OBJECTION! - The Phoenix Wright Thread

Yepz, I’ve come to understand that Maya :l: is better if the opponent is tryin’ to zone you out. I use Maya :h: with Tron’s Bonne Strike when I fight in Investigation mode because it’s faster than Maya :m: n’ has more range.:m: should only be used in a combo (imo), here’s my simple combo if you just want to get some quick damage.

:f::m: xx :d::df: :f::m: xx Mode Change xx Order in the Court! (xx XFC the moment the hammer lands + Gather evidence)

I have yet to play online so Idk how people will react to Press the Witness, but I use Press the Witness :m: after I call an assist to apply pressure and keep safe when I’m fightin’ cpu. I’ve been practicin’ for a month and a half cause I kept switchin’ people lmao. But I’ve found my team now so Imma’ be online soon :3

I needa’ practice zonin’ with evidence more, so I been thinkin’ about switchin’ Bonne Strike for Bandit Boulder.

I decided to make a short guide regarding how to zone at least decently in Trial mode. I don’t know, I just hope it’s useful :frowning:

[details=Spoiler]**Cellphone - Arguably **the best evidence that Wright could pick up. It does so much chip and that’s what makes it amazing (Especially in TA mode) other than the fact that it tracks the opponent. It’s usually used while running away or keeping away. AVOID using this evidence when up close against opponents unless you have a plan of some sort.

**Knife - **Another one of Wright’s best evidence. The knife shoots out 3 bullets. Each bullet goes to a certain direction The knife is extremely god because it covers so much space and does pretty good amount of chip. It’s mainly used for keeping away/zoning.

**Photo - **Ahem… I love using this move to destroy assists :smiley: . Anyway, it shoots out a full screen beam that looks similar to Chris’ magnum (YES, Chris’ magnum is technically a beam if you look closer at the bullet fired… It’s a line…). Basically, this evidence will be used in keeping away or destroying assists like Akuma’s tatsu. Just be wary that it can be crouched and easily evaded by small characters.

**Watch - **The most basic evidence of all. It’s extremely similar to Hadoken. Basically, this will be used for keeping away basically similar to the knife and photo. It’s very good for chipping in TA mode.

**Vase - **The vase is Wright’s evidence used as an anti air. It shoots out a rising fireball and… that’s pretty much it. It’s a great anti air. It can be used for zoning if the opponent is positioned at the right place where in the fireball will land but you won’t use it for that purpose anyway.

**Document - **Lots of people say that this evidence is just crap. Well… Yes, it is in turnabout mode since the usual objective is to chip the enemy using projectiles but the document just shoots out a detonating fireball that stays in a random position then explodes. However, in trial mode, this is really useful as an anti air, a trap or a “barricade”.

**Paperwork - **The low version of paperwork is ironically a better anti air. The high version is great for covering space and eating projectiles such as hadoken notably and spitfire. Just avoid using it against those nasty beam projectiles.

**Recommended assists for zoning during trial mode (Forgot some but I’m too lazy to list it all so I’ll just note that usually mentioned assists: **
Tatsu (Akuma)
Lariat (Haggar)
Gamma charge/AA Gamma charge (Hulk)
Drones (Sentinel)
Rising fang (IF)
Hidden missiles (Doom)
Rocks (Doom)
Plasma beam (Doom)
Gun fire (Chris)
Land mine (Chris)
Shopping cart (Frank)
Tenderizer (Skrull)
Balloon bomb (MODOK)
Pendulum (RR)[/details]
Just found out that Wright’s standing :h: destroys Vajra H

Which s.:h:? Trial Mode?

Hm, were you right next to your opponent when that happened? This could potentially be interesting.

Man that’s a good question :confused:
But I vaguely remember being at the distance of about…right outside PW’s launcher.

Investigation’s standing :h:

Trial s.:h: can also shut down Vajra if spaced right. Using investigation’s standing :h: to destroy vajra h is way easier. Also, paperwork and the justice finger can deal with vajra h

Anyone wanna’ explain to me what Vajra is O.o? lol

Vajra is Strider’s tracking teleport that ground bounces.

Ahh I see, thanks. That’s some interestin’ stuff then.

Though if its just strider by himself and they use it, it’s not hard to just grab strider out of the teleport.

It actually does hard knockdown. Not ground bounce.

Fun fact : Against those people who just keep pelting Maya’s shield… Once you gather 3 evidences already, switch to trial then then do s.:s: to objection while they’re hitting the shield.

Alrightie, so here are some Maya techniques I came up with today n’ also some additional info on my previous one. Hopefully it’s stuff y’all already know n’ if not you can benefit from it.

Maya :l:

  1. You can Dash/Wave Dash cancel into a safety spot in the Shield, if you collect evidence the position you move into moves you directly into the Shield, but you need to learn the spacing. Depending on where you are on the screen, Maya will come out farer or closer to you when called.

