OBJECTION! - The Phoenix Wright Thread

I’ve been trying to figure out post-stun combos, but the contradiction here is that the only way to get the standing “OBJECTION!” stun is to use Spencer’s Slant Shot, and by the time you can tag in Spencer afterwards, the opponents stun runs out. From a standing stun, I’ll try figuring out if setting up folder/cell phone projectiles can continue the combo in any significant fashion.That spinning knockdown might allow me to set up further combo opportunities.

You could just combo into Judge and DHC in that case. I’m thinking standing Hold It stun is only likely off of a poking Hold It or hit-confirm from close :l:.

You don’t want more than two in a Trial combo, so you can pressure into the stand stun and raw tag out (imo). How well does combo into Maya hyper, raw tag to Spencer work? Can he grapple before the opponent drops (mid-screen and corner)?

See something like that was exactly what I was looking for. I feel like I’ve been trying to jump and hit confirm that H for the ground bounce afterwords for ages. Like view said, do you know if these work with :l::m::h::s: combos? Or is the hit stun too intense?

I’ll try myself in a bit once I can get in the lab. But either way thanks for the research. Russell thanks you Neorussell.

Much respect to EXDP for testing all that. I tried to run it back with the record/playback feature in training and got some pretty interesting stuff. [media=youtube]-CJa2fxFrU8[/media]

As for the mode based, it usually works the same for me in terms of getting solid pieces in offline/online/arcade but if you can test online further then go for it.
And nice on being able to follow up on air bridge to the turnabout

So I watched that and was pretty amazed at how you always got Documents/Shades/Photo. I wrote them down in numbers if it will help anyone understand this stuff. I’ll have to try this out myself when I get the time…

Legend

[details=Spoiler]
0 Meat
1 Photo
2 Flower Vase
3 Documents
4 Watch
5 Knife
6 Cell Phone
7 Ox Head
8 Wesker Shades
9 Bonsai Tree[/details]

Evidence groups from that video

[details=Spoiler]
3/8/1
3/4/1

3/8/1
3/4/1

3/8/1
5/7/8

3/8/1
0/4/6
(2)

3/8/1
5/6/9

3/8/1
5/6/9

3/8/1
0/4/6
(2)

3/8/1
3/4/1

3/8/1
5/7/8

3/8/1
0/4/6
(2)

3/8/1
0/4/6
(2)

3/8/1
5/6/9

3/8/1
0/4/6
(2)

3/8/1
0/4/6
(2)[/details]

Now…do you guys think PW is unplayable?

Of course he is playable! You just can’t be lazy with him :rolleyes:

i notice people aren’t as jumpy or afraid of wright when he gets turnabout mode now that he no longer has the epic assist

it’s just like oh you got turnabout mode? that’s cool i can handle it…because they realize you have one of two options
the first being that you tag out wright for your anchor and save him for last

the second being that you waste turnabout mode as soon as you get it

neither one sounds that good to be honest because people can just wait out the timer and if he’s your last character
X-Factor Level 3 Turnabout Mode won’t save you if it comes down to a sink or swim situation

I think he’s unplayable in a big tournament environment. Between the Weskers and Zeros and such, I don’t see him going far in any major.

As far as casuals or online play goes, absolutely, and who knows, maybe he’ll be usable for smaller, local tournaments with some work on him.

I don’t think the nerf was as catastrophic as everyone thinks. People are already dissecting the evidence mechanic and figuring out new ways to get damaging combos with him(props on both, btw), who knows what we’ll find in the coming months?

…that frame based video holds the key. There is obviously a pattern, but we don’t have enough data to figure it out yet; we need a data set large enough to see the whole pattern, large enough to point to the variable we’re missing. Furthermore, we have to accept that there is SOME sort of semi-randomized pattern; if there wasn’t, we wouldn’t see IReidYou cycling between possible evidence loadouts. Here is the possible hypothesis I can think of right now:

At match start, X number of sets of evidence are generated, each set X items long. The evidence pulled is a function of a random number (or a currently unknown variable) and the number of frames since the last pull / an incrementation along the set performed per frame. Sets could be forced to share sections (for instance, all sets start the same).

Rationale: Each set in the video starts the exact same way, so the variable introduced that we don’t yet know MUST either come after the 3rd pull in the sequence or only affect the generation of ordered pulls after the 3rd sequential pull. It can’t simply be sets of 3 (or sets equaling the number of frames for all 3 pulls in the exact same sequence), because sequence 1 never gets repeated outside of the first set of 3 pulls; it is obviously a special set. This means that sets have to be longer (so that the first 3 pulls never get used outside of the beginning of the set), but also that sets must be both self-contained AND numerous.

