UMVC3/Phoenix/Combos

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< UMVC3‎ | Phoenix


Motion Input Chart
7 Ub.png 8 U.png 9 Uf.png
4 B.png 5 N.png 6 F.png
1 Db.png 2 D.png 3 Df.png
Notation Meaning
(Leave a space) cancel from the previous normal to the following.
, Link from the previous move to the following.
> Cancel the previous move into the following special / super move.
~ Cancel special into set followup or plink previous attack into the following.
dl. / delay Delay the following move.
whiff Must whiff the following move.
land Must land on the ground before the next move.
rejump Must land then jump again before the next move.
j. / sj. Move is done in a jump / superjump.
jc / sjc Cancel previous move into a jump / superjump.
ia./tk. Instant Air or Tiger Knee Special or Super Move.
XX Any two attack buttons excluding S.
NXX Dash / Airdash in N direction.
X+S Any other attack button and S pressed at the same time.
AA Anti-Air
[X] Hold input
-X- Release input
(N) Connect with only the Nth hit of this attack.
(Move) Move is optional.
[sequence] x N Repeat sequence N times.

Combos

Solo Combos

2M > 2H > 5S sjc. j.5H > j.6H, (sideswitch here) j.2H, land, 6H xx 214L, 6H xx 214L, 2H > 5S sjc. j.5M > j.5M > j.5H xx j.236L xx j.236XX [midscreen only past this point], 3XX j.5S, land, j.2369L, land, 623H xx 236XX (618,500 damage for 1 bar, builds 0.9 bars of meter)

https://youtu.be/RTeLk-5z4JY?t=29 Video Timestamp]. Standard BnB combo looping L TK Trap. You can omit one 214L loop if the confirm is longer and you are worried about Hitstun Deterioration.

2M > 2H xx 623M, j.2H, land, 6H xx 214L, 6H xx 214L, 2H > 5S sjc. j.5M > j.5M > j.5H > j.5S xx j.236L xx j.236XX (528,000 for 1 bar, builds ~0.9 bars of meter)

Video Timestamp. Alternate confirm route. M Overdrive has good frame advantage on block, so this is safer to confirm into, in exchange for worse damage.

[Any air combo into superjump height hyper]j.236XX, 3XX j.5S, land, dash up, j.2369L, land, 623H xx 236XX

This is a generic post-hyper extenstion that can be done after the standard combo ender into Air Hyper as long as Phoenix is midscreen. Will typically add ~173,500 damage and build 0.25 extra bar.

2L > 2M > 2H > 6H xx 214L, 6H xx 214L, 6H xx 214L, 2H > 5S sjc. j.5M > j.5M > j.5H > j.2H xx 421L/M, 2H > 5S sjc. j.5H xx j.236L xx j.236XX, 3XX j.5S, land, dash up, j.2369L (Tiger Knee TK Shot), land 623H xx 236XX (782,000 for 2 bar)

Video Timestamp. The immediate confirm into L TK Trap Loops deals good damage, but does not work on every character (Need to test who it works on). Canceling j.2H into Teleport allows Phoenix to choose the side she lines on, and guarantees she can access the post-hyper extension if desired.

2L > 2M > 2H > 5S sjc. j.5M > j.5M > j.5H > j.5S, land, j.23698L (Tiger Knee TK Shot), land, 6H xx 214L, 2H > 5S sjc. j.5M > j.5M > j.5H > j.2H, land, 214L, jump, j.5S, land, j.23698L, land, 623H xx 236XX (579,000 for 1 bar)

Video Timestamp. Corner combo using multiple TK Shot OTGs for combo extensions.

(Ground Throw into corner), j.23698L, land, 5S sjc. j.5M > j.5M > j.5H > j.5S, land, j.23698L, 5S sjc. j.5M > j.5M > j.5H > j.5S, land, j.23698L, land, 5S sjc. j.5H xx j.236L xx j.236XX (425,700 for 1 bar)

Video Timestamp. Confirm off ground throw near the corner.

(Ground Throw into Corner), 2L > 2M > 5H > 6H xx 214L, 6H xx 214L, 6H xx 214L, 2H > 5S sjc. j.5H > j.2H, land, 214L, jump, j.5S, land, j.23698L, land, 623H xx 236XX (450,000 for 1 bar)

Video Timestamp. If throwing directly into the corner, Phoenix can link 2L before the opponent reaches the ground, but the timing is tight. Unlike the standard grounded confirm into L TK Trap, this is not character-specific, but the timing is tight.

(Airthrow into corner), j.5H > j.2H, land, 6H xx 214L, 6H xx 214L, 2H > 5S sjc. j.5M > j.5M > j.5H > j.5S, land, j.23698L, land, 623H xx 236XX (444,000 for 1 bar)

Video Timestamp. Similar to the ground throw pickup, but with much easier timing. Phoenix can catch an opponent she airthrows in the corner with j.5H before they fall.

X-Factor Combos

(Almost anything) xx X-Factor Activation (Level 3), 214L, 214L, 214L, 214L, 214L, 214L, etc.

Infinite in X-Factor Level 3, easy to confirm into from any hit that gets an opponent airborne, including if you are already in X-Factor. With the speeed boost from level 3, its actually possible to input the traps too fast, which will cause it to drop.

(Almost anything) xx X-Factor Activation (Level 2), 214L, 214L, 6H xx 214L, 214L, 6H xx 214L, 214L, etc.

Modified infinite for the slightly slower speed of (regular Phoenix) X-Factor Level 2.

(ground throw), j.2369M xx X-Factor Activation, j.421M, 5H > 6H xx 214L, etc.

Video Timestamp. Using X-Factor activation to get a full combo off midscreen throw.

Sample Team Combos

TBW

TAC Infinites

Corner Down

Tutorial for All Sides and Directions


Beginner Combos


Combos One Star.png
Basic, simple combos with few requirements or restrictions.
  • Work on all or nearly all characters.
  • Require little to no resources (Meter, Assists, Character Specific Stocks).
  • Need minimal adjustments for positioning or starter.

Core Combos


Combos Two Stars.png
Core combos that balances reward with execution and reliability.
  • Works against a selected set of characters.
  • Can require adjustments for positioning and resources.
  • Are expected to be consistently performable by a skilled player who main the character.

Advanced Combos


Combos Three Stars.png
Advanced Combos are specialized in usage, require awareness, execution, and have advantages over core combos.
  • May only work on a few characters or in specific circumstances.
  • Can have any amount of requirements such as meter, positioning, starter.
  • Are not necessarily harder than core combos, but require more specific knowledge.

Assist Extensions

Comboing in X-Factor