The First Turnabout - Phoenix Wright Guide

Formatting stolen (without permission) from Karsticles’s amazing Dormammu thread. Thanks to Karsticle for encouraging all character forums to use this format.

[SIZE=5]"I think we should have a test to ascertain your readiness"[/SIZE]

A Word:
I want to make this a one-stop spot for all inquiries regarding Phoenix Wright. Please do not hesitate to suggest changes/additions or alert me to errors in the main thread or via private message. A brief overview of what is contained in each section:

The Basics: General character information, such as X-Factor and health values, along with the legend for notation that will be used throughout the guide. Each move is listed, along with the frame data for that move as well as how to make effective use of that move in a various situations. If you are looking for strategies on how to make one of Phoenix Wright’s normals, specials, or hypers useful in a variety of situation, read the “Discussion” portion of that move’s section.

Strategy: First, a general overview of what it means to play Phoenix Wright. Then, a breakdown of general methods of approach, zoning, creating resets, and X-Factor usage, etc. is provided. This section is purely with regard to Phoenix Wright, and does not involve considerations of team functionality.

Team Building: I have presented a general overview of what it means to make a team in Marvel vs. Capcom 3. This is followed by a section for each character in the game Phoenix Wright can pair with, along with the various synergistic abilities between Phoenix Wright and the given character. As often as possible, I will include videos of any claims made.

Matchups: A specific section exists for each potential opponent in the game; within these sections I will try to list effective strategies against each character in the game, especially options Phoenix Wright has to directly counter specific abilities each character has. Be sure to read the Legend so the information is intelligible to you.

Gameplay and Combos: Here contains an archive of videos showing excellent Phoenix Wright gameplay or concepts, and also a listing of combos possible with Phoenix Wright. If you would like to contribute to this section, please be sure to read the rules for video submission. This section does not deal with team-based combos. If you want to see what Phoenix Wright can do with a particular assist, consult that teammate’s section in the Team Building part of the guide.

Please do not hesitate to contribute! All assistance in making this guide as comprehensive as humanly possible is welcome; please do not hesitate to suggest changes as well.

TABLE OF CONTENTS
The Basics – Introduction, General Stats, Overview
The Basics – Normals: Standing L,M,H,S
The Basics – Normals: Crouching L,M,H
The Basics – Normals: Air L,M,H,S
The Basics – Normals: Throw, Dashes
The Basics – Command Normals: Slip-up, Questioning, Air Questioning, Illuminating Point, Note Scribbling
The Basics – Command Normals: “Just a little more…!”, Cross-Examination, Air Cross-Examination, Bridge to Turnabout
The Basics – Command Normals: Air Bridge to Turnabout, Pursuit, Air Pursuit
The Basics – Specials: Investigate, Discard, “M-Maya!?”, Paperwork (High)
The Basics – Specials: Paperwork (Low), Press the Witness, Evidence Overview, Present Evidence
The Basics – Hyper Combos: Steel Samurai Maya Smelting, “Order in the Court!”, Ace Attorney
The Basics – Other: Assists, Snapback

General strategies

Team Building
Team Building (Akuma - Deadpool)
Team Building (Doctor Doom - Haggar)
Team Building (Hawkeye - She Hulk)
Team Building (Shuma-Gorath - Thor)
Team Building (Trish - Zero)

Match ups
Matchups (Akuma - Deadpool)
Matchups (Doctor Doom - Haggar)
Matchups (Hawkeye - She Hulk)
Matchups (Shuma-Gorath - Thor)
Matchups (Trish - Zero)

Gameplay
Credits

Notation:
:l: - Light Attack
:m: - Medium Attack
:h: - Heavy Attack
:s: - Special Button
:a1: - Assist Button 1
:a2: - Assist Button 2
:atk::atk: - Any Two Attack Buttons
(Air) - Performable While Airborne
(Low) - This Move Must Be Blocked Low
(High) - This Move Must be Blocked High
(OTG) - This Move Hits Prone Opponents
(Mid) - This Combo Requires A Mid-Screen Opponent
(Corner) - This Combo Requires A Cornered Opponent
(Assist) - This Combo Requires An Assist
(Reset) - This Combo Requires A Reset
(XF1) - X-Factor Level 1 Damage Levels
(XF2) - X-Factor Level 2 Damage Levels
(XF3) - X-Factor Level 3 Damage Levels
c. - Crouching
s. - Standing
j. - Airborne
sj. - Airborne Via Superjump
(XFC) - X-Factor Cancel
(DHC) - Delayed Hyper Cancel

General Stats
Health: 1,000,000
Ground series : Stronger+
Air action count : 0
Air dash : No
Double jump : No

Level 1 X-Factor Bonuses: 135% Damage (200% in Turnabout Mode), 105% Speed, 11 seconds Duration
Level 2 X-Factor Bonuses: 160% Damage (200% in Turnabout Mode), 110% Speed, 16 seconds Duration
Level 3 X-Factor Bonuses: 185% Damage (200% in Turnabout Mode), 115% Speed, 21 seconds Duration

Overview of Phoenix Wright
Mr. Wright has a rather unorthodox style of playing for a fighting game in that he has three modes to work with, those being Investigation Mode, Trial Mode and Turnabout Mode. While the first two modes can be alternated between each other at any given moment, his ultimate one – Turnabout – has a set of requirements that need to be met in order for it to be activated. Basically, Wright’s main goal is to collect evidence (which can be used as an offense) then land an objection in trial mode in order for him to reach his powerhouse mode.

http://pics.livejournal.com/stupidaquarius/pic/001p397e

Investigation Mode is more about being defensive while attempting to gather good pieces Evidence. It is also his default mode at the beginning of a match. You’ll have to gather evidence while being attacked by your opponent. From this mode, Wright can freely switch up to his second one, Trial Mode.

http://pics.livejournal.com/stupidaquarius/pic/001p4ctc

Trial Mode is where you are able to play more offensively. The evidence gathered from the prior mode act as projectiles, however any bad evidence that is used will put him in an embarrassed state leaving him open to attack. If you however have three good pieces Evidence, you can activate his ultimate mode Turnabout by hitting your opponent with :f::h: or :d::h: with the jumping version.

http://pics.livejournal.com/stupidaquarius/pic/001p5ts8

And finally Turnabout Mode, is basically a buffed version of Trial mode. With increased speed, damage, normals and an amazing level 3 hyper combo, Wright becomes much more offensively threatening. It is however a timed mode that lasts for 20 seconds.

[LEFT]**The Basics **– Normals[/LEFT]

Normals - Standing LMHS
Properties for :l:

Investigation & Trial Mode

Spoiler

Attack Data:
[LIST]
[]Hits: 1
[
]Damage: 33,000
[]Meter Gain: 264
[/LIST]
Frame Data:
[LIST]
[
]Startup: 6
[]Active: 10
[
]Recovery: 5
[]Advantage on Hit: -1
[
]Advantage on Block: -2
[/LIST]

Discussion & Notes

Spoiler

[LIST]
[]Standing L has a good amount of priority.
[
]You can link crouching L from standing L
[]has a decent AA hit-box, but the lower portion is garbage. Stick to crouching L for pressure instead. Also make use of Trial crouching normals into paper for frame traps as well
[
]Standing L hits Dante out of his teleport and it can hit Strider out of Vajra
[/LIST]

Turnabout Mode

Spoiler

Attack Data:
[LIST]
[]Hits: 1
[
]Damage: 39,600
[]Meter Gain: 316
[/LIST]
Frame Data:
[LIST]
[
]Startup: 5
[]Active: 9
[
]Recovery: 4
[]Advantage on Hit: 3
[
]Advantage on Block: +2
[/LIST]

Discussion & Notes

Spoiler

[LIST]
[]In Turnabout mode, standing :l: is positive on block
[
]It retains its short range
[/LIST]

Properties for :m:

Investigation & Trial Mode

Spoiler

Attack Data:
[LIST]
[]Hits: 1
[
]Damage: 50,000
[]Meter Gain: 400
[/LIST]
Frame Data:
[LIST]
[
]Startup: 8
[]Active: 10
[
]Recovery: 13
[]Advantage on Hit: -4
[
]Advantage on Block: -5
[/LIST]

Discussion & Notes

Spoiler

[LIST]
[]It’s quite similar to standing L only that it’s slower but it has a larger hitbox
[
]It can be used as an anti air like Standing L
[/LIST]

Turnabout Mode

Spoiler

Attack Data:
[LIST]
[]Hits: 1
[
]Damage: 60,000
[]Meter Gain: 480
[/LIST]
Frame Data:
[LIST]
[
]Startup: 7
[]Active: 9
[
]Recovery: 11
[]Advantage on Hit: +1
[
]Advantage on Block: 0
[/LIST]

Discussion & Notes

Spoiler

[LIST]
[*]Standing M is faster and neutral on block plus, it’s positive on hit
[/LIST]

Properties for :h:

