@Uglywhen That combo looks so sick and astonishingly practical off a TAC. Seems like something for my Iron Fist/PW/Spencer team, got to try this out!
Also gets me thinking about using dizzy state in combo’s more, just for the evidence gathering…
@Uglywhen That combo looks so sick and astonishingly practical off a TAC. Seems like something for my Iron Fist/PW/Spencer team, got to try this out!
Also gets me thinking about using dizzy state in combo’s more, just for the evidence gathering…
I was watching your matches and that dizzy combo was very nice. One thing I might suggest though since I don’t think I saw it is if you need more evidence during the dizzy state, do PW’s slip up right before dizzy ends so you have time to collect two more evidence and go into judge super if needed.
Wow high amounts of swag in this post. I really like the TAC combo that you performed, but my only gripe is you need a fast OTG assist (so either deadpool or wesker), but it performs the job incredibly well. I’m gonna try out that but with Nemesis on point and use his ground bounce assist to further extend the combo instead of Spencer’s arm grapple. Also Phampy he did what you suggest at one point in the video to get more evidence. Can’t wait to get into the lab and start incorporating this stuff into my gameplay.
It’s not much but here are some more trial mode combos (paperwork also works just lower damage), with the exception of vase the only way to combo into other evidence (except for folder) is from :h::h:
‘With vase’
(With vase)
–>:d::h::h:—>(vase)—>:h:—>(vase)—>:h::h:—>j.:h:–>j.:h:–>j.:s:—>:h:—>:s:—>j.—>j.—>j.:h:—>j.:h:—>:s:—>(vase)—>:qcb::atk::atk: --684,400 damage
(With vase)
–>:h::h:—>j.:h:–>j.:h:–>j.:s:—>:h:—>(vase)–>:h::h:–>j.:h:–>j.:h:–>j.:s:—>:h::s:—>j.—>j.—>j.:h:—>j.:h:—>:s:—>(vase)—>:qcb::atk::atk: --676,400 damage
(From press the witness :l: and :h: version scales the damage down by 40,000)
(dash)–>:h:–>(vase)—>:h::h:–>j.:h:–>j.:h:–>j.:s:—>:h::s:—>j.—>j.—>j.:h:—>j.:h:—>:s:—>(vase)—>:qcb::atk::atk: --588,000 damage
Also it’s apparently possible to combo back into investigation mode from trial without using any assists. The only problem is getting into range for the standing to hit when switched back into investigation so it doesn’t work as well against small characters unless in the corner even when using press the witness the reach is not enough for small characters. You may or may not need to delay the lightbulb depending on the character.
–>:h::h:(buffer the stance chance direction during animation of the lightbulb)–>(change stance)–>:m:–>:h:–>:f::h:(launcher or maya hyper)
PTW:l:–>(dash)–>:h::h:(buffer the stance chance direction during animation of the lightbulb)–>(change stance)–>:m:–>:h:–>:f::h:(launcher or maya hyper)
If you want more damage it it’s possible to do it on the next lightbulb juggle, but you can only do into :s: and you might not be able to reach the opponent after switching. It takes a while to get down but I suppose it will help if you manage to get a hit in trial mode.
620,000 damage in trial mode (Wow…). Requires Chris’ landmine assist and 1 hyper meter
s.:l:, c.:l:, c., s.:h:, :f::h:, Landmine assist, s.:s:, j., j.:h:, j.:h:, :d::h:, j.:s:, Landmine hits OTG, s.:s:, j., j.:h:, j.:h:, :d::h:, Land, s.:s:, j., j., j.:h:, j.:h:, j.:s:, :qcb::atk::atk:
Just something I threw together during lunch for the lulz. Requires 1 OTG assist (for these purposes, I’m using Wesker gunshot) and ends with a couple of options. This combo starts in Trial mode and if you have 3 pieces of evidence can carry over into Turnabout Mode. Can be pulled off either in the corner or mid-screen and does a good job of carrying someone towards a corner:
j.:s:, , :h:, :h:, jc j:h:, j:h:, j.:s:, :h:, :h:, (delay this hit), jc j.:h:, j.:h:, j.:s:, :h:, :s:, sjc j., j., j.:h:, j.:h:, j.:s:,. -
If you have no OTG assist you can end with :qcb: :atk: :atk: And net around 630k damage for one meter. This ending also builds one meter so it’s a 630k that pays for itself with some DHC options, I guess?
