OBJECTION! - The Phoenix Wright Thread

Uglywhen, do you have any tips for getting down the timing of plinking maya(I use a stick if that matters)? I can get it sometimes, but I’m not consistent, especially if I try to do it in a combo.

Honestly if capcom was ever to change Wright I would want
1.Longer Turnabout time…feels to short IMO
2.Cr.H in turnabout hits low D:(I will be alright without this if the evidence gets changed)
3.Lower chance % of finding bad evidence. This is a main one for me
4.I agree with the movement and range buff.

On another note…WHY CAN’T I DECIDE ON WHO TO USE…I love Haggar on my wright team cause it has sexy DHC options and Lariat gives me a easy objection but I love dante cause his Assist is also good for wright D:

…Why not use both with Nick?

Because, generally, in my opinion, Wright wants one COVER assist (Lariat, Jam Session, Tatsu, Shopping Cart to a lesser degree) and one EXTENSION or MIX-UP assist (OTGs, bounces for the former; lows for the latter). This is because Wright really needs protection when collecting evidence - relying on Maya isn’t enough - but Wright also has a lot of difficulty opening people up for Objections in Trial, and for combos in general in Turnabout. Of course, two cover assists keeps Wright alive longer (I play with two cover assists), especially if you lose one, but one of each provides more utility. I would not play Wright without at least one cover assist.

Of course, I’m not Clonedpickle, so his answer may be completely different from mine.

No, I know the theory behind Nick Teams. I was just asking him personally because idk the other character he uses.

I’m using Wright/Haggar(or dante here)/Doom(with plasma with Haggar or Missiles with Dante)

Jam Session is the better cover assist, but I’d wager you can actually do stuff off and into Lariat without being in the corner like with Dante. In the end it just matters on who you like to play more, since both offer the same amount of cover with different benefits.

Well i use a hitbox now, but i learned on stick and tbh i dont think theres a huge difference in execution between the two. I got a few things you could try to help your timing, but i would take my advice with a grain of salt cuz even i cant plink 100%.

Under simulated lag the game will slow down a bit to simulate fps drops, but the timing window for plinking doesn’t change. Under 1 or two bars i actually found it easier to fine tune the timing than without lag. I also found myself becoming considerably more consistant the more i seperated the qcf motion from the actual plink. For example i would input qcf and hold forward until wright took about half a step forward, and then i would plink atk~S. Or mid combo after an air series I would buffer the qcf motion and hold forward while wright is still in the air and then hit atk~S the moment he lands. The window is actually surprisingly big, the trick for me was to slow the motion down and be precise about the order i hit the buttons. Using it in a match is a whole other can of worms though, the extra inventory management takes some getting used to. Anyways hope that helps somewhat; just remember practice makes perfect.

You guys can consistently plink in online lag? Online I screw up half the time and pick up evidence without any cover. Time for me to back to training.

Playing online is different from playing in simulated lag, which will just slow the game’s fps and add some input delay. Practicing in simulated lag can help with finding the right timing because you’re pretty much forced to slow down the motion, and the timing window for plinking actually seems a little bigger. When plinking online you want to buffer the qcf early and drum out atk~S rather slowly. It might take a little extra time to set up, but the pay off is well worth it especially if they think they are getting a free punish only to be thwarted by Maya.

If you are picking up evidence without Maya coming out then that generally means that you either pressed atk~S too soon, or just messed up the motion, but this happens to the best of us. If plinking in your neutral game feels unsafe then don’t do it; save it for when you’re feeling more comfortable and when the match up is in your favor. Likewise if your combo needs to end with a dead character missing an unnecessary plink can cost you the game so make sure you are playing within your means, and use plinking when appropriate.

At least you guys can I’m still practicing it on xbox 360 pad…Yep I’m a pad user!

Also thanks for the help fraud, going to use Wright/Haggar/Doom. While yes Haggar gets zoned out easily…I know more about Haggar then I do Dante. Tho I could still learn Dante when I face a zoning heavy team…

Kinda late with this but usually I hate wishing for buffs/nerfs since there’s a good chance it won’t happen. After seeing your posts though I wanted to chip in:
Invest. mode:

  • Being able to discard in the air. Gives him more air game and can be used as a zoning or rushdown tool similar to arthur’s fire bottle.

