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Phoenix Guide

by Jerecaine

----------------------------===CAPCOM PRESENTS===------------------------------ 
 ____  _   _  _____  ____  _  _  ____  _  _     ___  __  __  ____  ____  ____ 
(  _ \( )_( )(  _  )( ___)( \( )(_  _)( \/ )   / __)(  )(  )(_  _)(  _ \( ___)
 )___/ ) _ (  )(_)(  )__)  )  (  _)(_  )  (   ( (_-. )(__)(  _)(_  )(_) ))__) 
(__)  (_) (_)(_____)(____)(_)\_)(____)(_/\_)   \___/(______)(____)(____/(____)
 
                        By Jeremy 'Jerecaine' Edwards 
 
 
-----------------------------===MARVEL COMICS===------------------------------- 
                             
 
                             +INTRO & COPYRIGHT+ 
 
Ask not for pity from Jerecaine, as there is none in him! Ok I do have some, 
but anywho, here I am once more bringing you a guide for a game I've really 
been into for the past weeks: Marvel vs Capcom 3. Although I will go over what 
certain terms and controls mean, this guide won't be about the whole game. This 
guide is strictly about hands down the most controversial character in the 
game! I should point out i'm no expert at all, so please excuse the countless 
info I may get wrong. Not only is some of this based on my own experience in 
the online world, but also some of this stuff is things found from matches I've 
watched from around the net, and frame data from the official guide itself. 
 
If you would like to add anything to the guide (Please Do! There's gotta be 
SOMETHING wrong), or if you want to send a thanks, email me at 
[email protected] or comment on my blog. Make sure you put 
'Phoenix Guide' in your email title or most of the time I won't open it. 
 
This document Copyright 2011 Jeremy Edwards (Jerecaine)
Marvel vs Capcom 3 Copyright 2011 Capcom Ltd./Marvel Comics
Email: [email protected] 
 
Update 1: Added a few extra bits of info, fixed a Ctrl+F error 
Update 1.02: Added combos and a extra bit in the strategy section about Phoenix 
Hate 
Update 1.03: Added more to profile and other random tidbits 
 
+Controls: Directions & Numbers 
+Need To Know Term List 
==================== 
PHOENIX: The Woman Outside MvC3 
------[PHOE-0.1] Profile 
 
PHOENIX: The Woman Inside MvC3 
------[PHOE-1.1] Basic Rundown 
------[PHOE-1.2] Normal Attacks 
------Assists 
------[PHOE-1.3] Specials 
------[PHOE-1.4] Hypers 
------[PHOE-1.5] Mission Mode 
------[PHOE-1.6] Strategies 
------[PHOE-1.7] Combos 
------[FINAL] Other Random Stuff 
==================== 
 
 
 
 
 
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 
CONTROLS: DIRECTIONS & NUMBERS [Thumbstick/Joystick] 
 
 
                            *___________________* 
                            |      |     |      | 
                            | UB/7 | U/8 | UF/9 | 
                            |      |     |      | 
                            |-------------------| 
                            |      |     |      | 
                            | B/4  |  5  | F/6  | 
                            |      |     |      | 
                            |-------------------| 
                            |      |     |      | 
                            | DB/1 | D/2 | DF/3 | 
                            |      |     |      | 
                            *-------------------* 
 
*Note: These directions are based if your character is facing right; in other 
words, if you're on Player 1 side. Everything is reversed if you are on the 
Player 2 side. 
 
 
(Down-Back/1) Blocks low attacks and some high/mid attacks. Only overhead 
crossups will be a guarantee hit. 
 
(Down/2) Normal Crouching. Obviously you're not blocking here so you can still 
get hit a lot. 
 
(Down-Forward/3) Same as crouching 
 
(Back/4) Blocks high and mid attacks, but leaves your feet vulnerable to low 
attacks 
 
(5) Neutral state for your Thumbstick or Joystick 
 
(Forward/6) Moves your character forward 
 
(Up-Back/7) Jumps your character backwards 
 
(Up/8) Jumps your character straight up 
 
(Up-Forward/9) Jumps your character forward 
~~~~~ 
DEFAULT 
 ______            _____       _____ 
/Action\__________/XB360\_____/PLAY3\ 
_____________________________________ 
Special Attack   | A             X 
Heavy Attack     | B             () 
Light Attack     | X             [] 
Medium Attack    | Y             /\ 
Partner 1 Assist | LB            L1 
Partner 2 Assist | RB            R1 
Partner 1+2      | LT            L2 
L+M+H Attack     | RT            R2 
N/A              | LS            L3 
N/A              | RS            R3 
Pause            | Str           Str 
Taunt            | Bck           Sel 
------------------------------------- 
*NOTE: I don't own a PS3, but the controls should be the same 
 
 
 
MY PREFERRED SETUP 
 ______            _____ 
/Action\__________/XB360\ 
_________________________ 
Special Attack   | Y 
Heavy Attack     | B 
Light Attack     | X 
Medium Attack    | A 
Partner 1 Assist | LB 
Partner 2 Assist | RB 
Light Attack     | LT 
L+H Attack       | RT 
N/A              | LS 
N/A              | RS 
Pause            | Str 
Taunt            | Bck 
------------------------- 
*NOTE: I like this control setup because it feels like the simple air combo 
from MvC2 for most characters (Launcher > X > A > X > A > Heavy Attack). Also, 
having L+H on Right Trigger helps with characters like Taskmaster and Super 
Skrull, since pressing L+H on the 4 regular buttons in the middle of a fight is 
way too hard for me.  
 
 
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 
Need to Know Term List 
 
QCF/236: Quarter-Circle Forwards, a.k.a the Hadouken motion 
QCB/214: Quarter-Circle Backwards, a.k.a the Hurricane Kick motion 
HCF/41236: Half-Circle Forward 
HCB/63214: Half-Circle Backward 
DP/623: Dragon Punch Motion 
DPB/412: Dragon Punch Backwards Motion 
~~~ 
DHC: Delayed Hyper Combo. 
ATK: Attack buttons, a.k.a Normals 
P1/P2: Partner 1 & 2 
AA: Anti-Air 
XFC: X-Factor Cancel 
OTG: Off-The-Ground 
CCHC: Crossover Combination Hyper Combo 
c.ATK: Crouching Light/Medium/Heavy 
s.ATK: Standing Light/Medium/Heavy 
j.ATK: Jumping Light/Medium/Heavy (a.k.a Air attacks) 
xx: Cancel into. Don't ask me why it's xx, I don't know either lol 
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
                   ---PHOENIX: The Woman Outside MvC3--- 
                  ____  ____  _____  ____  ____  __    ____ 
                 (  _ \(  _ \(  _  )( ___)(_  _)(  )  ( ___)
                  )___/ )   / )(_)(  )__)  _)(_  )(__  )__) 
                 (__)  (_)\_)(_____)(__)  (____)(____)(____) 
                                  [PHOE-0.1] 
 
