Difference between revisions of "Marvel vs Capcom 3/Phoenix"

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(Move details)
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{{MoveListRow | Air Dash | Any direction in the air + atk + atk |  | }}
 
{{MoveListRow | Air Dash | Any direction in the air + atk + atk |  | }}
 
{{MoveListRow | Standing Light | l | 30,000 | }}
 
{{MoveListRow | Standing Light | l | 30,000 | }}
{{MoveListRow | Crouching Light | d + l | 33,000 | low }}
+
{{MoveListRow | Crouching Light | d + l | 33,000 | low }}
{{MoveListRow | Standing Medium | m | 46,000 | }}
+
{{MoveListRow | Standing Medium | m | 46,000 | }}
{{MoveListRow | Crouching Medium | d + m | 50,000 | low }}
+
{{MoveListRow | Crouching Medium | d + m | 50,000 | low }}
{{MoveListRow | Burning Axe Kick | f + m | 50,000 | high }}
+
{{MoveListRow | Burning Axe Kick | f + m | 50,000 | high }}
{{MoveListRow | Standing Heavy | h | 67,000 | }}
+
{{MoveListRow | Standing Heavy | h | 67,000 | }}
{{MoveListRow | Crouching Heavy | d + h | 60,000 | low}}
+
{{MoveListRow | Crouching Heavy | d + h | 60,000 | low softknockdown }}
{{MoveListRow | Phoenix Tackle | f + h | 73,000 | }}
+
{{MoveListRow | Phoenix Tackle | f + h | 73,000 | }}
 
{{MoveListRow | Standing Special | s | 80,000 | launch }}
 
{{MoveListRow | Standing Special | s | 80,000 | launch }}
{{MoveListRow | Jumping Light | air l | 33,000 | high }}
+
{{MoveListRow | Jumping Light | air l | 33,000 | high }}
{{MoveListRow | Jumping Medium | air m | 47,000 | high }}
+
{{MoveListRow | Jumping Medium | air m | 47,000 | high }}
{{MoveListRow | Jumping Heavy | air h | 70,000 | high }}
+
{{MoveListRow | Jumping Heavy | air h | 70,000 | high }}
{{MoveListRow | Air Phoenix Tackle | air f + h | 73,000 | }}
+
{{MoveListRow | Air Phoenix Tackle | air f + h | 73,000 | }}
 
{{MoveListRow | Phoenix Stomp | air d + h | 70,000 | groundbounce against airborne only }}
 
{{MoveListRow | Phoenix Stomp | air d + h | 70,000 | groundbounce against airborne only }}
{{MoveListRow | Jumping Special | air s | 70,000 | high }}
+
{{MoveListRow | Jumping Special | air s | 70,000 | high }}
 
{{MoveListFooter}}
 
{{MoveListFooter}}
  
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{{MvC3MoveListHeader}}
 
{{MvC3MoveListHeader}}
{{MoveListRow | TK Shot | qcf + atk | 80,000 l <br> 108,300 m <br> 122,600 h | airok <br> air l and m otg }}
+
{{MoveListRow | TK Shot | qcf + atk | 80,000 l <br> 108,300 (40,000 x 3) m <br> 122,600 (30,000 x 5) h | airok <br> air l and m otg }}
{{MoveListRow | TK Trap | qcb + atk  | 90,000 | These are set off by proximity. l version can otg }}
+
{{MoveListRow | TK Trap | qcb + atk  | 90,000 | l and m versions are set off by proximity <br> h version is set off by a timer }}
{{MoveListRow | TK Overdrive | dp + atk | 103,000 l <br> 103,000 m <br> 154,400 h | m goes uf }}
+
{{MoveListRow | TK Overdrive | dp + atk | 103,000 (30,000 x 4) l <br> 103,000 (30,000 x 4) m <br> 154,400 (33,000 x 6) h | m goes uf }}
 
{{MoveListRow | Teleport | rdp + atk |  | }}
 
{{MoveListRow | Teleport | rdp + atk |  | }}
 
{{MoveListRow | Flight | qcb + s |  | Lasts 3 seconds }}
 
{{MoveListRow | Flight | qcb + s |  | Lasts 3 seconds }}
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===Hyper Moves===
 