Investigation Mode

Spoiler

Attack Data:
[LIST]
[]Hits: 1
[
]Damage: 60,000
[]Meter Gain: 480
[/LIST]
Frame Data:
[LIST]
[
]Startup: 12
[]Active: 10
[
]Recovery: 17
[]Advantage on Hit: -3
[
]Advantage on Block: -4
[/LIST]

Discussion & Notes

Spoiler

[LIST]
[]Surprisingly, this is safer than Standing M
[
]The hitbox of this attack is enormous covering the whole area of Wright (The upper part)
[]This can be used as an okay anti air
[
]Characters can’t grab you due to the hitbox however, characters with long ranged command grabs can grab you
[/LIST]

Trial Mode

Spoiler

Attack Data:
[LIST]
[]Hits: 1
[
]Damage: 70,000
[]Meter Gain: 560
[/LIST]
Frame Data:
[LIST]
[
]Startup: 9
[]Active: 9
[
]Recovery: 19
[]Advantage on Hit: -4
[
]Advantage on Block: -5
[/LIST]

Discussion & Notes

Spoiler

[LIST]
[]It’s similar to Wright’s standing L and M
[
]Has a pretty good vertical hitbox making it a decent anti air
[*]If you press H again, an illuminating point will appear which deals 80,000 damage
[/LIST]

Turnabout Mode

Spoiler

Attack Data:
[LIST]
[]Hits: 1
[
]Damage: 132,600
[]Meter Gain: 1056
[/LIST]
Frame Data:
[LIST]
[
]Startup: 12
[]Active: 10
[
]Recovery: 11
[]Advantage on Hit: —
[
]Advantage on Block: +4
[/LIST]

Discussion & Notes

Spoiler

[LIST]
[]This attack can nullify projectiles
[
]You can chain standing H 5 or 6 times
[]To get a full meter you need to gain 10 000 meter points. The fingers of doom do a good job here making 1/10th of a bar just by themselves
[
]This attack is great against those air dash happy players and dive kicks.
[]This is the best attack to use once the character/enemy does an aerial attack. Quickly use Wright’s ground H to outprioritize any attack
[
]If it gets chicken blocked, follow up paperwork to make it safe
[/LIST]

Properties for :s:

Investigation & Trial Mode

Spoiler

Attack Data:
[LIST]
[]Hits: 1
[
]Damage: 100,000
[]Meter Gain: 800
[/LIST]
Frame Data:
[LIST]
[
]Startup: 10
[]Active: 4
[
]Recovery: 22
[]Advantage on Hit: —
[
]Advantage on Block: -3
[/LIST]

Discussion & Notes

Spoiler

[LIST]
[]This attack launches
[
]This is Wright’s longest reaching normal before turnabout mode
[]You can cancel launcher into Maya Shield or straight into evidence collecting. You still only get one piece against characters who can teleport to you, but it may be more helpful against certain characters than using the hard knockdown to get evidence.
[
]S is a decent anti-air. It’s -3 on block and + 3 on block in TA Mode. I think it’s a pretty good way to keep your moves safe. The animation lasts longer than the required recovery frames, so if you hold back after S, the recovery animation will cut short and you are able to block.
[*]Also, one more thing, standing S is -3 on block outside of TA mode. That’s pretty damn safe, especially since it seems to push people out of throw range. The only character I know with a 3 frame normal is Ammy, and it might be to far to connect? Plus, it’s probably pretty tough to perfectly time a normal to counteract it. Interesting, especially since the wind from the sneeze is a detached hit-box. Could this be Wright’s standard mid-range poke (the only thing he really seems to be lacking, imo; Hold It is good but slow, damage and assists decent, etc)
[/LIST]

Turnabout Mode

Spoiler

Attack Data:
[LIST]
[]Hits: 1
[
]Damage: 120,000
[]Meter Gain: 960
[/LIST]
Frame Data:
[LIST]
[
]Startup: 9
[]Active: 4
[
]Recovery: 18
[]Advantage on Hit: —
[
]Advantage on Block: 3
[/LIST]

Discussion & Notes

Spoiler

[LIST]
[*]Once Wright reaches Turnabout mode, his launcher or standing S becomes surprisingly positive on block
[/LIST]

Normals - Crouching LMHS
Properties for :l:

Investigation & Trial Mode

Spoiler

Attack Data:
[LIST]
[]Hits: 1
[
]Damage: 33,000
[]Meter Gain: 264
[/LIST]
Frame Data:
[LIST]
[
]Startup: 7
[]Active: 10
[
]Recovery: 6
[]Advantage on Hit: -2
[
]Advantage on Block: -3
[/LIST]

Discussion & Notes

Spoiler

[LIST]
[]This attack hits low
[
]You can chain standing L from crouching L
[]You’ll be using Wright’s crouching attacks for pressuring
[
]The range of this attack is ass but it’s deceiving
[]There are smart ways on how to use this attack
[
]Using this attack can make Wright avoid attacks such as Doom’s plasma beam or Dorm’s forward heavy. Although, low hitting attacks like Deadpool’s trigger happy light (Grounded) cannot be avoided.
[/LIST]

Turnabout Mode

Spoiler

Attack Data:
[LIST]
[]Hits: 1
[
]Damage: 39,600
[]Meter Gain: 316
[/LIST]
Frame Data:
[LIST]
[
]Startup: 6
[]Active: 9
[
]Recovery: 5
[]Advantage on Hit: +2
[
]Advantage on Block: +1
[/LIST]

Discussion & Notes

Spoiler

[LIST]
[]It’s now positive on block
[
]Refer to the notes regarding trial and investigation crouching L. Basically, its still the same.
[*]Don’t be afraid to throw it out up close. Use it in block strings (Pretty much like all of his normals
[/LIST]

Properties for :m:

Investigation Mode

Spoiler

Attack Data:
[LIST]
[]Hits: 1
[
]Damage: 45,000
[]Meter Gain: 360
[/LIST]
Frame Data:
[LIST]
[
]Startup: 9
[]Active: 10
[
]Recovery: 15
[]Advantage on Hit: -6
[
]Advantage on Block: -7
[/LIST]

Discussion & Notes

Spoiler

[LIST]
[]This attack DOES NOT hit low
[
]The range of the attack, like crouching L, is deceiving but its still ass
[*]Like crouching L, you’ll use this attack for pressuring
[/LIST]

Trial Mode

Spoiler

Attack Data:
[LIST]
[]Hits: 1
[
]Damage: 55,000
[]Meter Gain: 440
[/LIST]
Frame Data:
[LIST]
[
]Startup: 8
[]Active: 10
[
]Recovery: 13
[]Advantage on Hit: -4
[
]Advantage on Block: -5
[/LIST]

Discussion & Notes

Spoiler

[LIST]
[]This attack still DOES NOT hit low
[
]The range of the attack is significantly larger than his investigation’s crouching M
[*]After using standing/crouching L, you might want to follow up crouching M instead of standing M for more damage
[/LIST]

Turnabout Mode

Spoiler

Attack Data:
[LIST]
[]Hits: 1
[
]Damage: 66,000
[]Meter Gain: 528
[/LIST]
Frame Data:
[LIST]
[
]Startup: 7
[]Active: 9
[
]Recovery: 11
[]Advantage on Hit: +1
[
]Advantage on Block: 0
[/LIST]

Discussion & Notes

Spoiler

[LIST]
[]This attack still… DOES NOT hit low
[
]It’s now neutral on block and positive on hit
[]You won’t be using this move that much in turnabout mode due to its short range and its inability to hit low
[
]Don’t be afraid to throw it out up close. Use it in block strings (Pretty much like all of his normals
[/LIST]

Properties for :h:

Investigation Mode

Spoiler

Attack Data:
[LIST]
[]Hits: 2
[
]Damage: 59,700
[]Meter Gain: 520
[/LIST]
Frame Data:
[LIST]
[
]Startup: 11
[]Active: 12
[
]Recovery: 18
[]Advantage on Hit: —
[
]Advantage on Block: 0
[/LIST]

Discussion & Notes

Spoiler

[LIST]
[]The range of this attack is extremely deceiving but then again, still ass
[
]The attack does soft knockdown
[]The attack also hits low
[
]Will be used for pressuring opponent like I said with all the crouching attacks. Surprisingly, this attack is neutral on block.
[]Using this attack can make Wright avoid attacks such as Doom’s plasma beam or Dorm’s forward heavy. Although, low hitting attacks like Deadpool’s trigger happy light (Grounded) cannot be avoided.
[
]This is really good against those who harass Maya’s shield. It has somewhat long range and it does 2 hits thus, it breaks through armor easily
[/LIST]

Trial Mode

Spoiler

Attack Data:
[LIST]
[]Hits: 1
[
]Damage: 65,000
[]Meter Gain: 520
[/LIST]
Frame Data:
[LIST]
[
]Startup: 10
[]Active: 10
[
]Recovery: 16
[]Advantage on Hit: -2
[
]Advantage on Block: -3
[/LIST]

Discussion & Notes

Spoiler

[LIST]
[]This attack DOES NOT hit low
[
]It can be used as an anti air since the hit box extends ABOVE Wright
[*]Pressing H against will follow up the move “Note scribbling” which deals 60,000 damage.
[/LIST]

