The competition at evo is always intimidating. Some amatuers show up and play, but almost everyone is bringing their A game. None of my matches felt free, and i watched some of the best from hawaii get randomed out in pools. For the most part everyone was pretty friendly win or lose; although there were a couple of dramatic pop offs and sticks getting thrown. The pros were surprisingly accomadating to their fans. Yipes didnt show any signs of salt after i beat him, and even cheered me up after i lost. I felt that after this evo i would have to explore other characters again, but i doubt i will be dropping my main team anytime soon.
Wish I could have seen you man, congrats on sending Yipes to losers, that’s awesome! I went just as my last name, Price, so that is why you were unable to find me. I was hoping to run into you but never did. I beat a Zero, Dante, Magneto player and another player I don’t quite remember but I think it was a Zero May Cry player, but was ultimately sent to losers and eliminated by two separate big body teams. DX I should have used Modok/Missiles against them but I kept trying to use my Tron team out of stubbornness and failed. When I finally switched to point Modok, I tried to airdash up and Nemesis’ jumping M got me into S almost immediately and then I got mixed up on incoming after he died. Does anyone have any tips on PW vs a good Hulk/Drones and the like? That matchup kills me, I’d rather fight teleporters or Morrigan…
Oh really? Thanks for avenging me XD I lost to Yipes in pools. I am thinking of picking up a PW soon, I just need to think about the composition more and what I wanna do with it.
If in the beginning of the match and you have space go to trial mode and use papers, it’s good at stopping gamma charges but you’ll need a beam assist to stop the drones. If he gets in, sadly the most you can do is block or super jump and watch out for command grabs. You can risk it with m or h Maya and hopefully she hits Hulk or down h in investigation.
Here are some of my ideas for the possible patch. I posted some of my thoughts on NeoGaf.
Get rid of bad evidence, all of it. In exchange nerf the good evidence. Like have cellphone spit out two orbs instead of three.
Maya should stay on screen longer or be able to absorb more damage before leaving.
Maya shield should prevent command grabs, normal grabs should still make it through.
Missile should be a move. It should be a charge move like Hulk’s Gamma Wave or Felica’s Sand Splash. Allows PW to OTG outside of Investigation mode and without the use of Order in the Court. The OTG would require the use of an assist like Nova’s Centurion Rush to further the combo.
This is all I can think of. In my opinion it would make PW much better.
cr H (wall bounce), s H, j d+H, cr H, jH (ground bounce), f+H (dizzy). At this point I pause for the opponent to get low and then do dp+H but i can’t follow up past this right? Like how do you link another cr H into dp+H after this? Seems near impossible…
Here are some of my changes I would do, these are just random by the way
Increase Wright’s Recovery on Maya M and H so he can combo off them without assists
Keep Missile as a assist and buff it a little OR take it out and replace it with a variation of Maya H or M and maybe switch paperwork assist with Maya shield?
Increase durability and maybe spread on Paperwork so it covers him more in Trial mode
Get rid of bad evidence except the meat
Increase his walking speed a bit and increase the damage and range of his normals(except turnabout mode)
Have Cr.H in turnabout hit low but in turn reduce Wright’s time in turnabout
Some of these are sorta iffy but meh that’s what I would do.
In that particular combo you have there it is technically possible to get another dp+H after the cr. H if you use Objection first so it would be cr. H (Wall Bounce), s. H, J. d+H, cr. H, j. H (Ground Bounce), f+H (Dizzy), cr. H, f+H, dp+H. That said it does less overall damage and it is simply better to go cr. H (Wall Bounce), s. H, j. d+H, cr. H, dp+H, cr. H, dp+H, cr H, f+H (dizzy), cr. H, j. H (Ground Bounce), F+H, dp+H. Late in the combo raw Objection does much more hitstun than the Cr. H will so you always want to end with the Objection before the final BtW.
My thoughts:
-Make cr L and s L 1 frame startup.
-Give super armor on “Hold It!”'s
-Investigation Magatama command grabs (Very slow start up).
-Mode change reduced to 2-4 frames duration.
-Bridge to the Turnabout (Trial) soft knockdown (For dem up and side TACs).
-Evidence is Air-OK
-Evidence can cancel special moves.
-Maya shield scaled.
-Heavy Maya slide does unscaled damage.
Obviously not all these should be used, maybe only six of them or so.
Problem: Collecting evidence is too risky for Wright.
Solutions:
Maya Shield stays out longer and can take more damage.
Chance of bad evidence significantly reduced (removal seems a bit much).
Meat heals more (what “more” should mean is debatable).
Problem: Wright’s zoning tools aren’t terribly effective.
Solutions:
Paperwork always comes out if not interrupted in first few frames (think Dorm spells).
Increase durability on Paperwork (?)
Paperwork Storm lasts as long as Paperwork
Problem: Turnabout Mode has too much risk for too little reward
Solutions:
Give “Bridge to the Turnabout” and “Objection” armor (?)
Give Air “Bridge to the Turnabout” and Air “Objection” soft knockdown.
Make cr.:h: a low in Turnabout.
Increase Turnabout time to 30 real seconds.
Other stuffs:
Make Get’em Missile a move, not just an assist.
Reduce recovery on Maya!? to same as evidence recovery (I don’t want to have to plink, and potentially have to throw something good, to follow up after Maya /:h:.)