Maya shield changes:

  • Either takes scaled damage or up it to 300k for unscaled. Her shield not’s as strong as many people think and I’m tired of it getting pelted by an assist and then being flicked away by cr.l

  • Hitstop fixes. I understand she’s a separate character and functions as an assist but damn the extra hitstop that goes on when she gets hit is annoying. What’s funny is it doesn’t even bother your opponent since they’re more than likely chaining a combo. It’s a problem for wright though since sometimes inputs don’t get recognized. Many times I tried to back dash or punish with a move and nothing comes out since I just so happened to push an important button during hitstop. Then the shield gives and my opponent hits me and gets rewarded for attacking a shield c’mon now. Modok’s shield shits on maya’s in more ways than one and he can keep summoning those things.

Trial:

  • Able to use paper in the air. Super jumping’s probably one of the worst things to do in that mode and being able to use paper would at least give him some aerial defense. It would be able to auto correct him and you can use it during a regular jump for space/pressure. Just put enough recovery on landing so you can’t be brandead with it.

  • Evidence use in air. Not much but at least he has some air options. Could work similar to a stall-then-fall effect like charging a spell in the air with dormmamu

  • Hold a button during gavel animation to stay in trial mode. Sometimes you don’t wanna go back to investigation, especially if you’re fully stocked and want to dhc out so you can thc/dhc him back in for a bridge.

  • Turnabout:

  • Cr.H hitting low. I mean c’mon, he has no other reliable mixups and only gets scary when he’s in your face. By the time he’s in your face turnabout’s almost over and you can probably only kill one character. Then you’re back in ass Investigation wtf.

  • Paper/Evidence/Double shot evidence usable in the air. Turnabout wright can’t really do anything if the person crosses under him while he’s in the air.

  • Turnabout lasting 15 seconds instead of 20. Having a midscreen overhead/low mixup to ToD is pretty powerful. With 15 seconds he should be able to kill one character after hitting with the bridge, setup the next character and if they block be able to mixup in neutral game and kill the second, then have enough meter to reaction x factor ace attorney or tag out to 2nd slot and reaction x factor super -> ace attorney to kill.

With these changes I feel it strengthens his weak spots and buffs his best mode while being fair about the time. Imo turnabout lasting forever is op since you can literally just inch in and spam paper all day and gavel to whatever answer your opponent has lol. Also I remember someone saying if zero/vergil/viper can charge before the match starts why can’t wright collect evidence. That would be pretty sweet but with my preferred list of changes that could be a little too much lol

Can’t agree too much with him staying in Trial Mode. Too much (yeah, right). How about he doesn’t switch until he hits the ground. Most DHCs are done before then, so for one more bar, you stay in Trial Mode.

And you want to shorten Turnabout Mode? After all that work?

I still stand by Paperwork (Storm) coming out after one frame. Hidden buff to plinking too.

It would be fair to give Wright 15 seconds with the cr.H low buff, because with that he could actually hit people. 15 seconds would be more than enough to kill 3 characters without him being fair. Having air paper/evidence would be fantastic, because I’m really annoyed by Wright’s non existence air game and unreliable keepaway. Can you imagine sj. Phone?! It would be amazing… and totally worth 15 seconds.

For now, I’m working with the options that I already have. I find it funny that chucking evidence gives me better anti-air coverage than the Folder or Paperwork. :confused:

So we saw that Phoenix Wright last night (what was his name?). Any new things we saw in that?

There was an interesting trick where he THC’d after performing the DHC glitch to net more evidence. I’ll play with this tomorrow to see whether it can be looped.

Also, I got bored and made this.

His name was Leon Ultimate.

It seems that Maya slide can’t be push blocked. Wonder if you can do anything with it with plinking.

Unblockable setups, maybe? Would need lockdown assists so that Wright has enough time to do an overhead.

Also, why you no do XF Finger Loop with Wright?

There was an interesting trick where he THC’d with Wright after the DHC glitch to get even more evidence. I’ll be playing with this tomorrow to see whether you can loop it with more meter. His name was Leon Ultimate.

Also, I got bored and made this a few weeks ago.

youtube.com/watch?v=qrBbCjTTOvY