[media=youtube]5iVUJzWUZfQ[/media]
I created this small combo video.
NeoRussell
[media=youtube]5iVUJzWUZfQ[/media]
I created this small combo video.
NeoRussell
Here’s a combo in Turnabout mode that deals around 1 million damage. (Needs two bars, folder evidence, opponent has to be in the corner)
j.:h:, :f::h:, (Folder Evidence), :s:, j., j., :d::h:, (land on ground opponent is still stunned), :dp: :h:, , :qcb::l:, :qcf::atk::atk:, :f:, (time the slip up so that Maya’s low hits first then slip up hits after), :qcb::l:, (or folder evidence, or cellphone evidence instead, it’s possible to use folder and cellphone before order in the court), :qcb::atk::atk:
I think there’s other ways to use the folder evidence for combos during turnabout mode, but the hitstun on the folder is small that the opponent will recover before you can continue it, maybe it’s possible for an air grab reset?
Need a general, lvl 1 xfc combo to do 1 million off of Judge hyper (punish/grab leading to character kill). Somebody want to put something together? Thinking it will involve a few light-bulb juggles and enough meter for a second Judge at the end.
When I play PW I can get to Turnabout mode pretty often. But I don’t usually have 3 meters in stock for the level 3. So I was looking for Turnabout combo’s starting from H moves with 0 to 2 meters max. Then I found this interesting loop:
:s:, (delayed) j., j., j.:h:, j.:d::h:, land, repeat…
This works both midscreen and in the corner. It can be looped 3 times, even when you have done an ‘Objection!’ before the loop started. Then the opponent will be stunned after the first j.:d::h:, but not after the 3rd. Also, the j.:d::h: in Turnabout has a pretty big hitstun, making it easy to dash before the next loop or to use different moves like Paperwork, :l: Press the Witness, :f::h: or Maya Super.
This loop can be started from j.:h: or :d::h:, j.:h:.
The loop:
[media=youtube]-iYD1hdF8BE[/media]
The loop in a combo (1,003,400 dmg off a midscreen j.:h: with only one bar, generates 1,5 bars itself):
[media=youtube]nRvMJ_5CvHA[/media]
So, no attempt to find a Judge xfc combo to one shot characters that manage to get past the evidence zoning game? Would make shit like Zero, Wesker, Vergil a better match (especially Zero/Vergil; fuck up that command dash and Stinger; hell, fuck up Dante’s Stinger too and his teleport is loleasypunish with the throw tech glitch fixed).
[media=youtube]wtCkwA71nPY[/media]
Some Turnabout combos I made. Posting them here for easier access.
The fact that wright can do 600k+ by himself in non-turnabout can make me cry ;_;
Only catch is you have to start it off with trail mode st.H. Sounds pretty bad but you’ll be surprised by how many people like to attack maya’s shield in vain.
st.H, st.H, j.H, j.H, j.S, [slight delay], st.H, st.H, j.H, j.H, j.S, st.H, S, j.M, j.H, j.H, j.S, gavel. Should do 641,800. If you start it from cr.L into cr.M followed by the rest then it’s just a shy over 600k. Reason for the slight delay is so that you hit them when they’re closest to the floor. If not then the last st.H before launcher won’t connect.
For turnabout: If you’re facing someone who knows his cr.H doesn’t hit low, then you could be ballsy by rushing in and hit confirming with cr.L then go into cr.M, cr.H, dash in, j.H, objection, paperwork high H, dash in, j.M, j.H, j.S, cr.M, S, [delay], j.M, j.M, j.H, air objection (stun), S, j.M, j.M, j.S, otg assist (personally use joe’s bomb), cr.H, maya hyper, cr.H, break the witness H. Should give you a little over 1.1mil and set thor up for an air grab or finger/paper chip since you’re in the corner.
Tried it for a while with solo wright but couldn’t get more than one light bulb juggle and total damage came out to 779,600 :
Did try it hard tagging to wesk, he build enough meter to go for 1,130,600.
Could probably do the same for dante since he can combo for days and he’s probably a better partner for wright thanks to his assist, but I’m no dante expert lol
Yeah, I figured tagging out would be the way to do make the most out of the Judge xfc. Wright looks like he’s dhc/tac/raw-tag combo oriented.
I was messing around with the vase and paperworks and I think these could be viable midscreen combos.
(For non small hitbox characters the second vase into heavy will whiff on small hitbox characters but it does work in the corner though)
(With vase)
:d:–>:d::h::h:—>(vase)—>:h:—>(vase)—>:h:—>:s:—>j.—>j.:h:—>j.:d::h:—>:s:—>(vase)—>:qcb::atk::atk: --653,300 damage
(With paperwork low)
:d:–>:d::h::h:—>:qcb::l:—>:h:—>:qcb::l:---->:h:—>:s:—>j.—>j.:h:—>j.:d::h:—>:s:—>:qcb::atk::atk:–543,300 damage
(With vase)
(For big hitbox characters this works in the corner for big and non small hitbox characters)
:d:–>:d::h::h:—>:f::h:—>(vase)—>:h:—>:f::h:—>:s:—>j.—>j.:h:—>j.:d::h:—>(Opponent stunned)—>:h::h:—>:s:—>:j.—>:j.—>j.:h:—>j.:h:—>:s:—>(vase)—>:qcb::atk::atk:–686,700 damage
(With paper work low)
:d:–>:d::h::h:—>:f::h:—>:qcb::l:—>:h:—>:f::h:—>:s:—>j.—>j.:h:—>j.:d::h:—>(Opponent stunned)—>:h::h:—>:s:—>:j.—>:j.—>j.:h:—>j.:h:—>:s:—>:qcb::atk::atk:–607,800 damage
You guys saw Kuuronn’s PW? He had this SICKEST combo to get into TM and kill Dante. Tried it out and got it in Training Mode. At 13:47 shows him killing Dante with this combo. The starter works midscreen as well! :eek:
[media=youtube]YuY9emn_F-4[/media]
cL, cM, cH-dH, QCB-L, sMH-H, fH, S, j(MMH-dH), S, j(MMH-dH), cH, jH, cH, QCF-XX, (Do moar Fingers/Paperwork)
Got like 958k off of this (you can probably get more, depending on what you do after Maya). The key is to start the initial launcher quickly, so that they are higher than you, then properly space out your hits to get the objection before they land. This helps you negate the groundbounce with Objection easier.