Turnabout Mode

Spoiler

Attack Data:
[LIST]
[]Hits: 1
[
]Damage: 132,600
[]Meter Gain: 1056
[/LIST]
Frame Data:
[LIST]
[
]Startup: 11
[]Active: 10
[
]Recovery: 12
[]Advantage on Hit: —
[
]Advantage on Block: +3
[/LIST]

Discussion & Notes

Spoiler

[LIST]
[]This attack still DOES NOT hit low :frowning:
[
]This attack wall bounces
[]This attack also nullifies projectiles
[
]In level 2 or 3 XF, you can keep using this attack against the opponent in the corner for an infinite or loop.
[/LIST]

Normals - Air LMHS
Properties for :l:

Investigation & Trial Mode

Spoiler

Attack Data:
[LIST]
[]Hits: 1
[
]Damage: 35,000
[]Meter Gain: 280
[/LIST]
Frame Data:
[LIST]
[
]Startup: 7
[]Active: 10
[
]Recovery: 7
[]Advantage on Hit: +11
[
]Advantage on Block: +10
[/LIST]

Discussion & Notes

Spoiler

[LIST]
[]This attack hits high
[
]Honestly, I’ve never seen anyone even used this move so there’s not much to say about it
[/LIST]

Turnabout Mode

Spoiler

Attack Data:
[LIST]
[]Hits: 1
[
]Damage: 42,000
[]Meter Gain: 336
[/LIST]
Frame Data:
[LIST]
[
]Startup: 6
[]Active: 9
[
]Recovery: 6
[]Advantage on Hit: +13
[
]Advantage on Block: +12
[/LIST]

Discussion & Notes

Spoiler

[LIST]
[*]Despite its buffs during Turnabout mode, it’s still pretty useless
[/LIST]

Properties for :m:

Investigation & Trial Mode

Spoiler

Attack Data:
[LIST]
[]Hits: 1
[
]Damage: 50,000
[]Meter Gain: 400
[/LIST]
Frame Data:
[LIST]
[
]Startup: 9
[]Active: 10
[
]Recovery: 16
[]Advantage on Hit: +17
[
]Advantage on Block: +16
[/LIST]

Discussion & Notes

Spoiler

[LIST]
[]This attack hits high
[
]Usually only used in combos so then again, nothing much to say
[*]There are better options for high/low set ups like Wright’s turnabout jumping H and jumping S which is why you really shouldn’t use this move in set ups like that.
[/LIST]

Turnabout Mode

Spoiler

Attack Data:
[LIST]
[]Hits: 1
[
]Damage: 60,000
[]Meter Gain: 480
[/LIST]
Frame Data:
[LIST]
[
]Startup: 8
[]Active: 9
[
]Recovery: 13
[]Advantage on Hit: +19
[
]Advantage on Block: +18
[/LIST]

Discussion & Notes

Spoiler

[LIST]
[*]You’re still gonna use this in combos only. Lol.
[/LIST]

Properties for :h:

Investigation Mode

Spoiler

Attack Data:
[LIST]
[]Hits: 1
[
]Damage: 60,000
[]Meter Gain: 480
[/LIST]
Frame Data:
[LIST]
[
]Startup: 11
[]Active: 10
[
]Recovery: 18
[]Advantage on Hit: +19
[
]Advantage on Block: +18
[/LIST]

Discussion & Notes

Spoiler

[LIST]
[]This attack hits high
[
]The hitbox, like its standing version, is incredible making it a good anti air
[]Characters cannot air grab you however, characters with long ranged air ok grabs or anti air grabs can grab Wright easily
[
]j. H in investigation mode has wrights upper body covered but his legs are a vulnerable hurtbox.
[]The fact that this attack is wright’s only crossup makes it a risky but effective air to ground.
[
]You can apply the same unblockable mentioned for trial mode’s j. h to investigation mode’s j. h, and turnabout’s j.h can set up the same unblockable midscreen.
[/LIST]

Trial Mode

Spoiler

Attack Data:
[LIST]
[]Hits: 1
[
]Damage: 60,000
[]Meter Gain: 480
[/LIST]
Frame Data:
[LIST]
[
]Startup: 9
[]Active: 10
[
]Recovery: 18
[]Advantage on Hit: +19
[
]Advantage on Block: +17
[/LIST]

Discussion & Notes

Spoiler

[LIST]
[]This attack hits high
[
]Usually not used outside combos so there’s not much to say
[]Pressing H again will make Wright do “Just a little more” which deals 70,000 damage
[
]It is possible to create an unblockable with Wright using Maya’s super by using an j.H. This can be comboed into Objection. JumpingH makes people float higher, making it easier to land the s.H -> H -> Objection.
[/LIST]

Turnabout Mode

Spoiler

Attack Data:
[LIST]
[]Hits: 1
[
]Damage: 132,000
[]Meter Gain: 1056
[/LIST]
Frame Data:
[LIST]
[
]Startup: 12
[]Active: 10
[
]Recovery: 11
[]Advantage on Hit: —
[
]Advantage on Block: +23
[/LIST]

Discussion & Notes

Spoiler

[LIST]
[]This attack hits high
[
]This attack ground bounces
[]This attack nullifies projectiles
[
]Pretty much the attack you’ll be spamming when you’re rushing down or chipping your opponent.
[*]In turnabout mode, this is the best attack to use in high/low set ups thanks to its long range
[/LIST]

Properties for :s:

Investigation & Trial Mode

Spoiler

Attack Data:
[LIST]
[]Hits: 1
[
]Damage: 70,000
[]Meter Gain: 560
[/LIST]
Frame Data:
[LIST]
[
]Startup: 11
[]Active: 4
[
]Recovery: 26
[]Advantage on Hit: +20
[
]Advantage on Block: +18
[/LIST]

Discussion & Notes

Spoiler

[LIST]
[]This attack hits high
[
]This attack is Wright’s air combo finisher
[*]Wright’s best option as a high attack in high/low set ups since it has long range and good amount of stun
[/LIST]

Turnabout Mode

Spoiler

Attack Data:
[LIST]
[]Hits: 1
[
]Damage: 84,000
[]Meter Gain: 672
[/LIST]
Frame Data:
[LIST]
[
]Startup: 10
[]Active: 4
[
]Recovery: 21
[]Advantage on Hit: +21
[
]Advantage on Block: +20
[/LIST]

Discussion & Notes

Spoiler

[LIST]
[*]In turnabout mode, it becomes more useful however… it is overshadowed by Wright’s new jumping H which is better than his jumping S in every way
[/LIST]

[LEFT]Normals - Forward/Back Throws (Ground/Air) :f::h: or :b::h: near an opponent[/LEFT]

Investigation, Trial & Turnabout Mode

Spoiler

Attack Data:
[LIST]
[]Hits: 1
[
]Damage: 80,000
[]Meter Gain: 800
[/LIST]
Frame Data:
[LIST]
[
]Startup: 1
[*]Active: 1
[/LIST]

Discussion & Notes

Spoiler

[LIST]
[]You’ll be finding yourself using this surprisingly often since Wright’s normals (Excluding some of them) suck
[
]If you can’t open up an opponent in turnabout mode, throw them instead
[*]You can combo off his forward throw/air throw. I’m not sure about the back throw/air throw. In fact, with the right evidence, you can use forward throw then s.H to H to objection
[/LIST]

Normals - Ground Dash :f::f: or :b::b: or :atk::atk:

Discussion & Notes

Spoiler

[LIST]
[]Overall, a sucky dash even in turnabout mode. Wright’s dash distance is extremely short and its the worst in the game
[
]Wavedashing can slightly help Wright move around but its still ineffective due to Wright’s horrible dash distance.
[/LIST]

Command Normals - Slip-Up :f::m:

Investigation & Trial Mode

Spoiler

Attack Data:
[LIST]
[]Hits: 1
[
]Damage: 60,000
[]Meter Gain: 480
[/LIST]
Frame Data:
[LIST]
[
]Startup: 25
[]Active: 4
[
]Recovery: 32
[]Advantage on Hit: —
[
]Advantage on Block: -13
[/LIST]

Discussion & Notes

Spoiler

[LIST]
[]Investigation Wright gets H-M-Maya!? off a Slip Up into a combo… (corner only)
[
]This attack hits high by the way
[]Not sure how well known this is but if Maya’s super gets blocked in the corner you can do Slip-up near the end for an unblockable. Yeah, it’s fairly well known, the problem is that you really can’t do much of anything after that. It’s neat, but not really worth the bar and the effort.
[
]Also, along with that constant pressure, high low mixups are pretty simple with PW. Just need an assist to allow you to continue off the 6M overhead.
[]Also, overhead damage optimization. Slip-Up xx Switch to Investigation (confirm), call Maya plus assist, launch into air combo, land into Judge (DHC if necessary). Raw judge is about 500k - 550k depending on the assist.
[
]Slip up is good for ending combos with to grab evidence during the hard knockdown. End pw combos with slip up, search, mode swap, judge hammer.
[]It’s possible to feign the :f::m: overhead by canceling into something before the overhead lands, it takes a while to get the timing down (When both his legs are up in the air) but it should help make Wright more deceiving especially with certain assists. Though this is risky if the opponent likes to mash or anticipates it.
[
]You can cancel slip up to S to make the attack a little more safe.
[/LIST]

