Yea, haven’t found a good use for paperwork high yet. The only time I see it being useful is to keep a crouching opponent grounded a little bit longer. Maybe its better to guard against super jumps with? I’ve never actually used paperwork High, I’ve always used paperwork low.
Press the Witness I haven’t found any use for it outside of combos yet either. Maybe useful when someone push blocks you to gain a bit of ground.
Paperwork High (H recommended) can also be used to safely tag out close to opponents. And yeah, High is better for blocking projectiles.
Seriously though… there is only one combo I know that uses fwd.M in Investigation mode. What’s the point in having fwd.M with slower movement and range when fwd.H is faster, has OTG and more range… they should replace it and give us a different Maya assist for that button.
I tried a few scenarios out to make Press the Witness useful and can’t seem to find any. The hit box is really wonky, its kind of small, hits mostly only in front of him, and has pretty low priority except near the end where Wright smacks his hand on the paper and shows it. During that time it seems the priority and hitbox is bigger? It has no use as an anti-air nor on incoming characters because they can stuff it with just about any button press. Also not a good frame trap because the startup is pretty slow even on the :l: PtW, so it gets stuffed by people mashing :l:. The only use I’ve found is to keep characters grounded and to move forward a little after a block string with :l: PtW. Stops normal jump tri dashes and ground retaliation from a certain distance (where you can utilize the good frames of the move). Leads to combos if you can catch them with this move.
I assume you are talking about Maya and :h: Maya? Fwd. = command overhead and fwd :h: = objection. For the diff Mayas, they both OTG, but yea I don’t really know the differences between them other than range. I’ve only ever used maya because anytime I need to OTG with it, does the job. Is there a scenario where won’t reach and :h: needs to be used?
Oh yeah! sorry ‘bout that heheh. Yeah the Maya is shorter range and is slower than the :h: Maya, if you try an aerial combo land then OTG with Maya you would have to use the :h: version because the Maya has shorter range and doesn’t make it in time from all the times I’ve tried. but you can connect the Maya if you cancel the fwd. Slip Up then dash to make a combo. And yeah Press the Witness doesn’t seem to have any good use out of combos lol, I’m still experimentin’ to though > <
You sure you’re not talking about Paperwork Low there? Paperwork Low is his QCB move that covers a 90-degree area from up to the right. Paperwork High is his QCF move that covers a 90-degree area from down to the right.
Honestly, if Paperwork was Air-OK then Paperwork High would actually be a lot more useful since it would cover the area below PW.
Also, about this Maya discussion, it has one particular use. You can call her version after getting a throw or an overhead, do an extended ground series into his air series, and just have barely enough time to call her :h: version when you land on the ground. The reason why this happens is because Maya leaves the screen quicker during the version due to her not sliding as far.
^I’m talking about zoning with Paperwork High, specifically Paperwork High L/M. Successful AA gives an opp to combo. Paperwork Low is for covering the ground/pressure.
Wait you can combo from an overhead by calling Maya and dashing up? I always thought it was too slow and worked only in corners. If so then I did not know that.
If I recall it depends on where you are at in midscreen I remember sometimes after calling Maya she’ll be a bit further behind and it’s possible to dash cancel while Maya is coming and then it’s possible combo with :h:.
Nope, I know what I meant. Maybe I got the “which covers which area” mixed up, but Paperwork High L/M hitting as AA leads to a combo opp. Also, for pressure, the low angle gives you a better set-up for staying on the opponent (paper falls on the opponent), while the high angle pushes the opponent out of range for anything else (paper goes up and out), which would lend itself better to getting space.
Yeah Slip Up then call Maya, the minute Maya hits dash cancel and land a :h: + **:s: **+ aerial combo to whatever.
You can also Dash and continue a combo after a mid screen Press the Witness :3 I learnt and understood Wright’s moves from this video.
[media=youtube]yDRdPkqOlkk[/media]
I can do all of these, all serious Wright players should be able to imo.
Good stuff! Thanks for the link. I’ve never actually seen that video, I just sorta figured everything out on my own or watching people play (which is not a lot). Most of the stuff from the video I already know but some stuff I didn’t know.
I haven’t gotten a chance to test the combo-ability of the Paperwork Highs vs the Paperwork Lows as anti-air yet. If High is more comboable than low, then I would definitely use :l: Paperwork High over :l: Paperwork Low because the angle differences are so minute the only thing that would matter is comboability. The versions are quite different so not sure which I would use. Probably still Low because the angle it covers just seems better for all cases. People have an easier time jumping over Paperwork Highs than Paperwork Lows (which kinda seems silly given the name).
Paperwork Low is definitely the Anti-Air (I’ve tested this), High it makes players respect your space and keeps them grounded. I got Tron’s Bonne Strike assist so yeah High is better for me. But everyone has a different approach it’s all down to personal preference.
Also about the Paperwork High and Low, they seem weird but they actually make sense! :o I forgot to mention this earlier but I decided to observe where the hitboxes are on both Paperwork and High which comes out at a qcf angle, the starting papers at the top of high have a hitbox and there’s a second hitbox in the middle angle of it as well, same thing with Paperwork Low which comes from an overhead inverted qcf angle downward (thus making it low) vise versa.
Also did you know you can “cross up” with Paperwork High? this works better in a corner because the opponent won’t see it.
Let’s say you finish an aerial combo then land, the minute you land throw out a *:h: *Paperwork High and watch what happens (try in training), the starting (top) papers will hit the opponent and like a split second later, the papers in the middle with hit them in the back! so basically if they try to block the top papers and counter the second hit will catch them, then you just counter with a combo.
I’m not 100% sure about this actually “crossing up” and you beeing able to counter because I haven’t tried it yet but I’ve noticed the second hit in the back some weeks ago.
I’ll try later today and see so don’t blame me! lmao.
I remember also that paperworks high can cross the opponent if all the paper didn’t hit the opponent. There were also times if the opponent is jumping the papers hit then one second later the opponent gets hit by the papers again. I think it’s possible to 100% cross up the opponent with paperworks high depending on where they roll.
Uh, Paperwork itself can’t cross up. PW himself needs to be on the other side of the opponent to cross people up. Whether you should block right or left always depends on where the point character is, regardless of where the attack hits you.
I know what they are referring to with the Paperwork High stuff. The words they are looking for are probably that the hitbox lingers much longer and is bigger than you would expect. I noticed this a while ago but if you test it thoroughly you find that if the opponent techs forward or backwards, the Paperwork will not hit anymore (in the corner setup they are referring to). What you should be doing is a dash back before doing the paperwork (not the :h: version because it would be too slow if you dash beforehand) and call assist at the same time. A forward roll will get behind PW so you need an assist call to cover your backside. It has it’s uses, but it’s not the awesome go-to setup.
Hmm, here’s some situational stuff with Phoenix Wright’s level 3 that I found. (Unless if it’s already reported)
.Apparently it doesn’t work when in the middle of C.Viper’s hyper (the one where she rushes towards you punching) I remember trying to punish it when she was in the animation of that hyper and she went through Wright’s level 3.
.You can’t punish Team Hyper Combos (or whatever the terminology is when all three characters come out and do their hyper). The partner takes the hit for some reason instead of the character it was intended for.
.Also if an opponents assist is front of the intended target the assist takes the hit for some reason therefore wasting the entire hyper. I had this happen in a match when the opponent called an assist and the assist took the hit of the level three apparently. (Needs more testing if anyone doesn’t mind.)
.Can’t go through some character’s level 3’s like Wesker’s apparently. (Could be wrong about this)