OBJECTION! - The Phoenix Wright Thread

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<div class=“QuoteAuthor”><a href="/profile/58604/Generic%20Operator">Generic Operator</a> wrote: <span class=“ArrowLink”><a href="/discussion/comment/8017554#Comment_8017554" class=“QuoteLink”>»</a></span></div><div class=“QuoteText”>
It doesn’t work because you either get pushed back too far, the opponent is still in hit stun since papers is like +12 or something, and maya is going to hit even if you immediately cancel it. <br /><br>
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Closest thing you can do is hit the opponent with any of Wright’s normals in trial mode when they’re in the air, then do the judge cancel into FFC before the gavel hits, it works even with the finger in turnabout mode. Works when the opponent is coming in after a dead character on snap back, air dashers or double jumpers will escape it.<br /><br>
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I think I may have something that will help against pushblock when in turnabout mode though it may be risky. If the opponent likes to stay on the ground a lot and blocking your stuff you can jump towards them and do j.:m: or j.:h: when you’re close to them as possible, then do a dash. If it works you ignore the pushblock and is in range for a throw, though they can tech it.</div>
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I know that, if you space it right, you can instant DHC from Smelting to FFC and you will catch them with the FFC, amd Maya keeps it safe. The idea was putting them into blockstun so that they can be thrown, but I guess it might not work.
<div><br></div><div>That said, thanks for the OitC tip.</div>

Helloooo? Anybody still hanging around here? Its been several months for me and although I only took a couple short breaks I’m still out there competing with the lawyer down in Hawaii if anyone’s interested. I went down to the annual anime convention this weekend for another Marvel tournament, and although I only took 5th I got quite a few good games in with my friends on stream before the tournament.

http://www.twitch.tv/hvgl/b/378716542
casuals: 49:00 to 1:38:00
tournament: 2:20:00 and 2:41:00

Anyways I mentioned working on a combo video a while back, and I have not given up yet. In fact its pretty much finished, only due to some technical issues (and my own ego) the quality is too inconsistent so I’m in the process of rerecording everything in hd. Overall I would say I’m about 75% done, but I’ll add some new stuff I learned and it should be worth the wait.

im trying to come up with some good blockstrings with wright. such as standing M, Standing H, assist , modechange, to a version of papers. or instead go into crouching L, in trial.
since wright can cancel alot of his stuff especially noramls to mode change, which i believe is safe on block.
not whiff unless its forward H
i wonder what other assists benefit from this
or like in trial mode, throw some papers, if they dont push block it, go in and use jump H, or Standing Light or H, call assist, mode change call maya, use hold it, cancel to trial mode, stuff like that.
also im finding team hypers such as coon or dante very useful. especially with plinking.

also mindgaming with maya shield seems to be working pretty well. like when u call her, wave dash out or away, or just using his crouching normals, u cant even tell what he’s doing, i also noticed off a knock down, his crouching light stuffs alot of crap upon enemies wake up, such a good meaty move.
but yea paper and mode changing seem to be working, sucks that you get pushblocked so far off papers, on the brightside you can call maya.

i just wish wright had some kind of better assist, i never know which one to use.
they all have there gimicky quirks, but i wish he had a beam. he would have such better synergy with other characters.

also when plinking maya shield, does it put wright in a safer postion?

i was messing around with trish and wright and she hulk/coon
they synergize pretty well, but she hulk sucks so much(gets lamed out) and trish just cant carry the team, yes theres unblockables and round harvest set ups, to wright or she hulk(missle) but u need to use trish’s beam to help she hulk get in,
another great thing about shulk and wright is her invincible air grab hyper dhc to maya smelting, pretty much unstopable same thing works with spencer i believe.

been using chris /wright coon as well, chris can get over a mill with wrights missle assist after dhcing to maya smelting, i got a chris combo that gains two meters, so ill either have 3 or two meters .
also chris fire grenande helps wright in raw tags, especiallly off a dead character, like throw two grenades, switch wright, then plink maya, theres a shield and fire on the stage. same thing as well with coon, light up his oil ballon.
also theres a loop with a simple wright to judge combo dhcin to mad hopper hyper in the corner, after the spring hits, switch to wright, then air mh s, judege, dhc to mad hopper, and repeat,

if wright had a beam assist, she hulk, wright , spencer would be a top tier team lol

It’s been a long time. My copy of the game broke, so trying out new tech is kinda hard, but I’m looking forward to that combo video.