_______________________________________________________________________________ 
.____________________________ 
| Intelligence      |__\__\__\
|-------------------|_____
| Strength          |__\__\
|-------------------|____________________
| Speed             |__\__\__\__\__\__\__\ 
|-------------------|____________________
| Stamina           |__\__\__\__\__\__\__\
|-------------------|____________________
| Energy Projection |__\__\__\__\__\__\__\
|-------------------|___________
| Fighting Ability  |__\__\__\__\
.-------------------. 
 
REAL NAME: Jean Grey-Summers 
 
OCCUPATION: Adventurer 
 
Ablilites/Weapons: Telepathy strong enough to knock someone unconscious or to 
control thoughts (For the love of god don't ever forget her birthday!), 
telekinetic powers, and is also an avatar for the Phoenix Force. 
 
FIRST APPEARANCE: The X-men #1 (1963) 
 
PROFILE: While returning from space, Jean was exposed to lethal levels of solar 
radiation. Her life was saved by the cosmic entity known as the Phoenix Force, 
though its power has at times consumed her to the point of evil as Dark 
Phoenix. 
 
TIP: For those wondering 'why doesn't she have a Dark Phoenix model in model 
viewer', just press back while in Model Viewer. This works for Dante (Devil 
Trigger) and Arthur (King's Armor). 
 
 
 
=============================================================================== 
                    ---PHOENIX: The Woman Inside MvC3--- 
                         ____    __    ___  ____  ___ 
                        (  _ \  /__\  / __)(_  _)/ __)
                         ) _ < /(__)\ \__ \ _)(_( (__ 
                        (____/(__)(__)(___/(____)\___) 
                ____  __  __  _  _  ____  _____  _    _  _  _ 
               (  _ \(  )(  )( \( )(  _ \(  _  )( \/\/ )( \( )
                )   / )(__)(  )  (  )(_) ))(_)(  )    (  )  ( 
               (_)\_)(______)(_)\_)(____/(_____)(__/\__)(_)\_) 
                                  [PHOE-1.1] 
 
_______________________________________________________________________________ 
"I'll Take Your Power!" 
                     - Dark Phoenix 
 
                              ___________________ 
                              | Health: 420,000 | 
                              ------------------- 
          .__________________________________________________________ 
          |       |X-Factor Level 1\X-Factor Level 2\X-Factor Level 3\ 
          |----------------------------------------------------------- 
          | Speed | 115%           \ 130%           \ 145%           | 
          |-------|--------------------------------------------------| 
          | Power | 120%           \ 135%           \ 150%           | 
          .-------.--------------------------------------------------. 
 
First off, don't you dare get fooled by her stupid low life. Although it is 
really damn bad at first glance (lowest in the game bar none), Phoenix can 
easily be considered one of the scariest rushdown/keepaway/mixup/powerful 
characters in the game. If her health was even as high as Arthur's (800,000), 
she would be broken beyond belief. Trust me, fight a good Phoenix player and 
you'll wish her health was even lower than what it is! 
 
One reason she's so good is her mix-up and rushdown game is incredible, thanks 
to her instant teleports and TK Shots. The Heavy version tracks the opponent, 
so it's very hard to get away from. Due to her low life, you have to play very 
smart to win if you're forced to use her. 
 
Which brings up another point: to any newcomer keep her AWAY for battle as much 
as possible. I wouldn't even suggest calling her as an assist. The risks are 
too great for you to hit by a random super right AS you call her out. The main 
reason you want her away UNTIL you get 5 hyper bars is because of her 
resurrection move: Dark Phoenix. 
 
This alone is why she is the strongest character in the game (sorry Sentinel). 
Her health is still bad AND it drains out overtime, but she gains a HUMONGOUS 
power increase that can let her take on entire teams alone, plus some added 
buffs to all of her moves. Unless the player using her is bad with her, a Level 
3 X-factored Dark Phoenix is one of the hardest fights in the game by far. 
 
Besides that, Phoenix plays excellent WITHOUT Dark Phoenix. It takes a lot of 
guts to put her on point, which is fine ONLY after you learn the game a bit. A 
fresh player more than likely wont win with her much if she's on point 24/7. 
 
 
 
STRENGTHS 
--------- 
+ Dark Phoenix 
+ Dark Phoenix 
+ Instant teleports 
+ Dark Phoenix 
+ Can play either rushdown or keep-away 
+ Healing super (Red Health only) 
+ the BEST anchor (last character) in the game hands down due to, you guessed 
it, Dark Phoenix! 
 
