The Feintlanx

Heavy Side Feint Cancel -> Heavy Side

Full Feint A1 -> A1

Air canceled Cancel Feint Fast (any string/tier) -> A1

Full Feint Air side -> Heavy Side

Full Feint Air 1 -> Grab

Experimentation

The Feintlanx has no block, however his greatest strength is mindgames and range.This is the bread and butter of this style. Heavy side for Phalanx is pretty good for what it is, however it's obnoxiously readable and no good player falls for heavy right.When paired with feint however, this set becomes mind-game heaven. Heavy left feint cancel into heavy right, or the opposite heavy right feint cancel into heavy left, or hell even heavy left feint cancel into heavy left. The sky is the limit here, with how you want to dupe your opponent into countering.Sometimes grounded feints are too obvious so consider throwing in air canceled heavy feint to make it look really convincing.T3 feint cancel also works, although I don't recommend full feint T3 as they don't create particle or sfx and good players will basically never fall for them.One huge caveat to this: if your move is likely to connect, you have a split second decision to make on whether or not to cancel feint. This is where a good trigger-finger on RMB is useful. Why cancel a move if it was going to hit anyway? Obvious in hind-sight, however this comes with a lot of experience in whether or not your opponent may or may not counter your attempt. This is also why feint cancel is 99% of the time better to use than full feint, and why you should practice it. Full feints will never hit, even if your fancy air-canceled heavy left feint goes through your opponent, it's all just thin air.This is a useful Feintlanx tool to close gap. It has the bonus of being able to change direction should you need to, via Full Feint A1 -> Air Left/Right landing. Incredibly strong against heavy play. The danger from using this actually comes from overshooting your opponent as A1 has quite some cooldown while your back is totally exposed.This takes some practice. It propels you forward with fast in the air, then immediately A1. You'll see in the video how deadly this can be.This combination is really scary, though I have not gotten good enough to use this consistently. Air side is a really good gap closer however the cooldown time for Air side is its greatest weakness. However, you're only using this gap closer to deliver a Heavy, most likely left (since right takes too long).I recommend air left full feint here because the timing for air right leaves you on the ground for too long.Another important note is don't try this with feint canceling. The timing doesn't work out and it just leaves you eating the cooldown.Admittedly I haven't incorporated this into my play completely, and good players might tech out of them anyway, however I'll put this here for others to explore.There are much more you can do with this! I strongly urge everyone to explore this mechanic and come up with innovative ways to play the game.Experimental B1 Feint Cancel into Fast 1Using feint for air control via double air side attacks