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

Some Wright teams I played are as listed:

  • PW/Doom/Ammy: Doom and Ammy have good assists, and is a strong shell should Wright die, one of my friends thinks it’s better if I use this team for the above reason, but I got tired of giving the momentum to the opponent with Wright on point. PW/Ammy/Doom is good for the 2 bar THC but it ruins the shell unless you tag out Ammy safely.

  • Nova/Arthur/PW or Nova/PW/Doom: Nova has an easy corner carry combo, and with Wright’s assist I have tech roll unblockables (granted neutral tech beats this setup, and I have to guess which direction they will roll, and time the assist call accordingly.)
    Arthur’s dagger assist is great for Nova and Wright since it’s quite durable and gives a decent amount of time to hit confirm if they hit especially in gold armor. I feel like I’m doing a bit better with this team since I can control the momentum more than with Wright on point.

Old Teams:

  • PW/Iron Fist/Doom: This was my day one team, I used to enjoy playing Iron Fist and using his awesome rising fang assist, the team later didn’t work out so well since a lot of people were growing and adapting and not to mention it’s difficult landing a good hit for Iron Fist.

-Deadpool/PW/Doom: I had Deadpool try to zone out the opponent to set the momentum, and give Wright a low hitting assist, it worked decently but I dropped this team since Deadpool died too easily if touched, one of my other friends thinks I should stick with this one.

-Skrull/PW/Ammy: Skrull’s stone smite was good for continuing off of Wright’s overhead, Wright’s missile assist also helped extend Skrull’s combos and lets him continue the combo from a backwards throw. I might go back to this team but it’s on hold for now.

I used to play Deadpool / PW / Strider, but it didn’t really work out well enough for my tastes. Maybe I should re-explore this option.

I can suggest my team. Keep in mind that everything will be based purely of theory, concepts and combos.

I’ve been labbing with Magneto/Wright/Doom for some time. The first time I tried this team online, I didn’t do that well with it but I think that this team might help bolster’s Wright’s defensive game a bit and make use of his assist. Here are some points:

Wright + Disruptor and Missiles: Missiles does wonders for Wright in all of his modes. Helps him zone, helps him hit confirm into Objection, helps him extend combos, helps him lock down on incoming so that he can set up the unblockable, etc. Disruptor is a really fast beam assist that gives him horizontal control. It also allows him to combo into Objection from Investigation mode in the corner (assuming that the opponent is standing and you have three pieces of evidence).

e.g. st.l, st.m, st.h, f.h + assist xx Stance change, st.l, st.m, st.h, Illuminating point, Objection, rest of combo.

Disruptor’s fast startup can cover up the startup of Wright’s evidence items, so you can zone better. You can’t do much else with disruptor but it’s a good assist in the neutral game.

Get Em Missile: Arguably Wright’s preferred assist. It’s incredibly unsafe, and the dog has extremely low durability, but it hits low, it travels fullscreen, it OTGs, and it can be easily comboed off of. In Turnabout mode, it becomes significantly faster. For Doom, your only choices are: set up an unblockable/mixup (maybe by dash cancelling his ground normals while calling the Wright assist) or use it as a combo extender in the corner. (e.g. Foot Dive x 4, call assist, neutral jump, air Plasma beam l., j.s, n.j., air Plasma beam xx air Photon array). Adjust accordingly when in Turnabout mode.

These points apply to Magneto, but there are more ways to use the dog. You can use it mid combos, as a way carrying people to the corner (even though Magneto can already do this), as an extender mid-hyper grav loop, which then allows you to TAC into Dr. Doom (think Fchamp style Magneto combo with his Phoenix team), as a way of setting up unblockables or high/low mixups (on incoming, call assist, do Gravitation, tri jump l. or call assist, box dash magnetic blast, tri jump l., etc.). You can use it to combo off of Gravity Squeeze, but the combo potential afterwards is kinda bad. I’m pretty sure that Magneto’s repulsion mixup on incoming is good with the dog too.

Combo 1: (corner) tri jump l., cr.l, cr.m, cr.h, s + call assist, j.h xx add, j.s, dog hits, s, j.h xx adf, j.h xx Magnetic Blast l., { st.h xx Hyper grav l. super jump up, add j.h} x3, st.h, s+ call Missiles, j.m, j.m, j.h, j.s, Missiles OTG, Hyper Grav l. xx Magnetic Tempest.

