always try to alter your trajectory before you land to try to throw off the timing of her mixup and to give you more time to react to it.

And do not rush her trying to beat her to a pixel of life because chances are you will accidentally turn her dark. Just poke her here and there and whittle her down and do NOT swing randomly or do random supers because a smart phoenix will just take the hit on purpose.

I also play phoenix and players that try to run are the ones that I have the most trouble with. Luckily for me, most players don’t know how to run properly so they get opened up in the end but if you play lame enough and have enough of a life lead, you should not be losing to phoenix.

If you don’t believe this strategy and you live in the US or Canada and have a good internet connection, I’ll be happy to play your phoenix team online in a first to 10 and we can post the results here. I go by ac_tesla and I only play on PSN.

I can tell you the exact number of times someone has run away from my Phoenix in tournament successfully. It’s an easy number to remember since it’s round and all.

That number is zero. Nobody has successfully pulled it off.

The reason that you can run from weaker Phoenixes is because they don’t plan ahead. Just as anti-Phoenix technology has improved, Phoenix technology has improved by quite a bit also. If you think time is going to be a factor for Phoenix you get her in early. Also, you stop blocking with your 2nd character and just do repeated mixups with them. You don’t care if you live or die either. It’s fun with Magneto or Iron Man in the 2nd slot on my team. I don’t even pretend to play him technically. I just tri-jump on your head all day. Either you get hit or you hit me, either way is fine with me. If you plan on running from an assist-only character (which is what people should do vs. Haggar/Tron), I’ll just tag in Phoenix and force you to either land a hit and snap her out repeatedly, or actually start fighting back. Again, either way is fine with me, both ways lead to a positive outcome for me.

When Phoenix is alone with 60 seconds+, running is highly improbable given that the character has a 1 touch XF infinite that she can land off any hit or a corner throw and she doesn’t have to worry about being hit back or having more than 50% of her throws teched. Landing 1 hit on a character that isn’t fighting back isn’t the hardest thing in the world, and then the incoming mixup on the 2nd character is strongly in Phoenix’s favor (and that touch will lead to 100%).

It’s possible to run from Phoenixes when their point character insists on running away (Trish, certain Zeros, certain Magnetos) letting you have 3 characters to 1 Phoenix with 50 seconds or less on the clock. When the point character rushes hard, it’s not a realistic outcome and most Phoenix players either know this as a factual concept or know it subconsciously after months of gameplay.

–Jay Snyder
Viscant@aol.com

How many people actually attempt this though? From what I see on stream very few top players actually try running and most of them don’t run properly, eg. I’ve seen so many cases of people accidentally turning her dark with 10 seconds left on the clock because they run and randomly press attack buttons and then end up losing the game. Or they just have terrible defense and get opened up and not even by a good mixup. When phoenix is on the opposing team, often people just don’t play well. The only win Team Good had against flocker in the good vs. evil at SB was by Justin and he ran and it worked. Granted, Flocker plays an extremely lame Zero so this made things a bit easier in running down the clock. But really, I feel most of his wins were from people being overly aggressive in rushing him down because they were desperate to snap in Phoenix and you really can’t play that way against Zero/Tron cause they’re basically a buzzsaw of painful hitboxes.

My main team is Ammy/Trish/Tron and I generally don’t have that much trouble running from Phoenix as both Ammy and Trish can stay in the air all day and I’m willing to let Tron hit phoenix a few times when she gets too close for comfort. When normal phoenix goes into x-factor, it’s usually a sign of desperation or there’s less than 15 seconds on the clock and she needs to take out your team. I’ve lost a few matches this way but more often than not I still win by time over. I’d be quite curious to face you to see how my lame strategy fares against a top level phoenix team but I’m guessing you only play on XBL and I’m in Canada on the opposite coast so the connection would probably be ass anyway. :frowning:

I can play a phoenix team against you right now, add me. sanchaz47

You can’t run away from phoenix. I’ve hit her overhead move and it has hit EVERY TIME IN TOURNAMENT, or I’ll just walk up and grab you if you run away, don’t do it, snap phoenix in, ALWAYS (unless your marlinpie, lol)

in terms of skill, I’m no viscant, but I can wreck a great majority of the midwest…however that still not saying much, lol

I need to go to work now but I’ll add you when I get home or you can add me, either’s fine. I’m ac_tesla. Where are you from? I’m in Toronto, Canada. I just want the connection not to be too laggy if we’re going to do a formal ft10.

wisconsin, madison. I’ll try to make sure my connection has five bars and is good. sure first to tensounds good to

I’m known as a melee (ssbm) player much more then marvel. I’m on most of the time so just whenever your online.

ggs to sanchaz1

We didn’t end up doing a ft10 but just had a long casual set instead. Final score 25-11 in my favour.

In the matches where I used my main team (Ammy/Trish/Tron), Phoenix wasn’t very effective at all. Even when not using my main team I’d say running worked about 60% of the time, which I think are better odds than facing dark phoenix straight up. Granted with the lag neither of us were playing at our best but even offline, I think the final outcome would’ve been comparable.

If anyone else wants to try their phoenix team against me, I’m ac_tesla on psn.

Dropping bombs. IMO, the only way to know what a character is really capable of and to know what strategies will be successful in competitive play is for the game to be explored and fleshed out by its best players. My immediate reaction to the idea of running away from Phoenix is that it will not be successful in high-level play. It made me chuckle a bit when the OP said that Phoenix has “only” the rushdown options of quick lows, a standing overhead, teleports, trijumps, crossunders, throws, etc. Phoenix as a point character has a stunning array of tools (who say Dante’s the only one that lives at Ace Hardware?) for attacking opponents, even leaving out the traps and the salty balls. The more options you have, the easier it is to open up your oppponent. There’s a reason why a lot of people would rather just play regular Phoenix with a normal health bar.

With that in mind, how can you run away from a really good Phoenix player? I don’t think you can. They’ll catch you, and you’ll pay for it. Sure, you could run away from me because I’m lousy at Phoenix and at the game in general. But challenging random Shoryuken posters to online battles does nothing to prove your theory. Go out to a tournament and defeat a really top Phoenix player, someone whose skill is along the lines of Clockw0rk, Viscant, Flocker, Filipino Champ, etc. and then you’ll have something. Otherwise it’s all just theory fighting, and pretty flimsy theory fighting at that.

trish and ammy are well capable from running away from phoenix.

but it was also really hard to perform basic combos online. I couldn’t get her silly infinite of her tk trap to work online, among other things. plus I felt that i could of extended my combos, but I just suck with phoenix.

In vanilla online delay makes certain chars less viable, and its noones fault. On topic running from phoenix was 2 months ago, now its ” fuck dis hoe” or ” im using dis bitch”. Next iteration plz.

I do agree that when people see Phoenix on a team something gets into their head that tells them this is going to be a tough match. That in itself already hinders your play as you are setting up a mental block inside your head. Running away though is a really hard thing to do offline against competent players as they know what your doing and probably already have an idea of how to stop you. The fact that you need to avoid taking too much damage for 30 seconds is already a handicap thats going against you.

Your first mistake was to attempt that in the first place online. Your basic launch into bbcs combos or (if you want to get fancy you can throw in a dive with relaunch into it) will basically kill a low life character like ammy or trish anyway with lvl 3 xfactor.

Online lag affects both players. It’s harder to do basic combos and time offence but it’s also way harder to block basic mixups. I keep all my combos easy mode online to avoid dropping them but it still happens. Hit confirming is a lot harder online which really benefits the phoenix player more imo. I’ve certainly missed several chances to kill her from that.