  2. If you stand in the position where you are when the match starts and call Maya :l: xx :h: xx Collect evidence, you will be put into a safe spot in the shield and you can collect 3 evidence if you do it fast, I’ve tried it and it works! lolol you’re completely safe. the :h: was to protect yourself while moving into the shield. But be careful with this, because you need to do everything as QUICKLY as possible and a Rushdown character may most definitely get a chance at you.

Maya :m::h:
3. Concerning the Maya counter, Maya :m: is better than Maya :h: for someone who is closer to you because Maya :m: will face-plant slide sooner due of the lower range. If you use the Maya :h: up close as a counter, because this one is a farer range she will stay running in for a second or so longer so you will take more hits before she slips and hits them which defies the reason for the counter lol.

Additional
4. I doubt anyone would know this one so I decided to share lol… but 5 “Hold it!” / :f::h: in Investigation Mode causes a stun. “Hold it!” is a good zoning tool so knowing this can be useful, especially since I like to quickly switch modes throughout my matches so I can use Maya and Evidence at the same time :smiley:

I just noticed that you stole my PW team!
Tron/PW/Doom

Copywright infringement right there bub

Something interesting I learned today. PW’s level 3 is actually NOT full-screen. There’s apparently a height limit for it, as it didn’t connect when I was doing a TAC combo.

It’s probably like Arthur’s level 3, which also has a height limit.

“Bub” oh God that just reminds me of Wolverine… And I used to use Tron on point so we both had the exact same team lol.

That weird TAC counter thing happened again today. This time maya shield was visible in the bottom left corner of the screen while I was in the top right of the screen trying to side TAC’ing my opponent again.

Didn’t get blasted back and but we both fell down like last time. Wish I would’ve tried out a combo after instead of just watching myself fall back down to the ground.

**EDIT:Confirmed, having maya shield anywhere on the screen will block a TAC counter no matter where you or your opponent are. **

Ah yes, I noticed too that a while back when my opponent Super Jumped or something… It simply didn’t connect.

How do you relaunch with the missile assist in the corner with Hulk? I always find it’s too slow to hit. I saw another previous post you made showing Missile can OTG off Hulk’s command grabs too? Sounds amazing.

I’m try to use PW in a team with Hulk and Spider-Man, I main Spider-man so I feel I can play him anywhere without too much hassle.

What I’m curious about though is, what is the best strategy for when PW gets into turnabout mode (whether its off a TAC, or DHC etc) - do people leave him in and xfactor + start spamming the hand/projectiles? Or do you hard tag him out and leave him as anchor?

I’m finding if I hard tag him and leave him as anchor, I’m just left with him attempting to open someone up - and they just xfactor in retaliation and hold up back - which means I can’t really do anything except go for grab…then turnabout ends, and I’m screwed.

What do most people do? Soon as turnabout mode starts, Xfactor and start going nuts/force them to xfactor as well?

I’m also interested in finding out what his turnabout BNB is midscreen and corner - because when I do open them up in turnabout, I’m just trying to juggle them with the hand and not much else really… which isn’t very efficient :slight_smile:

Sorry for all the questions, I had a read through the thread but it seems a lot of the discussion around how to use him in Turnabout was based around him having his invincible assist…which obviously isn’t the case anymore, so I’m curious to see how people are using him in turnabout these days.

Thanks in advance - and Poltergust, your posts on PW are awesome - gives me hope to use a Hulk/PW/Spiderman team.

To relaunch using PW’s Get 'Em Missile assist as Hulk, you need to call the assist, Gamma Wave L, then you could relaunch as Missile pops them up. You’ll need to get used to the timing, both in non-Turnabout and Turnabout Mode (as his assist is faster in Turnabout Mode).

For command grab combos, call PW as soon as Hulk throws them. Depending on whether you are using the :l:/:m: version or the :h: version, you’ll need to time a Gamma Charge :h: over to the thrown opponent. If doing the :l:/:m: version, delay your Gamma Charge a bit. If using the :h: version, Gamma Charge immediately. Once you reach your opponent, Missile should OTG them and allow you enough time to Anti-Air Gamma Charge them into a wallbounce combo. If done correctly, you should be able to do 850k off of one meter. With my team, I can use Doom’s Hidden Missiles to get a 2nd Gamma Crush, giving me a 1.1 mil combo for only 2 bars. It’s great because this works corner-to-corner.

Oh, and as with the relaunch, you’ll need to adjust your timing depending on whether PW is in Turnabout Mode or not.

Also, having Turnabout PW as anchor is actually a very good strategy. If your opponent is smart, it basically puts an embargo on them using X-Factor since they’ll NEED it for Turnabout PW, which gives you are good advantage. If they are not smart, they’ll use X-Factor early then get destroyed when PW comes out. Also, if there is only one other character and you have Turnabout PW, it doesn’t matter if they have X-Factor or not since PW has a severe advantage over them regardless. One throw will equal death if you have 3 bars, no matter who it is.

Thanks heaps for this info, I’ll hit the lab and start practicing these!

What are your BNB’s in turnabout mode? I’m just juggling them with the finger then paperwork -> objection super (or level 3 if available).