Plink Maya recovers faster than not-plinked Maya, so I guess you can say he’s in a better spot by virtue of that. What I’ve been meaning to look into cancelling Maya with Mode Switch.

Depends how you want to end your blockstring, switching to trial mode is a good option if you have an assist to let you get back in or if Maya is already protecting you. Also s.H questioning and slip up can all be made safe on block by canceling into mode change early, but if your string isn’t tight you could be birthdayed if Maya isn’t backing you up. Most of the time my investigation strings end with calling Maya and retreating. In trial mode I end with L paper or L ptw for “safe” pressure, but I feel Wright needs either Maya or an assist to make his footsies viable.

Can’t work without my dog, yeah its not that strong and its pretty gimicky, but it sets up some of the best unblockables and can extend most combos. Wright tends to expose himself pretty badly when called and I wouldn’t risk Wright’s life calling any other assist personally.

It makes him much safer in my books seeing as it can shrink your hurtbox, or provide cover by discarding while getting the shield out. Also like Metaskipper mentioned it has less recovery than not plinking. I would say the only con to plinking is the required execution otherwise it helps his neutral game a ton.

As for characters most of your teams have strong theories to work with that reminds me of Ageojoe’s joe,frank,coon team. Play a strong neutral game backed by log trap, then switch to PW and find evidence with the advantage of having plenty of stuff on the screen already. From here you can play on point or call Maya and go back to your neutral game, rinse repeat and make the most out of any combo opportunities. It’s a great way to bypass investigation mode’s weaknesses and every good PW team should have a similar plan. Like how spencer can ToD anyone and dhc for safe evidence, or she hulk can hard tag to Wright after a command grab so he can get evidence and a combo. Finding evidence on point means putting a lot of faith in Maya and your assists because with Wright’s limited mobility he will have no choice but to block mixup after mixup until he can find some space to work with. A lot of lower tiers are going to have a hell of a time getting around his defense, but at a more competitive level and especially when your opponent is familiar with him playing on point can feel like a liability. Getting to trial mode with a full set of evidence is really half the battle, Wright can apply tons of pressure at this point, but he’s still limited mobility wise and needs to play very meticulously.

@uglywhen gg’s from earlier, curse that lag though haha, i switched it up since, i never play wrights, the match up is different.

i was messing around in training mode, and i really like wrights hold it and objection move in the air, plus 8 on block, and on hit you can cancel it with S. so you can call an assist, do a standing hold it, then cancel to mode change. also in turnabout, with objection wright may have some fuzzy guard set ups with objection, like get opponet to block objection cancel to s, jump h, or another objection then cancel it again, then go for a low or another high.

also blocked hold it or objection, cancel with s, then standing H in investigation mode, when at a certain distance from oppoent, wrights just extends him self in, plus backed with an assist , seems interesting.

i tried to find some in trial mode, i feel like he may have one with his aerial H H , like you catch an aerial opponet, do jump H,H . then cancel landing lang with ss, jump up do H H again s, then go for a low. good way of starting it is getting opponet to block some papers, then jump h, followed by an asssist.

also when push blocked, wright can pretty much get back in with wave dashing back in.

ggs dude and yeah I wish the lag wasn’t so bad but that is kinda what its like in Hawaii most of the time x.x’ I must admit I also have limited experience in the Wright match up and the pressure of fighting that character is no joke.

For block strings in general do what you can to keep them in block stun, but Wright is fighting an up hill footsie battle without Maya shield or an assist backing him. Also watch out for midgets that like to crouch under your standing normals and hold it/objection.

A word of warning though I have no actual proof atm, but air hold it and objection have some quirky additional recovery frames on landing. I don’t fully understand why but those attacks are surprisingly unsafe on whiff, but they are quite safe on block. It’s still one of his best air footsie tools taking up a lot of space and there is no additional recovery if you cancel it with S on hit or block. I personally tend to avoid using questioning in my neutral game to keep my dizzy combos consistent, but I’ve seen strong players apply pressure with it backed by an assist so I know it has potential.

what do u guys feel about the morrigan match up?
i feel like its in wrights favor, even when she has missles. he has the health and tools,

@uglywhen, yea im gonna try to avoid whiffing, it looks unsafe if whiffed

Ah yes, still alive, slowly trying to find more tech all my lonesome (as well as looking for people to play on PSN. But that’s never happening… and I don’t blame anyone. :S)

See, the thing with Wright in his “matchups” is that I’d say it comes down to how well the opposing player can shut down Inv. and Trial mode, and also how well he or she can stop Turnabout from happening.

