

Phoenix
Jean Grey-Summers, known as Marvel Girl or Phoenix, is the long time wife of Cyclops and one of the first X-Men. Like her teacher Charles Xavier, she has telepathic and telekinetic abilities but has a dark side that makes her one the most powerful mutants in the marvel universe. As Dark Phoenix she's been known to consume stars, destroy galaxies and threaten all life in existence.
In a nutshell
Phoenix has the lowest health in the game, but that's pretty much her only weakness. She has incredible normals with excellent hitboxes, one of the best hypers in the game and amazing mobility with air dashes, flight and teleports. However it's extremely rare you'll ever find her on a team other than last because once you reach level 5 and die, you become an almost invincible force. All players recognize this threat which is why they will snap her in to kill her before you reach 5 meters. It's important that any team with Phoenix has 2 characters with strong options in almost every situation and can kill or reset without using meter.
Players to Watch
FChamp, Neo, Viscant
Character Vitals
Variations signify Phoenix and Dark Phoenix, respectively.
Video Walkthrough
Move List
Assist Types
Dark Phoenix Assists
Normal Moves
Dark Phoenix Normals
- All normal moves gain a 20% damage boost, and will throw fire feathers:
Throws
- Dark Phoenix gains a 20% Damage boost to all of the above.
Special Moves
(80,300)
OTG from air
(108,300)
OTG from air
Homing
At certain angles, can hit 3-6 times.
(103,000)
L moves f
M moves uf
135,000
L sets trap that fires u
M sets trap that fires f
H sets a timed projectile that fires uf
Teleports to position based on opponent:
L teleports to ground in front of opponent
M teleports to ground behind opponent
H teleports above opponent
Dark Phoenix Specials
D.P. damage boost 20% (21,600 + 55,200) X 2
(128,800)
D.P. damage boost 20% 26,400 X 8
(141,300)
D.P. damage boost 20% 25,200 X 12
(173,700)
Homing
At certain angles, can hit fewer times.
D.P. damage boost 20% 36,000 X 4
(123,700)
L moves f
M moves uf
D.P. damage boost 20% 39,600 X 5
161,900
D.P. damage boost 20% 60,000 X 3
(162,500)
softknockdown
L sets trap that fires u
M sets trap that fires f
H sets a timed projectile that fires uf
Teleports to position based on opponent:
L teleports to ground in front of opponent
M teleports to ground behind opponent
H teleports above opponent
Hyper Moves
(Phoenix Inferno)
(320,700)
forced wallbounce
opponent is within the aura.
Affects red health only.
Heals about 100,000 damage per second.
Lasts about 10 seconds.
Upon activation, creates a burst that knocks enemies away in a
softknockdown.
Once per match.
Level 5 Hyper.
Dark Phoenix Hypers
(Phoenix Inferno)
D.P. damage boost 20% 48,000 X 10
(384,800)
forced wallbounce
opponent is within the aura.
Affects red health only.
Heals about 100,000 damage per second.
Lasts about 10 seconds.
Strategy
Tips and Tricks
Combos
Basic Strategy
Advanced Strategy
Team Building
Most modern Phoenix teams utilize 2 point characters with strong reset options, TAC infinites and very little bad match ups. FChamp and Neo are two of the most known Phoenix players and use Magneto/Doom as their operators. Mag/Doom as a shell is extremely versatile as you can change dooms assist depending on the match up and with magnetos strong offense you can easily set up TAC infinites with doom. But that's not all, if phoenix dies before 5 bars you still have a strong duo that can get things done, but they aren't S+ tier characters so it requires strong fundamentals and extensive knowledge of the game to win against top tier. Again, the point of having Dark Phoenix is so that you can storm your way through all the "broken set ups" and "unfair" mechanics of certain teams by playing extremely solid and unleashing your fury at the end of the match.
Viscant plays a different style, originally using Wesker/Haggar for resets and winning Evo 2011, he eventually switched to Zero/Doom and has gotten better results. It's hard to say whether Zero is better than Magneto for this team, but Zero's normals, lvl 3 buster and high damage with the correct assist, makes him ideal for building meter and setting frame traps on reset.
Noel Brown plays a style using Wolverine/Doom as his operators. Unlike Viscant, FChamp, or Neo where they use Doom's Hidden Missiles, Noel Brown opts for Plasma Beam, which is a good choice as Wolverine is a rushdown character. Wolverine can rush the opponent down, and call Doom's Beam assist for extra meter gain. As Wolverine/Doom gain 5 meter, switch to Phoenix so she can transform into Dark Phoenix. If Phoenix dies, you still have a strong duo. Wolverine misses Vanilla, but he still mauls you with amazing mixups, and Doom can create mixups and spam projectiles and act as an assist for Wolverine.
We've also seen FChamp experiment with Dormammu/Morrigan, using Dorm to charge spells at super jump height while calling morrigan to build meter is decently effective, even against morrigan/doom. Once you have your charges you're virtually safe until you have to release and start again, but repeating the process only a couple times gives you the meter fast.
But maybe there are other teams yet to be explored? Storm has potential with strong run away and good footsies, her damage isn't good but with a character like doom you can set up TAC infinites as Storm combos corner carry easily. Thor/Doom could be good here as well as Thor has a decent projectile, armor on mighty strike, air resets with command throws and his own meter building. Advanced Thor combos allow you to make it to the corner to set up TACs but Thor can even hard tag to Doom from almost any hit. Also Magneto/Dante with Jam Session seems very strong and if Phoenix is snapped in you still have one of the strongest shells in the game.