===Hyper Moves===
 
{{MvC3MoveListHeader}}
 
{{MvC3MoveListHeader}}
{{MoveListRow | Phoenix Rage | qcf + atk + atk | 320,700 | wallbounce }}
+
{{MoveListRow | Phoenix Rage | qcf + atk + atk | 320,700 (40,000 x 10) | wallbounce <br> Damage scales by 0.95 }}
{{MoveListRow | Healing Field | qcb + atk + atk | | Heals Red Life when opponent is inside the fieldLasts 10 seconds. }}
+
{{MoveListRow | Healing Field | qcb + atk + atk | | Heals Red Life when opponent is inside the field <br> Lasts 10 seconds }}
{{MoveListRow | Dark Phoenix | die with 5 levels of hyper meter | | Transforms you into Dark Phoenix and refills your health to 100% with Yellow}}
+
{{MoveListRow | Dark Phoenix | Die with 5 levels of hyper meter | | Transforms you into Dark Phoenix and refills your health to 100% with Yellow <br> Attacks do 20% more damage and normals release fireballs, but she takes 20% more damage from throws and capture moves }}
 
{{MoveListFooter}}
 
{{MoveListFooter}}
  
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{{MvC3MoveListHeader}}
 
{{MvC3MoveListHeader}}
 
{{MoveListRow | Air Dash | Any direction in the air + atk + atk |  | }}
 
{{MoveListRow | Air Dash | Any direction in the air + atk + atk |  | }}
{{MoveListRow | Standing Light | l | 51,000 | }}
+
{{MoveListRow | Standing Light | l | 51,000 (24,000 + 36,000) | }}
{{MoveListRow | Crouching Light |  d + l | 53,700 | low }}
+
{{MoveListRow | Crouching Light |  d + l | 53,700 (24,000 + 39,600) | low }}
{{MoveListRow | Standing Medium |  m | 113,600 | }}
+
{{MoveListRow | Standing Medium |  m | 113,600 (55,200 + 24,000 x 3) | }}
{{MoveListRow | Crouching Medium |  d + m | 101,400 | low }}
+
{{MoveListRow | Crouching Medium |  d + m | 101,400 (24,000 x 2 + 60,000 + 24,000) | low }}
{{MoveListRow | Burning Axe Kick |  f + m | 101,400 | high }}
+
{{MoveListRow | Burning Axe Kick |  f + m | 101,400 (24,000 x 2 + 60,000 + 24,000) | high }}
{{MoveListRow | Standing Heavy |  h | 133,700 | }}
+
{{MoveListRow | Standing Heavy |  h | 133,700 (24,000 x 5 + 80,400) | }}
{{MoveListRow | Crouching Heavy | d + h | 134,000 | low}}
+
{{MoveListRow | Crouching Heavy | d + h | 134,000 (24,000 x 3 + 72,000 + 24,000 x 2) | low softknockdown }}
{{MoveListRow | Phoenix Tackle |  f + h | 136,900 to 175,800 |  }}
+
{{MoveListRow | Phoenix Tackle |  f + h | 175,800 (87,600 + 24,000 x 5) |  }}
 
{{MoveListRow | Standing Special | s | 96,000 | launch }}
 
{{MoveListRow | Standing Special | s | 96,000 | launch }}
{{MoveListRow | Jumping Light |  air l | 61,200 | high }}
+
{{MoveListRow | Jumping Light |  air l | 61,200 (39,600 + 24,000) | high }}
{{MoveListRow | Jumping Medium |  air m | 93,800 | high }}
+
{{MoveListRow | Jumping Medium |  air m | 93,800 (24,000 x 3 + 56,400) | high }}
{{MoveListRow | Jumping Heavy |  air h | 142,400 | high }}
+
{{MoveListRow | Jumping Heavy |  air h | 142,400 (84,000 + 24,000 x 3) | high }}
{{MoveListRow | Air Phoenix Tackle | air f + h | 136,900 to 175,800 | }}
+
{{MoveListRow | Air Phoenix Tackle | air f + h | 175,800 (87,600 + 24,000 x 5) | }}
{{MoveListRow | Phoenix Stomp | air d + h | 162,000 | }}
+
{{MoveListRow | Phoenix Stomp | air d + h | 172,200 (84,000 + 24,000 x 5) | }}
{{MoveListRow | Jumping Special |  air s | 172,200 | high }}
+
{{MoveListRow | Jumping Special |  air s | 172,200 (84,000 + 24,000 x 5) | high }}
 +
{{MoveListRow | Phoenix Feathers | Occur with each normal attack | 24,000 | Projectile <br> Damage scales by 0.9 }}
 