WEAKNESSES 
---------- 
+ Worst health in the game. A simple 3 hits into a super can kill her. 
+ Pretty much have to dedicate an entire team around her only, which robs them 
of any chances of supers 
+ Theme is only second best, Taskmaster is better 
 
 
 
 
=============================================================================== 
                _  _  _____  ____  __  __    __    __    ___ 
               ( \( )(  _  )(  _ \(  \/  )  /__\  (  )  / __)
                )  (  )(_)(  )   / )    (  /(__)\  )(__ \__ \
               (_)\_)(_____)(_)\_)(_/\/\_)(__)(__)(____)(___/ 
                                  [PHOE-1.2] 

_______________________________________________________________________________ 
  _______________ 
  |Normal Phoenix\___________________________________________________________ 
  |Standing \ Damage \ Start up \Act. \ Rec. \ Adv. on Hit \ Adv. if Guarded \ 
  |--------------------------------------------------------------------------- 
  | Light   | 30,000 \ 5        \ 3   \ 11   \ 3           \ -1              | 
  |--------------------------------------------------------------------------| 
  | Medium  | 46,000 \ 8        \ 3   \ 16   \ +4          \ -1              | 
  |--------------------------------------------------------------------------| 
  | Heavy   | 67,000 \ 11       \ 10  \ 10   \ +4          \ +3              | 
  |--------------------------------------------------------------------------| 
  | Special | 80,000 \ 10       \ 5   \ 21   \ -           \ -3              | 
  .--------------------------------------------------------------------------. 
 
 _____________ 
 |Dark Phoenix\______________________________________________________________ 
 |Standing \ Damage  \ Start up \Act. \ Rec. \ Adv. on Hit \ Adv. if Guarded \ 
 |---------------------------------------------------------------------------- 
 | Light   | +24,000 \ 4        \ 4   \ 11   \ +4          \ +1              | 
 |---------------------------------------------------------------------------| 
 | Medium  | +24,000 \ 8        \ 3   \ 16   \ -1          \ -3              | 
 |         | (x3)    \          \     \      \             \                 | 
 |---------------------------------------------------------------------------| 
 | Heavy   | +24,000 \ 10       \ 10  \ 10   \ +8          \ +5              | 
 |         | (x5)    \          \     \      \             \                 | 
 |---------------------------------------------------------------------------| 
 | Special | 80,000  \ 10       \ 5   \ 21   \ -           \ -3              | 
 .---------------------------------------------------------------------------. 
*NOTE: When in Dark Phoenix mode, each normal attack shoots out tiny 
projectiles that vary depending on the strength on the attack. This adds up 
with the damage from Normal Phoenix. 
 
 
++++++++++ 
 
 
 _______________ 
 |Normal Phoenix\_____________________________________________________________ 
 |Crouching \ Damage \ Start up \Act. \ Rec. \ Adv. on Hit \ Adv. if Guarded  \ 
 |----------------------------------------------------------------------------- 
 | Light   | 33,000 \ 4        \ 3    \ 11    \ 0           \ -1              | 
 |----------------------------------------------------------------------------| 
 | Medium  | 50,000 \ 9        \ 8    \ 19    \ -8          \ -9              | 
 |----------------------------------------------------------------------------| 
 | Heavy   | 60,000 \ 12       \ 4    \ 23    \ -           \ -4              | 
 .----------------------------------------------------------------------------. 
 
 _____________ 
 |Dark Phoenix\_______________________________________________________________ 
 |Crouching \ Damage  \ Start up \Act. \ Rec. \ Adv. on Hit \ Adv. if Guarded \ 
 |----------------------------------------------------------------------------- 
 | Light    | +24,000 \ 3        \ 3   \ 11   \ +4          \ +1              | 
 |----------------------------------------------------------------------------| 
 | Medium   | +24,000 \ 9        \ 8   \ 19   \ -9          \ -11             | 
 |          | (x3)    \          \     \      \             \                 | 
 |----------------------------------------------------------------------------| 
 | Heavy    | +24,000 \ 12       \ 4   \ 23   \ -           \ -11             | 
 |          | (x5)    \          \     \      \             \                 | 
 .----------------------------------------------------------------------------. 
 
 
++++++++++ 
           
 
                 _______________ 
                 |Normal Phoenix\___________________________ 
                 |Jumping  \ Damage \ Start up \Act. \ Rec. \ 
                 |------------------------------------------| 
                 | Light   | 33,000 \ 5        \ 3   \ 18   | 
                 |------------------------------------------| 
                 | Medium  | 47,000 \ 9        \ 3   \ 20   | 
                 |------------------------------------------| 
                 | Heavy   | 70,000 \ 8        \ 11  \ 17   | 
                 |------------------------------------------| 
                 | Special | 70,000 \ 10       \ 12  \ 24   | 
                 .------------------------------------------. 
                _____________ 
                |Dark Phoenix\______________________________ 
                |Jumping  \ Damage  \ Start up \Act. \ Rec. \ 
                |-------------------------------------------| 
                | Light   | +24,000 \ 5        \ 3   \ 18   | 
                |-------------------------------------------| 
                | Medium  | +24,000 \ 8        \ 3   \ 20   | 
                |         | (x3)    \          \     \      | 
                |-------------------------------------------| 
                | Heavy   | +24,000 \ 8        \ 11  \ 17   | 
                |         | (x3)    \          \     \      | 
                |-------------------------------------------| 
                | Special | +24,000 \ 10       \ 12  \ 24   | 
                |         | (x3)    \          \     \      | 
                .-------------------------------------------.
 
