With another gavel
Maybe with Missiles or Dormammuās Liberation assist (the one where you need to charge the spells beforehand) you could do something. Otherwise I doubt it unless the opponent was in a slow state.
[media=youtube]qiqAkWcnD4g[/media]
Will upload a video later, but Iāve got some raw tag combos with Magneto/Turnabout Wright. They work in the corner, and do just over 1.05 million damage.
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tridash l. cr.l, cr.m, cr.h, s, j.h, air dash, j.h xx Magnetic Blast l, st.h xx Hyper Grav l, raw tag to Wright, (cr.m), cr.h, air Objection, cr.h, jump cancel j.h, Objection, opponent is stunned, cr.h, Objection xx Paperwork Storm Low H xx Maya Smelting, Break the Witness h.
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Grab or Air grab at normal jump height, Hyper Grav l, raw tag to Wright, (cr.m), cr.h, air Objection, cr.h, jump cancel j.h, cr.h, Break the Witness h, s, air Objection, (opponent is stunned), cr.h xx Maya Smelting, Break the Witness h.
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Pre raw tag combo is the same as 1., but the ender is st.m, st.h, cr.h, air Objection, cr.h, jump cancel j.h, Objection, cr.h xx Maya Smelting, Break the Witness h. I need to check the notation for this combo.
cr.m is in brackets because it is optional. You can link cr.h after raw tagging into Wright, though cr.m is more consistent.
Unfortunately, I havenāt found any combos that deal more than 1.1 million damage yet, but Iām still working on it.
Iāve uploaded a short video showing a Magneto/Phoenix Wright raw tag combo.
Will post this here before I forget.
Magneto throw into corner, hyper grav l., raw tag to Turnabout Wright, cr.m, st.h xx Break the Witness h., walk back, cr.h , standing Objection xx Break the Witness h., standing Objection (stunned), cr. h, standing Objection + hidden missiles xx QCB h. xx Maya Smelting, Break the Witness h. (missiles hit towards the end of BtW and raise the opponent), j.h, Break the Witness h. ----- 1.2 million damage, meter positive.
I made this phoenix wright combo video for a friend of mine hope it helps other people https://www.youtube.com/watch?v=8A10it6EMps
Cool video.
Is it worth going for trial mode combos? or just to stick in investigation mode until you get all the evidence? I guess this is some playstyle exploration I need to do.
I guess it depends on what the opponent is doing and what assists you have to back you up. You have paperwork in trial mode regardless of whether you have evidence or not. I think itās one of his most underrated tools. Lingering active frames, safe on block, covers certain angles that he canāt normally cover, enough hitstun to link a normal and continue the combo, decent durability, not as much startup as other moves, trades consistently (though the trade might not be in your favour), etc. Might be better to switch to Trial mode just to have that move.
Just something I tried in training mode a few months back. Itās not revolutionary, but possibly not known. In the case of down down ATK of down down S commands, you can buffer the first down by doing a crouching normal followed by down ATK or down S. So if you are trying to mode switch for some reason, you donāt always have to do normal followed by down down S. Not easy to do consistently, but you never know.
Itās easy if you want to do it like that. Iām a Jill player so Iām down downing a lot. Ammy players know this trick as well. d.H, d.S gives you that instant change after a crouching attack.
My main question stems from is it worth it getting the level 2 Hold It! as I would call it, or just stick it out and just find evidence until Iām ready. Because more often than not, once I get that 3rd evidence, my gameplan becomes crystal clear and most people either run away or rush me the fk down.
Yeah, Ammy players do this to make stance combos more consistent. Thatās why I messed around with it.
I think Turnabout Wright matters too much for you to stay in Trial mode just for level 2 Hold It. Level 2 Hold It is better than level 1 Hold It but not enough on itsā own. There are other reasons to stay in Trial mode. If youāre being rushed down, you get paperwork (which is a good move for the reasons mentioned above), evidence (depends on the circumstances, but can be valuable) and Nightmare Judge (very invincible Hyper, beats out other invincible hypers, nullifies beams for a short time). Just my opinion though.
As far as combos go, feel free to mode switch to Level 2 hold it, just to get that stun.
If anyone still visit this forum, hereās two situational confirms at the corner with the opponent at the wall. These go into turnabout from investigation.
(Anti-air)M or H --> hold itā>mode changeā>s.Hx2ā>objection
(Against small hurtbox characters) foward throw -->s.L -->s.M --> s.Hā> hold it --> mode change -->s.L --> s.HX2 --> objection
Youāll need to buffer the mode change during the animation of hold it.