In turnabout it’s godlike. I also suggest if you have paper evidence and knife evidence. You got some solid projectile.
Modok’s Balloon bomb acts as a decent assist for wright
not the best but it can stop them from just blindly rushing in(unless they want to get blown up)
it doesn’t stay on the screen long but it’s supposed to be a slight distraction that allows you to gather some evidence
Call In Modok Use Maya Shield and search
If they try to fire projectiles in your face the shield will absorb them and if they try to run at you then the bomb will explode
as i said before this isn’t the best assist for wright but it’s also not the worst and can come in handy if you use it right
just remember that more often than not the bomb will act as a distraction and won’t always result in them getting blown up by it
Do you have any videos of your online matches? It’s always better to see this sort of thing for yourself…
Sorry I wish. I don’t have any way to really record my games. I think I might be able to get something up but it’ll be bad quality.
None the less it would be nice to see more Phoenix Wright’s using this strat.
It’s far from perfect though. I’ve yet to find a way to beat Ghost Rider’s air S or Beams. They eat right through paper and Maya.
A cell phone video would be just fine.
Alright I got it up. Terrible quality, but yeah it should prove my point.
Really liking Wright-witness/Nemesis-launcher now, good team not just for expediting but for playing a real match. As covered above, 2 meter Wright/Nemesis team super is free 5 evidences. If you have the opponent cornered and get 3 straight good evidences, you can combo into objection and end that opponent character. If not, you’re a full screen away and can play to the matchup. If you want to keep Wright in, obviously any combo results in objection, but so does anytime Nemesis assist hits. If you want to put Nemesis in front, now you have Nemesis with Wright witness providing pressure, and any combo you hit with 2 meters results in rocket super dhc maya juggle objection. Almost any super can dhc to maya, but the really nice thing about Nemesis rocket super in particular is that it always leaves the opponent in the corner, so after maya super you’re guaranteed to just have an easy toward+h as opposed to having chase your opponent down while Maya is still hitting. And again, I really like Wright with Nemesis-launch and I really like Nemesis with Wright-witness. Cool.
I second this. Teams like this adds another purpose to the team and not just a “I must get PW to TM!” mission all the time. When PW loses, Frank West can easily use Ghost Rider, or anyone who can Team Hyper Combo with Frank, to get to lvl 3 (at least quickly.). If you get PW to TM, you switch him out and start focusing on Frank which is your second mission on your team to get FW to at least lvl 3 as soon as possible. If they all die then your anchor, who has assisted FW in lvling up, should take care of the rest. Been Using Ghost Rider for Anchor, but may switch to someone else for good anchor and BFF for Frank. Maybe Shuma…
Imo having one character on your team whose “mission” is not immediately and directly to kill the other team is already a liability. Having two just seems untenable. Frank can level up without having to divert his mission from killing all that much, since his leveling system requires direct damage output to work. He’s also much better as point and assist than Wright until Wright hits turnabout. Imo Frank can be a good character. But leveling Frank still takes time and meter. He’s not as good as most characters when he’s lv1, and many of the best ways to level him up are damaging but not AS damaging as they would be if you had to worry more about pure damage output than getting a certain number of hits while keeping the opponent in a camera-able state.
I don’t know that you can really square those ways of leveling up (require time for evidence + actually land objection, require high number of hits while keeping opponent camera-able). The most effective ways to do both involves a lot of meter, and that might not be realistic. Whereas most teams start off with the ability to play their game, I feel like a Wright/Frank/X team would spend almost all of its time trying to set up its ability to play, which sounds dangerous. It’s also hard to get a third teammate who can complement both characters in terms of its assist supporting Frank and Wright’s competing gameplans, its point play making use of both Frank’s cart and Wright’s paper (probably not witness, since witness is just a poor man’s shopping cart until turnabout, when shopping cart is just a poor man’s witness), and its ability to help both characters level up.
I dunno, doesn’t make much sense to me.
If you air combo the Objection you can TAC into Frank West for what will probably be at least 10 hits, which gets him to at least level 2. While Frank West is best at higher levels, once he gets that roll at level two he is already a good character. Plus Frank can make good use of PW’s assist in and out of combo’s, and any character with a good assist and long THC is good for Frank West. As you said Nemesis can help Wright get 5 evidences, Nemesis can help West level up quickly. Only problem with that team is meter and a good assist, but in that case Dante would be a great 3rd character with Jam Session and his big combos.
After running several teams I’ve found that the 3 best for me have been Wright/Nemesis/Wesker, Wright/Dante/Wesker, and Dorm/Wright/Doom. I’ve also run Wright/Ammy/Wesker to similar success.
A heavy focus on the first two teams is getting to a point where you can THC with Nemesis or Dante and have time to gather evidence (At least 4 with Nemesis and 5 with Dante). The 3rd team however has a focus around Dorm getting a good chance to throw around Stalking Flame and DHCing into Maya Hyper to give Wright time for evidence (usually around 3 attempts).