 
++++++++++ 
 
 
_______________ 
|Normal Phoenix\_____________________________________________________________ 
|Command     \ Damage \ Start up \Act. \ Rec. \ Adv. on Hit \ Adv. if Guarded \ 
|------------------------------------------------------------------------------ 
| Forward+M  | 50,000 \ 22       \ 3    \ 21    \ 0           \ -1            | 
|-----------------------------------------------------------------------------| 
| Forward+H  | 73,000 \ 15       \ 5    \ 24    \ -5          \ -6            | 
| (air ok)   |        \          \      \       \             \               | 
|-----------------------------------------------------------------------------| 
| Down+H     | 70,000 \ 15       \ Grnd \ 7     \ +15         \ +11           | 
| (air only) |        \          \      \       \             \               | 
.-----------------------------------------------------------------------------. 
Grnd = Until grounded 
 
_____________ 
|Dark Phoenix\________________________________________________________________ 
|Command     \ Damage \ Start up \Act. \ Rec. \ Adv. on Hit \ Adv. if Guarded \ 
|------------------------------------------------------------------------------ 
| Forward+M  | +24,000 \ 22       \ 3    \ 21    \ 0        \ -1              | 
|            | (x3)    \          \      \       \          \                 | 
|-----------------------------------------------------------------------------| 
| Forward+H  | +24,000 \ 15       \ 5    \ 24    \ -5       \ -6              | 
| (air ok)   | (x5)    \          \      \       \          \                 | 
|-----------------------------------------------------------------------------| 
| Down+H     | +24,000 \ 15       \ Grnd \ 7     \ +15      \ +11             | 
| (air only) | (x5)    \          \      \       \          \                 | 
|-----------------------------------------------------------------------------| 
| Atk/ Air S | 24,000  \ -        \ -    \ -     \ -        \ -               | 
.-----------------------------------------------------------------------------. 
 
Normal Phoenix's comboability with her normals and command attacks are also 
easy and powerful to boot. A lot of players tend to combo into her Down + H air 
normal which leads into a ground bounce. 
 
Dark Phoenix's is much different. Although the normals themselves are the same, 
they get the added bonus of having tiny projectiles released with each pressed 
meaning you can easily build 1,000,000 dmg. combos no sweat.  The only flaw is 
she loses her Ground Bounce ability in her Down + H normal. 
 
 
 
 
---Assists--- 
 
Alpha Assist: TK Shot M 
  + Does the Faster version of her TK Shot special. Covers good ground, and is 
very fast. Can easily lock someone down if you have a good rush game + this 
assist in D. Phoenix mode. 
 
 
Beta Assist: TK Overdrive L 
  + Does the forward version of TK Overdrive. Not a bad assist, but she stays 
out the longest in this but is more useful than her TK Trap H. 
 
 
Gamma Assist: TK Trap H 
  + Does the automatic version of TK Trap. Covers a wide range, but aims upward 
and is automatic unlike some of Trish's assists. Does cause wall bounce, but 
imo this is the worst of the 3. 
 
When performing a CCHC, All versions do the Phoenix Rage hyper. 
 
 
 
 
 
You're probably wondering right now: WTF is all the other stuff next to damage? 
Well, that is what the fighting game community calls 'Frame Data'. What this 
basically tells you is how long a move takes before it comes out (Start Up), 
how long the hitbox of the move will stay open for damage (Active), how long 
you will be open once the moves does come out (Recovery), and other important 
things to know. Going on about Frame Data is outside the bounds of this guide, 
so links explaining it will be provided :). 
 
 
 
 
=============================================================================== 
                ___  ____  ____  ___  ____    __    __    ___ 
               / __)(  _ \( ___)/ __)(_  _)  /__\  (  )  / __)
               \__ \ )___/ )__)( (__  _)(_  /(__)\  )(__ \__ \
               (___/(__)  (____)\___)(____)(__)(__)(____)(___/ 
                                  [PHOE-1.3] 

_______________________________________________________________________________ 
                                *__________* 
                                | TK Shot  | 
                                | (air ok) | 
                                *----------* 
                      _________________________________ 
                      | D, DF, F + Atk/ 2, 3, 6 + Atk | 
                      ---------------------------------
_________________ 
| Normal Phoenix \__________________________________________________________ 
|           | Damage \ Start up \Act. \ Rec. \ Adv. on Hit \ Adv. if Guarded \ 
|----------------------------------------------------------------------------- 
| L. Attack | 80,000  | 10       | -   | 35   | -11         | -12            | 
|-----------|----------------------------------------------------------------| 
| M. Attack | 108,300 | 20       | -   | 35   | -7          | -8             | 
|-----------|----------------------------------------------------------------| 
| H. Attack | 122,600 | 30       | -   | 35   | -3          | -4             | 
.----------------------------------------------------------------------------. 
 
_______________ 
| Dark Phoenix \______________________________________________________________ 
|           | Damage  \ Start up \Act. \ Rec. \ Adv. on Hit \ Adv. if Guarded \ 
|------------------------------------------------------------------------------ 
| L. Attack | 125,400 | 10       | -   | 35   | -7          | -9              | 
|-----------|-----------------------------------------------------------------| 
| M. Attack | 140,300 | 20       | -   | 35   | -3          | -5              | 
|-----------|-----------------------------------------------------------------| 
| H. Attack | 171,500 | 30       | -   | 35   | +1          | 0               | 
.-----------------------------------------------------------------------------. 
 
Her main projectile move where she will fire a telekinetic orb at the opponent. 
Each version has their own unique thing that makes them useful for different 
situations.  
 
- TK Shot L has faster startup, but is slow. 
- TK Shot M has slower startup, but is MUCH faster than the others. 
- TK Shot H is the slowest of them all, but it can also track the opponent. 
 
The Heavy version is by far the most useful, as spamming them can easily set up 
for a teleportation mix-up and hits them no matter the size, a flaw the L/M 
versions have. Due to the speed and small explosion afterwards, Air TK Shot M 
can OTG (although L can too) in her Phoenix Rage, while L is a good way to 
quickly get a projectile out. 
 
The Dark Phoenix versions of this move fires two shots each. With the Heavy 
version mixed with teleportation, this allows for either a good teleport mix-up 
opportunity, or an easy keep-away tactic combined with flight. 
 
