OBJECTION! - The Phoenix Wright Thread

Does anyone know what Wright’s power level is yo? Shoryuken doesn’t seem to have the power levels atm.

Also does anyone know of a Pro Phoenix Wright player? I need to see a lot more some with him.

I would like to see a rushdown PW with no Turnabout mode on, since the patch he been harder to figure out then rocket racoon because you gotta actually play with him now.

I’d love to see that to, it’s possible with the wright (<----see what I did there? Troll Face) assists and the wright (<----see what I also did there? TROLL FACE) Tactics. I highly recommend being able to fight with Wright in any mode (especially Trial).
We needa’ see some more Pro Wright matches! lol. Also Poltergust did a good job bro.

Until PW comes up with a consistent combo that does around 700k for 1 meter and is confirmable from a decent distance then I don’t see that being possible. I’m working on some stuff right now and I find that Iron man’s repulsar blast assist is realllly good for PW and it almost allows a rushdown style play. The only problem is I don’t know how to use Iron man… My second assist is always an otg assist because without it, PW is too lacking as an opponent.

There’s a consistent raw Trial combo that corner carries, builds a meter, does about 600k-650k (depending on assists) and air resets with light bulb. It’s close range only though, which is a given looking at Wright’s normals. Also, 2 bar and a strong DHC are good enough to make Wright grabs a legit threat outside of the corner.

So true PW is so awkward, that Ironman assist sounds nice to use you could bait people into attacking by collecting evidence using maya shield then BAM! rep blast. Its kinda a win win strategy because if they don’t attack then you can proceed to turnabout mode. I’m not sure about zoners and teleports though maybe a beam assist for zoners vajra/chargin star for teleporters???

How much damage does A B C S , B B C S , maya slide S, B B C S into Judgehammer do? surely pretty close to 700k?

Def like to know about this combo, does it start low and how flexible is it for assists to start it.

2 bar and a string dhc isn’t enough to make wrights grabs a threat IMO. He doesn’t build enough bar to support it. Besides, it’s not the wright part that’s a threat, it’s the dhc. Same can be said for morrigan and hulk. Throw into super is not enough of a threat for any character. For PW after about 2 or 3 throws, you have substantial meter deficit and odds are the opponent is still not dead yet. Otg assist into possibly tac is vital for pw

^You have to think outside of the box with the dhc options. The spinning, hard knockdown on Judge opens up a world of opportunities. I have Throw -> Judge DHC’s into 850k -900k anywhere for two bar with my Wright team atm (either team member works). Also, you don’t always need an OTG to convert off of a grab. If you have an assist that juggles and allows Wright to throw the opponent into it, you get the throw conversion plus the utility of the assist. For meter, you would have to rely on evidence zoning for it, or a battery. Just get creative (same for Hulk/Morrigan/Hsien/ etc).

The combo varies depending on how many Hold Its have hit/been guarded. General combo is low :l: low :m: light-bulb, air objection :s:, lightbulb, air objection :s:, :s:, (super jump) :h: :h: air objection, insert assist here + light bulb -> Maya Smelting, :l: or light bulb (depending on the hit stun degradation). Neutral/back tech in the corner sets up for the standard hit/grab combo mix-up, forward tech results in a left/right mix-up. The combo builds enough for the Maya Smelting.

A more consistent option is starting with low :l: low :m: :h: objection -> Press the Witness M. Guaranteed to hit standing or crouching, but less damaging overall.

Edit: For a throw -> Judge example, you Dante/Wright players can DHC to Devil Trigger and find a combo that allows Dante to continue long enough after Devil Trigger ends to gain a bar (Wright assist should be called during to extend it). Then finish with Million Dollars. Roughly 800k two bar DHC off of a raw grab right there (theory; I don’t play Dante but try it).

The problem is that the long PW’s combos don’t work on standing opponents unless you do Press the Witness or paperwork first and these scale a combo pretty heavily for damage and hitstun. And it depends on how many Hold Its have been landed already. So again the issue with damage as well as consistency is raised. I’ll mess around with the version that includes the press the witness to see how much damage it does and the meter it builds.
I play Hulk too, Hulk needs either an otg assist or an assist that lets hulk otg himself and it makes him 10x scarier. And calling assist before going for a throw to be able to convert is not even an argument for consistency’s sake.

DHCing into Dante and building another bar isn’t possible. DT lasts a really long time, dante doesn’t do enough damage anymore, and building meter ain’t as easy. Either way, I’m not saying spending two bars (talking about deficit, not two supers used) to do 850-900k is bad, its perfectly viable, but that means you have to have 2 bars to do anything threatening off a throw, and the issue at hand is making PW a more offensive character. If you need bars to do damage off a throw and you can’t really build it on your own, its not enough to make PW scary. Especially since the fact is, you’re switching the character out to do the real damage. Besides, when someone spends two meters to do damage to me and not kill the character, I’ll just be like “Ok, I’ll just switch my guy out, because I know he can’t do that again since he has no more meter”.

The annoying thing about wesker and vergil is that they can convert air throws into combos. Albeit not too damaging, they build meter and can reset to repeat the process. Spending meter to convert off throws don’t let you do what wesker and vergil do: build meter and reset into more throws, or get you to a point where they can spend two bars to kill you. Not to mention they can mix you up, PW can only really throw you. That’s why I’m feeling more and more like PW needs an OTG assist to be respected.