With Morrigan, if you get bad evidence, she can easily rip apart Inv or Trial. Even a good Wright would probably tag out to another character. But if you do get 3 evidence, the Morrigan player has to stop focusing on the ground and also stop calling the neutral assist as frequently, because all Wright has to do is snipe the assist with Air Questioning or catch her doing a fireball at the wrong time.

While Soul Zoning + Missiles would probably put Wright on hold, a Morrigan without Missiles or HAM Session is probably going to rely on normals or calling pressure based assists, which Wright can actually deal with himself, or with assists. So yeah, whoever can get their shots in first wins that matchup, so I’d say - since she doesn’t really on percentages - that Morrigan technically wins but it’s not by a longshot.

Just recently started lurking these forums, been a Wright player for a while now, ready to collaborate!

Personally, I think it’s in Morrigans favor, but I agree it isn’t by much. I like using Maya to cover my assists, but Morrigans a.S, should they choose to rush, can easily blow up taller assists.

As Wright, your Cellphone zoning game shuts down Morrigans outright more or less, but she doesn’t need setup time. As Wright, you have the unique advantage of Maya, which you MUST use since Morrigan can set up her game from the get-go. Hide in it, collect your evidence. Hide in it again, switch modes, and use Maya to guarentee setting up your zoning game.

If you don’t have the cellphone, though, it’s a lot harder.

Morrigan is less of a problem for Wright than other characters since he doesn’t HAVE to go in, but shes still a big problem. Moreso when your up against a very proficient Morrigan who doesn’t make mistakes. Wright can break even in the zoning game with the knife or the cellphone and can stop missiles with the photo, and paperwork fares quite well when those tools aren’t available. Yet as far as opening her up I always feel its on the other player to make a misstep or mistake somewhere along the way, and if they get a hold of a surplus of meter it can be really hard to make a move without losing chunks of life for it. Just remember that when Morrigan is played correctly… shes always safe, but that doesn’t mean her assists are =).

Match up is definitely in Morrigan’s favor but you have options at least to deal with her zoning. While most other characters are stuck in fireball hell or are attempting to wait out astral near the top of the screen, you have Maya to kill off some time off Astral and provide you with some cover. However, there’s the issue with finding that gap between all the fireballs to safely set Maya up so you don’t lose too much health in the process. When you get evidence and go into trial, you can attempt to combat the fireballs or try to snipe the assist with the photograph or air questionings when the opportunity presents itself.

I admit I’ve never tried it, but would’t Samurai Smelting shut down MorriDoom temporarily?

No. She can just fly up just above Maya’s reach, and keep Soul Fisting. It’ll whack Doom for a bit, and make her job a bit harder, but far from shut it down.

so about that wright match up,
would it be better off searching for evidence, or better yet , rush down like crazy.
maya rapes wright, maya even rapes maya, nullifies everything. i wonder if maya can protect wright from his level 3.

I dunno. In the odd chance of a Wright mirror, I’m not sure. On the one hand, Objection battles are a very risky thing. However, Maya effectively keeps Wright out.

Just tried it. Even if Wright stands just in the pocket where Maya starts and the shield ends, if he isn’t blocking, Wright will get hit by Ace Attorney.

The moral of the story is that Wright mirrors are scary.

In my limited experience with the Wright match up I realized a two things:

  1. Gathering evidence is free
  2. Landing a hit is not

Honestly I felt at a disadvantage while rushing down unless I managed to get a grab and convert off it with wesker otherwise Wright’s defensive tools beat his offensive tools in every way. Almost every time both lawyers would get a full set and start zoning, which in itself is a unique experience due to random evidence and all, and better yet I could find room to swap out evidence if I needed. It can be a time consuming process and can feel like a high stakes poker match at times, but nobody is forcing you to play Wright vs. Wright. I highly recommend switching to a better match up after finding your evidence (just don’t get hit in the process).

Well its finally finished, and looking back I learned a ton about the lawyer and plinking from making this video. Let me know if you guys have any questions or specific teams that you would like a combo for and I’ll see what I can do.