 
++++++++++ 
 
 
                                                                *__________* 
                                | TK Trap  | 
                                *----------* 
                      _________________________________ 
                      | D, DB, B + Atk/ 2, 1, 4 + Atk | 
                      ---------------------------------
_________________ 
| Normal Phoenix \__________________________________________________________ 
|           | Damage \ Start up \Act. \ Rec. \ Adv. on Hit \ Adv. if Guarded \ 
|----------------------------------------------------------------------------- 
| L. Attack | 90,000 | 20       | -   | 20   | +4          | +3              | 
|-----------|----------------------------------------------------------------| 
| M. Attack | 90,000 | 20       | -   | 20   | -           | -               | 
|-----------|----------------------------------------------------------------| 
| H. Attack | 90,000 | 30       | -   | 20   | -           | -               | 
.----------------------------------------------------------------------------. 
 
_______________ 
| Dark Phoenix \______________________________________________________________ 
|           | Damage  \ Start up \Act. \ Rec. \ Adv. on Hit \ Adv. if Guarded \ 
|------------------------------------------------------------------------------ 
| L. Attack | 162,500 | 20       | -   | 20   | +4          | +7              | 
|-----------|-----------------------------------------------------------------| 
| M. Attack | 162,500 | 20       | -   | 20   | -           | -               | 
|-----------|-----------------------------------------------------------------| 
| H. Attack | 162,500 | 20       | -   | 20   | -           | -               | 
.-----------------------------------------------------------------------------. 
 
Trish players should recognize this move instantly. This move is a 'trap', 
meaning the move will only activate if the opponent over a certain point (or 
will automatically active on its own after a certain amount of time). Light and 
Medium places the trap in certain areas (Light near her feet, Medium in the air 
above her head). TK Trap L is great for rushers, who'll need a projectile to 
get past it. 
 
TK Trap H functions a little different. It's not as great as the other two 
because it only fires diagonally (UF/9) no matter if the person is in its sight 
or not. 
 
As the controversial Dark Phoenix, each version gets a much larger projectile. 
TK Trap L is good for combos, so that is by far the most useful of the 3. 
 
 
++++++++++ 
 
 
                               *______________* 
                               | TK Overdrive | 
                               *--------------* 
                        _________________________________ 
                        | F, D, DF + Atk/ 6, 2, 3 + Atk | 
                        --------------------------------- 
_________________ 
| Normal Phoenix \____________________________________________________________ 
|           | Damage  \ Start up \Act. \ Rec. \ Adv. on Hit \ Adv. if Guarded \ 
|------------------------------------------------------------------------------ 
| L. Attack | 103,000 | 8        | 14  | 19   | -           | -1              | 
|-----------|-----------------------------------------------------------------| 
| M. Attack | 103,000 | 8        | 14  | 14   | +17         | +4              | 
|-----------|-----------------------------------------------------------------| 
| H. Attack | 154,400 | 12       | 20  | 34   | -           | -21             | 
.-----------------------------------------------------------------------------. 
_______________ 
| Dark Phoenix \______________________________________________________________ 
|           | Damage  \ Start up \Act. \ Rec. \ Adv. on Hit \ Adv. if Guarded \ 
|------------------------------------------------------------------------------ 
| L. Attack | 123,700 | 8        | 14  | 19   | -           | +2              | 
|-----------|-----------------------------------------------------------------| 
| M. Attack | 123,700 | 8        | 14  | 14   | +17         | +7              | 
|-----------|-----------------------------------------------------------------| 
| H. Attack | 185,200 | 12       | 20  | 34   | -           | -18             | 
.-----------------------------------------------------------------------------. 
 
An attack that stops other projectiles, this can be used to get in close if 
someone is running away from you. Looking similar to M.Bison's (Vega/Dictator) 
psycho crusher, the only problem is some can easily bait it out and punish you 
HARD with a super, something Phoenix can't take well at all. It's much better 
to use it in a combo. The only major difference here is TK Overdrive M angles 
upward. 
 
 
++++++++++ 
 
 
                              *_______________* 
                              | Teleportation | 
                              *---------------* 
                      _________________________________ 
                      | B, D, DB + Atk/ 4, 2, 1 + Atk | 
                      --------------------------------- 
       ________________________ 
       | Normal \ Dark Phoenix \________________________________________ 
       | Damage \ Start up \ Act. \ Rec. \ Adv. on Hit \ Adv. if Guarded\ 
       |----------------------------------------------------------------| 
       | -      | 10       | -    | 20   | -          | -               | 
       .----------------------------------------------------------------. 
 
The go-to move for many cross-ups, Phoenix has the best teleports in the game. 
Teleportation M is the most widely used, since it puts her behind the person. 
Teleportation H puts her above the opponent, making them fall prey to overhead 
attacks if they're not expecting it, and Teleportation L puts her right in 
front of them. Make sure you have a TK Shot H or projectile assist to cover you 
though, as an expecting person can punish it badly.  
 
This move is also limited in her air options, as only Teleportation H can reach 
a jumping opponent. Definitely be mindful of that if your opponent knows that 
too. 
 
 
++++++++++ 
 
 
                                *__________* 
                                | Flight   | 
                                | (air ok) | 
                                *----------* 
                  _________________________________________ 
                  | D, DB, B + Special/ 2, 1, 4 + Special | 
                  ----------------------------------------- 
       ________________________ 
       | Normal \ Dark Phoenix \_____________________________________________ 
       | Damage \ Start up \ Act. \ Rec. \ Adv. on Hit     \ Adv. if Guarded \ 
       |---------------------------------------------------------------------| 
       | -      | 19       | -    | 0    | -               | -               | 
       .---------------------------------------------------------------------. 
 
A flight move, there really isn't much to say here at all. You use it to fly 
over your opponent or to extend air combos, and can be good for running away 
while spamming TK Shot H. 
 