Turnabout Mode

[details=Spoiler]Attack Data:
[LIST]
[]Hits: 1
[
]Damage: 72,000
[]Meter Gain: 575
[/LIST]
Frame Data:
[LIST]
[
]Startup: 21
[]Active: 4
[
]Recovery: 27
[]Advantage on Hit: —
[
]Advantage on Block: -5
[/LIST]
[/details]

Discussion & Notes

Spoiler

[LIST]
[*]You can cancel slip up to S to make the attack completely safe. Also, you can use paperwork (Light) or break the witness.
[/LIST]

Command Normals - Questioning :f::h: in investigation mode

Investigation Mode

Spoiler

Attack Data:
[LIST]
[]Hits: 1
[
]Damage: 70,000
[]Meter Gain: 560
[/LIST]
Frame Data:
[LIST]
[
]Startup: 20
[]Active: 13
[
]Recovery: 28
[]Advantage on Hit: -17
[
]Advantage on Block: -18
[/LIST]

Discussion & Notes

Spoiler

[LIST]
[]If you land hold it 4 times on block or just simply hit confirming it and THEN you land (Hit confirm ONLY) the 5th hold it, the opponent will be dizzied. (The reason is explained at the note at the end of the command normals section)
[
]This attack fills up 25% of the hidden stun meter
[]You should just use it basically in combos for more damage.
[
]Avoid using this even and especially on block. It’s highly punishable unless you follow up the maya hyper quickly. However, if you already landed 5 hold its (In investigation), you can throw this out on the opponent without fear. Just be wary of the punishable start up. Oh and also, it’s negative on block.
[/LIST]

Command Normals - Air Questioning Jumping :d::h: in investigation mode

Investigation Mode

Spoiler

Attack Data:
[LIST]
[]Hits: 1
[
]Damage: 70,000
[]Meter Gain: 560
[/LIST]
Frame Data:
[LIST]
[
]Startup: 20
[]Active: 13
[
]Recovery: 28
[]Advantage on Hit: +9
[
]Advantage on Block: +8
[/LIST]

Discussion & Notes

Spoiler

[LIST]
[]If you land hold it 3 times on block or just simply hit confirming it and THEN you land (Hit confirm ONLY) the 4th hold it, the opponent will be dizzied. (The reason is explained at the note at the end of the command normals section)
[
]This attack fills up 25% of the hidden stun meter
[*]“Hold It” looks like the main poke you want to use, since it can be special cancelled (I don’t know why this should be known since Wright has no air OK specials) and builds stun on guard.
[/LIST]

Command Normals - Illuminating Point :h: after connecting with trial standing :h:

Trial Mode

Spoiler

Attack Data:
[LIST]
[]Hits: 1
[
]Damage: 80,000
[]Meter Gain: 640
[/LIST]
Frame Data:
[LIST]
[
]Startup: 10
[]Active: 7
[
]Recovery: 18
[]Advantage on Hit: +6
[
]Advantage on Block: -2
[/LIST]

Discussion & Notes

Spoiler

[LIST]
[]This attack can be jump cancelled
[
]The 2nd part of standing H is chainable into objection, but it lacks range and it does not hit most crouchers at all. Use Paperwork L to pick up crouchers.
[/LIST]

Command Normals - Note Scribbling Crouching :h: after connecting with trial crouching :h:

Trial Mode

Spoiler

Attack Data:
[LIST]
[]Hits: 1
[
]Damage: 60,000
[]Meter Gain: 480
[/LIST]
Frame Data:
[LIST]
[
]Startup: 12
[]Active: 4
[
]Recovery: 20
[]Advantage on Hit: —
[
]Advantage on Block: -1
[/LIST]

Discussion & Notes

Spoiler

[LIST]
[]S or launcher can be followed up
[
]This attack does soft knockdown
[]This attack hits low so if players know that Wright’s crouching attacks excluding L cannot hit low, press crouching H from crouching H to hit low to trick them. Unless they know this hits low then don’t bother using this.
[
]Note Scribbling is very useful since it allows you to combo into Objection on the ground against any character since it sweeps them off the floor. Note Scribbling -> Paperwork Low L -> H -> H -> Objection.
[*]Note scribbling is actually pretty good for block strings since it’s only -1 on block.
[/LIST]

Command Normals - "Just a Little More…!" Jumping :h: after connecting with jumping :h:

Trial Mode

Spoiler

Attack Data:
[LIST]
[]Hits: 1
[
]Damage: 70,000
[]Meter Gain: 560
[/LIST]
Frame Data:
[LIST]
[
]Startup: 11
[]Active: 10
[
]Recovery: 16
[]Advantage on Hit: +19
[
]Advantage on Block: +18
[/LIST]

Discussion & Notes

Spoiler

[LIST]
[*]Nothing special really. It basically leads you to do MHHS instead of MMHS or MMHHS for more damage
[/LIST]

Command Normals - Cross-Examination :f::h: in Trial mode

Trial Mode

Spoiler

Attack Data:
[LIST]
[]Hits: 1
[
]Damage: 70,000
[]Meter Gain: 560
[/LIST]
Frame Data:
[LIST]
[
]Startup: 20
[]Active: 13
[
]Recovery: 28
[]Advantage on Hit: -17
[
]Advantage on Block: -18
[/LIST]

Discussion & Notes

Spoiler

[LIST]
[]The stun from Hold It/Objection hits even if they block it, at least in training mode. What I mean is if the opponent blocks 3 hold its in a row but is then hit by the last one he will still go into a stun state. Also if you pause the game on the hit when it’s going to stun but they block it, you get the dizzy noise looped while its paused. The reason it dizzies is explained at the end of the command normals section
[
]This attack fills up 45% of the hidden stun meter
[*]Without 3 evidence, this attack is pretty much used to add damage in trial combos
[/LIST]

Command Normals - Air Cross-Examination Jumping :d::h: in Trial mode

Trial Mode

Spoiler

Attack Data:
[LIST]
[]Hits: 1
[
]Damage: 70,000
[]Meter Gain: 560
[/LIST]
Frame Data:
[LIST]
[
]Startup: 20
[]Active: 13
[
]Recovery: 28
[]Advantage on Hit: +9
[
]Advantage on Block: +8
[/LIST]

Discussion & Notes

Spoiler

[LIST]
[]Anytime Trial Wright gets a hit, you should tack on at least one Hold It to push the stun up.
[
]Hold It looks like the most important part of PW close range pressure, as enough stacked can easily lead to death with a damaging DHC combo. Jump back Hold It -> S seems to be a good poking tool with the recovery being swapped with the S for a much safer poke.
[]Hold It seems to be the key to damage with Trial Wright. By poking with one or two and keeping the opponent’s stun gauge up, you can easily tack on additional hits past the deterioration point of most combos, then land a Hold It for the stun, launch and continue into Judge for over 600k + for one meter easy. Also possible to throw three Hold Its in a combo and do good damage from there. Find a way to add an assist near the end for more hits and the final Hold It.
[
]The stun from Hold It/Objection hits even if they block it, at least in training mode. What I mean is if the opponent blocks 3 hold its in a row but is then hit by the last one he will still go into a stun state. Also if you pause the game on the hit when it’s going to stun but they block it, you get the dizzy noise looped while its paused.
[*]This attack fills up 45% of the hidden stun meter.
[/LIST]

Command Normals - Bridge to Turnabout :f::h:

Trial Mode

Spoiler

Attack Data:
[LIST]
[]Hits: 1
[
]Damage: 100,000
[]Meter Gain: 800
[/LIST]
Frame Data:
[LIST]
[
]Startup: 27
[]Active: 20
[
]Recovery: 24
[]Advantage on Hit: +25
[
]Advantage on Block: -11
[/LIST]

Discussion and notes

Spoiler

[LIST]
[]Landing this attack will change Wright into Turnabout mode
[
]OBJECTION! is one of the worst normals ever. It’s just awful. Incredibly long start up, incredibly punishable on block and it just sucks. The worst part is that you have to land this move to get into Turnabout mode
[]You’re better off using TAC or DHC
[
]Fun fact, you can hit assists with objection. It’s one of the quicker ways to get into turnabout mode.
[/LIST]

****Command Normals - Air Bridge to Turnabout ****:d::h: [SIZE=4]with 3 good evidences[/SIZE]

Trial Mode

Spoiler

Attack Data:
[LIST]
[]Hits: 1
[
]Damage: 100,000
[]Meter Gain: 800
[/LIST]
Frame Data:
[LIST]
[
]Startup: 27
[]Active: 20
[
]Recovery: 24
[]Advantage on Hit: +25
[
]Advantage on Block: +8
[/LIST]