Combo 2: (midscreen corner carry combo) tri jump l., cr.l, cr.m, cr.h, s+ call assist, j.h xx adf, j.h, j.s, dash as the dog hits, s, j.h xx adf, j.h x Magnetic Blast l., { st.h xx Hyper grav l. super jump up, add j.h} x3, st.h, s+ call Missiles, j.m, j.m, j.h, j.s, Missiles OTG, Hyper Grav l. xx Magnetic Tempest.

Combo 3: (mid hyper grav loop combo) tri jump l., cr.l, cr.m, cr.h, s, j.h xx adf, j.h xx Magnetic Blast l., {s.h xx Hyper Grav l., super jump up, add j.h} x 3, st.h + call assist xx Hyper Grav l., st.h xx Hyper Grav l., box dash j.h, j.s, st.h, st.s + call Missiles, j.m, j.m, j.h, j.s, missiles OTG, Hyper Grav l. xx Magnetic Tempest.

Combo 4: (another mid hyper grav loop combo) tri jump l., cr.l, cr.m, cr.h, s, j.h xx adf, j.h xx Magnetic Blast l., s.h + call assist xx Hyper Grav l., s.h xx Hyper Grav l., s, j.h xx adf, j.h xx Magnetic Blast, st.h xx Hyper Grav l., super jump up, add j.h, st.h xx Hyper Grav, box dash, j.h, j.s, st.h, st.s + call Missiles, j.m, j.m, j.h, j.s, Missiles OTG, Hyper Grav l. xx Magnetic Tempest.

Making use of Turnabout Wright’s damage: This applies to Magneto only. You can raw tag into Phoenix Wright in the corner off of Hyper Grav l. when he’s in Turnabout mode. You link the raw tag and then link his cr.m (or cr.h) into a short but damaging combo. I have posted my sample combo below.

There are more variations but I don’t want to go through all of them. This is a good way of getting hits with Turnabout mode and thus dealing good damage and getting a good amount of meter. You can set this up after a grab too. Hilariously, doing the hyper grav loop, ending with hyper grav -> raw tagging into Phoenix Wright -> Level 3 works. The speed boost that Wright gets allows him to combo into his level 3, or Maya or a THC.

Unblockable set up: On incoming, Wright can use Fingers, Paperwork and missiles assist to lock the opponent and set up the unblockable. Something I’ve been trying to test is to see whether Gravitation xx Magnetic Shockwave on incoming prevents people from jumping, teleporting or doing anything that gets them out of the corner. I don’t know how to test this. The point is that if it does, you can then DHC into Maya, and then set up the unblockable.

It’s a lot to digest, but these are CONCEPTS, not things that I have tried in a match. I think this team helps Wright build meter, helps him zone better, helps make use of his damage output and his assist, helps set up unblockables and overall has a good neutral game, regardless of which character is on point (hopefully Magneto). It doesn’t have Vergil (or a great anchor, maybe you guys count Doom as a great anchor, but I don’t) and it doesn’t do a lot of damage (sauf TAC infinites).

I use a very similar team except instead of Magneto I run Modok. Your team is probably better overall as Mags/Doom is a top tier shell, but Dok has some cool things too. I generally use the barrier assist which gives Wright an extra shield to abuse. The Barrier and the Maya shield both have different strengths and weaknesses. Maya shield is a circular hitbox that you can rest inside, but has 250k health and more recovery, while Modok’s has no health and is quicker, but gets stuffed by hypers and is flat which means Wright is only protected on one side. Both together make a very hard defense to crack as they cover each other’s flaws. Modok is also largely going to use overheads so it is nice to have Get 'em Missile being a low. Hidden Missiles is my obvious neutral assist just like everyone else lol. You will also see me often going with Tron/Wright/Modok, but I really can’t recommend this team. Before I understood anything about the game I picked Tron/Wright because I liked the characters. I still play it a lot out of comfort but it isn’t the strongest pairing to say the least and I really should drop it and make separate teams for both characters. That said, I do like a high health character being on point in a Wright team. Granted, with TAC infinites becoming more and more common this is becoming less and less likely, but it is nice to have a little comfort knowing your point might live through the first combo. Due to his lack of air options, Wright is very easy to mixup on incoming. If the opponent gets the first hit on your point character and if they live you can safely DHC to PW and avoid the incoming mixup. Again with people getting better at TAC infinites and resets this is going to matter less and less, but the high health is something I have always appreciated about point Tron. Some good alternatives for this strategy are Spencer and Hulk.

