Devil’s advocate perhaps, but I don’t find Maya Shield that useful in many situations. I feel it’s too easy for them to get inbetween you and Maya. At the very least, it is VERY easy for tri-dashers to do this.
I figured it would be. I’ve known about it for a while but I just don’t remember seeing it anywhere here.
I’m starting to think that PW needs two teams. One team with him on point with 2 assists that complement him well, and a team with him in the middle so that you can DHC into him to get good time to collect evidence. I’m thinking this because while PW can work pretty well with 2 people backing him up, against some characters even those assists can’t protect him, and PW should only attack if it is completely safe. That’s why I think that a good point character can sometimes be better.
Sometimes you can actually just swap PW with the second character and it will work fine. EX Poltergust’s team PW/Hulk/Doom —> Hulk/PW/Doom. Just bring PW once the problem character is eliminated.
I’m inclined to agree. It’s /a/ defense, but I almost think it’s more about manipulating spacing than about actual defense. Something like Drones or Hidden Missiles can supplement it really strongly for the purposes of dealing with aggressive rushdown though. I’m currently considering Wright/Sent/Ammy for this particular purpose.
Maya is way better than modok shield but one thing tha treally gives me problems is freakign NOVA’s airdash going all the way over it and behind phoenix wright. such an annoying character and it seems like his air throw has much better range than wrights.
After you play with PW’s normals some more, you’ll be quick to find that although it’s apparent his range is absolutely terrible, the priority on his attacks are pretty ridiculous. They straight up stuff a huge portion of the cast’s normals, and at worst trade with a lot of high priority moves, even specials. And judge super hurts.
If you get an opponent in the corner and they are on the ground, you can do Maya Super (either from a DHC or a block string), hold up (up forward) as soon as you can and land a deep j. :s: for a free unblockable combo.
That’s why PW needs an assist. He needs a decent assist to give him time to call Maya, recover, and dash into the shield and observe.
The only other safe time without assist would be to push block a blockstring at a good time to call Maya safely. Should try to think of calling the shield and dashing into it as 1 single move and see if you have time to do it. Besides, what you are saying is like “it’s really easy for tridashers to get between you and your fireball, or you and your gravimetric shield or any detached projectile.”
Maya shield should be put up safely any chance you get. When Maya shield is up is pretty much the ONLY time anyone will stop and see what you are doing (if they are smart). PW Investigation mode gameplay is on effective Maya shields, not about evidence.
Right now I’m going with Phoenix (Missile) Cap (Shield Slash) Hulk (AntiAir). My game plan is to start with Phoenix, and get him into Courtroom mode, with or without evidence, and tag him out with Cap. Then with Cap use the Missile assist for hi/low mixups and try to open up with Cap and finish combos with DHC into Order in the Court. Usually if I manage to land a a full Cap combo + Order in the Court DHC it’s going to be a Down. So then I use that time for collecting evidence, switch back into Court mode, and tag out and do over again. It’s the same thing when I have Hulk, keep PW as an assist in Court mode so I can use his Order DHC, collecting evidence with it’s opportune.
I don’t think I’m going to be winning any tournaments or anything, but it’s working out okay and it’s fun. Hulk and Cap may not be the best partners for PW but I like’em and I want to make them work as best as possible.
Hulk and cap have great synergy with each other. U can end corner hulk combos with gamma wave +shield slash assist into command grab. Not that hulk needs resets but that is an option andvlso allows u o ollow up kid screen air throws into extended damage
You just need to know the spacing of where they can or can’t go between you and Maya. It can be a bit tricky sometimes. There’s a sweetspot in the shield where she’ll cover you from all sides with no chance of anyone coming between you and Maya, you just have to make sure you get into it quickly.
An easy way to find this sweetspot is to do an air series, immediately dash back once you land, call Maya, then walk forward a little. Then, voila! You are completely safe no matter where your opponent approaches you from. Just make sure to get into that area every time you call her, since you won’t have too much time in many situations.
WHen you get into that spot, do you just collect one piece of evidence and search for a counter hit or something? or do you go for 2 pieces?
I’ve also been getting to the notion to NOT throw out bad evidence. Instead, I’ll just pick them up from light to hard. Then switch to trial mode to zone a bit, and just use order in the court to keep em off, and destroy bad evidence. that was mentioned somewhere in these threads and it is helpful. of course if i can get time to look (which is nto often) i’ll just pick up more evidence.
