OBJECTION! - The Phoenix Wright Thread

Of course I know their outright terrible. However, the priority of the attacks are actually greater than what people think. Oh and yeah, I use it for baiting to with Maya’s shield a lot.

And no. Wright can zone well in trial even without the cellphone. The folder is far from crap. It’s actually very… VERY useful as an anti air. He doesn’t need the cellphone to be an okay zoner and turnabout mode. The only things he needs to worry about are those pure zoners (You really shouldn’t even be zoning against them to begin with). Also, quick rushdowns aren’t that scary to be honest… Just use air objection to space them out of your zone.

I think in trial mode, the evidence as to much start up, especially against good rush downs, but i wanna see all hitboxes of his stuff, can anyone post them. Also at berserker, have u thought of using chris ammy wright

Doesn’t matter if it has too much start up. You’re still far from the opponent which means your safe and it’s safe to use evidence. They do a good amount of chip if used together and used right. The only evidence that has a notably long start up is the cellphone but that didn’t stop it from being a great projectile. Against good rushdowns, you can still zone them out fairly well and if they come close, either use a GTFO assist or use air objection since it’s safe on block.

You mean the team? Well no… Well, I do use Wright and Chris, I also use Morrigan because she’s really good and she can zone and rushdown very well. I don’t plan on using Ammy though

there some opponent s like teleporters, and zero who stuffs phoenix in trial mode, also im pretty sure morrigan dashing can beat wright using evidence in trial mode, and yea the cell phone does have alot of start up, but there are characters he cam zone very well agaonst in trial mode, but fpr somematch up its best not to zone with him in trial. I was looking at his frames, and press the witness, not the assist is pretty safe on block like + 6 or 8 if i remember,
And berserker i agree morrigan is ngood, but is there enough synergy between them, id rather save the meter for morrigan and do chris g tactics and camp, and use a lock down assist like hidden missles. Does morrigan and wright dhc well besides her otg hyper, also i think order in the court to grenade launcher a great dhc

Order in the court to grenade hyper especially in corner is gdlk.

Against teleporters, I usually place a mine then do paperwork low quickly then super jump away then go back to evidence spamming. Also, when I’m near the opponent, I just jump away then object. I agree that it’s not a great idea to zone against well… a character like Hawkeye and Wesker. It’s best to either DHC or just spam objection against those characters.

Oh and for fun:

Wishlist that shall never happen

[details=Spoiler]Investigation mode

  • Increase Maya’s shield HP to 300,000
  • Increase the time of Maya shield
  • You cannot throw or grab through the shield
  • New move : Magatama :qcb::atk:. Light shoots out a shot that stuns and deals 50,000 damage. Medium shoots out an angled shot that stuns and deals 50,000 damage. Heavy causes a flash causing stun dealing 10,000 damage
  • Gain the ability to examine evidence and make it more powerful or more useful :d::d::atk: in investigation
  • Decrease rate of getting bad evidence

Trial mode

  • Paperwork low (Medium) is now :qcf::l:
  • Paperwork high (Medium) is now :qcf::m:
  • New move : Scattered paperwork :qcf::h: - The paperwork falls on the ground. Stepping on it causes hard knockdown
  • New move : Courtroom table :qcb::l:. HP : 350,000
  • New move : Order in the court - Mini version :qcb::m:/:h:. Medium deals 100,000 damage and OTGs. Heavy deals 130,000 damage and OTGs. Both versions ground bounce. Just picture a hammer arcing over wright and smashing the ground in front of him
  • Press the witness nullfies projectiles
  • Press the witness :h: wall bounces
  • Faster start up for evidence present
  • Evidence present is AIR OK
  • New move : Interrogation :hcf::atk:. Wright interrogates the witness dealing 135,000 damage. The light version hits. Medium is a counter. Heavy is a throw.
  • Cross examination instead uses the objection bubble and deals 100,000 damage
  • Turnabout meter system : Basically, you just keep showing evidence, cross exam, or use your specials. Hitting on block or not still gathers up turnabout meter. Once you fill up the meter, you automatically enter turnabout mode
  • All his crouching attacks hit low

Turnabout mode:

  • No time limit
  • If Wright is the last character (Puts on troll face), he has unlimited hyper armor
  • Crouching :h: hits low
  • Standing :h: hits high
  • All his crouching attacks hit low
  • New move - Finger of justice (j.:f::h:). Basically it looks like jumping :h: except it hits low. LOL.
  • Ace attorney is unblockable. Trololol. Oh and it also breaks through all sorts of invincibility[/details]

Man, what a ridiculous wishlist I have :rofl:

OH WELL :expressionless:

I was playing around in the lab, using my old PW/Dante/Wesker team… Break the witness is still an incredibly good assist… I got 648,xxx damage off the basic LMHS combo with wesker, calling wright in when Wesker launches the enemy to the floor, the using wesker’s Samurai Edge so Wright can land the entire BTW and do the wallbounce.

I then tried using Wesker’s level 3, and got 1,068,600, good enough to kill the majority of the cast off one combo

That TAC glitch thing is kinda interesting. After they break they’re completely invulnerable to anything so it was a little disappointing at first, but they also can’t move until they touch the floor. Since you recover quicker than them you can go for a cross under. Once they catch on you can go ambiguous.

Would like to add on to the small-little-things-that-make-him-slightly-better list lol, sorry if these are old news.

Investigation:

  • Maya shield to hard tag is a remotely strong tool. It’s the best thing you have to having a maya shield assist and can lead to easy hit-confirms with harder hitting teammates. You can also call an assist after the new point comes in so it can be pretty useful. Just make sure you know where maya’s shield/incoming point character are gonna land.

  • To bypass maya falling on her ass/running off the field you can wait the moment before she falls (assuming she didn’t absorb the 250 and you’re not being zoned out) and super jump to the other side of the field. If she’s off-screen then the moment you land you can call her again. Would probably be best if you use a lockdown assist before you jump to the other side, just so the opponent can’t rush after you.

  • Thanks to Phamphy for showing that you can THC the maya hyper repetitively, you can thc during or after her shield runs out/her otg which can surprise the opponent. If you only have one bar then the hyper should give you enough time to safely tag out, and with more than one bar and with the right partner, it can give you enough time to search/discard evidence.

Trial:

  • Practice converting after an AA Paperwork low L or M. After the papers hit, dash to j.H, j.H, j.S, st.H, st.H, j.H, j.H, j.S, st.H, launch, j.M, j.M, j.H, j.H, j.S, gavel should give you over 550k. Should make them respect your space a little.

  • If you’re in investigation and counter attack under maya’s protection, after an air series switching to trial and using Paperwork high H covers good space. Aggressive people have a high chance of rolling into it which can lead to a pseudo ToD. You’re gonna have to plink a backdash and use Paper high L if the air series leads you to the corner though.

  • If you’re stocked on 3 solid pieces and if you’re fishing for a ground objection, you can cancel the objection to a mode change, call maya shield, switch back and safely pester them with evidence and force them to approach so you can start objecting again etc. Canceling objections/hold it into paper is pretty good too.

Turnabout:

  • Post-k.o. mixup on the incoming character from midscreen: Chill by the downed body and before the next character comes in, do a short wavedash to cross over making them come from the opposite side. Jump H should have enough range to hit. When they catch on to this you can wavedash double crossover. Or you can just leave it up to chance and continuously wavedash over the body and jump Hing them when they come it.

  • Midscreen post-k.o. mixup with cellphone: Pretty much the same thing except you present the cell about a second before they come in. Then cross over the downed body. The cellphone balls should put them in enough hitstun to hit with jump H. Guarantee this will almost always hit the first time you bust it out on them lol.

  • Corner mixup on incoming character: This isn’t really too handy but if you press yourself against the corner and wait a bit for the incoming character to fall down, st.H should cross them up similar to the wesker launcher crossup if you’re familiar with that.

  • Corner crossup with document: Not the best since the projectile’s trajectory is so random but if you can space it so the ball is about one backdash away from the corner. You can wavedash under the incoming character and it should hit.

  • Corner crossup with cellphone:
    Probably the easiest to land a hit confirm with, just present it once then stutter the double shot and wait with wright’s body pressed up against the corner. The first batch should hit them normally and they’ll probably block it. After that their body should have crossed over you so they’ll have to block the other way to defend themselves against the second batch. If they somehow managed to block that then they’ll still be in the air so you can dash under them resulting in a double crossup and more than likely hit confirm with a finger. If they block all of that then I don’t even know what to tell you at that point.