{{MoveListFooter}}
 
{{MoveListFooter}}
  
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{{MvC3MoveListHeader}}
 
{{MvC3MoveListHeader}}
{{MoveListRow | TK Shot | qcf + atk | 66,000 per orb l <br> 81,200 per orb m <br> 171,500 h | airok <br> air l and m otg }}
+
{{MoveListRow | TK Shot | qcf + atk | 125,400 (66,000 x 2) l <br> 140,300 (30,000 x 6) m <br> 171,500 (26,400 x 10) h | airok <br> air l and m otg }}
{{MoveListRow | TK Trap | qcb + atk  | 162,500 | These are set off by proximity. <br> m wallbounce <br> h wallbounce }}
+
{{MoveListRow | TK Trap | qcb + atk  | 162,500 (60,000 x 3) | l and m versions are set off by proximity <br> h version is set off by a timer <br> m wallbounce <br> h wallbounce }}
{{MoveListRow | TK Overdrive | dp + atk | 123,700 l <br> 123,700 m <br> 185,200 h | m goes uf  }}
+
{{MoveListRow | TK Overdrive | dp + atk | 123,700 (36,000 x 4) l <br> 123,700 (36,000 x 4) m <br> 185,200 (39,600 x 6) h | m goes uf  }}
 
{{MoveListRow | Teleport | rdp + atk |  | }}
 
{{MoveListRow | Teleport | rdp + atk |  | }}
 
{{MoveListRow | Flight | qcb + s |  | Lasts 3 seconds }}
 
{{MoveListRow | Flight | qcb + s |  | Lasts 3 seconds }}
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===Dark Phoenix Hyper Moves===
 
===Dark Phoenix Hyper Moves===
 
{{MvC3MoveListHeader}}
 
{{MvC3MoveListHeader}}
{{MoveListRow | Phoenix Rage | qcf + atk + atk | 384,800 | wallbounce }}
+
{{MoveListRow | Phoenix Rage | qcf + atk + atk | 384,800 (48,000 x 10) | wallbounce <br> Damage scales by 0.95 }}
{{MoveListRow | Healing Field | qcb + atk + atk | | Heals Red Life when opponent is inside the fieldLasts 10 seconds. }}
+
{{MoveListRow | Healing Field | qcb + atk + atk | | Heals Red Life when opponent is inside the field <br> Lasts 10 seconds }}
 
{{MoveListFooter}}
 
{{MoveListFooter}}
  

Revision as of 20:30, 14 April 2011

Marvel vs Capcom 3MvC3Logo.png
Marvel vs Capcom 3/System GuideMarvel vs Capcom 3#Game ElementsMarvel vs Capcom 3#CharactersMarvel vs Capcom 3/SystemsMarvel vs Capcom 3#Fun Stuff.21Marvel vs Capcom 3/StrategyMvC3HeaderButtons.png


Phoenix

Phoenixface.jpg

In a nutshell

Phoenix is the "glass cannon" character archetype taken to a total extreme. She has tools for every situation; lighting fast teleports, excellent fireballs, large proximity traps, a quick mixup game. The only things missing are great assists and health. Phoenix has about half of the health of the weakest characters in the game, and as a result will need to be played with some very special care. If she dies with five meters stocked, however, she returns as Dark Phoenix, the most powerful character in the game. The cost is high, but if you think you have the fortitude to put yourself into a very high risk, very high reward situation every game, take her for a spin.


Video Walkthrough

Move List

Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png TK Shot
Shot.png Front.png
108,300
Phoenix Rage
Beta.png TK Overdrive
Direct.png Front.png
103,000
Phoenix Rage
Gamma.png TK Trap
Direct.png Upward.png
90,000
Phoenix Rage

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Air Dash
Any direction in the air + Atk.png + Atk.png
Standing Light
L.png
30,000
Crouching Light
D.png + L.png
33,000
Low.png
Standing Medium
M.png
46,000
Crouching Medium
D.png + M.png
50,000
Low.png
Burning Axe Kick
F.png + M.png
50,000
High.png
Standing Heavy
H.png
67,000
Crouching Heavy
D.png + H.png
60,000
Low.png Softknockdown.png
Phoenix Tackle
F.png + H.png
73,000
Standing Special
S.png
80,000
Launch.png
Jumping Light
air L.png
33,000
High.png
Jumping Medium
air M.png
47,000
High.png
Jumping Heavy
air H.png
70,000
High.png
Air Phoenix Tackle
air F.png + H.png
73,000
Phoenix Stomp
air D.png + H.png
70,000
Groundbounce.png against airborne only
Jumping Special
air S.png
70,000
High.png

Special Moves

Name
Command
Damage
Special Properties (glossary)
TK Shot
Qcf.png + Atk.png
80,000 L.png
108,300 (40,000 x 3) M.png
122,600 (30,000 x 5) H.png
Airok.png
air L.png and M.png Otg.png
TK Trap
Qcb.png + Atk.png
90,000
L.png and M.png versions are set off by proximity
H.png version is set off by a timer
TK Overdrive
Dp.png + Atk.png
103,000 (30,000 x 4) L.png
103,000 (30,000 x 4) M.png
154,400 (33,000 x 6) H.png
M.png goes Uf.png
Teleport
Rdp.png + Atk.png
Flight
Qcb.png + S.png
Lasts 3 seconds