Discussion & Notes

Spoiler

[LIST]
[]Landing this leads to Turnabout mode, Wright’s ultimate mode
[
]Usually, most players tend to spam this attack (Bunny hopping + Objection) because it’s not as punishable as the grounded version
[]Avoid super jumping with this because once you use objection in the air, you will be rendered helpless or you can’t do anything until you land
[
]You can combo this after launcher or S
[]You can also land this during team aerial combos
[
]Like I said in the discussion regarding grounded bridge to the turnabout, you can land the objection on the assist.
[/LIST]

Command Normals - Pursuit :f::h:

Turnabout Mode

Spoiler

Attack Data:
[LIST]
[]Hits: 1
[
]Damage: 120,000
[]Meter Gain: 960
[/LIST]
Frame Data:
[LIST]
[
]Startup: 17
[]Active: 17
[
]Recovery: 18
[]Advantage on Hit: +1
[
]Advantage on Block: 0
[/LIST]

Discussion & Notes

Spoiler

[LIST]
[]If you land objection it 1 time on block or just simply hit confirming it and THEN you land (Hit confirm ONLY) the 2nd hold it, the opponent will be dizzied. (The reason is explained at the note at the end of the command normals section)
[
]This attack fills up 65% of the hidden stun meter
[*]I don’t see much Wright players use this outside combos. Still, it’s obviously better than bridge to the turnabout or any of his bubble speech attacks since it’s faster and less punishable
[/LIST]

****Command Normals - Air Pursuit ****[SIZE=4]Jumping:d::h:[/SIZE]

Turnabout Mode

Spoiler

Attack Data:
[LIST]
[]Hits: 1
[
]Damage: 120,000
[]Meter Gain: 960
[/LIST]
Frame Data:
[LIST]
[
]Startup: 17
[]Active: 17
[
]Recovery: 18
[]Advantage on Hit: +12
[
]Advantage on Block: +11
[/LIST]

Discussion & Notes

Spoiler

[LIST]
[]If you land objection it 1 time on block or just simply hit confirming it and THEN you land (Hit confirm ONLY) the 2nd hold it, the opponent will be dizzied. (The reason is explained at the note at the end of the command normals section)
[
]This attack fills up 65% of the hidden stun meter
[]You can loop air objection in turnabout mode thanks to its advantage on hit and it’s short start up and recovery. You can do it thrice. Sometimes, it’s only done twice if you land too much hits at the start (Around above 3 hits from what I remember).
[
]The input of the air objection loop : s.S->j.M->j.M->j.H->j.2H->Land->s.S (Relaunch)
[/LIST]

**NOTE - A note about Questioning, Air Questioning, Cross-Examination, Air Cross-Examination, Pursuit, and Air Pursuit: these moves build up an invisible “stun meter” whenever it connects against an opponent, hit or blocked. As long as the opponent avoids getting hit by or blocking another one of these attacks, the stun meter begins to slowly drain. If one of the above 6 moves hits the opponent and the stun meter fills up, they will go into the dizzy animation. However, if the opponent blocks one of the 6 moves and the stun meter fills up, the meter resets to zero and you have to start all over again and the opponent escapes the dizzy. **- Note taken from UMvC 3 SRK wiki

The Basics – Specials

Specials - Investigate :s:+:atk:

Investigation Mode

Spoiler

Attack Data:
[LIST]
[]Hits: —
[
]Damage: —
[]Meter Gain: —
[/LIST]
Frame Data:
[LIST]
[
]Startup: 30
[]Active: —
[
]Recovery: 5
[]Advantage on Hit: —
[
]Advantage on Block: —
[/LIST]

Discussion & Notes

Spoiler

[LIST]
[]Phoenix Wright’s set of evidence are decided at the start of the match. They’re also mode based. Online and offline seem to have two entirely different sets of randomization for evidence. Online, Wrights will always or nearly always get the same pieces, and when fighting the same opponent in repeated matches, Wright will get the same evidence repeatedly. I fought someone the other night, 13 matches, 7 of which were Wright matches. Every match with Wright, I’d gather Cell Phone - Servbot - Steel Samurai Figure. Gathering them in different slots didn’t seem to matter, I was still ending up with those three. Also, timing didn’t matter: spacing the evidence collection throughout the match or picking them all up immediately gave the same pieces.
[
]Wright’s evidence are frame-based
[]Investigating may give a good or bad evidence or meat
[
]Bad evidence is basically a huge hinderance to Wright’s gameplan
[]Meat is either a good or bad thing. It usually saves lives because red health is pretty huge in this game. It’s bad if you don’t even have much red health and you even get the meat. X-factor does not affect the amount of poins meat can recover
[
]Finding evidence is really fast, you can get all three in under a second.
[]Can cancel out of it. Don’t get greedy.
[
]Cover Wright with assists and investigate (slowly, as I said, being too greedy means you lose)
[]With any investigation combo that uses Maya as a relaunch, you can use the plinking technique to get a piece of evidence and still continue the combo.
[
]You can plink into Maya Shield.
[]Judge super destroys bad evidence. Keep in mind that this switches you back to investigation mode automatically too. If you have some bad evidence but happened to grab a combo, you can land, switch stances, and immediately do the judge super to get rid of it and do more damage. Although the spacing advantage is kinda questionable, kinda depends on which way you roll. Dunno if this is known yet but it needs to be shared if not.
[
]The game will not let you have three pieces of bad evidence, which means the third piece will always be meat or good evidence. I know I’ve had two pieces of bad evidence at once, but it would be interesting to see if getting evidence quicker changes the odds. Stance change -> get Wright out -> DHC into Judge super and start investigating again, great tool of getting rid of 2 pieces of bad evidence fast + for damage on opponent.
[]The thing is, “gather evidence as fast as possible” isn’t viable. The number one thing I’ve learned about Wright is that any time you get greedy, things go downhill. Only gather as much as you definitely have time for. After a knockdown, one piece. Inside Maya’s shield, two pieces. Etc.
[
]Possible to combo while picking evidence: Using Wright/Dante-jam/Doom-missiles for combo into otg missiles into team super with million dollars to go from investigation mode to either instant turnabout mode or up to 5 free evidences: [media=youtube]uoclmhWPIHM[/media]
[/LIST]

Specials - Discard on possessed evidence:s:+:atk:

Investigation Mode

Spoiler

Attack Data:
[LIST]
[]Hits: 1
[
]Damage: 70,000
[]Meter Gain: 560
[/LIST]
Frame Data:
[LIST]
[
]Startup: 12 for Good Evidence, 14 for Bad Evidence
[]Active: —
[
]Recovery: 23 for Good Evidence, 21 for Bad Evidence
[]Advantage on Hit: 0 for Good Evidence, +2 for Bad Evidence
[
]Advantage on Block: -1 for Good Evidence, +1 for Bad Evidence
[/LIST]

Discussion & Notes

Spoiler

[LIST]
[]If you get a bad evidence, throwing it away is very slow and it is useless as an attacking projectile.
[
]Cannot cancel out of move (to be verified).
[]Decent AA tool would be discard evidence, which covers the angle where an opponent would be able to normal jump over Maya(seems to be the same as vase evidence).
[
]Should use assists to cover your back or Maya’s shield. Move is unsafe.
[/LIST]

Specials - "M-Maya!?" :qcf::atk:
Properties for :l:

Investigation Mode

Spoiler

Attack Data:
[LIST]
[]Hits: —
[
]Damage: —
[]Meter Gain: —
[/LIST]
Frame Data:
[LIST]
[
]Startup: 27
[]Active: —
[
]Recovery: 13
[]Advantage on Hit: —
[
]Advantage on Block: —
[/LIST]

Discussion & Notes

Spoiler

[LIST]
[]Maya L last for 152 frames or until 250,000 damage is absorbed
[
]Maya L is very good. If she takes too many hits, she gets knocked back but she can take a lot of hits. It also appears to block hits on the other side of the shield (on her back), at one point we had Wright looking for evidence right next to her and we couldn’t hit him. She stays out for like 5 real seconds if she is not hit out of it first.
[]Maya L can however be jumped over, and characters with tele porters can just get right behind it. Be wary of this and try to keep yourself properly spaced by getting far inside her barrier as possible, since you cannot get hit from either side or top(verify). (note: in reference to Wright’s Standing L, it can beat out Dante’s teleport so if you can mash on it for a free combo)
[
]IF YOU STAND RIGHT BY MAYA YOU CANNOT GET HIT.
[]Maya L durability is nice, but the startup on both her and Phoenix are not so good. What I mean by this is that if your opponent is in your face, you’re not gonna be able to call out Maya without getting hit and combo’d on, and so the only safe time to call her is midscreen or fullscreen. However, when that happens, your opponent can see it a mile away and just JUMP OVER HER.
[
]Maya’s shield can really interrupt combos. Whenever you call her and get hit after, the attacks of the opponent will be interrupted by the interrupted by the shield. However, there is a way to counter this. The opponent can just simply launch Wright then do a simple air combo. Once the opponent lands though the combo is stopped due to Maya’s shield being there. Works usually but its better not to get hit at all and just safely use Maya’s shield from a distance
[]Since the best way to use Maya is to get as far inside her barrier as possible (this stops most jump-ins and teleports), this means Wright is extremely vulnerable to enemies walking up and grabbing him through the barrier; this is the 50/50 Wright will face when Maya’s barrier pops. While intelligent use of Maya is key, also as important is how to gather evidence without the barrier, as it pretty much gives away what you will be doing for the next five seconds. Building a team around Wright doesn’t seem absolutely necessary at this point, but it’s clear that his assists will have to provide some sort of reliable cover for spirit medium-less evidence gathering.
[
]One thing about Wright that I was hoping wouldn’t be more widely-discovered is that he can indeed be grabbed out from inside Maya’s shield. Even normal throws will get him when he’s in there. I was hoping that that one would stay somewhat unknown, but people seem to be discovering it anyway, so whatever.
[]when you call Maya (the shield), you can Team Super (crossover combination) even with only one meter during or after (when she runs off screen !) the shield animation.
[
]I think it’s pretty cool, use one meter just after the shield to get more evidences when the opponent is too close.
[]You can team super after maya otg pops the opponent up off the ground. Don’t try to team super when she hits, that won’t work, gotta time the super so that the opponent is just about to start falling back down when you press it.
[
]Perhaps you could also use it at the end of combos as an alternative to Mode Change -> Order in the Court? If you have more than one bar and a partner with a long lasting hyper it can probably allow for more time to gather evidence, too.
[*]If a character attacks Maya’s shield, the meter gain is the same as when you hit another character.
[/LIST]