My recommendation is that we increase the sample sets to eliminate possible unknown variable candidates. One is simply to do exactly what was in IReidYou’s video, just far longer, maybe 10-15 minute’s worth of pulls; that will give us an idea of how long evidence chains are generated at. Another is increasing the amount of frames between pulls at a constant amount; for instance, triple the time between pulls (since 3 seems to be a magic number), allowing us to figure out how frequently sets are cycled. To test whether constant frame information is a variable (for instance, 1st pull -> ANY multiple of 3 frames -> 2nd pull -> etc. is always the same), increase or decrease time between pulls by multiples of frames, also probably by 3s. To test when loadouts are generated, simply repeat IReidYou’s exact same test in multiple Training sessions; this could also, with enough tests, show us if constant loadouts are used or hardcoded, or if loadouts are randomly generated (e.g., if Dazed’s 3/8/1, 5/6/9, or 0/4/6 combinations happen again with regularity).

That’s all I can think of just by watching that video 10 times and thinking for half an hour (I, unfortunately, have only a gamepad, terribad execution skills, and no recording equipment). This evidence thing is a breakthrough, and definitely proves that it’s not entirely random… at least, in Training mode. We also know that it’s different online, so it might also be different in Training. We’ll, obviously, also need someone with frame-perfect execution to do IReidYou’s test for long periods of time sequentially in Versus mode. That’s all I can think of right now.

Which is why you include a character on your team that can fight off Zero/Wesker or have a good point, TOD Zero (or snap in and kill Wesker). He’ll be fine with work at any level (hell, the proper assist and a good Trial Wright would be enough. If you’re pure Investigation though, good luck). Team game.

Edit: Need frame data for Wright stand :l: :m: :h: and his low :l:.

Funny how capcom has never said anything about the wright nerf and the mods on unity just think the assist was overpowered

It wasn’t…it was just really good. Anyone else notice how this got nerf, but Frank’s shopping cart didn’t/

Frank’s cart is good but, it can be punished and it turns predictable. Its seems powerful when top players start using it well.

Just stop complaining, jesus christ!

I was just going through the sent forums and I see you posting back in March, complaining how the nerf to sents health made him soooo completely useless. STFU with your constant bitching and just play PW. If it is so bad for you switch, but for the love of god STOP COMPLAINING.

Well, they call ti the new tatsu. So while that may be true. People will still eat it like cake.

Beat me to the punch, Bear Hugger.

So to be honest, I still haven’t played Wright much against other humans post-nerf(H&H is a fun mode). But what do you guys think about Wright’s game plan now?

Specifically, do you think he’s a good assist still in TM, but meant more for pressure strings/projectile wars? Or should we just burn TM right when we get it, no tagging out? I like the idea of the latter, considering it can psyche opponents into blowing X-Factor early to avoid chip, not to mention the post-Objection combos that we’ve got. What do you guys think?

Depends on the matchup pretty much. I think the optimal thing is to kill the current point character off the objection combo for 1 meter max, then tag out and let the rest of the team work, not really using his assists much out of the ordinary, but more to threaten, because whether you DHC back into him with Maya or Level 3, you can probably punish and kill really well. Not to mention if you need clutch XFlvl3, the chip damage is staggering.

Here. His pokes seem below average…:

Inv/Trl Wright

[details=Spoiler]s:l:; 33k dmg, 6f Startup, 10f Active, 5f Recovery, -1f on Hit, -2f on Block
c:l:; 33k dmg, 7f Startup, 10f Active, 6f Recovery, -2f on Hit, -3f on Block*
s:m:; 50k dmg, 8f Startup, 10f Active, 13f Recovery, -4f on Hit, -5f on Block
(Inv) s:h:; 60k dmg, 12f startup, 10f Active, 17f Recovery, -3f on Hit, -4f on Block
(Trl) s:h:; 60k dmg, 9f Startup, 9f Active, 19f Recovery, -4f on Hit, -5f on Block

  • Hits Low[/details]

TM Wright

[details=Spoiler]s:l:; 39.6k dmg, 5f Startup, 9f Active, 4f Recovery, +3f on Hit, +2f on Block
c:l:; 39.6k dmg, 6f Startup, 9f Active, 5f Recovery, +2 on Hit, +1f on Block*
s:m:; 60k dmg, 7f Startup, 9f Active, 11f Recovery, +1 on Hit, 0f on Block
s:h:; 132k dmg, 12f Startup, 10f Active, 11f Recovery, +4 on Block

*Hits low[/details]

Also, anyone here got tips for Plinking with Maya? I’m having trouble with this, in that I usually just get evidence, or just Maya. Although this could be because my execution is pretty ass.