Like Strider’s robot animals? I hope the former case is true then lol.
Heres some info for ya
Get em missile- Missile is invulnerable but, one hit and it loses its ability to hurt someone. For example if my opponent calls out missile, I can hit it with a low projectile, it’ll still come at me but, I don’t get hit. This applies to both modes. The durability does not change, even in powered up mode. I used Deadpool’s low guns to test this. Regular Missle causes nine hits to occur, and so does powered up Missle. Note: Wright is NOT invulnerable in this mode. He can be hit by a random beam super or something like that.
Damage - 50,000 - 60,000(powered up)
Paperwork(High)-I tested its durability when in normal mode. I used Ryu, Taskmaster and Doctor Doom to test this. In normal mode it beats Ryu, regular Hadouken. The assist is able to beat 2/3 of the arrows from Taskmaster. Taskmaster’s shield skills is able to beat it clean too. Doom’s projectile beam beats it, two hits get through.
In his powered up mode, the assist beats all of the projectiles above. Shield skills still beats the projectiles but, Taskmaster can’t punish Wright as he invulnerable in this mode.
Damage - 94,800- 183,400(powered up)
Press the Witness-The regular assist is pretty bad as most moves if not all moves beat it. Powered up, it is a beast. Invulnerable and causes a wall bounce for a free combo. I also wasn’t able to hit him out of the assist but, I think thats me.
Damage - 114,800- 240,600(powered up)
It’s really hard to hit him out of turnabout Press the Witness, I played dozens of games with my friends, and they were only able to do it once, with something physical, can’t recall what to be honest, wanna say it was a Vergil hyper though.
So finally I got the game and now I understand perfectly why people are worried about how effective can he become.
I need more time to play the game cause right now I am extremely rusty (a lack of console and playing in a friend’s house makes it hard to play it constantly) so I will need to recover from all the lack of training
For people asking, the guide mentions that the turnabout assists we mention are completely invulnerable so it might be a glitch that makes possible to hit him
This dude definitely has serious flaws. I remain optimistic about his viability, but only cautiously so.
Not sure how it’s possible to get evidence quickly and without losing half your health while doing it. I can use drons and maya all day but I still take a ton of damage before doing much. Once I get turnabout, though it’s ridiculous.
for me it isn’t getting the evidence that is hard. i’ve challenged competent players who know i’m trying to get evidence and who work extremely hard to put pressure on me but with assists and his tools, PW can get the evidence fairly easily.
What is hard to get is the objection to actually hit.
It may be worth trying to open up the opponent with another character first and landing a TAC and comboing a objection there, not foolproof, but a 2/3 chance of hitting it. Haven’t gotten the game yet so I’ve gotta ask, do you have enough advantage after the Maya super to link the Objection or call an otg assist?
Well so far this has been my most successful way of playing wright.
I have ghost riders Chain of punishment assist which causes a very nice on the other side of the screen OTG then throw up a maya wall to get at LEAST two if not three evidence and then switch to court room mode then I immediately tag him out. TAC him back in and use objection during the TAC and tag him back out so I can spam assist then save him for last so he can X-fact lvl 3 if need be or simply spam his heavy or evidence projectiles.
I won a few game against a friend doing this and I feel wright is capable its just you must build a team around him. Which is what I am trying to figure out. So far I like Ghost Rider and Him but I am not sure who for a third. Possible a good launcher so I can TAC…
TACs are not necessary if you want to use other characters to combo. A DHC into the Maya super can also work (it’d help if you have someone who can combo across the screen). Phoenix recovers in time to land an Objection while Maya is still hitting the opponent, and you can still combo afterwards with the “Fingers of Justice.” (I made that name up, but it sounds way cool)
I finally got to play him today at a ranbat. Did terribly, as expected. I’ve come to realize that Phoenix is a really polarizing character. Where he’s bad at, he’s terrible, like the range on his normals. But where he’s good at, he’s borderline broken, like his powered up assist. Phoenix’s Press the Witness assist does over 240k and is virtually invincible when powered up? That’s absolutely insane!