  • For some reason a lot of people think thar if you whiff his lv 3 then turnabout runs out. Now I’m not saying to go out there and purposely burn 3 meter but on the off chance you whiff it…they’ll probably try to rush in to receive a finger to the face.

  • If he’s in turnabout mode and you hit the opponent by hardtagging wright in, if he didn’t cross over them then you can combo into some of his moves. I’m pretty sure all of the cast can do this if the tip of their foot hits the opponent when they hard tag in, but thanks to his speed boost it’s a litter easier for him. Be warned though that the hard tag inflicts a good amount of hitstun, so you may have to adjust your combo a bit.

General info you should know/practice:

  • Safe tag outs: maya shield to tag (remotely safe since you can still be grabbed), after an air series, after maya otg, during the opponent blocking the maya hyper, invincible startup gavel into safe dhc.

  • Always option select S after air hold it/objection, just for the fact that jump S has less recovery than the text boxes.

That’s about all I can remember. Have fun and feel free to keep searching; that stun to air exchange theory was pretty ingenious

I wish objection was an overhead and wish u cant grab wright out of shield.

I wish Maya Shield and Slide was a assist.

When maya shield comes out i like to hump her in the back :wink:

I know right. Usually, my Morrigan just does 500,000 damage when she combos which is very poor however, with the BTW assist, I’m able to make combos that deal 650,000 damage and I’m not even using her level 3.

Wow… There was a glitch…

I used paperwork storm then swapped out to Chris. When Wright was the last character who went in (Since he’s my anchor), the paperwork REAPPEARED. Although, I didn’t get to check if it did have an effect on the enemy (It probably doesn’t). Useless but… interesting.

2x paperwork storm would kick a**…

What amazed me was the easeness to pull it off, it’s ridiculously easy to do Wesker’s LMHS, LMHS, P2, OTG, Level3. Dead character.
Sigh… I wish I were good though XD

Fun fact about BTW and Paperwork storm.

  • BTW does 97,800 points of chip damage
  • Paperwork storm does 92,000 points of chip damage.

Oh and I found a glitch with order in the court and the grenade hyper. I hit the enemy OTG with the judge hyper then DHCed to Chris’ grenade launcher by accident instead of the sweep combo. The grenade launcher DID NOT SHOOT OUT ANY SHOT AFTER THE HYPER…

hohum~

Spoiler

http://pics.livejournal.com/stupidaquarius/pic/001fskf0

http://pics.livejournal.com/stupidaquarius/pic/001fw6hz

http://pics.livejournal.com/stupidaquarius/pic/001fx8e9

maya is so cute

Spoiler

http://pics.livejournal.com/stupidaquarius/pic/001fpc36

hahahaha paparazzing the hell out of replay mode - and not just for hitboxes mind you

Anyway, looks like we’ll get the full set by this weekend, hopefully!

Holy hell that sneeze.

Some really good information here. I was doing some Turnabout Mode cross-ups as well, but using the vase instead of the cell phone and document.

Also, you can hard-tag out safely using the cell phone and (depending on the angle) the document.

Yeah, I discovered that a couple of weeks ago. It’s good because Maya protects PW during the start-up animation.

Completely forgot about the cell phone to hard tag and definitely overlooked document to tag lol, good work. What setup were you using with the vase?

Basically, I stand over the downed character, time a wavedash so that the incoming character would come in the side he’s not expecting to use the vase, then Level 3 (I usually do this on the last character).

I didn’t think about using the cell phone to do the same thing, which would allow me to do more than a Level 3 on hit. I also didn’t know that a standing finger would cross up if you stand in the corner against an incoming character. Would they get knocked into the corner from the finger?

Funny,
[media=youtube]cZxbi78MnQU[/media]

Also i think on an incoming character, hyper samurai maya and go for unblockable, very dirty ;)[/media]

So I got bored and wanted to test just how fast snapbacks are and decided to play around with Wright’s one just because. Anyways, it turns out it’s fast enough that you can do slip up into snapback since the snapback comes out before the opponent hits the floor for the hard knockdown. Probably not too useful, but hey it’s always fun to play with stuff like this, especially when you want to style at the end of a match.