Interesting, as much as I want to just put the game down I’ll have to see about that…
When you get into that spot, you take a look at what the opponent is doing and assess the situation.
Depends on how your opponent reacts to Maya shield and what you conditioned your opponent to do in response to Maya shield. Sometimes you can look for 2 evidence, sometimes you can look for 1, sometimes you don’t look for any. Maya cover is not free evidence time, you will get thrown.
As for bad evidence and stance switching, yea that’s what you want to be doing. Certain match-ups need you to be in trial mode earlier, some lets you stay in investigation. You don’t have to necessarily switch to trial mode when you get any 3 evidence, you can always just air combo in investigation, and when you land, do a quick stance change judge super and you’ll be good to go, damage + get rid of evidence.
What I do with my team is call Doom Missiles immediately upon landing, dash back, set up Maya, and I should have time to collect at least one piece before Maya’s barrier is down. Then the missiles will keep the opponent in blockstun while I try to move away or go for an attack. After getting some space I can call Maya again to protect me, and use the appropriate assists to help. It’s a pretty effective strategy, defensively speaking.
cool because my best character is doom. I’ve been using beam lately, but I guess i could switch back to missiles as I have Dante (jam session) as my get off me assist.
Dante and frank seem to work well with wight, they all have synergy. Especially with their team hypers, shoppig cart hyperdhc to samurai free objection. Plus million dollars takes forever to end for evidence. Does anyone wanna play on xboxlive
I found out something pretty interesting. You guys know how PW can THC after doing a Maya M/H? You can also do this for Maya L, but the best part is that Maya still holds the shield up until the super-flash happens. So basically, all of the start-up frames are protected by Maya’s shield.
Since Maya always attacks after the super-flash regardless of whether PW gets hit immediately afterwards or not (think of it like Hyper Sentinel Force), you can use this to punish some things that you wouldn’t be able to, like beam supers. Maya just wails through the beam like a pro, and although you may take a small bit of damage, Maya would do a lot more to the opponent. Plus, since you got hit, you recover faster and can do a follow-up to the super. Linking this into an Objection is very possible, even if you start out in Investigation Mode.
PW can also try using this if people are pressuring him with Maya’s shield being up. Just do a THC to get some safe breathing room. Maya will just barrel through any attack, whether it is from the point character or assists.
So I played a few games online tonight and was getting wailed on. I’ll have to try this strategy out next time out.
What’s your overall mindset/strategy when playing Phoenix on point, pretend you are using no assists. I feel like I just need to get better at playing Phoenix by himself and figuring out what are this best options without relying on mashing assists.
Pretty much in my limited game with PW~ I found that I keep getting opened up too easily by opponents who want to fly in over my head or just rush me down on the ground. I call out the Maya Shield, maybe I’m not standing in the “sweet spot” like you pointed out, but it seems ineffective. Do you typically call out a shield, and then look for opponents to rush in, and punish?
Like everyone else, I feel like I just need to get better at playing PW himself. I feel like I have a good understanding of what to do when landing a hit, how to combo into Turnabout, etc. but it’s the simple playing one and one with Phoenix that’s getting me blown up totally free. Any tips? (BTW I’m still running a PW (Missile) / Cap (Shield Slash) / Hulk (AntiAir)
Edit: That’s interesting, never thought of that, thanks for sharing! I remember early on that was what Chris g was trying to do: build two bars, THC with dante and PW, and then basically look for all pieces of evidence. Probably even get in an objection too.
PW solo play basically revolves around push blocking the right time to call Maya shield. Other than that, you have to go for standing Anti-air :h:, or j. :h: and air throws.
If they push block you, cancel your string into maya shield if its safe. If they don’t, try and frame trap them, if you run out of pokes, then do :h:, :f:+:h: xx maya shield. If you can’t do any of those, you are best to straight up go into Trial mode and throw paper to make people respect the space immediately in front of you.
Whoops, I meant THC. Fixed.
That is actually pretty cool…all too often playing PW/Dog did the thc get stopped…
Wolverine is my NUMBER ONE top most annoyin’ foe, ever. The guy just won’t get out ma’ face yo… how do you guys deal with Rushdowners like him? lol
I usually try to perform Mix Ups, but get no where… since i’m basically tryin’ to beat them at their own game which is RISKY and because of Wright’s range. Assists can’t always come out safe either.