This place is a chamber of echos - add to it!
That empty huh?
Here are little things that I've picked up from others and things I've learned on my own.
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Double air dash after TK overdrive M
TK overdrive M, double air dash, air f.H, into Flight for air stalling
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Teleport recovery frames can be canceled into Phoenix Rage for surprise attacks or easy happy birthdays. Draw back is that it can be punished by invincible start up hypers.
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As Dark Phoenix:
j.S into teleport M
-feathers protect her and also act as mix up projectiles depending on how close she fires off the j.S (F.Champ makes this look easy since he can get it down multiple times)
Any feathers in addition with teleport can nullify the push block if timed correctly for a grab which works since the opponent is still in a push block state. (recommend her being in XF or use H&H card)
j.S feathers canceled into flight to protect Dark Phoenix during flight start up
j.S can be canceled into TK shot for additional projectile nullifying help
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Phoenix and Dark Phoenix can fire TK shot L 3x in flight compared to TK shot M or H. Timing is key. A mess up in flight time or input will only get you two.
In XF lvl 3 both are able to fire TK shot M and H 3x
In XF lvl 3 Dark Phoenix can fire TK shot L 3x then is able to teleport due to faster recovery from speed boost (haven't tested with Phoenix)
Can fire a Phoenix rage during free fall from naked air TK shot
TK shot H doesn't home in on targets who jump over Phoenix as she fires it or on start up
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Phoenix or Dark Phoenix can link multiple Phoenix Rages with TK overdrive if the opponent is high enough from a combo or not blocking.
The Phoenix Rage usually recovers just as they land, but if they take longer to land, then you can link a TK overdrive H into another Phoenix Rage. They need to stay high enough in order for another Phoenix Rage to be able to link correctly. Use XF or a H&H card for better recovery for easy linking.