His Unique Mechanic "Ace Attorney" revolves around collecting a max. of X evidence that powers up his attacks.
To gain evidence through an RNG factor, Phoenix must Crouch, Jab, Up Tilt, Down Tilt, NAir, Down Special and Throws.
Remaining crouched provides evidence but is on a 1-3 second timer
Jab and Down Tilt have the best chance at generating evidence
Throws are the most consistent at obtaining evidence.
Briefcase (Down B) gives evidence based on number of projectiles, not power. It can be held to obtain evidence from a Fox spamming Laser, but not much from a single Samus Charge Shot.
To use evidence, Phoenix can use Pummel, Objection, Side Smash, Up Smash, Fair, Down Special, Side Special
Pummel uses 1 evidence and increases the knockback of your throws.
Objection! uses 1 evidence. It stuns the opponent in place for a confirm.
Side Smash´s Paper count depends on evidence. Needs a minimum of 3 evidence to toss papers.
FAir uses 1 evidence. It gets a strong clean hit or a projectile on whiff.
Up Smash and Down Special both drop an evidence item for Phoenix to use.
Take That! consumes all evidence. It gains more knockback when using 5 evidence. At Max evidence it becomes incredibly strong.
However, Phoenix is on the slow side while also having stubby range in moves that use no evidence. Because of this, he struggles in disadvantage or under pressure and can find it difficult to mount a comeback if not allowed to gather resources.
Tilts are...
Smashes are...
Aerials are...
Throws are...
For Neutral, it's imperative to get as much evidence as possible. While Crouching helps, he does not have the speed or tools to run away and gather evidence uncontested.
Start by using his jab, Down tilt and Sneeze attacks to intercept the opponent's approach, then mixup grabs and throws when they start shielding in front.
If camped, Phoenix can use Briefcase to absorb projectiles and gain evidence. Use it to spawn an item, then continue to gain more evidence through crouching and absorbing.
For Advantage, Phoenix can chase with Up special in order to threaten a quick Aerial (NAir/FAir) or a slow finisher (Side B), but general you should be aiming to continue gathering evidence if under 8.
For Disadvantage, Down tilt and Up tilt are fast and have decent hitboxes, but can leave you vulnerable if the player mistimes the enemy's rushdown timing. Up special is also a fast escape option both out of shield and as a recovery mix up.
Character is for you if:
Like whacky characters with unique gimmicks
Enjoys resource management to snowball your opponents.