 
 
 
 
=============================================================================== 
                      _   _  _  _  ____  ____  ____  ___ 
                     ( )_( )( \/ )(  _ \( ___)(  _ \/ __)
                      ) _ (  \  /  )___/ )__)  )   /\__ \
                     (_) (_) (__) (__)  (____)(_)\_)(___/ 
                                  [PHOE-1.4]
 
_______________________________________________________________________________ 
                               *______________* 
                               | Phoenix Rage | 
                               | (air ok)     | 
                               *--------------* 
                    _____________________________________ 
                    | D, DF, F + 2 Atk/ 2, 3, 6 + 2 Atk | 
                    ------------------------------------- 
    _________________ 
    | Normal Phoenix \______________________________________________________ 
    | Damage  \ Start up \ Act.  \ Rec. \ Adv. on Hit     \ Adv. if Guarded \ 
    |-----------------------------------------------------------------------| 
    | 320,700 | 8+1      | -     | 81   | -               | -38             | 
    .-----------------------------------------------------------------------. 
 
    _______________ 
    | Dark Phoenix \________________________________________________________ 
    | Damage  \ Start up \ Act.  \ Rec. \ Adv. on Hit     \ Adv. if Guarded \ 
    |-----------------------------------------------------------------------| 
    | 384,800 | 8+1      | -     | 81   | -               | -35             | 
    .-----------------------------------------------------------------------. 
 
This is the offensive super of the 3. Fires an almost (I say almost because 
Chris's Down, Down + H move ducks under it) full screen multi-hitting 
projectile shaped like a Phoenix. It's damn good as it has the same 
invincibility as Bionic Lancer. It's wide, causes wall bounce, and is a great 
ender to combos. The only problem with this is if you're saving for Dark 
Phoenix, you need to converse your hyper meter. This pretty ruins any chance of 
punishing someone with this, even if a perfect opportunity presents itself. 
 
 
++++++++++ 
 
 
                              *_______________* 
                              | Healing Field | 
                              *---------------* 
                    _____________________________________ 
                    | D, DB, B + 2 Atk/ 2, 1, 4 + 2 Atk | 
                    ------------------------------------- 
      ______________________________________________________________________ 
     | Damage  \ Start up \ Act.  \ Rec. \ Adv. on Hit     \ Adv. if Guarded\ 
     |----------------------------------------------------------------------| 
     | -       | 4+3      | -     | 18   | -               | -              | 
     .----------------------------------------------------------------------. 
 
As the name says, this is a healing super. There is a catch: it only heals red 
life, and you need to be close for it to work. If you're the rushdown person 
(like me), this is by far the super to use. Against a grappler like Thor or 
Haggar, this will tear them apart as they also need to be close but are much 
slower than you! 
 
For characters like Dante, this is also a good super to use. While he does have 
some very impressive combos, he needs to be up close to do most of them and 
they don't exactly do the greatest of damage. Phoenix can heal while getting 
hit, so is can be hard for him to kill you with this activated. 
 
 
++++++++++ 
 
 
                           *_____________________* 
                           | Dark Phoenix Rising | 
                           *---------------------* 
                          ________________________ 
                          | Death + 5 Hyper Bars | 
                          ------------------------ 
      ______________________________________________________________________ 
     | Damage  \ Start up \ Act.  \ Rec. \ Adv. on Hit     \ Adv. if Guarded\ 
     |----------------------------------------------------------------------| 
     | 0       | 30+0     | 4     | 0    | -               | +21            | 
     .----------------------------------------------------------------------. 
 
This alone is why I wanted to do a faq on her. To most, this is the cornerstone 
of her gameplay, as this form is the strongest in the game.  
 
As I like to do, I always like to get the flaws first on a characters best 
move. Her health is still extremely low and it constantly drains (turning into 
red health), meaning you're practically forced to do some rushdown to kill 
someone quickly. Healing Field helps wonders here because you heal just as fast 
as you lose health, so it's like you have double life!. 
 
Next, you really have to base an entire team around this move alone, which can 
limit your options badly. Not only can Phoenix herself not use a super, but her 
teammates can't either. The best teammates to have is either Morrigan or 
Amaterasu, since they both have meter building assists. 
 
One last flaw is a minor one. In a Dark Phoenix vs Dark Phoenix match, it can 
be hard to tell who is who since she practically looks the same no matter the 
color of her outfit. 
 
Finally the strengths: Dark Phoenix is a really scary opponent once she gets 
going. She's faster and more powerful, does amazing block damage, and can take 
down a team just as good as Sentinel. X-Factor Dark Phoenix is where things 
really get good as she's extremely frustrating to deal with. There really isn't 
much to stop her BUT there are some ways.... 
 
At startup, the blast that happens will knock the other person out of almost 
ANYTHING they're trying (although it won't damage you), including some level 
three attacks! If Phoenix dies during a animation hyper (most level 3 hypers, 
Viewtiful Joe's Viewtiful God hand, She-Hulk's Taking Out The Trash are some 
random examples) she wont change until after the move is finished. 
 
A note for those trying to be smart and letting her get hit as a assist: Nope! 
She only changes when on point, so if she gets killed when being called as an 
assist, she's gone for good. 
 
 
=============================================================================== 
                  __  __  ____  ___  ___  ____  _____  _  _ 
                 (  \/  )(_  _)/ __)/ __)(_  _)(  _  )( \( )
                  )    (  _)(_ \__ \\__ \ _)(_  )(_)(  )  ( 
                 (_/\/\_)(____)(___/(___/(____)(_____)(_)\_)
                          __  __  _____  ____  ____ 
                         (  \/  )(  _  )(  _ \( ___)
                          )    (  )(_)(  )(_) ))__) 
                         (_/\/\_)(_____)(____/(____) 
 
                                  [PHOE-1.5]
=============================================================================== 
 __ 
/  )
 )( 
(__)[Attack using TK Shot] 
- TK Shot H 
 
 
 
 ___  
(__ \ 
 / _/ 
(____)[Attack using TK Overdrive]
- TK Overdrive H 
 
 
 
 ___ 
(__ )
 (_ \
(___/[Chain a special move to a unique move (corner only)] 
- TK Overdrive M  
- Burn Out Beak (Down + H) 
 
 
 
  __  
 /. | 
(_  _)
  (_) [Perform a combo using a cancel] 
- Crouching L 
- Crouching M 
- Crouching H 
- TK Overdrive M 
 
This one can actually be pretty tough. Just make sure you lay off the 
stick as crouching H comes out, then quickly do the shoryuken motion. 
 
