So, I’m playing around more with entry into Turnabout mode with Wright. First I’m looking at TAC stuff. Any TAC into trial mode Wright ready to go will allow you to land Objection!. The question is how much you can get.
Off an up and side tag, your options are very limited. After you land the Objection!, all you can do is TAC again (in the corner you can also land a j. that leads to nothing). I simply could not get j.:s: to land though I was able to land all three TAC directions, and I seriously tried every shenanigan I could think of to somehow get something more and nothing worked. This isn’t so bad as another TAC puts Wright in anchor with essentially full Turnabout meter, and if your team is built to capitalize off this, you could get big damage anyway (for instance, the team concept I’m working with is Wright/Ghost Rider/Doom which if I’m trying to use TACs to activate Turnabout my initial team config going in would be GR/Wright/Doom and final would be Doom/GR/Wright which is ideal since Wright ends up last and Doom is the best character on that team and one of the best in the game at doing a combo after a TAC). Do note the basic “TAC reset” that exists in this game though; if you think people are going to mash out counters on Wright’s TAC, you can probably (I would need another human present to test) opt not to do a TAC and punish their whiffed j.:s: with a s.:h: which would lead to a massive combo as Turnabout Wright.
On a down tag, you can link a quick j.:h: or :f: + :h: which lead to nothing (ground bounce is spent) or better a c.:h: which will wallbounce if you haven’t used it in the combo yet. Unfortunately at this point your ground bounce and wall bounce are spent which really limits combo options. You can dash (or wavedash) in and if they are already cornered start going for s.:h: stuff which is going to be limited based on hitstun scaling or just go for a basic relaunch into a TAC which is basically just bonus damage. If they were cornered as you did the down TAC, you have it much better since you can connect with a lot of stuff and not just c.:h:. As per the full list of things you can land and what combos you can do at that point, another day.
Just figuring this stuff out took me hours, and honestly it’s really tiring to explore Turnabout mode combos since every mistake requires restarting and reachieving Turnabout. Eventually if we want this character to work we’re going to need optimal Turnabout combos which I’m finding in general a lot harder to make work than I thought at first (he’s no Dark Phoenix!). For now, I’m going to do some more entertaining research.
OTG assists help Wright a lot. He can trivially use almost any of them to combo into Objection! off his grounded overhead as well as off launches sometimes and they generally let him extend his combos. We’ll have to eventually go through the help these provide, but for now, I’m going to document which let you combo into Objection! from launch into magic series:
Anywhere:
Ghost Rider-y
Deadpool-B
Wesker-B
Corner only:
Ghost Rider-B
Dormammu-B
Hulk-a (I think if you’re inhuman you can maybe hit it midscreen, but mortals need not apply)
Iron Fist-B
Sentinel-y (like Hulk-a)
Dante-B
C.Viper-B
Felicia-B
Nowhere but can follow up overhead at least:
Iron Man-y
She-Hulk-a
Shuma-Gorath-a
Super-Skrull-a
X-23-B (too little hitstun to do bare Objection!, usefulness minimal)
Arthur-y
Firebrand-a
Not useful as an OTG to Wright:
Hawkeye-B/y
Sentinel-B
Storm-B
Akuma-y
Viewtiful Joe-y
So slow as to allow stuff if called before launch:
Doom-B
So the short version of that is that for Wright Deadpool-B, Wesker-B, and Ghost Rider-y (the last making things harder but still working) are going to do the most for him in this regard. Hulk-a and Sentinel-y are so close; they just barely whiff most of the time, and I’ve seen them hit before but it’s just so hard to both get the OTG hit mid-screen (which I can’t do with any consistency at all) and then happen to nail the Objection! (for Hulk at least, it’s really non-trivial to move forward right and tag them with Objection! as the assist sends them flying back but I suspect it’s possible) but maybe they work perfectly against a few big characters or something. The entire second list will still be quite helpful to him, and the third list will be of some use. I can’t really see where the OTGs offered by the fourth list could possibly be used by Wright; most of them are way too slow for Wright other than Hawkeye-B which hits way too far forward for Wright to really use. Of course, Doom-B is a very special OTG assist due to the remarkably slow speed, but naturally it will have various uses for Wright (as it does for everyone really).
This is basically what I’ve found for the day in terms of “comboing into Objection!” research. I also tried playing around with multiple relaunches with assist support in Investigation mode, but hitstun decay seems to make it pretty impractical. With my old BnB and using Wesker-B to relaunch instead of the judge hyper, the enemy would air recover from the launch before I could land a single air normal. These assists may enable extended combos mid-screen though, but I haven’t explored that yet.