Good points. You have to remember that Vergil/Wesker are rush-down while Wright is zoning, though. They’ll always have better mix-up options than he does. If you’re looking for meter building while still being a threat, you can risk the throw into two Hold Its and an air series into hard knockdown. You get the pressure of the final Hold It plus the meter built from the throw combo (I don’t know which OTG assist you use, but at the very least you can get two lightbulb , air hold it reps into an air series or relaunch). The relaunch should net you a bar easily while the air series w/e relaunch with two Hold Its should lead to about 75% of a bar.

I don’t expect to see Wright be nearly as strong as full-on rushdown characters are up close. Getting as much damage done as possible, then getting out when your opponent guesses right and going back to zoning seems like the ideal way to play it. If you’re gonna rock the throw -OTG assist setup though, which is fine, I suggest a combo into two Hold Its and knock down. Bar and the next combo should kill on hit or grab (dhc if necessary). I wasn’t sure about Dante, but there are many set-ups you can use to make that two bars force the opponent to try and stop a grab (especially since 900k is the new average life value).

You know, Hulk getting an OTG assist seems to be very redundant when he can relaunch of off PW’s Get 'Em Missile assist (which is the assist you SHOULD be using if you want to get those command grab combos), at least in the corner. Outside of it, Hulk can use his AA Gamma Charge wallbounce to carry people to the corner.

messed with pw/hulk/doom just because i prefer AA gamma charge to jam session, but no easy THC setup. Anyway,

I noticed in the corner if you have press the witness assist, you can do a simple hulk combo, land , call pw assist, light gamma wave, AA gamma charge H follow up (if you haven’t used ground bounce) and then AA gamma charge M follow up (if you haven’t used wall bounce). there is quite a bit of hit stun so I’ve been ending that part with S, sj cancel into gamma crush.

It’s no problem, I thank you for doing my request regardless.

This might be new (or it could just be that Nemesis’s hitbox is big) I manged to hit the opponent’s dead character with the folder so that led me to think can it work on when the opponent’s assist is hit with it, we know that some moves like Nemesis rockets can keep hitting the assist character till he or she is dead, but it would be amusing if it’s possible to do that with the folder.

Also I’m wondering, whats everyone’s opinion on how Wright should be played?

Based on Poltergust’s success at Texas UFO it seems that the best course of action would be to have the assists defend Wright collect three evidence then tag out, DHC into objection, and place him on anchor.

At times I tried to collect two evidences switch to court mode then try to deal damage to the enemy it just doesn’t work out so well some times.

Whether you use Trial Mode or not is completely match-up dependent. PW actually excels against head-on rushdown characters (or, in other words, people without a teleport) like Wolverine and X-23, especially with the right assists.

Also, any attack after a character dies is able to OTG as long as the attack was started before the character died. For example, when I kill someone’s last character using Cell Phone spam, the projectiles always hit the opponent on the ground because before the killing shots hit, I used the Cell Phone again. So no, the Folder doesn’t OTG unfortunately.

PW should be played depending on how your team is set up. Poltergust plays that way because both his assists are very defensive and the only reliable way for him to land the bridge to turnabout is with TAC/DHC. If, for example, you play a team similar to Arival on the Southtown stream (wasn’t playing PW well, but the team dynamics were prevalent) and it’s a similar team to what I’m playing, you see that getting into turnabout mode is not as hard and PW is able to do much more than what Poltergust’s team allows him to do. Watching Arival utilize the OTG assist best illustrates some of the points I was trying to make earlier, it not only allows him to convert throws into combos, it also lets him look for evidence in between relaunches, and gives him easy(er) ways to hit turnabout, making him overall a much more offensive character.

Also, I suggest going against putting him on anchor when he’s in turnabout, because once turnabout ends, you’re screwed. Not much of an anchor. Going second allows you to use 4 bars for instant lvl 3 on unsuspecting chars anywhere anytime. Usually I just keep him in the whole time unless he has red health to recover to which I just raw tag him out (because at that point people will run from you) and then save him for the lvl 3 anywhere or just dhc into maya for some unblockable setups and turnabout pressure/chip.

Non turnabout PW at anchor position is kind of a bad spot but it’s not completely hopeless if you know the tools he can utilize outside of turnabout. I surprise a lot of people when I touch of death people with investigation PW by looping Maya super 5x in the corner. It’s so satisfying lol

Also, if PW is up against just one other person with no X-Factor, he can still have a good shot at winning. The reason why playing PW on point is usually so hard is due to the other guy having access to his assists, but with no assists to cover their approaches and such, Maya becomes a much more effective tool.

Match-up dependent, of course.

Hmmm, so I’ve been experiementin’ with Wright’s Paperwork (which is my main weapon with Wright) yesterday to try and discover what exactly is the ACTUAL difference between High and Low.

Focusing on the Low version, it looks to me like the Low version of Paperwork can stop diagonal jump ins due to the angle.
Of course you will need to understand which distance Paperwork to use at what distance so your opponent will know you’re saying “Objection!, respect my space bitch”. It’s always good to experiment with the most basic things with Wright, after all, we need all the knowledge about his moves as much as possible other than just relying on Turnabout.

What y’all think? also if you got any others I’d like to know, yo~

I honestly don’t see the point of Paperwork High since Paperwork Low covers a much better angle, and is also usually more useful in combos.

Give us Maya’s shield in Trial Mode, Capcom. =(