 
 
 ___ 
| __)
|__ \
(___/[Perform a combo using a Hyper combo cancel] 
- Standing L 
- Standing M 
- Standing H 
- TK Overdrive H 
- Phoenix Rage 
 
 
 
  _  
 / ) 
/ _ \
\___/[Perform a combo using an air combo] 
- Air S 
- Crouching L 
- Crouching M 
- Crouching H 
- S 
- Air M 
- Air M 
- Air H 
- S 
 
 
 
 
 ___ 
(__ )
 / / 
(_/  [Perform a combo using an air combo] 
- Crouching L 
- Crouching M 
- Crouching H 
- Flare Sword (Forward + H) 
- S 
- Air M 
- Air M 
- Air H 
- Air TK Shot M 
- Air Phoenix Rage 
 
Another one of the annoying ones, as some players can accidently do TK Shot H 
here. Just take it slow and let up on the stick as you stand to do Flare Sword. 
 
 ___ 
( _ )
/ _ \
\___/[Perform a combo using the screen edge (corner only)] 
- Air S 
- Crouching L 
- Crouching M 
- Crouching H 
- TK Overdrive M 
- Burn Out Beak (Down + H) 
- Crouching H 
- S 
- Air M 
- Air M 
- Air H 
- Air S 
- Air TK Shot M 
- Air Phoenix Rage 
 
Similar to Mission 4, you have to learn how to take it easy after your 
crouching attacks. When you get to the point of the Air TK Shot M after 
the Air S, practice doing a QCF,UF + M (2369) or QCF, UB (2367) motion 
after a S knockdown from any simple air combo. 
 
 
 
 ___ 
/ _ \
\_  /
 (_/ [Perform a combo using a mid-air throw (corner only)] 
- Air Front Throw 
- Air H 
- Air S 
- Standing H 
- Flare Sword (Forward + H) 
- S 
- Air M 
- Air M 
- Air H 
- Air S 
- Air TK Shot M 
- Air Phoenix Rage 
 
The hardest of her missions. The part people will get upset at is the 
Air H after the air front throw. Your timing has to be pretty much 
perfect to connect (don't mash it, that hardly ever works), as it has 
to be done AS SOON as she can move after the throw. You're Mine! You're 
Mine! You're Mine! 
 
 
 __  ___  
/  )/ _ \ 
 )(( (_) )
(__)\___/ [Perform a special combo] 
- Crouching L 
- Crouching M 
- Crouching H 
- Flare Sword (Forward + H) 
- TK Overdrive M 
- Burn Out Beak (Down + H) 
- TK Trap L 
- S 
- Air M 
- Air M 
- Air H 
- Air S 
- Partner 2 (X-23 Ankle Slice) 
- Air Phoenix Rage 
 
After Mission 9, this is actually a piece of cake. One good thing is the usual 
Air TK Shot M is replaced by a partner assist (hit it JUST as you hit the 
ground), which makes this mission easy after the other ones. 
 
 
 
 
 
 
=============================================================================== 
           ___  ____  ____    __   ____  ____  ___  ____  ____  ___ 
          / __)(_  _)(  _ \  /__\ (_  _)( ___)/ __)(_  _)( ___)/ __)
          \__ \  )(   )   / /(__)\  )(   )__)( (_-. _)(_  )__) \__ \
          (___/ (__) (_)\_)(__)(__)(__) (____)\___/(____)(____)(___/ 
                                  [PHOE-1.6] 
 
_______________________________________________________________________________
 
---PLAYING AGAINST PHOENIX: PREVENT DARK PHOENIX--- 
 
95% of the time a Phoenix player will have her 3rd on a team (and rarely 2nd). 
One strategy to do is to constantly snap her in (QCF+Assist) and chip her out 
as much as possible. If she panics and uses X-factor to stop chip damage, 
that's good because a Level 3 X-factor Dark Phoenix is a lot worse than a 
regular Dark Phoenix. If she jumps out, which 90% of the time she will, snap 
her right back. You want her on point as much as possible before she hits 5 
meters. 
 
If you have a rather good life lead and she does have 5 meters AND time is 
about to run out, STOP ATTACKING! Seriously, don't attack her at all! She can't 
change if you don't kill her, so stay away from her (any character with flight 
is preferred) as much as possible, since it is VERY likely Dark Phoenix can 
kill your entire team within 10 seconds. So you don't get chipped to death, 
someone with High Health is also preferred. Although he's probably the worst 
character in the game IMO, Thor is the best of both worlds here. 
 
 
 
---I CANT CONTROL IT...DARK PHOENIX RISES!--- 
 
So, you got Dark Phoenix...great. Now what do you do? Well, if she does have 
any teammates left and switches herself out, bring her back in. You want her 
dead as soon as possible to prevent her from getting Level 3 x-factor. Due to 
her bleeding health and low life, her chip damage is pretty insane and can die 
within a few supers. 
 
If she does get it...god help you to any Haggar players. For everyone else, the 
only thing to do is try your damndest to take the fight to the air. The only 
thing I would suggest is spam a super in the air that has a wide range and is 
quick, so you don't have to deal with her mess on the ground. 
 
- Storm: Hail Storm 
- Ryu: Shinkuu Hadouken 
- Akuma: Messatsu-Gohado Agyo/Ungyo 
- Sentinel: Hard Drive 
- Taskmaster: Air Legion Arrow L+H 
 
These are highly good to use, since a lot of her tricks are shot if you're in 
the air. 
 
Thanks to an YT user named Cauldrath, Wesker and Taskmaster are probably the 
best characters for Dark Phoenix. Their projectile counters will get her 
everytime if she's offensive, where you can cancel into a hyper that will most 
likely kill her. He made a video which I will link at the bottom. 
 