If you have an OTG assist, but not enough evidence to go into Turnabout Mode you can end with: :a1: (gunshot, in this case), :s:, sjc. j.:h:, j.:h:, j.:s:, :qcb: :atk: :atk: which should net around 670k damage for one meter. Builds 1.25 meters. You’ll have to dash once or twice from mid-screen if you’re not in the corner by the time you launch, so the timing becomes a little tighter. With X-Factor 2 right from the start, this combo will do 1.3mil damage.
If you have an OTG assist and enough evidence and meter to go into Turnabout Mode and use Ace Attorney, you can end it this way:
:a1: (gunshot, in this case), :f: :h: (objection, enter turnabout mode), j.:h:, cr. :h:, :h: xx :dp: :atk: :atk:. This nets you over 1.2million damage for three meters and resets back to Investigation Mode.Builds 1.25 meters just as above.
And of course, X-Factor makes this entire combo touch of death to everyone and does very silly numbers not worth posting here.
This combo has problems against small characters! I’m going to try a workaround when I get home from work, but it doesn’t work on Rocket Raccoon, Arthur, Amaterasu or Viewtiful Joe.
I came up with this xfactor combo for lvl 1 2 and 3,
For lvl 1, when u land a judge hyper, xfactor, stance change, light bulb, j.D H, S, s.H, S, j. M, j. M, j. H, S, judge. Does over 1mill
For lvl 2, lmh or,( c. L, c. M, s. H,), press the witness (xfactor before it finishes), lightbulb, j. H, S (delay the S right before you get to the ground) lightbulb, j. H, S, S. H, S, j. M, j. M, j. H, S, judge. Does almost 1mill
Same combo applys for lvl 3 xfactor just easier to do. (works with lvl 1 xfactor but does like almost 900,00)
Pretty useful, if u want to kill a character like morrigan or zero or wesker
Also a good stun combo is lmh, f. H, m press the witness, dash, lightbulb, j. DH, S, s. H, S, j. M, j. M, j. H, D. H, or (just D. H cuz they sometimes jump out) stunned, land, s,j. M, j. M, j. H, S, judge. Does like 580,000,builds a meter.
Also u can xfactor in the combo to kill, does 1 mill in lvl 2 and 3 xfactor and it can kill zero in lvl 1
I can’t seem to get myself into trial mode at the end of combos for the hammer sob.
Any advice.
I’m doing the corner bnb.
Found a Trial Combo that deals different damage depending on the character is being executed on. No assists, No XFC, No Evidence in mid-combo Starting with 1 bar.
This works on midscreen to corner for Regular Sized Characters (Cap, Wesker, GR for example) and big characters (Sentinel, Hulk, Nemesis). I’ve not tried it on midget-like sized characters like Wolverine, Zero but I tried it on Jill and it only works in the corner, so this combo only works in the corner with midget-like sized characters. It definetely won’t work on midgets (V. Joe, RR, Ammy) and crouchers. (Unless it’s Sentinel, lol).
This combo needs a little distance between Wright and the opponent in order to connect, and it also requires a quick dash.
Transcripts:
j:uf:. “Hold it!”-:s: xx land & dash quickly ( :atk::atk: )xx (quickly) s. (to dash-cancel the normal and gain a bit of distance) :h::h: xx jc:uf:. “Hold it!” x :s: xx land xx s. :h:x:h::s: j. :h::h:-“Hold it!” (stun) xx land xx :h:-Paperwork (High) xx :qcf: :atk::atk: xx (wait till Maya’s Last Hit) s. :s: j. :h::h::s: xx :qcb::atk::atk:
This combo does roughly between 752,800 and 754,200. Depending on the number of hits on the combo. I’ll include a video soon.