Properties for :m:/:h:

Investigation Mode

Spoiler

Attack Data:
[LIST]
[]Hits: 1
[
]Damage: 68,000
[]Meter Gain: 544
[/LIST]
Frame Data:
[LIST]
[
]Startup: 40
[]Active: —
[
]Recovery: 10
[]Advantage on Hit: —
[
]Advantage on Block: +15
[/LIST]

Discussion & Notes

Spoiler

[LIST]
[]This attack does hard knockdown
[
]This attack hits off the ground
[]This attack hits low
[
]All Maya attacks have long recovery because she always does poses and slowly walks away after doing what she was called to do. She can’t be called again until she is off-screen. In one occasion we used her slide and then walked back along her and it took forever for her to disappear and be usable again.
[]All Maya attacks can be canceled into.
[
]With any investigation combo that uses Maya as a relaunch, you can use the plinking technique to get a piece of evidence and still continue the combo.
[]With the use of a lockdown assist (like Jam Session, hidden missiles or land mine), if you can get the opponent to block for the full duration of the assist, you can call Maya Shield and collect three pieces of evidence against characters like Magneto who can normally tri-jump over Maya and get PW easily.
[
]There have been times where I didn’t get hit when Maya gets knocked away, and there have been other times where I do. Heck, unless my eyes were deceiving me I could have sworn that the attack that hits both me and Maya actually does 0 damage, although I still go through hit-stun.
[]IIRC Maya can OTG off of any throws, but Wright himself can combo off them without her in the corner.
[
]Maya doesn’t interact with other hitboxes in the game during M-Maya M/H and her super, giving her what’s basically infinite priority.
[*]Maya can crossover the opponent if the rolls forward, some examples where you can use this is after an overhead ( :f::m:) collect two evidence and call Maya, or after a standard ground to air combo collect one evidence then call Maya.
[/LIST]

Specials - Mode Change :d::d::s:

Investigation & Trial Mode

Spoiler

[LIST]
[*]Whole move takes 20 frames
[/LIST]

Discussion & Notes

Spoiler

[LIST]
[]Switches Wright into trial or investigation mode depending on what mode/stance he’s in
[
]Mode change cannot be done once Wright reaches turnabout mode
[*]You’ll be doing this a lot in investigation combos if the combo in investigation mode ends with the judge hyper. You’ll have to master switching in the middle of combos.
[/LIST]

Specials - Paperwork (High) :qcf::atk:
Properties for :l:

Trial Mode

Spoiler

Attack Data:
[LIST]
[]Hits: 3
[
]Damage: 35,000 x 3
[]Meter Gain: 280 x 3
[/LIST]
Frame Data:
[LIST]
[
]Startup: 15
[]Active: —
[
]Recovery: 25
[]Advantage on Hit: +8
[
]Advantage on Block: +7
[/LIST]

Turnabout Mode

Spoiler

Attack Data:
[LIST]
[]Hits: 9
[
]Damage: 183,000
[]Meter Gain: 2160
[/LIST]
Frame Data:
[LIST]
[
]Startup: 14
[]Active: —
[
]Recovery: 20
[]Advantage on Hit: +17
[
]Advantage on Block: +16
[/LIST]

Properties for :m:

Trial Mode

Spoiler

Attack Data:
[LIST]
[]Hits: 3
[
]Damage: 35,000 x 3
[]Meter Gain: 280 x 3
[/LIST]
Frame Data:
[LIST]
[
]Startup: 20
[]Active: —
[
]Recovery: 25
[]Advantage on Hit: +8
[
]Advantage on Block: +7
[/LIST]

Turnabout Mode

Spoiler

Attack Data:
[LIST]
[]Hits: 9
[
]Damage: 183,000
[]Meter Gain: 2160
[/LIST]
Frame Data:
[LIST]
[
]Startup: 18
[]Active: —
[
]Recovery: 21
[]Advantage on Hit: +16
[
]Advantage on Block: +15
[/LIST]

Properties for :h:

Trial Mode

Spoiler

Attack Data:
[LIST]
[]Hits: 4
[
]Damage: 35,000 x 4
[]Meter Gain: 280 x 4
[/LIST]
Frame Data:
[LIST]
[
]Startup: 30
[]Active: —
[
]Recovery: 20
[]Advantage on Hit: +8
[
]Advantage on Block: +7
[/LIST]

Turnabout Mode

Spoiler

Attack Data:
[LIST]
[]Hits: 12
[
]Damage: 214,000
[]Meter Gain: 2880
[/LIST]
Frame Data:
[LIST]
[
]Startup: 26
[]Active: —
[
]Recovery: 16
[]Advantage on Hit: +25
[
]Advantage on Block: +24
[/LIST]

Discussion & Notes

Spoiler

[LIST]
[]The durability on the paper is fairly strong. It just stops every hadoken or other fireball that comes my way. It’s just so clunky that having a real piece of evidence works better unless all you have is the Vase, Cell, or Document. Though the Vase can provide cover for a while simply because of it’s execution speed and arcing angle.
[
]Since it can stop something like hadoken, it can stop Mag’s EM disruptor L since Ryu’s hadoken can stop disruptor L
[]Paperwork(High) can be used to keep them off me and sneak in dashes to attack. The papers lose against multi-hit moves like Plasma Beam. Especially with another projectile assist mixed in.
[
]L Paperwork usually works well enough and it works as a combo breaker sometimes (useful against Dante/Vergil stingers).
[/LIST]

Specials - Paperwork (Low) :qcb::atk:
Properties for :l:

Trial Mode

Spoiler

Attack Data:
[LIST]
[]Hits: 3
[
]Damage: 35,000 x 3
[]Meter Gain: 280 x 3
[/LIST]
Frame Data:
[LIST]
[
]Startup: 15
[]Active: —
[
]Recovery: 25
[]Advantage on Hit: +8
[
]Advantage on Block: +7
[/LIST]

Turnabout Mode

Spoiler

Attack Data:
[LIST]
[]Hits: 9
[
]Damage: 183,400
[]Meter Gain: 2160
[/LIST]
Frame Data:
[LIST]
[
]Startup: 14
[]Active: —
[
]Recovery: 20
[]Advantage on Hit: +17
[
]Advantage on Block: +16
[/LIST]

Properties for :m:

Trial Mode

Spoiler

Attack Data:
[LIST]
[]Hits: 3
[
]Damage: 35,000 x 3
[]Meter Gain: 280 x 3
[/LIST]
Frame Data:
[LIST]
[
]Startup: 20
[]Active: —
[
]Recovery: 25
[]Advantage on Hit: +8
[
]Advantage on Block: +7
[/LIST]

Turnabout Mode

Spoiler

Attack Data:
[LIST]
[]Hits: 9
[
]Damage: 183,400
[]Meter Gain: 2160
[/LIST]
Frame Data:
[LIST]
[
]Startup: 14
[]Active: —
[
]Recovery: 21
[]Advantage on Hit: +16
[
]Advantage on Block: +15
[/LIST]

Properties for :h:

Trial Mode

Spoiler

Attack Data:
[LIST]
[]Hits: 4
[
]Damage: 35,000 x 4
[]Meter Gain: 280 x 4
[/LIST]
Frame Data:
[LIST]
[
]Startup: 30
[]Active: —
[
]Recovery: 20
[]Advantage on Hit: +8
[
]Advantage on Block: +7
[/LIST]

Turnabout Mode

Spoiler

Attack Data:
[LIST]
[]Hits: 12
[
]Damage: 214,800
[]Meter Gain: 2880
[/LIST]
Frame Data:
[LIST]
[
]Startup: 26
[]Active: —
[
]Recovery: 16
[]Advantage on Hit: +25
[
]Advantage on Block: +24
[/LIST]