The launch loop with objection? It’s been known if you look a few posts above you lol
Also I’m curious guys, do you guy utilize most of Phoenix’s tools? I feel like I never use any versions of paperwork or press the witness or call out maya super to give me time to collect evidence. My gameplan with PW works so far right now but I can’t help but feel like I should tweak it a bit and utilize all his moves in some form like using press the witness in combo strings or something so I get frame advantage on block and the possibility to combo if it hits.
That’s my loop! He stole my loop!! D:
I also feel like I don’t utilize all of Phoenix Wright’s tools :(. I never use press the witness, but I do use paperwork (the L version) sometimes when I think they are going to bypass my assist + evidence zoning or as a surprise attack. Other times, when I accidently change to Trial Mode when I think I’m gonna get good evidence (but I get a bad one), I use Paperwork L to get some breathing space for changing back to Investigation Mode. It’s not very good in this situation, but at least it’s better than nothing. Backing it up with an assist makes it better.
@Marin: I love your loop, by the way (I stole it too :rolleyes:).
Me personally, I’m always afraid to use Press the Witness as a blockstring. I mean, couldn’t they just pushblock it and punish? Especially if it’s part of a LMH- L PtW string.
Press the witness you need to use with an assist, especially the M and H versions. Push block completely nullifies that move. PTW L only hits 3 times, so, unless they anticipate it, they will more than likely push on 2nd or 3rd hit, which is probably a little safer.
Yeah, Press The Witness M/H needs an assist most of the time to stay safe. Nice thing about that though, is you can anticipate the push block and do something like Paperwork H and take the advantage at long range afterwards. Oh, best not to do a full string into Press The Witness imo; something like :l: :h: xx Press the Witness is better (especially a staggered :l: to catch an early push block attempt).
The great thing about PTW is that it ends deceptively quick. You may be able to catch a punish attempt on someone who isn’t as familiar with the match-up, though PW’s gimpy normals aren’t too helpful for this.
Worst case scenario, you get pushed blocked off back to mid. I’m thinking a fast Hold It on block would be better, though. Maybe even just Hold It xx Paperwork to build up the stun and keep pressure on if opponent doesn’t push block. Free combo off of that hitting at mid and causing stun just because the hit-box is so good (jump-back Hold It seems to be a pretty good poke, along with standing Hold It) is pretty big. Just need a 1 meter, Trial PW combo to take advantage of that if you can’t raw-tag and combo.
On that note, can somebody test this combo and see what it returns?
Trial Wright, 1 meter, looking at it starting from a crouching :l: or AA standing :l:
:l: :h: :h: jc AHI :s: :h: :h: jc AHI :s: [:h: :h: jc :h: :h: :s:] :h: :s: sj :h: :h: AHI (land) low :h: :h: xx Paperwork L (low) xx Maya Smelting :s: sj :h: :h: :s:
AHI = Air Hold It, jc = jump cancel, sj = super jump.
For the square brackets, I’m not sure if that portion is possible. If it doesn’t work, just skip it. For the end, the portion after Maya Smelting may drop. If that happens, can you just end with Slip-Up instead? I’ll run this in the lab tomorrow during casuals, but won’t have a copy until Sunday. Thanks in advance.
Ok, i’ve been testing your combo for a couple of minutes now. It’s a pain in the ass to test simply because of the objection stun counter. Every time you miss the combo you have to reset the counter, or else the combo doesn’t work.
I’ve simplified the combo somewhat by doing :l: :h: :h: jc AHI at the beginning. I haven’t tried the part in the brackets yet, but the beginning is already fairly hard to do consistantly (I may be a scrub though). The timing on the jump :s: seems fairly strict and has to be done close to the ground. After the 1st two reps of AHI, I simply launch instead of :h: :s:. I’ve gotten to the low :h: :h:, but the second hit doesn’t connect. At this point, it’s around 496,400 dmg. I will try to continue this to the super, but I wanted to give you an update.
The sad news is, I think if the opponent is crouching, this combo doesn’t work. Lightbulb seems to whiff on crouching characters (and sadly, even a standing RR).
edit It seems the opponent flips out of crouching :h: too fast
Thanks for the input. Whiffing on crouchers shouldn’t be an issue, since I’m looking at it starting from an AA :l: or mix-up low :l: (grab/ low/ maybe slip-up mix-up so he has some sort of pressure) vs standing opponents. I have a similar idea for crouching that uses Press the Witness instead.
Edit: Hmm, can you try replacing crouch :h: with light-bulb? Just need to know if it can go as far as Maya super.