OBJECTION! - The Phoenix Wright Thread

I would only make Phoenix Wright have 0 frames of startup and recovery when summoning Maya. I think that’s fair enough.

It’s an invincible move. Usually, the trade-off for having an invincible move is that it’s unsafe if blocked.

What if you could still call Maya in all three modes? (Dunno what they would map it to, though. Maybe QCF stays Maya, and QCB adn DPB become the two Paperworks?)

One-Man unblockables would help Wright, and he could OTG in any mode, but I dunno if it would help enouhg to matter.

I don’t understand why people say that you can create a solo unblockable with M-Maya M/H when you need to X-Factor for that. Wright’s solo unblockable is with Maya’s super, not her special.

Really? Never tried, so didn’t know. Then again, I play Turnabout Wright Anchor, so I usually play Wright with XF.

Maybe they should let you make unblockables with her special.

What about being able to OTG in any mode? Whould it help in any significant way?

Can’t u do an unblockable with maya m and h with novas overhead assist or skrulls

An OTG in any mode definitely would be good, especially in air throw situations wheres it’s tricky to follow up.

Yes but we’re talking about doing it without the use of assists.

Or, just have only one paperwork as being QCB. Why do we need separate versions of the same move anyway?

I think paperwork (high) is meant for if the opponent uses projectiles at you on ground or jumping since it does cover :d::df::f::uf:, while the low version is for rush down.

An example would be Taskmaster shooting air charged arrows at you if I recall paperworks(high) :m: was able to eat all three arrows while the low version left one arrow left.

Has anyone tried using Firebrand with Wright?

I think Firebrand might have potential with Wright since I believe I read that you can raw tag a character in and continue a combo after Firebrand’s bon voyage (air):qcf::s:. I think Wright’s missile assist can help to create mixups for Firebrand.

Just uploaded my Tutorial for Wright. I figured this would be the best place to put it without getting in trouble. Last time I started a new topic with the joke sprite PW trailer and got an infraction for it.

[media=youtube]dPmf1GHHOoU[/media]

This one focuses on Wright as a character rather than any specific team combinations. This is mostly because I don’t want to tell anyone who they should be using, I just wanted to lend a hand with whoever wants to know more about the blue clad defendant of justice!

I like the presentation and the explanation, though I felt that you should’ve went over his normals and properties about some of his moves and when to use them, even though there’s a guide here about them it’s always good to get a second opinion about stuff. (Like how :d::l: can avoid some projectiles)

Thanks. I have no access to the game atm but one of the things which I never got to doing (and wanted to) was properly pickup Firebrand, so I’m hoping I can get both Wright and him to work together. But I remember when briefly mucking about with him in the early days of Ultimate that his assists were ass. Anyway I’ll eventually hit up the FB boards, cheers for this though.

What’s the most damaging combo Wright can do? I’m fairly sure he can do 2,372,000 (tack on a XF lvl2/3 Ace Attorney at the end of a ToD combo). Practicality be darned!

Love the tutorial specially the animation but I just have one question. Even though you don’t want to discuss this in the video anyways I want to know your opinion on which chars Wright benefits the most.

I never tried making a team like you’re supposed to. I just love Dante, Viewtiful Joe and Phoenix Wright’s games, and so far this team has worked pretty well after a bit of practice. Dante’s Jam Session is great for giving me enough cover to keep collecting evidence. Even if the opponent catches Dante, I’ll let them sand-bag him for a bit before getting all my evidence sorted out and then just save Dante in the anchor slot so he can recover that lost health. Viewtiful Joe is also great for getting into turnabout mode. If I catch someone with a mach speed it’ll often go into the corner and I’ll be able to DHC into Wright for an objection. And the best assist for me is Missile. If I use it while Dante’s on point, a simple teleport and attack generates a high/low/crossover unblockable that adds very little damage scaling to what’s going to be a fairly lengthy Dante combo.

Still, I didn’t want to mention this in the video simply because it’s my team and I’d prefer not to go “hey, why not just use Joe and Dante”. Other characters that’d benefit wright would be ones with barrier assists like Modok and Nova, and other assists like sentinel force/hidden missiles are a good tool too. Ironically Hidden missiles and Sentinel force are the worst assists to use if Wright’s on the scene, because it’s incredibly easy to object these assists before they get off screen. If either of them jump out, you should treat it as a free turnabout session. Hope that helps.

I’m curious to know where Wright goes after you get Turnabout Mode. I usually put him in the anchor slot after killing one character.

Also, has anyone done more damage in one combo than 2,372,000?

I put him on anchor when Wright has 3 - 1.9 bar of turnabout time left.

I put him on 2nd when he has 1 - 1.5 bar of turnabout time left

I play with him on point when he has 0.9 bar or lower

Also, I can do a 2,372,000 damaging combo. Just give me turnabout mode and level 1 X-factor :expressionless:

FUN FACT : The sneeze (Air sneeze too) destroys projectiles like Trish’s peakaboo and RR’s claymo---- shrapnel trap.

How vital is plink Maya/evidencing to using Wright, especially as you climb the levels?