OBJECTION! - The Phoenix Wright Thread

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He was fighting against UglyWhen using PW / Spencer / Wesker. Max’s description of the setups and way the character works is so lacking, it was clear he had no idea wtf was going on w/ PW. He didn’t mention the plink, and got mindfucked when Spencer zipped + j.S while missile assist was coming towards his ankles. Also, his advice for self unblockable was, “Block high” lol.
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Lol, wow. I can’t wait to watch this.

That damage. How much damage if you do a Maya or Order at the end? Do you have to cut out the last BtW?

Also, I’ve been thinking. Y’know how Frank players use the Chainsaws in order to do a strange kinda air tech to guarantee a FFC? The reason that works, if memory serves me right, is because wallbounce moves, if there’s no wallbounce left, do this strsnage hop in teh air before air-teching. This keeps them in place long enough for a sure FFC. Well, what if we did something similar, except instead of going for an air grab, we go for a guaranteed Maya unblockable?

Hmm this is an interesting idea, but at the same time maybe kind of pointless. Generally, if Wright gets in his BnBs will easily take his opponent down making going for resets not generally worth it. Not to mention you would need to then wait for Maya’s entire hyper to finish which would waste precious Turnabout time. Perhaps it could be an interesting way to take down a Thor or Hulk from a grab I suppose. Definitely not a bad idea to test though, I will do so when I get home from work today.

I tested it and I don’t think it works. The opponent is still airborne when this happen so I am pretty sure they could mash pushblock to escape the setup. Certainly was worth a try though, I am always excited at the thought of more Wright tech.

I have been playing around with your combos and I have discovered a few things. First off with your overhead confirm, if you are in the corner and close to your opponent when you land the jumping H, you can completely omit the Standing H if you back dash after said Jumping H, do the crouching H, and then jump forward with the objection. This allows your first 1.15 Million damage variation off the overhead as each individual finger causes the same amount of scaling and damage and, like your first combo, you would be starting with 2 fingers. With your first combo I have managed to squeeze out 1.94 because after the objection stun you can Cr. H, Jumping H (ground bounce), and then go straight into Forward H (Objection) when you land into Break the witness H. It is impossible to do Cr. H into anything worthwhile at this point due to scaling which is why you need to do raw objection on landing. I also managed to break 1.2 if, after the ground bounce, I do Cr. H, call Tron drill assist, and then do Break the Witness H. I am probably the only one dumb enough to run Tron with PW lol, but if any of you guys have an assist that will allow just a bit of hitstun between the finger and BtW, the damage will be higher. I am still trying to find a way to break 1.25 without meter or the Cellphone, but this is all I got as of now.

Nice finds dude. I seriously couldn’t remember how to use the ground bounce in the first combo lol, and I never even thought of omitting the s.H in the second combo so good stuff. Been playing around with this combo for a while now, but I must admit its been some time since I’ve tried optimizing it any more. I wanted to confirm easily off anything so I generally kept it simple with just 2 BtWs for an easy 1 mil meterless. Though it would be pretty awesome to break 1.25 meterless off a finger and without evidence. I got one combo with spencer’s slant shot that can kill thor meterless of c.H, but even that requires the cell phone and is pretty situational.

Thanks! Admittedly, if you are trying to keep it simple omitting the S. H on the overhead confirm isn’t the best idea. It requires specific distances, either very close to your opponent, or the wallbounce distance away so you don’t need to backdash. I was just trying to find ways to optimize the combos further. Perhaps if you used your Spencer grapple assist after the wallbounce you could omit the S. H from all distances? Not sure how much hitstun scaling the grapple has, but it probably isn’t much. Going to keep playing around with this, gonna make Wright the first character who can take out the entire cast with no hypers…or infinites…if that counts.

I agree, Wright does have broken things about him BUT they are not game changing like Vergil’s swords are. He is also not THAT bad as people make him out to be its just you can’t face smack your stick or mash your face over your pad and win like with wolverine. I also do believe he can counter some characters like morrigan not full counters but he does have tools that he can somewhat manage against her and some other characters.(This is just theory I mind you!). Might have to steal that combo ugly but to busy trying to learn Rocket Raccoon on my Wright team, I love pendulum assist for wright and chris is just my netural game needs to get better D:

Anyone find anything with that guaranteed Maya reset?