See ya
Just want to post a basic combo using doom’s hidden missile assist you can do this anywhere just want to see if it’s useable or look for a new combo it’s nothing fancy starts in investigation mode but it’s s.:l:,s.,s.:h:(can be crouched as well)“Hold it!”,Hidden Missile,s.:s:,Jump, j., j.:h:,air hold it,j:s:,Land
At this point you can do 3 things while the missiles hits them
1.Grab 2 evidence with no supers doing around 315-320k damage
2.grab 1 piece of evidence and end it with order in the court doing around 486,300 or Maya smelting around 443,300 damage
3.Switch stance and go into turnabout mode also if you hit this part not in a corner you will have to dash to catch them from here you can do 1 rep of the loop since the 1 air objection will dizzy them then do special of choice paper or press(trying to combo from press) then went into maya smelting but I did around 750,000 damage one meter)
Also sorry if it’s jumbled up first time post a combo(might be a well known one…)
(Corner) Trial mode - 650,100 damage (With Landmine assist :a2:)
s.:l:, c., s.:h:, :f::h:, :a2:+s.:s:, j., j.:h:, j.:h:, :d::h:, j.:s:, Hit OTG, s.:s:, j.:h:, j.:h:, :d::h:, dizzy, land, s.:s:, j., j., j.:h:, j.:h:, j.:s:, :qcb::atk::atk:
Just me being silly:
[media=youtube]7UC6W2n6Tvc[/media]
I don’t think this is posted yet but apparently there is a way to combo after a midscreen back throw. It’s consistent in trial mode but for investigation it’s a bit more strict. (Unfortunately it doesn’t work on Arthur or Rocket Raccoon)
Trial
( Air back throw)->j.:l:->j.:h:->dash->:m:->:h::h:->(Into whatever you want on big characters you can just do j.:h: into your combo same with investigation)
Investigation So far that I tried and work is:
(Air back throw)->j.:l:->j.->dash->:m:->:h:->(Into whatever you want)
After a press the witness reset grab on a neutral tech you can only do j.:l:->j.->dash->:m:->:h::h:Into whatever you want) but the timing is more strict since the grab is close to the ground. However if you grab them on a back or front tech then you can do the combo above this one.
Been tinkering with the spencer dizzy combo to work with other assists and found some interesting results. Seems Mr. Wright is capable of gathering 3-4 pieces of evidence off of practically any corner investigation combo with a wide variety of assists. That being said plinking maya is the key here and to use this combo practically means that you have mastered this aspect of inventory management to a certain degree.
cr.:l:, cr., st.:h:,:f::h:,:s:, j., j.:h:, j.:d::h:, j.:s: xx land xx :qcf:+:s:(plinked), :f::h:+:a1:,:d::d::s:, j.:d::h:(dizzy) xx land xx :f:, :d::d::s:, :qcf::h:+:s:(plinked), :atk:+:s:, :d::d::s:, :qcb::atk::atk:
The assist used applies to ground bounces, wall bounces, and a variety of lockdown assists but is most difficult with lockdown assists. It’s possible to get an extra plink if combo starts off a throw, but not recommended unless you’re tossing bad evidence because this combo already uses two plinks. Instead of ending with the order in the court hyper an otg capable thc can lead to more evidence and an easy turnabout. I would make a vid but It would be kinda big and I don’t have a capture device so I can’t say I would be happy with the product. Also I want to look into more combo extensions that focus on gathering evidence so let me know if there are more variants to this combo, who it works well with, and how it can be improved.
Can we find any that work well mid-screen?
Phoenix’s midscreen combo potential in investigation mode is ass, but this combo only uses one assist and technically it only needs to end in the corner so any midscreen combo extension that ends with a knockdown in the corner can work. Hitstun will probably make using a lockdown assist for this combo even harder though so keep that in mind.
This works with any assist, right?
Actually, if you’ve just plinked out Maya :l:, and someone tries to teleport punish… this actually might be somewhat practical.
Inspired by Generic Operator’s comment… .
Enjoy!
Warning: High Volume!!
[media=youtube]OnbdNVfZ1yM[/media]
Out of egotistical curiosity, has anyone else found that you can combo after the Judge hyper in Turnabout?
It’s almost completely useless because they’d most likely be dead without it but it’s pretty cool looking.
With anything other than the Ace Attorney?