In any case, I really don’t feel that top players give run away a serious attempt. As I cited earlier, in season’s beatings good vs. evil, the only win against flocker was from Jwong who ran away. I don’t think snapping her in is a bad idea when your team has good mixup potential when she comes in but whenever I play a phoenix team, my top priority is to kill the point character who is generally the business character (eg. zero, wesker, wolvie, etc). Phoenix is there in the background as their backup plan and psychological roadblock against you. I don’t fear phoenix teams and both online and offline I don’t lose to phoenix teams very often. That being said I haven’t really played any top phoenixes other than Detrimantix at T12 (only casual matches and we went about even). Still, if you’re on psn and you want to prove that running doesn’t work against phoenix I’ll be happy to accept the challenge (ac_tesla on psn).

Edit:

with respect to running for 30 seconds being a huge handicap against you, I actually totally disagree. It’s to your benefit to be lame when you have a huge life lead against an opponent because you minimize your risk of getting happy birthdayed and getting x-factor guard cancelled. I lame out akumas all day cause really, what are they going to do against a full team? They’re going to spam fireballs at a distance to frustrate you to get close then go for an airthrow on your approach or high/low mixup into lvl 3 x factor and death. Or they’ll try to rush you down and spam godly tatsu in your face again with lvl 3 x factor into death on a random hit. I don’t try to fight that bullshit. I just run away and get amused when they get frustrated that their full screen fireball spamming isn’t working. Like why should I attack when I have a 2 character lead and all you’re trying do is fish for airthrow, overhead, or x factor guard cancel?

Well, your theory is comparing online players to experienced tourney players. Which already makes your arguement invalid.

If a tourney player catches a phoenix in a combo, they can include a snap back in their combo for 1 meter. After that, they would use a set-up for phoenix to kill her, and if it fails then your chances of winning are slim. But the gamble is worth it, a meter trade for the a chance to remove a godly comeback character from their team.
The gamble is what makes fighting a phoenix and playing a phoenix enjoyable. Same goes for the phoenix player; If your phoenix is removed, then your chances of winning is dwindled but does not become nil.

But i do agree with you “goat” that Phoenix players have the upperhand in terms of mental stability in terms of matches and that’s for sure.

To say that online experience is completely unrepresentative of offline play is an overstatement. I’ve played the same people on and offline and the results tend to be roughly the same, probably because both are handicapped to a similar degree. The only really good phoenix that I’ve played offline is Detrimantix and running worked against him as well (he was using team viscant though and not his wolvie/sent/phoenix team so I’m no sure how I would’ve fared against that team).

How often do players successfully capitalize after a snapback? I’d say it’s about 50/50 at best, and maybe 60-40 in the phoenix player’s favour. The person doing the snap has to sacrifice a guaranteed kill on the point character to attempt to kill one of the lamest characters in the game. Salty balls alone own like half the cast and if she avoids the incoming mixup and super jumps out of airthrow range, she can easily run away from most point characters including wesker, wolvie, she-hulk. I watched seasons beatings top 32 (I keep citing this as an example because SB is pretty much the biggest marvel major) and so many times top players even gave up happy birthday situations just to snap in phoenix, failed to kill her, and ended up losing the match. The strategy du jour against phoenix teams is aggressive snapping and the top players were landing the snaps. Yet 3 of the top 4 at season’s beatings were still phoenix teams. Most of the wins in the good vs. evil matchup on the evil side weren’t even from phoenix but from whatever point character was on the phoenix team. People need to re-assess the matchup cause I don’t think the current metagame strategy against phoenix teams is working well. Running has been generally dismissed but I’ve never even seen it given a fair shot other than that one jwong match against flocker, which I keep citing as well because it’s a great example of how running is a viable strategy.

Yeah… the big contrast between offline and online players is an overstatement… I think what I meant to say is that there’s a difference from playing in the comfort of your home vs. having a huge crowd behind you, watching how you deal with phoenix.

Running is actually a reliable strategy depending on how much hp your entire team has put together, how much meter you have, and if they have X-factor or not. Remember that phoenix(regular) with level 3 x-factor will do around 600k dmg with phoenix rage and that move has so much priority over most hypers.

Otherwise if it’s still early game, (b4 they even reach 5 meters) snapping back is still a really good idea.

Jwong beat Flocker in the 5v5 by a time out. Does that count?