My teams are more out of the norm…ish

Haggar/PW/Doom - Not much to say about this team used it when I first got Ultimate, has good DHC synergy but…that’s about it. Zoning can kill this team.

Wright/Chris/Raccoon - 2nd team I toyed around with you get a good thc with wright/chris like with dante to get evidence and you have log trap. Did not really play this team much since I SUCK at Raccoon. Also there’s a thing you can do with Raccoon where you tk the log trap and do Spring hyper and hard tag into wright which knocks them into the spring for a objection!

Wright/Dante/Arthur - 3rd team same as above but you get a good thc with Wright/Dante or Wright/Arthur and daggers is a very good assist for dante and you have Jam session one of the best assists for wright. Same as above good lv 3 thc synergy

Wright/Dante/Strange - current team, running bolts instead of daggers. Bad lv 3 thc but good assist for wright, Wright and dante can dhc into Strange counter from maya or million dollars to loop! Able to do lv 2 thc with Dante to pick up evidence. Not the best against rushdown and anchor Strange while better then most you have a learning curve with him.

Overall my teams are not the best persay, I still don’t know if Wright/Dante/Strange is a good team but meh most characters I like are low tier, except doom.

I’ve been running Spencer/PW/Akuma since forever. In my opinion, this is not a Wright team, it’s a Spencer team. Apart from the gdlk turnabout mode, Wright’s missile in an amazing assist for both Spencer and Akuma. There are a bunch of setups and tricks to make your approaches and incoming mixups safe. Spencer can corner carry with missile assist from reverse corner and still get 1mil with DHC to Maya for evidence. Akuma is also great to give wright some space to set up the crime scene and for fuzzy guards for both Spencer and Wright. I believe Spencer/Wright is an amazing shell and everyone should consider it!

Been a long time since I touched the game (broken disc), but I used to run Wright/Frank/Dante. On mobile, so gonna elaborate later, but the characters synergize rather well. The biggest problem is that both Wright and Frank need setup.

Hey me again! anyways thinking about my team Wright(Get Em missile)/Dante(Jam session)/Strange (Bolts) and was thinking strange is good and all that, but is the team good since I am using a Dante/Strange shell? Stupid question I know but don’t know just feels as there is a better Wright/Dante team, without using Doom or Vergil

Strange is really good for Wright, specially behind Maya Shield… I was messing around on training room with him at one point, you can connect Objection to turnabout with bolts.

Another weird tech that I found: Connect Steel Melting Maya super to Strange’s level 3, and for some reason Maya stays on-screen after the level 3 is over, giving you an unblockable setup with maya super’s last hit and some kind of strange overhead.

Also, if you replace Dante for Spencer, and do the standard plink combo, you can raw tag Strange in during the stun and get a full flames of faltine loop combo.

Not really good at plinking but I understand where you are going

After watching you, Ragequit and Uglywhen (and that video Adelheid Stark posted), (Spencer/Wright/Good Assist character and/or anchor) seems so good. Strange, Doom, Dante, Akuma, Ammy (?), etc.

That tech also works with Magneto and Doom. Someone posted a video about it.

Forgot to include this video by EvilToaster. It was posted ages ago, but it’s a cool video.

I can get the plink to work some of the time on pad by rolling my thumb over H~S but not fast enough to get the assist out and change mode(It could just be I suck at the game)

Plink is nice to have but it’s not something that you MUST do to have a good Wright… If you can’t get it down right now, don’t sweat it, you’ll nail it eventually.

I know I can get it somewhat by rolling my thumb over H+S but been using spencer, trying to get to the assist to hit for the stun. That’s why I was using Wright/Dante/Strange don’t have to worry about pllinking with wright

Honestly, it feels like one of the most important things to learn as a wright player imo.

Just for the fact that it lets you gather evidence safely and during combos, helps alot.

If you’re using a pad consider setting one of the shoulder buttons as S. It’ll make maya plinks easier to do. I can imagine rolling your thumb over the face buttons would be unreliable.

The problem there is I mapped my back triggers as a dash(LT) and a Xfactor (RT) my shoulder buttons are my assists.

So I was reading on the Japanese wiki, it’s not a 1f plink, rather a 2f plink. Meaning you have to wait a little bit before hitting the S.

Really?? Going to try that out later… should I be using Wright/Spencer/Strange over Wright/Dante/Strange cause I like what spencer brings for wright but I do like Dante and strange XD