 
---PLAYING AS PHOENIX--- 
 
So, lets say you want to break the mold and not have Dark Phoenix as the reason 
you play as her (Why wouldn't you first of all?), and you actually want to use 
her as a valuable teammate. First of all, you're gonna want someone to be the 
'damage eater' of the team. Thor has the highest health in the game 
(1,250,000), and Hulk can be plain aggressive if he wants and has better 
invincibility on some of his moves. Most of the time the characters with high 
health have bad mobility, so Phoenix's speed with her teleports can help them 
get in if you switch out afterwards. 
 
This is something I thought of the other day, but if the person won't attack 
you like mentioned above, Viewtiful Joe is great for her. Why? Well, his 
shocking pink assist will hurt the opponent AND you, so he can used as a 
suicide tactic if needed. You want to be in front of Joe though, because if the 
person won't attack you if you block because of chip damage, they can still hit 
him. You want to be there to soak up damage as much as possible. 
 
 
 
---PICKING PHOENIX: U MAD?--- 
 
Let's stop beating around the bush here and talk for a bit: Next to Sentinel, 
Phoenix is probably the most talked about character in MvC3 right now. Let me 
say this: there is a reason she's hated by some, and they honestly can't be 
blamed. Not a lot of people understand unless you see Dark Phoenix in action, 
you honestly have no idea how bad and cheap she can be. 
 
Now, I beg any possible Phoenix player, don't let that get to your head. If you 
want to use her, use her. Use ANY overpowered/lowest tier character you like 
(examples: Sentinel in MvC2, Hakan and Makoto in SSF4). Obviously she can make 
for an easy win at times, but if you like the fact it basically gives you a 4th 
overpowered teammate, then go for it. She's NOT invincible, so she is beatable. 
Haters Gonna Hate right?  
 
People also have to understand this is only a game, and you can't let one 
character get you upset. Just take your lick and move on :) 
 
=============================================================================== 
                     ___  _____  __  __  ____  _____  ___ 
                    / __)(  _  )(  \/  )(  _ \(  _  )/ __)
                   ( (__  )(_)(  )    (  ) _ < )(_)( \__ \
                    \___)(_____)(_/\/\_)(____/(_____)(___/ 
                                  [PHOE-1.7] 
 
_______________________________________________________________________________ 
 
I'm going to keep this section relatively short. There are way too many combo 
possibilities that haven't been discovered yet since this game is relatively 
new, and doesn't have the following MvC2 did. 
 
 
---BASIC--- 
+ c.L > c.M > c.H > S > j.M > j.M > j.H > Down + H (in air) > TK Shot M 
(ground) xx Phoenix Rage 
 
 
 
---NORMAL --- 
+ (corner, requires OTG assist) c.L > c.M > c.H > S > j.M > j.M > j.H > Down + 
H (in air) > Forward + M (on ground) > S > j.M > j.M > j.H > Air S > OTG Assist 
> Phoenix Rage 
 
 
 
---ADVANCED--- 
+ (corner only) Front Air Throw > Air H > Air S > s.H > S > j.M > j.M > Down + 
H > TK Trap L > s.H > S > j.M > j.M > j.H > Air S > (after hitting the ground) 
Air TK Shot L 
 
 
 
---DARK PHOENIX--- 
+ c.L > c.M > c.H > Forward + H xx TK Overdrive L > c.L > s.H > Forward + H xx 
TK Trap L > Forward + H xx TK Trap L > Forward + H > S > j.M > j.M > j.H xx 
Phoenix Rage 
 
+ s.L (9x) > Forward + H > TK Overdrive L > s.L > s.H > TK Trap L > s.H > S > 
super jump > j.M > j.H > Air S > (after hitting ground) Air TK Shot L > S > 
super jump > Phoenix Rage (thanks to Tsujigiri83 for that one!) 
 
=============================================================================== 
                        ____  ____  _  _    __    __   
                       ( ___)(_  _)( \( )  /__\  (  )  
                        )__)  _)(_  )  (  /(__)\  )(__ 
                       (__)  (____)(_)\_)(__)(__)(____)
                                  [FINAL] 
 
_______________________________________________________________________________ 
 
'How To Read And Use Frame Data' by OneHandedTerror. Youtube links: 
--- 
http://www.youtube.com/watch?v=rCwWa6GOUUU (part 1) 
 
http://www.youtube.com/watch?v=nmipAe4A3c4&feature=related (part 2) 
 
 
 
My Recent Blog 
--- 
http://jerecaine.blogspot.com/ 
 
 
 
Trag13's Youtube Channel 
--- 
http://www.youtube.com/user/trag13 
 
 
 
'Literally Countering Dark Phoenix' by Cauldrath. 
--- 
http://www.youtube.com/watch?v=w4E966HXngY&feature=player_embedded 
 
 
 
Dark Phoenix Combo Video by Tsujigiri83 
--- 
http://www.youtube.com/watch?v=RgnyoWk7fkc 
 
 
I want to point out I am not a expert, or am I associated with any of the 
people's videos that I linked here. I'm just someone who's a fan of Spencer and 
wanted to do my own thing for him based on what I've experienced. Will I do 
another character? More than likely yes, but right now I wanted to do this and 
see what people thought. 
 
Once again, I stress for emails regarding updates to this guide. Since I've 
only been to one fighting tournament in my life (SSF4, Carolina Gaming Summit 
2011), I'm strictly an online warrior. I would love to go to more tournaments 
and get some experience, but that's just not an option for me since 95% of them 
are out of state. 
 
Also, a little thanks Brady Games Official Marvel vs Capcom 3 strategy Guide, 
to Gamefaqs and Super Cheats for hosting this faq (these are the only sites I'm 
allowing to host at this moment), and to Capcom and Marvel for joining forces 
once again to bring you...this wonderful game! 
 
 
I've destroyed whole planets...so what chance have you got?! 
~Dark Phoenix