Maybe on the frame the Objection lands he could have hyper armor while he strikes the pose and goes into Turnabout. This would mean trades would still allow Turnabout access and it wouldn’t screw with the animation. It might be a little cheap since he can combo out of Objection, but oh well this is Mahvel baybee lol.
I missed this comment before, sorry for not responding to you sooner. While I do agree that the change is boring since it would make Wright play extremely passive as you said and I would prefer a buffed turnabout too, I think it should still be considered because it would fix his overall problem and make Turnabout the threat it should be. I am going to compare him to level 4/5 Frank to explain what I mean. Everyone says that high level Frank is a better character than Turnabout Wright. I agree, but that isn’t because Wright has a lacking toolset, it is because Frank is better at the only role Wright is currently capable of. While both characters get damage/mobility buffs, the big gamechanging things that Wright and Frank get are the buffs to normals, projectiles, and their respective unlockable hypers. Comparing normals, Frank’s jumping M does everything it needs to for a strong offense. The circular hitbox means that it can easily cross up, limit movement from air-dashers, is multihitting so he won’t be stuffed by armor attacks, leads into very effective frame traps, and is easy to combo out of at any height thanks to his ability to link into J. S for the groundbounce. Wright’s various H attacks are different. Cr. H I believe is the best footsy normal in the game. It is similar to Dante and Vergil’s stinger being a very fast attack that covers great distance on the ground, however unlike Stinger, PW doesn’t move and is plus on block and for the most part safe on whiff. Any grounded/near grounded approach barring a lucky dash up into counter will be stuffed if Wright times this move correctly. Standing H is arguably the best grounded anti-air in the game. When timed correctly, it beats footdives, divekicks, helmbreakers, etc. clean and at angles it doesn’t cover, he also has access to paperwork storm. You hardly see either of these moves in PW play however because the opponent simply never tries to attack him. We all know that Wright’s evidence spam is infinitely better than Frank throwing the bottle so I will skip explaining the projectiles lol. And then the unlockable hyper funny face crusher vs ace attorney. Frank gets an anti-air command grab and Wright gets a zero-frame fullscreen hyper. Frank can use funny face to punish his opponents for holding up back and Wright can punish his opponents for not blocking at any specific moment. This is another instance where Frank’s is more offense oriented and Wright’s is more defense oriented (and admittedly 10x better lol.) Frank otherwise wouldn’t have a solid answer to up-back if his opponent had a life lead and Wright has another option to stop the offense of his opponent. In short, high level Frank is better because he rushes down by choice while Wright does because of a timer. If Frank was for whatever reason forced to zone at level 5 and Wright was allowed to in turnabout, Frank would be the bottom tier character. The buffs we are suggesting to make Wright capable of rushdown in turnabout, giving him a good low/command grab/whatever, make him strong and much more interesting but he doesn’t really need new tools if he is allowed to play to the strengths he already has. That is all I meant. I don’t mean to beat a dead horse though, and I do agree that it would be better if he was simply capable of rushdown to highlight his massive damage.
This. As a guy who plays both a Wright team and a Frank team, I think that Turnabout Wright is significantly better as a defensive character and Level 4/5 Frank is significantly better as an offensive character. The latter has the tools to approach more aggressively. Jumping m. and standing m. can cross up, Snapshot can be used to guard break into Funny Face Crusher, roll can be used for cross ups with select assists, etc… Wright doesn’t have those types of tools (except maybe Break the Witness but relative to his other attacks, it’s not that effective). He has strong defensive pokes (whose only advantage over Frank’s paddlesaw normals are better range and damage), safe, defensive specials that cover the areas that his fingers don’t (paperwork high and low), strong zoning tools with cellphone, vase, watch, photo, unblockable setup into TODs, etc… I wish he didn’t have that stupid timer and would rather have a passive game that is ten times more effective than a sub par rushdown game that probably kills only one character.
As far as hypers go, Wright’s are better than Frank’s. Maya > Shopping Cart, Order in the Court > Survival Techniques (though both are still very good hypers), Ace Attorney is a much more useful punishing tool, Funny Face Crush is a better incoming tool.
People think that Frank is top tier when he’s in Level 4/5 but they often ignore his weaknesses (no good low, bad mobility and poor ways to deal with zoning) because he isn’t constrained by a timer. Wright is not effective as a rushdown character but has to because of a timer and thus his weaknesses are more noticeable.
If we’re comparing the two “power-up” characters, remember that Frank has an easier time compared to Wright. Another character can do all the neutral game and combo work for Frank, then simply bring him in for the level up. Wright, on the other hand, must play a larger role. Sure, you can do the Maya DHC after a kill to bypass the evidence neutral game, tag him out, then DHC again or TAC for the Objection. But more often than not, you will have to play Wright in the neutral game for evidence and/or the Objection.