If it will please the jury: the phoenix wrights team thread

You might as well just use doom missiles or beam assist. imo

Thinking of using Wright (PtW)/Frank (Cart)/Ryu (Tatsu) as a swap in/out for my Wright/Frank/Akuma team. Thoughts?

Why would you swap out Akuma for Ryu? It doesn’t make any sense to me.

No real particular reason, admittedly. Just like playin’ with both of them.

Which is a better cover assist: Akuma’s Tatsu or Vergil’s Rapid Slash? I know Tatsu has more priority in general, but Vergil carries people farther.

Bump because I really do wanna know.

Tatsu > rapid slash

It nullifies projectiles AND carries people off. Sure Vergil’s assist carries people more further than Akuma’s assist but it does not have any sort of projectile nullification that is great against beams/projectiles.

And no need to bump. This thread is stickied and any question is welcomed anyway.

Playing Wright without a proper GTFO assist is suicide. When I switched from Wright/Dante/Hiryu to Wright/Akuma/Hiryu, my wins increased hugely.

So I’m planning on leveling up my Wright and I’m planning on rocking a PW (Missile)/Deadpool (Quick Work)/Dr. Doom (Beam/Missiles can’t decide). Any suggestions and/or advice?

Get 'em Missile with Quick Work is kinda redundant. Either use Deadpool’s OTG with Missile (still a bit redundant since Missile does OTG) or use Paperwork with Quick Work. I wouldn’t recommend Press the Witness since your team doesn’t really need combo extension.

Both Hidden Missiles and Plasma Beam make for good assists. Hidden Missiles gets your opponent to block, locking them down, while Plasma Beam is better for pushing people away, covering you. If you go with Deadpool’s OTG, use Plasma Beam. If you use Quick Work, use Hidden Missiles.

My preference would be to put Deadpool on point (I used the same team as you before) because when the match is starting Deadpool can double jump to avoid some setups by the opponent, and so he can do his zoning game to annoy the opponent, though one of Deadpool’s problem is that he doesn’t do a lot of damage and his low health.

For Deadpool I’d keep Quick Work but Katana Rama helps you land an easy objection if you can hit the opponent with an overhead for Wright I would keep Missile since it can help to extend some of Deadpool’s combos, and for Doom it’s really a preference thing but I like Plasma Beam more because of the horizontal coverage an example would be beam shoots a beam while you throw grenades or ninja stars, though keep in mind that it can be pretty hard to make comebacks with Doom if you don’t have X-factor for him.

Here’s two combos with Deapool and missile assist.
:d::l:->:d::m:->:d::h:->(call assist)->:s:->:j.:h:->j.:s:->(land and dog hits)->:h:->:qcb::m:->dash->:s:->j.:h:->j.:s:->:dp::h::h:->teleport->:dp::m::h:

:d::l:->:d::m:->:d::h:->:s:->j:m:->:j.:h:->(air bolo)->:qcb::h:->(dash)->:s:->j:m:->:j.:h:->j.:s:->:dp::h::h:->teleport ( or dash)->:h:->call assist->:qcb::l:->:h:->:qcb::l: ( or Medium katana-rama if your opponent is near the corner)->:qcb::atk::atk:

An OTG assist is really helpful for Wright, so I would take Katana-Rama over Quick Work. Also, missiles is GDLK.

My issue is that if I were to put Deadpool how could I get Wright his evidence? Would it be optimal to DHC after say a gun super or to just raw tag or whatever? Basically when should I bust Wright out to grab his evidence?

When Wright is on second the general plan is try to kill the opponent’s first character with a hyper then DHC into Wright, because of the fact the game waits for Maya’s hyper to finish and recover before sending the opponent’s second character it allows Wright to collect five evidences. Even though it costs two bars it’s probably the best way for Wright to get his evidences safely and in my opinion gives him a better start than if he were to be on point.

The problem I have with PW second is that if the point character dies, not only is PW down one assist, but he has to go through an incoming mix-up with no good way of avoiding it. That’s why I always play him on point, where I have both assists available to me, full health, and decent opening options.

That is true, I suppose just preference and stuff my reasoning for Wright on second is that I feel like when the match is counting down the most dangerous part of a match since it determines the momentum and course of the match. IMO I feel like Wright doesn’t have a lot of opening moves it’s either air throw (though some characters has more priority than his), maya shield but most likely the opponent will be getting close to you when it’s counting down, air hold it or super jump which have risks. Maybe I just gave up on playing Wright on point too quickly.

Anyways good luck and have fun at EVO.

Get 'em Missile is also a good reason for having Wright as either second or third. In my team i have him as Anchor behind Nemesis (point) and Frank West. Wrights assist give near inescapable high/low mixups with Frank Wests overhead or Nemesis good air normals ^^ DHC into Maya to finish off a character and search for evidence is also my preferred way to get it ^^

I just cover Wright with assists and Maya and play him on point. I’d rather have him go down and have Frank eat a mix-up than risk Frank going down and Wright eating a mix up. Frank can handle himself. Wright, not so much. Neither Frank nor Akuma need Wright’s OTG or cover, either, so I just stick with Break the Witness to extend Frank’s combos.

What Wright assist would be good for Haggar Get’em Missile or Break the Witness?

Both are decent. I use missile since it hits low and you can use in combos since it OTGs and is a decent projectile however it is very low to the ground and PW makes himself pretty vulnerable. BtW can be use to end blockstrings to apply pressure and it does a ton of damage in TB mode. You can also use it in combos, however the wallbounce from the assist in TB can make it hard for Haggar to follow up midscreen.

They both work but just see which one works better with your 3rd character.

Don’t know which one works with doom lol but thanks for the help