Wright can use Dante-a, Nemesis-a, and Doom-a as “get off me” assists, Wesker-b is used for the occasional combo extender, and Dorm-y is simply a way to prevent any forward progress against non-teleporters so every there’s definitely some synergy between the various teams with Wright. Wright, however, only really gets to offer any help when in turnabout. However, it’s usually Game Over the moment you do manage to hit the Objection (whether through a standard s.:h:, s.:h:(light bulb) into :f: + :h: or a quick air exhange/THC. Press the Witness assist is usually my assist of choice as it makes Wesker/Dante teleport crossups EXTRA deadly, acts as a great “get off me” assist for Dorm, helps lockdown with Nemesis’s j.:d: + :h: xx :qcf: + :s:, and just helps Doom have an easier time to get in in general. I have found use of the Paper assist on the Dorm/Doom team as it helps control a lot of space for Dorm which allows you to set up liberations and just zone better in general.
Also the teams have synergy in the (likely) case that **** hits the fan and you start the match pretty much down a character, especially with that XF4 Wesker
But to be honest if you get Turnabout Wright and actually save it for the assist, it’s pretty hard to lose.
My new team is Wright/Frank/Phoenix
Explain.
Think if you actually managed to get TB Wright, level 5 Frank, AND Dark Phoenix
Say goodnight? Although it’d almost be impossible I’d imagine. You’d have to burn some meter to get Frank to that level 5, and they nerfed the meter gains on top of that so having 5 in reserve for Dark Phoenix would be tough.
Heh thought that would be an obvious joke. A smart team manages resources well, and clearly that one would not. No combination of Wright/Frank, Wright/Phoenix, or Frank/Phoenix makes sense.
I wouldn’t knock it off until given some time into it. Time that I will continue to put into this team(At least Wright/Frank. Can’t speak for any other pairs.). Its not really a hard team at all. All you need is a good anchor with the right assist. Meter should not be an issue since PW shouldn’t be using it much(Unless you have some strategy with Mayas hyper and planning to use lvl 3.) and your not just throwing hypers out there for no real reason. Landing the Objection can vary on difficulty depending on how you do it if it is Fishing for it, using a TAC, or a simple launcher into Objection. If anything, FW will be the only one using the meter alot since he needs the THC for quick lvl ups which will require, as said, the right anchor for FW with the right assist for PW.
It took a week but I am retardedly happy with my team. It’ll probably be my main for while.
It takes two bars to set up Phoenix and I still need to land that Objection but that doesn’t bother me, the evidence gathering was always the hardest part and my set up is piss easy.
<3
I’m really having a hard time making up my mind on how to build my Wright team. I’m quite sold on Wright being too good not to use, but it’s not obvious to me where I should go from here in terms of making a team that’s too good to beat.
My initial good concept was Wright/Ghost Rider/Hawkeye. I build evidence with Wright and switch to trial, tag out to Ghost Rider, and upon my first clean hit go into a TAC to game win (doing a double TAC actually and ending up with Hawkeye/GR/turnabout Wright). This had the not unexpected advantage of being a very strong duo if I get Wright killed early (Ghost Rider/Hawkeye is just about the best team you could ask for to enter a 3v2 as the 2 IMO) and I really like Ghost Rider a lot in general, but Ghost Rider doesn’t often land hits that convert into a TAC opportunity, and that was creating a big problem for me. Hawkeye is also a character I like, but his weak anti-air seems to make it hard to force people into Wright assist though Gimlet is an amazing asset since your opponent can’t really viably do much of anything without getting punished by either Wright assist or Gimlet.
Next I tried Wright/Shuma/Hawkeye. Shuma is my favorite character from vanilla and one I’m pretty comfortable playing in general, and Shuma creates lots of opportunities to TAC, but I think this team runs into problem match-ups especially against Ghost Rider who can really quite viably keep Shuma out, and even though I’m quite used to threading the needle with Shuma, I’d prefer a team that doesn’t make me work hard after I get Wright his evidence and get him out and if I lose Shuma and Wright is forced back in it’s bad to say the least. I also began to worry since this team collapses far worse than the previous one if I lose Wright early; Shuma/Hawkeye isn’t a very synergystic pair and will generally lose without Wright around.
My current attempt is Wright/Strider/Ghost Rider. Strider is by my estimation the character with the best mix-up in the game and has fairly little trouble getting in whenever he wants so he’s perfect for landing that initial TAC, and Strider assist helps Wright out so much since it’s really easy to find the time to call it and it’s a safe chance to grab some evidence. Ghost Rider is a decently good character to exploit Wright assist, is a character I really like using a lot and would like to have on my team, and has good synergy with Strider as a duo if I do lose Wright but I do worry that it would create awkwardness since GR/Strider works infinitely better with GR out in front and the natural collapse order if Wright dies early is for Strider to come out first, and while Strider helps GR a good bit, I also am concerned in that Strider is clearly only filling GR’s secondary demand from an assist and not the primary one (which is a good linear chip assist like Doom beam). I’m also super bad with Strider right now, but I figure some time in the lab could fix that, and unlike most rushdown characters, Strider’s moveset isn’t super boring to me so I’m sure I can make something work.
I have a lot of other characters I’m playing around with the idea of using alongside Wright too; Dormammu and Haggar in particular are appealing to me though there are so many more; every character suddenly seems interesting when the idea of trying to use them alongside Wright comes into play. I know my basic formation is going to be Wright/character to land the TAC/character best suited to exploiting Wright assist with hopefully one of those two having an assist that offers a good value to Wright on point, and I’m hoping as I keep digging I eventually find that golden combination that has perfect synergy, but I guess I’ll see.