It’s clear that only people really dedicated to the character will do well with him. Others will drop him because he’s so unorthodox and not braindead to play. I’m gonna do my best to make him a respectable character.
By the way, I feel that Phoenix has almost Ammy’s throw range lol. I got a ton of throws off during the few matches I played as him.
Yup. PW is the epitome of high risk/high reward.
I’m digging hard. You people have no idea what I’d do to get MvC2 Commando assist in this game…
Alright, I don’t understand Capcom’s design here.
Trial mode is clearly designed just to get to courtroom mode, so I thought I had to play to get courtroom asap. I developed some technology that allows me to tag him in and bypass trial mode almost entirely. But… so what? Half of his courtroom projectiles are ass and most of the others are not so great. Plenty of characters have faster, higher durability projectiles while ALSO having mobility, or projectiles that take up better or more spots on screen, or higher damage output, or something. Why do I have to spend all this time and meter to get to courtroom just so I can get projectiles that, like envelope, are still randomized in which locations they go to? Why do I have no projectiles that take up the vertical or diagonal spaces, why do I have to rely on pillar or pendulum or some other assist for that? Lots of characters can just out-projectile me, and they start that way.
So do I HAVE to get to turnabout to do anything with this dude? That is, do I have to take a still immobile keepaway character with still comically poor normals and poor projectile durability and placement… and somehow score a hit into very slow startup objection? Sure, I can tag him out as soon as I get courtroom and then go for TAC back into him for turnabout, and then I’ll be able to kill that character without using lv3. Now what? His projectiles still aren’t great, and while he’s very damaging and has great range on the fingers, he still isn’t that mobile and the fingers don’t really address his vertical and diagonal weaknesses. I have sick trillion damage gravity squeeze, but if I use that, I instantly go back to being ass. Am I supposed to switch him out AGAIN to use his very good assist? So he’s an assist while I’m setting up free courtroom, then evidences into courtroom, then he’s an assist while I look for a TAC, then objection into turnabout, then he’s an assist in turnabout?
Not really sure what to do here. Dorm/Wright/… offensive assist to make turnabout worthwhile?? To the lab.
:eek: Hopefully everyone has figured out by now that Turnabout Wright is not completely invulnerable for his assist.
Most notably, he is vulnerable before and just slightly after his attack animations (except for Get 'Em, Missile!, which seems to be fully vulnerable)–very reminiscent of Tron’s Gustaff Fire assist. I wouldn’t say that he puts Haggar and Tron to shame, but his assists are DAMN good and should most definitely be respected.
So, gathering evidence…it’s much easier than most people gave it credit for, but you will take some knocks while getting everything together. Thankfully, the numbers on good evidence turning up are pretty solid, so you don’t have to waste too much time. Proper use of Maya is good, but you have to be very careful. Since the best way to use Maya is to get as far inside her barrier as possible (this stops most jump-ins and teleports), this means Wright is extremely vulnerable to enemies walking up and grabbing him through the barrier; this is the 50/50 Wright will face when Maya’s barrier pops. While intelligent use of Maya is key, also as important is how to gather evidence without the barrier, as it pretty much gives away what you will be doing for the next five seconds. Building a team around Wright doesn’t seem absolutely necessary at this point, but it’s clear that his assists will have to provide some sort of reliable cover for spirit medium-less evidence gathering.
Trial mode is the most fun and challenging, I think. If I get good enough, my goal with Phoenix is eventually to go into Trial mode with only the evidence I want (and from my small amount of experience so far, evidence types can actually play a significant part in his matchups). Spending the time (and health) to gather and filter evidence may one day become an integral part of Wright’s gameplan for certain matchups, but for now I think it’s best to just determine how quickly one can enter Trial mode with as little damage taken as possible.
