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).