Discussion & Notes

Spoiler

[LIST]
[]Really good anti air thanks to its high vertical hit box
[
]Good for picking up small characters
[]Paperwork is also really good against most assist projectiles and controls mid-range pretty well, imo.
[
]Evidence pieces (folder, vase) cause enough hit stun on an aerial opponent to allow PW to juggle with jumping H and continue into a ground loop.
[]Paperwork also causes large enough hit stun for this, and tends to linger longer than you would think.
[
]Paperwork is a great pressuring tool for Wright
[/LIST]

Specials - Press the Witness
Properties for :l:

Trial Mode

Spoiler

Attack Data:
[LIST]
[]Hits: 3
[
]Damage: 20,000 x 2 + 50,000
[]Meter Gain: 160 x 2 + 400
[/LIST]
Frame Data:
[LIST]
[
]Startup: 15
[]Active: 20(12)4
[
]Recovery: 5
[]Advantage on Hit: —
[
]Advantage on Block: +14
[/LIST]

Discussion & Notes

Spoiler

[LIST]
[]This attack does soft knockdown
[
]Avoid throwing this out since this can be easily push blocked despite Wright moving forward. It does 3 hits only so it’s not that effective for pressuring
[*]Basically, you should use this in combos only. Avoid using it if you dealt too much hits because of hitsun detirioration.
[/LIST]

Turnabout Mode

Spoiler

Attack Data:
[LIST]
[]Hits: 7
[
]Damage: 171,000
[]Meter Gain: 1632
[/LIST]
Frame Data:
[LIST]
[
]Startup: 13
[]Active: 17(11)4
[
]Recovery: 7
[]Advantage on Hit: —
[
]Advantage on Block: +14
[/LIST]

Discussion & Notes

Spoiler

[LIST]
[]This attack wall bounces
[
]Break the witness is effective on poking due to its many hits and quick start up. The recovery is also minimal and it’s very positive on block.
[]You can also use this during combos for more damage and a ton of meter gain.
[
]If the attack is whiffed, you can easily reset.
[/LIST]

Properties for :m:

Trial Mode

Spoiler

Attack Data:
[LIST]
[]Hits: 5
[
]Damage: 20,000 x 4 + 50,000
[]Meter Gain: 160 x 4 + 400
[/LIST]
Frame Data:
[LIST]
[
]Startup: 20
[]Active: 25(12)4
[
]Recovery: 5
[]Advantage on Hit: —
[
]Advantage on Block: +14
[/LIST]

Discussion & Notes

Spoiler

[LIST]
[]This attack does soft knockdown
[
]This version of Press the witness is good for poking but opponents can push block the last hit and possibly punish you. To be safe, use Paperwork instead
[]This version is also the most damaging option and meter gaining option during combos since unlike the heavy version, its start up is not slow and unlike the light version, it’s stronger. Avoid using it if your hit counter is too much.
[
]Apparently during the middle of press the witness it can destroy the hurtbox on Spencer’s :qcf::atk: and :atk:+:s: wires, you do lose your hurtbox for a while then it comes back. This will need more testing but during the middle of press the witness it has great priority that it can beat most attacks.
[*]Press the witness beats out Strider’s tigers and eagles and also RR’s claymore trap
[/LIST]

Turnabout Mode

Spoiler

Attack Data:
[LIST]
[]Hits: 12
[
]Damage: 240,600
[]Meter Gain: 2592
[/LIST]
Frame Data:
[LIST]
[
]Startup: 17
[]Active: 21(11)4
[
]Recovery: 3
[]Advantage on Hit: —
[
]Advantage on Block: +18
[/LIST]

Discussion & Notes

Spoiler

[LIST]
[]Basically, this is a much more effective, superior and buffed up version of press the witness M (Of course) so there’s nothing much to say.
[
]All version of break the witness are good for reset set ups
[/LIST]

Properties for :h:

Trial Mode

Spoiler

Attack Data:
[LIST]
[]Hits: 7
[
]Damage: 20,000 x 6 + 50,000
[]Meter Gain: 160 x 6 + 400
[/LIST]
Frame Data:
[LIST]
[
]Startup: 30
[]Active: 25(12)4
[
]Recovery: 5
[]Advantage on Hit: —
[
]Advantage on Block: +14
[/LIST]

Discussion & Notes

Spoiler

[LIST]
[]This attack does soft knockdown
[
]Uh… You won’t be throwing this version of press the witness out that much even for pressuring. Mainly because of the incredibly slow start up
[/LIST]

Turnabout Mode

Spoiler

Attack Data:
[LIST]
[]Hits: 20
[
]Damage: 320,700
[]Meter Gain: 4218
[/LIST]
Frame Data:
[LIST]
[
]Startup: 25
[]Active: 21(12)4
[
]Recovery: 3
[]Advantage on Hit: —
[
]Advantage on Block: +18
[/LIST]

Discussion & Notes

Spoiler

[LIST]
[]Basically, you should treat it like press the witness M only that the recovery is faster by 2 frames.
[
]You won’t be using it much in combos though since it does too much hits plus the start up is too slow however, you can use it during objection loops when the opponent is dizzied. You can freely land break the witness H and seriously do some incredible damage to the opponent and also gain a shit load of meter.
[*]Like the other versions of break the witness, if its whiffed, you can easily reset
[/LIST]

Evidence - List and Properties
In total there are 13 pieces of Evidence; 6 of which are Good and useable as projectiles in Trial/Turnabout Mode, 6 of which are Bad and have absolutely no use whatsoever and finally 1 of which is a special case in that it automatically regenerates a bit of your health.

When used as projectiles in Trial/Turnabout Mode, each Good Evidence has their own particular trajectory. On the other hand, when attempting to use any Bad/No Evidence as projectiles it will instead put Wright in an embarrassed state, leaving him open to attacks (this only applies to Trial Mode since you cannot enter Turnabout Mode with bad evidence).

In Investigation Mode when you are discarding evidence, regardless of if they’re good or bad, all of them act as garbage projectiles.

Full Evidence List

Spoiler

**The Good **
[LIST]
[]Autopsy Report
[
]Photograph
[]Knife
[
]Vase
[]Watch
[
]Cellphone
[/LIST]
The Bad
[LIST]
[]Bonsai Tree
[
]Plunger
[]Bottle of Grape Juice
[
]Steel Samurai Figure
[]Servbot
[
]Our New God’s Sunglasses
[/LIST]
The Other
[LIST]
[*]Meat
[/LIST]

Specials - Present Evidence :s:+:atk:

Photograph

Spoiler

Attack Data:
[LIST]
[]Hits: 5 (in Trial) | 5 (in Turnabout)
[
]Damage: 102,300 (in Trial) | 122,600 (in Turnabout)
[]Meter Gain: 1000 (in Trial) | 1200 (in Turnabout)
[/LIST]
Frame Data:
[LIST]
[
]Startup: 25 (in Trial) | 21 (in Turnabout)
[]Active: 20 (in Trial) | 17 (in Turnabout)
[
]Recovery: 16 (in Trial) | 14 (in Turnabout)
[]Advantage on Hit: 0 (in Trial) | +7 (in Turnabout)
[
]Advantage on Block: -1 (in Trial) | +6 (in Turnabout)
[/LIST]

Discussion & Notes

Spoiler

[LIST]
[]The photograph is one of my favorites. It stuffs a lot of assists and entry attempts, like Vergil teleports, if you do it preemptively. It also beats a lot of keep away stuff, like Sentinel drones, Magneto’s disruptor… I also like to throw it out randomly once in a while because it tends to catch people off guard.
[
]Can absorb two projectiles but if it’s only one it cuts through it and damages the opponent however if the projectile is strong like Phoneix it’ll just destroy it and not cut through.
[*]The Photograph is a beam projectile, so it beats all other non-beam projectiles and beats out any beam projectile that does less than 5 hits. So it can even beat Magneto’s Disruptor H.
[/LIST]

Vase

Spoiler

Attack Data:
[LIST]
[]Hits: 1 (in Trial) | 1 (in Turnabout)
[
]Damage: 100,000 (in Trial) | 120,000 (in Turnabout)
[]Meter Gain: 800 (in Trial) | 960 (in Turnabout)
[/LIST]
Frame Data:
[LIST]
[
]Startup: 15 (in Trial) | 13 (in Turnabout)
[]Active: — (in Trial) | — (in Turnabout)
[
]Recovery: 20 (in Trial) | 17 (in Turnabout)
[]Advantage on Hit: +3 (in Trial) | +8 (in Turnabout)
[
]Advantage on Block: +2 (in Trial) | +7 (in Turnabout)
[/LIST]

Discussion & Notes

Spoiler

[LIST]
[]The vase is a VERY good anti-air. It’s also a decent projectile at long range when combined with the knife and the cellphone because of its fast startup. In turnabout mode, you can combo up to 4 of these in a row for 400k approximated damage!
[
]The vase is also a great lockdown tool especially in turnabout mode if the opponent is positioned right or is not near you
[/LIST]

