Denial is a hell of a thing. And I figured that out way back in January, when I said fuck this game; zoning is too weak overall to be viable. I just saw the thread pop-up in the recent active threads section and decided to post up.
I’m pretty sure I played you on xbl once or twice (a team leading with Peacock, iirc). That game is what I wanted MvC3 to be. Love SG. >_<
It’s as situational as scoring a counterattack under the shield while the shield’s timer is still fresh. If you call a shield before they attack then it happens often. Usually your best option if you didn’t get a happy birthday.
Yeah it was either peacock/fortune or peacock/para. More than likely the latter. What’s your GT? In desperate need of people who play that game.
Can’t get the unblockable set up into Objection to work. Does it work with j.:h: into j.:s:, like the heavy badgering loop?
Also, Andrews, what happened to that XF BtW loop?
Generic Tech to work on:
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[]option-selects for grabs (especially air ones). Saw a midscreen combo off an air grab (check the vid thread), might be able to turn it into an Bridge.
[]confirming off projectiles in Trial and Turnabout mode
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How do you guys hitconfirm into a Break the Witness corner loop? j.:h: works fine for the Objection loop, but makes the Break the Witness loop a lot harder. Been using s.:h: and just raw Break the Witness, but wondering if you guys knew any way.
General Wright question from someone who has never used him: how long is Wright vulnerable for when you call the “Get 'em Missile!” assist? It’s hard to judge since he’s not performing the actual attack.
It’s until he puts his hand down I think. It’s a pretty vulnerable assist since he’s not defending himself and Missile loses to pretty much anything it collides with so be wary whenever you call it. It may not stay out as long as something like Sent drones but it’s still risky to call without your point covering him.
Yeah, the vulnerability stops when he puts his finger down, and Missile should still just be coming in by the time he’s done.
Just understand that it’s not a beam. It is pretty vulnerable if you just throw it out. Usually this only gets used for a free high/low, unless you have one of the few characters that can use it for combo extension.
Well tbh alot of chars can use it to combo extend after a magic series.
So like, lmhs call wright, mmhs then missile will otg. You might have to do less in the air depending on your char. I don’t think its a very good combo extender though.
How do you guys deal with keepaway? I have a Simple Mode Friend who spams guns and grenades. I love it in Invesitgation, since I’ll just Maya and collect evidence, but getting in is a pain. Also, I don’t think any of Wright’s projectiles stuff 'pool’s guns. I usually tag out, and TAC or DHC back in, but is there some way Wright can handle keepaway?
Deadpool is really annoying for Wright. Usually, I just get in close and punish any random slide/launcher/dash-move-slice-thingy attack.
High version of guns? I think Wright’s cr. :l: works on that. Low version? Super jump. If you super jump, prepare for anti-air guns. As you approach them, they will probably either approach you with cr. :l: and Mad Dance. He can also use st.:l: to anti-air. But for someone just using guns and grenades - jump towards Deadpool. If he runs away, and throws a grenade, block the nade, and then start zoning from there. Throw out cellphone or watch or picture and don’t let up. If he decides your evidence is forged and starts to jump in now, use vase/Paperwork to keep him out.
Or if you want a safe tag, throw out Maya, make sure he blocks it, and call in your next character.
brokenknowledge.txt
Thanks, man. So, wait for a grenade, and then set up my own zoning game? But nothing Wright has beats or even negates guns. Maybe papers, but that has no forward momentum.
I find that for braindead-Pool’s, it’s just easy to throw them off their game by just chucking as much plasma as possible. I don’t know why it works, but it does.
Basically against anyone, Deadpool or not, if I see someone runaway from Wright with 3 pieces of evidence, I just chuck plasma. From there, they either stop running away and op to just try and kill me, or they keep throwing projectiles, but what seems to happen is that they keep getting thrown of by the initial hit of whatever evidence I through. I personally think it’s just a matter of getting into that person’s head so they can say "Hey, this isn’t working anymore…"For an actual Deadpool, they’re probably going to do the air version of :qcf: + and jump back and do :qcf: + :l: , plus grenades and bolos, and are smart enough to not hit exchange mid blockstring. For them, I recommend you just safely tag out.
The only thing you can do is try to punish him for being Deadpool (having fast normals which you can try to catch with M-Maya?!, or punish him for any blocked :qcb: + :atk: ). My list of options for him is to either hit him with raw Order in the Court so you can DHC, or if you really want him dead, XFC on him for a kill. I actually think it’s okay for Wright to burn XFC for a point character kill because a) It puts you in 3v2 situation, making it less risky if Wright dies. b) After the kill, you are almost guaranteed three pieces of evidence due to the speed boost. c) If you do reach turnabout mode, that’s 20 seconds of secret S-Tier + your other two characters.
Or you could just safely raw tag or DHC into a character that isn’t Wright.
tl;dr
Just force yourself into a better situation. Close the gap with an empty super jump, throw their zoning game off, catch them doing something stupid. OitC is your best friend against button pressing/assist mashing. If nothing is working, time for a safe tag out.
Is it better to go "balls-to-the-wall’ offense and get evidence as you go or to focus on the evidence?
After that, do you hurry up and land that **“OBJECTION!” **or do you play patiently and use it when the situation arises?
Usually I go for evidence, but if the situation arises (Ex. I’m in the shield and I think they’re gonna press buttons) I attack them.
Then it usually depends on the spacing. If they’re far away, I zone and call out Arthur assist to help me, Midscreen I do a bit of that and shouting Objection, then close range I mash Haggar assist and hope to land Objection off of that. Depending on the matchup I may do something different, like if they call Sentinel Drones assist I can usually superjump Objection and hit the assist.
Evidence almost always the top priority, but don’t be afraid to take a good punish. Once you do get it, look and see whether you NEED TUrnabout Wright, or can simply use the safer Zoning Wright. Usually, it’s better to zone, but sometimes you should rush for that Objection, with random objections and unblockable setups and DHCs. If you place Turnabout Wright as top priority, then hard tag/DHC out as soon as possible, and then DHC or TAC back in.