Trial mode chain combos are GREAT and chaining into Objection! from Illuminating Point is pretty much the bee’s knees. Before the game dropped I figured that the only way to combo in would be a TAC or DHC, but the free chain is ridiculous. I recommend high/low assists for breaking into peoples’ guard as Phoenix has an INCREDIBLY tough time landing clean confirms. It seems he will also have to learn some very Iron Man-esque spacing and character dependent combos because of his substandard range. Once the chains are established, however, you are pretty much all set.
Turnabout mode is busted and rightfully so. Over time people will see how easy it is to enter, but I think the important part is knowing when to use him as an assist and when to land that conviction. Right now, the obvious choice is to immediately tag out and get your free assists. I have a feeling that teams built around Wright for the sole purpose of keeping him safe and the opponent locked down will be able to run multiple convictions in a match; indeed, teams like that probably won’t even need to use him as an assist. People are still feeling him out right now and still will be for a while, but I think it’s important for everyone to realize that there are several ways to play Wright and the “best” way to play him will almost always depend strictly on the teammates with which he is playing.
Don’t forget that Turnabout on point has beastly EVERYTHING. Pressing those witnesses, passing those papers, and presenting that evidence all gets SIGNIFICANTLY better in Turnabout. The fingers are honestly just icing on the cake and work especially well after TACs for conviction. I hope in the very near future to see combos with Turnabout Wright opening kids up with assists into nasty combos ending in fingers that don’t necessarily need the conviction to end it. Remember to keep an open mind when playing this character, as he doesn’t really play by the rules. Wright will do very well for himself, I think.
And just for clarification.
It’s a stepladder.
Honestly, I don’t understand it much either
If I’m ever using him I am pretty much only focusing on getting into turnabout mode, since it seems to me almost all of his attack are bad, trying to go in to attack with him will not get anything done, and using the actual evidence and finding time to even switch to that mode is not even that good. No double jump, or airdash or any good movement options, so for now I was just relying on assists that are active for ages like hsien-ko but all of it is really frustrating seeing how everything i do is a taunt. Just going for that mode so I can acutally do something
Fyi, you can go L M H H into 6H (Objection!). Still even landing that L can be murder.
Can also do cL L M H xx M Press the Witness, H H 6H (Objection). You can even combo an S afterwards to air combo if you don’t have all the evidence to get him into Turnabout mode.
Yeah I know, hence my saying “regular” normals. It just irks me that they’d make objection start so slowly even though Wright gets so few combo opportunities heh.
Anyway enough of this TAC into objection thing. TAC is a gamble and you might lose, which would suck. Just spend 2 bars, Wright recovers in time from maya shuffle to add a toward+H objection in time. For example, Dorm combo, otg (pillar or assist) into chaotic flame, dhc maya shuffle, objection. Or full Dorm combo, end with instant air beam xx air finger lasers dhc Ammy slowdown dhc maya shuffle link objection continue combo into character death. Yay!
I wonder how long it’ll take people online to learn that if phoenix is turnabout with 3 meters, the only thing you can do is DO NOTHING.
The 0 frame startup of Conviction is crazy. You can literally punish anything, just throw it out randomly if they’re moving forward and hit most of the time. If you’re playing against that, the only safe move you have available to you is blocking the entire time.
I’m thinking of choosing Ammy as a character in my team. Her cold star assist is great for lock down and I can see using Slowdown into Maya Super to get in on opponents.
Also UltraDavid, Wright’s normals are ass. They get beaten by just about everything. To be honest it seems like he has no good normals until he gets in Turnabout mode. It seems to me that Wright can’t go in on opponents and his only options are keepaway. His normals are so bad that I occasionally surprise myself when they hit and I forget to hitconfirm into S.
I think teleporters blow this man up.The barrier helps somewhat, but if they’re not mashing, they’ll realize that they should launch you before their combo pushes them over to Maya. It’s funny because I was fighting a Vergil who was out maneuvering me but he kept continuing his combos until he got to Maya’s barrier, where they start to whiff, so I got a free punishes and/or evidence.
People have been saying that the special where Maya charges at you is better, but it hasn’t been working out for me. It just gets jumped over. How are you guys using it?