UMVC3/Phoenix

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Phoenix

Umvc3 phoenix face.jpg

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.

Alternate Colors

Jean colors.jpg

Players to Watch

massi4h, FChamp, Neo, Viscant, Noel Brown, Rusty Shackleford, PZpoy

Character Vitals

CHARACTER DATA
Health:
375k.jpg
Double Jump:
No
Air Dash:
Yes
Air Dash/Jump count:
0
X-FACTOR
Level 1
Level 2
Level 3
X-Factor Damage Boost:
20 / 35 %
35 / 70 %
50 / 100 %
X-Factor Speed Boost:
10 / 15 %
20 / 30 %
30 / 45 %
X-Factor Duration:
? s
 ? s
 ? s
MINIMUM DAMAGE SCALING
 
L Attacks
M Attacks
H Attacks
Special Moves
Hyper Combos
Normal:
10 / 30 %
10 / 30 %
10 / 30 %
10 / 30 %
35 / 50 %
X-Factor Lvl 1:
35 %
35 %
35 %
35 %
35 / 50 %
X-Factor Lvl 2:
35 %
35 %
35 %
35 %
35 / 50 %
X-Factor Lvl 3:
35 %
35 %
35 %
35 %
35 / 50 %

Variations signify Phoenix and Dark Phoenix, respectively.

Video Walkthrough

Hit/Hurtbox Guide


Move List

Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png TK Shot M
shot front
23,000 + 35,000 X 3
(108,300)
proj
Phoenix Rage
Beta2.png TK Overdrive L
direct front
30,000 X 4
(103,000)
strk
Phoenix Rage
Gamma2.png TK Trap H
shot tiltup
90,000
proj
Phoenix Rage

Dark Phoenix Assists

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png TK Shot M
shot front
26,400 X 8
(141,300)
proj
Phoenix Rage
Beta2.png TK Overdrive L
direct front
36,000 X 4
(123,700)
strk
Phoenix Rage
Gamma2.png TK Trap H
shot tiltup
60,000 X 3
(162,500)
proj wallbounce
softknockdown
Phoenix Rage

Normal Moves

Name
Command
Damage
Notes (glossary)
Standing Light
l
30,000
rpdfire
Crouching Light
d + l
33,000
low rpdfire
Standing Medium
m
46,000
Crouching Medium
d + m
50,000
low
Standing Heavy
h
67,000
Crouching Heavy
d + h
60,000
low softknockdown
Special
s
80,000
launch nocancel
Prominence Heel
f + m
50,000
high
Flare Sword
f + h
73,000
Jumping Light
air l
33,000
high
Jumping Medium
air m
47,000
high
Jumping Heavy
air h
70,000
high
Jumping Special
air s
70,000
high aircombofinisher
Burn Out Beak
air d + h
70,000
groundbounce vs airborne opponent

Dark Phoenix Normals

Name
Command
Damage
Notes (glossary)
  • All normal moves gain a 20% damage boost, and will throw fire feathers:
Feather
24,000
proj

Throws

Name
Command
Damage
Notes (glossary)
Forward Throw
f + h
80,000
throw hardknockdown
Back Throw
b + h
80,000
throw hardknockdown
Forward Air Throw
air f + h
80,000
airthrow hardknockdown
Back Air Throw
air b + h
80,000
airthrow hardknockdown
  • Dark Phoenix gains a 20% Damage boost to all of the above.

Special Moves

Name
Command
Damage
Notes (glossary)
TK Shot L
qcf + l
20,000 + 67,000
(80,300)
airok proj
OTG from air
TK Shot M
qcf + m
23,000 + 35,000 X 3
(108,300)
airok proj
OTG from air
TK Shot H
qcf + h
20,000 + 28,000 X 6 (123,000)
airok proj
Homing
At certain angles, can hit 3-6 times.
TK Overdrive L / M
dp + l / m
30,000 X 4
(103,000)
strk
projnull
L moves f
M moves uf
TK Overdrive H
dp + h
33,000 X 5
135,000
strk
projnull
TK Trap
qcb + atk
90,000
proj
L sets trap that fires u
M sets trap that fires f
H sets a timed projectile that fires uf
Flight
qcb + s
0
Initiates flight mode.
Teleportation
rdp + atk
0
airok
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

Name
Command
Damage
Notes (glossary)
TK Shot L
qcf + l
(18,000 + 46,000) X 2
D.P. damage boost 20% (21,600 + 55,200) X 2
(128,800)
airok proj
TK Shot M
qcf + m
22,000 X 8
D.P. damage boost 20% 26,400 X 8
(141,300)
airok proj
TK Shot H
qcf + h
21,000 X 12
D.P. damage boost 20% 25,200 X 12
(173,700)
airok proj
Homing
At certain angles, can hit fewer times.
TK Overdrive L / M
dp + l / m
30,000 X 4
D.P. damage boost 20% 36,000 X 4
(123,700)
strk
projnull
L moves f
M moves uf
TK Overdrive H
dp + h
33,000 X 5
D.P. damage boost 20% 39,600 X 5
161,900
strk
projnull
TK Trap
qcb + atk
50,000 X 3
D.P. damage boost 20% 60,000 X 3
(162,500)
proj wallbounce
softknockdown
L sets trap that fires u
M sets trap that fires f
H sets a timed projectile that fires uf
Flight
qcb + s
0
Initiates flight mode.
Teleportation
rdp + atk
0
airok
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

Name
Command
Damage
Notes (glossary)
Phoenix Rage
(Phoenix Inferno)
qcf + atk + atk
40,000 X 10
(320,700)
proj
Forcedwallbounce.png
Healing Field
qcb + atk + atk
0
Creates a spherical aura that heals Phoenix when
opponent is within the aura.
Affects red health only.
Heals about 100,000 damage per second.
Lasts about 10 seconds.
Dark Phoenix Rising
Activates on death.
0
Consumes 5 Hyper gauges to resurrect as Dark Phoenix.
Upon activation, creates a burst that knocks enemies away in a
softknockdown.
Once per match.
Level 5 Hyper.

Dark Phoenix Hypers

Name
Command
Damage
Notes (glossary)
Phoenix Rage
(Phoenix Inferno)
qcf + atk + atk
40,000 X 10
D.P. damage boost 20% 48,000 X 10
(384,800)
proj
forced wallbounce
Healing Field
qcb + atk + atk
0
Creates a spherical aura that heals Phoenix when
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.

Strategy vs. Phoenix