Hyper Moves

Name
Command
Damage
Special Properties (glossary)
Phoenix Rage
Qcf.png + Atk.png + Atk.png
320,700 (40,000 x 10)
Wallbounce.png
Damage scales by 0.95
Healing Field
Qcb.png + Atk.png + Atk.png
Heals Red Life when opponent is inside the field
Lasts 10 seconds
Dark Phoenix
Die with 5 levels of hyper meter
Transforms you into Dark Phoenix and refills your health to 100% with Yellow
Attacks do 20% more damage and normals release fireballs, but she takes 20% more damage from throws and capture moves

Dark Phoenix Move List

Dark Phoenix Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Dark Phoenix TK Shot
Shot.png Front.png
140,300
{{{AlphaSuper}}}
Beta.png Dark Phoenix TK Overdrive
Direct.png Front.png
123,700
Softknockdown.png
{{{BetaSuper}}}
Gamma.png Dark Phoenix TK Trap
Direct.png Upward.png
162,500
Wallbounce.png
{{{GammaSuper}}}

Dark Phoenix Normal Moves (includes fire damage)

Name
Command
Damage
Special Properties (glossary)
Air Dash
Any direction in the air + Atk.png + Atk.png
Standing Light
L.png
51,000 (24,000 + 36,000)
Crouching Light
D.png + L.png
53,700 (24,000 + 39,600)
Low.png
Standing Medium
M.png
113,600 (55,200 + 24,000 x 3)
Crouching Medium
D.png + M.png
101,400 (24,000 x 2 + 60,000 + 24,000)
Low.png
Burning Axe Kick
F.png + M.png
101,400 (24,000 x 2 + 60,000 + 24,000)
High.png
Standing Heavy
H.png
133,700 (24,000 x 5 + 80,400)
Crouching Heavy
D.png + H.png
134,000 (24,000 x 3 + 72,000 + 24,000 x 2)
Low.png Softknockdown.png
Phoenix Tackle
F.png + H.png
175,800 (87,600 + 24,000 x 5)
Standing Special
S.png
96,000
Launch.png
Jumping Light
air L.png
61,200 (39,600 + 24,000)
High.png
Jumping Medium
air M.png
93,800 (24,000 x 3 + 56,400)
High.png
Jumping Heavy
air H.png
142,400 (84,000 + 24,000 x 3)
High.png
Air Phoenix Tackle
air F.png + H.png
175,800 (87,600 + 24,000 x 5)
Phoenix Stomp
air D.png + H.png
172,200 (84,000 + 24,000 x 5)
Jumping Special
air S.png
172,200 (84,000 + 24,000 x 5)
High.png
Phoenix Feathers
Occur with each normal attack
24,000
Projectile
Damage scales by 0.9

Dark Phoenix Special Moves

Name
Command
Damage
Special Properties (glossary)
TK Shot
Qcf.png + Atk.png
125,400 (66,000 x 2) L.png
140,300 (30,000 x 6) M.png
171,500 (26,400 x 10) H.png
Airok.png
air L.png and M.png Otg.png
TK Trap
Qcb.png + Atk.png
162,500 (60,000 x 3)
L.png and M.png versions are set off by proximity
H.png version is set off by a timer
M.png Wallbounce.png
H.png Wallbounce.png
TK Overdrive
Dp.png + Atk.png
123,700 (36,000 x 4) L.png
123,700 (36,000 x 4) M.png
185,200 (39,600 x 6) H.png
M.png goes Uf.png
Teleport
Rdp.png + Atk.png
Flight
Qcb.png + S.png
Lasts 3 seconds

Dark Phoenix Hyper Moves

Name
Command
Damage
Special Properties (glossary)
Phoenix Rage
Qcf.png + Atk.png + Atk.png
384,800 (48,000 x 10)
Wallbounce.png
Damage scales by 0.95
Healing Field
Qcb.png + Atk.png + Atk.png
Heals Red Life when opponent is inside the field
Lasts 10 seconds

Apprentice Combos

Strategy

Tips and Tricks

  • Practice! With a character as fragile as Phoenix, you will need to be intimately familiar with everything about her. Her matchups, her optimal range in those matchups, how assists change those matchups, and how to avoid everything. Blocking special moves and taking chip damage can be extremely deadly to Phoenix, so you need a gameplan for every situation.
  • Her teleport is very fast, but be sure you know where you are teleporting and why before you go crazy, as just one poor judgement could end her very quickly.
  • Phoenix' level 1 supers are both great. Phoenix Rage does high damage and combos easily, while Healing Field can artificially give her more life than she actually has. Choosing between using these and saving your full five levels will be a very difficult decision, especially in the heat of battle.

Basic Strategy

Advanced Strategy