Uh, I don’t have the game on me right now but couldn’t you just do a meaty H low paperwork into the maya super if they’re in hard knockdown? At least in the corner if you backed off a bit it should hit all techs. That paper lingers for a while.

It’s all about limiting an opponent’s options. Against those without bionic arms landing a maya unblockable should be a piece of cake on their wakeup. Allowing a character to tech in the air gives them a bit more control over when they land which can throw a wrench in your carefully laid plans.

There is no greater frustration than getting thrown by a Dr. Doom as he exits blockstun for a microsecond by landing when my hidden missiles are pushing him down. Serves me right for attempting pressure.

Also, go into training mode. Have Doom block an assist call while standing. Get balls deep, like right next to him. Try to cr.L him during his stand block.

That’s the beauty of it. The special air tech done by wallbounce movies completely removes their options in the immediate time frame, perfect for a set up.

My game’s on the fritz, what’s supposed to happen?

Turnabout resets are kind of situational and mostly charcter dependant. Most of the time its probably a better idea to go for a chip set up since if they try to get out with x factor or hard tags it will just work against them.
Letting them tech out of c. H won’t limit their options much and wright cant force a command grab to connect unless he dhcs into one. U can use the cellphone and paper work to try to get them in the unblockable, but they will probably able to push or jump their way out of it. If u absolutely have to reset then i recommend using slip up after the dizzy to put them in a hard knockdown and use the meaty paperwork set up mrmewmew talked about. Or u could ya know throw them… They never see that one coming xD

Probably better to chip, yes, but I’m just throwin’ ideas around here.

Not saying its a bad idea. Resets are just situational, and knowing which one to use at the right time is important. Its a good idea to consider all available options so we dont get blown up for trying the same stuff.

i still think phoenix wright is a strong character, but gets shit-listed because of bandwagon consensus. tronbonne/phoenixwright…oh my.

This talk about meter building/damaging combos got me thinking that the most practical way to capitalize off of Turnabout Wright’s fantastic damage output in a match would be off a raw tag. The concept is similar to the raw tag combos that make the Nemo team work. I think it might be possible to raw tag from Magneto to Phoenix Wright off of a light hyper grav and do this combo. You can definitely raw tag into Wright from hyper grav in X Factor, but that uses too many resources. When I get back from China, I’ll play around with the combo and see if I can find something useful.

Those teams in your signature… oh my. Mag/Joe/RR ?

I think RealPlayer’s teams in his sigs are just teams that match color really well. He’s posted those a long time ago lol.

Lol. They’re still weird teams though.

I messed around a little bit and you’re right that you can raw tag into Wright after light hyper grav, however it seems you have to do standing :m: or :d::m: then finger because the opponent recovers before the finger hits. (This was with the standard hyper grav combo j.:h:->dash->j.:h:->:l:magnetic blast->:l:hyper grav) Maybe you could try it with Nemo’s team just replace Strange with Wright.

I was messing around with situational investigation mode stuff ( With Doom, Maya available, can hardtag and use level 1 x-factor) Apparently after an overhead or air/ground throw call Maya :m: or :h: (though I prefer H since it looks like causes hard knockdown) xfactor immediately (maya should still be on the left or right side of the screen) then hard tag into Doom. Tridash towards the opponent :m:–>:f::h: or :s: into your foot dive loops then when at the corner call Wright, :h: air plasma beam, into :h: molecular shield.

Best thing about this is it builds one meter, it sets up for Wright DHC into free evidence since the damage is enough to kill all the characters, and eliminates one of the opponent’s characters. However it’s risky since if you mess up, your x-factor will be wasted, I think Doom might be the only one to make effective use of this.

Also you can do the same thing as above after an investigation mode combo, however you only get one or two foot dive loops, though it still can kill depending on the opponents character.

(Double post sorry_)