I guess most of you guys have already heared that it was recently discovered that the current version of DOA5U gives some characters the opportunity of landing unholdable attacks on the opponent if they perform a tech-roll after getting juggled.
If not, check Mr. Wah's more detailed description here:
http://www.freestepdodge.com/threads/unholdable-setups.4779/
Therefore, I tried to find something like this for Phase, but I was not very successfull with it yet. The main problem in her case is that she does not have many good moves that are mid or low and cause a deep stun on normal hit or give any kind of advantage. Imo, 8P, 6P+K, 4P, 6H+K and 66K are the ones with the most potential for this, though I haven't found any setup or juggle yet, were they won't get held or just whiff. The advantage given due to the opponent's tech roll is not enough for letting these moves hit if the invulnerability is gone. Also, these moves are all around i20, however, her faster launchers like her 7K or her 4K also either whiffed if done too early or got held.
Trying to get a stun by using her mini strings like 1PP, 6PP, PP6PP or PPKKK, did not give me any useful result, the AI was always able to hold one part of these strings, depending on to which hold reaction it was set.
The only useful thing I've found so far is that she get's an unholdable mid punch stun out of her Tenzanso (9PP) after grounding her opponent with her 6T. If the opponent tries to get up right after it and 9PP is done immeditatly after 6T, this move cannot be held in any way and grants her a stun with +20 advantage.
If the opponent just stays on the ground, 9PP will just whiff, leaving her at +0. If the opponent attemps to do a wakeup-kick right after getting grounded and hits Phase while performing the 9P Tenfu flip, she will just get interrupted, but not deep stunned or grounded. Although she is in -9 disadvantage then, the opponent won't really be able to capitalize on this because the wakeup-kick hit pushes her a bit away. Since the disadvantage can be reduced by slow escaping, throw attempts can be fuzzied. Thereby, it doesn't matter if this was a mid or low wakeup-kick, the result is the same.
Phase can also not be hit by delayed wakeup-kicks if she does 9PP immeditatly after 6T. Tenzanso itself won't come out if the opponent is still grounded, the result will just be the 9P Tenfu flip, and it won't let her jump over the grounded opponent (due to a kind of an invisible wall). This means, she won't be vulnerable to delayed wakeup-kicks due to being back-sided on whiff.
I don't know how what will happen if the opponent decides to sidestep right after getting up, I can't really test this with the AI. However, Tenzanso does not track so it might be that Phase will whiff and can get hit by sidestep attacks. If the opponent is just blocking after getting up, Phase will be left at -9.
As far as I've experienced yet, 9PP is holdable if the opponent was grounded with a different throw or move. I'm pretty sure I tried all of her other throws, 6T is atm the only one where the AI is not able to hold in time.
Looks like this is a move with a very good risk/reward relation, which is rare for her. Gonna test around with this a bit more.