Autopsy Report

Spoiler

Attack Data:
[LIST]
[]Hits: 1 (in Trial) | 1 (in Turnabout)
[
]Damage: 100,000 (in Trial) | 120,000 (in Turnabout)
[]Meter Gain: 800 (in Trial) | 960 (in Turnabout)
[/LIST]
Frame Data:
[LIST]
[
]Startup: 29 (in Trial) | 25 (in Turnabout)
[]Active: — (in Trial) | — (in Turnabout)
[
]Recovery: 16 (in Trial) | 13 (in Turnabout)
[]Advantage on Hit: +20 (in Trial) | +23 (in Turnabout)
[
]Advantage on Block: +7 (in Trial) | +12 (in Turnabout)
[/LIST]

Discussion & Notes

Spoiler

[LIST]
[]This attack strikes
[
]The autopsy report is great as a trap (Captain obvious over there). While runing away, you should use this projectile to set up your traps.
[]The autopsy report is a pretty good anti air SHIELD. It can withstand attacks like hadoken, log trap or hidden missiles
[
]Autopsy report is able to withstand high durability projectiles such as Hawkeye’s spritzer and Chris’ magnum (Yes. The magnum).
[
]The autopsy report is a good anti air when you know your opponent is going to super jump. Just use it and dash around it for a getto mixup, or dash away and use other pieces of evidence (like the cellphone) for more chip.
[
]Turnabout mode faster recovery and more damage can be used in combos but will always end it unless if it’s only from j.H
[/LIST]

Watch

Spoiler

Attack Data:
[LIST]
[]Hits: 1 (in Trial) | 1 (in Turnabout)
[
]Damage: 100,000 (in Trial) | 120,000 (in Turnabout)
[]Meter Gain: 800 (in Trial) | 960 (in Turnabout)
[/LIST]
Frame Data:
[LIST]
[
]Startup: 20 (in Trial) | 17 (in Turnabout)
[]Active: — (in Trial) | — (in Turnabout)
[
]Recovery: 25 (in Trial) | 21 (in Turnabout)
[]Advantage on Hit: -2 (in Trial) | +4 (in Turnabout)
[
]Advantage on Block: -3 (in Trial) | +3 (in Turnabout)
[/LIST]

Discussion & Notes

Spoiler

[LIST]
[]Pretty much like hadoken only slower in terms of travel speed. Decent for zoning but if you have the knife, you should use it in conjunction with the knife.
[
]Wright’s fastest option for chip in turnabout mode. Abuse it if you don’t have the cellphone.
[]Can only absorb one projectile (Ryu’s Hadouken) or two if it’s weak. (Arthur’s Daggers)
[
]Can only absorb the light version of a beam projectile (Doctor Doom’s plasma beam)
[]Doesn’t disappear when “Order in the court” is used.
[
]Turnabout mode still absorbs the same amount, just faster and more damaging.
[/LIST]

Knife

Spoiler

Attack Data:
[LIST]
[]Hits: 3 (in Trial) | 3 (in Turnabout)
[
]Damage: 40,000 x 3 (in Trial) | 48,000 x 3 (in Turnabout)
[]Meter Gain: 320 x 3 (in Trial) | 384 x 3 (in Turnabout)
[/LIST]
Frame Data:
[LIST]
[
]Startup: 20 (in Trial) | 17 (in Turnabout)
[]Active: — (in Trial) | — (in Turnabout)
[
]Recovery: 30 (in Trial) | 25 (in Turnabout)
[]Advantage on Hit: -7 (in Trial) | 0 (in Turnabout)
[
]Advantage on Block: -8 (in Trial) | -1 (in Turnabout)
[/LIST]

Discussion & Notes

Spoiler

[LIST]
[]An amazing zoning tool. It covers a huge amount of space and does a good amount of chip.
[
]Knife can also provide nice cover for tagging out, too.
[*]When it comes to chipping, the knife does a good job even if just one shot hits but if you have the watch, don’t bother using this unless you want to cover more space with the knife in turnabout mode while chipping
[/LIST]

Cellphone

Spoiler

Attack Data:
[LIST]
[]Hits: 3 (in Trial) | 3 (in Turnabout)
[
]Damage: 40,000 x 3 (in Trial) | 48,000 x 3 (in Turnabout)
[]Meter Gain: 320 x 3 (in Trial) | 384 x 3 (in Turnabout)
[/LIST]
Frame Data:
[LIST]
[
]Startup: 25 (in Trial) | 21 (in Turnabout)
[]Active: — (in Trial) | — (in Turnabout)
[
]Recovery: 25 (in Trial) | 21 (in Turnabout)
[]Advantage on Hit: — (in Trial) | — (in Turnabout)
[
]Advantage on Block: — (in Trial) | — (in Turnabout)
[/LIST]

Discussion & Notes

Spoiler

[LIST]
[]Wright’s best evidence. Basically, it shoots out 3 balls that shoot out 3 lasers to where the opponent is. It also can do a decent amount of chip (12,000 per laser).
[
]In turnabout mode, this evidence is just monster. Basically spamming it alone in level 3 X-factor can take out a whole team in a matter of seconds. It does an insane (Seriously insane) amount of chip. Adding to the fact that the lasers attempt to blast towards the opponent, this evidence is just nasty and scary.
[]The Cell Phone is great for raw tags since they linger after Wright switches out and don’t disappear if the next character gets hit. If your character is fast enough, you can actually combo from this if the Cell Phone hits.
[
]The only way the opponent can dodge is by super jumping at the last moment.
[]Orbs disappear when Phoenix Wright is hit.
[
]Orbs disappear when “Order in the court” is used too early.
[/LIST]

The Basics – Hypers

Hyper Combos - Steel Samurai Maya Smelting! (Level 1) :qcf::atk::atk:

Investigation, Trial & Turnabout Mode

Spoiler

Attack Data:
[LIST]
[]Hits: 11
[
]Damage: 270,400
[]Meter Gain: —
[/LIST]
Frame Data:
[LIST]
[
]Startup: 10 + 4
[]Active: —
[
]Recovery: 35
[]Advantage on Hit: —
[
]Advantage on Block: +57
[/LIST]

Discussion & Notes

Spoiler

[LIST]
[]Wright recovers as she is flailing which means that while you keep your opponent in block-stun (you can call an assist as well to extend this block-stun or set up solo unblockables in the corner as Maya apparently hits low at the end of the hyper) gives Wright some time to safely gather evidence or maybe raw tag out/DHC
Also, if you use it during a combo and are near the corner you can continue your combo afterwards or if you have all the evidence you can land an objection to power up Wright and continue the combo how you want.
[
]Maya’s Hyper looks like a good way to approach for Wright. Use the hyper and the opponent will most probably block the hyper but because you can move before the hyper ends you can rushdown safely and the last hit of the hyper is low so you can make solo unblockables with it.
[]TACs are not necessary if you want to use other characters to combo. A DHC into the Maya super can also work (it’d help if you have someone who can combo across the screen). Phoenix recovers in time to land an Objection while Maya is still hitting the opponent, and you can still combo afterwards with the “Fingers of Justice.” (I made that name up, but it sounds way cool)
[
]Just a tip for those who want to punish people who get greedy on offense - you can really punish people with DHCs.

Example:

You throw out Maya super in a situation where (lets say Dante), Dante can teleport behind you and to his knowledge think he has a free Down S into kill. You can then DHC into a character that can punish that with ease (lets say Sentinel). Sentinel hits him with a full DHC plasma storm, x factors, relaunches, air combo into corner plasma storm - Dante dies.

When you factor in DHCs, a PW with two bars has a lot of breathing room. Something to keep in mind.

  • When down to your last character as Wright, this hyper can be combo’d several times into each other.
    Adding a little to the above, you can actually THC Maya 2 times at midscreen. You just need to time it right and wavedash like crazy. 3 times if you’re willing to burn X-Factor. At that point you’re probably in the corner already, so go nuts.
  • Interesting tech. I played around with it a bit in training mode while procrastinating for finals, and at the very least, you can get slip-up -> Maya THC -> transition to Court -> Objection.
    [/LIST]
    [LIST]
    []In L3XF, he can get Slip-up -> Maya THC -> Transition to Court -> Objection -> Maya THC -> Objection -> Maya THC -> Objection -> Maya THC -> Objection -> Maya THC -> Launcher -> MMHS.
    [
    ]Maya’s super is a “summon” super, meaning that once the super-flash starts the attack always goes through even if Wright is hit before the active frames. It makes for a great DHC option for him.
    []Also interesting to note, chaining the Maya super into itself 3 times actually out damages his level 3 in TM and L3XF due to the reduced scaling in XF, and doesn’t cost you your Turnabout (plus it leaves you open to do something else afterwards). So I could see some practical value in it.
    [
    ]Maya and Judge are amazing DHC starters (if I haven’t said this enough). An overhead, grab, or raw Maya AA/Judge DHC into any kind of short duration Hyper can yield much greater damage than the straight DHC into a more straight-forward hyper (example, hit Judge into Gold Armour Arthur instead of Goddess Bracelet).
    [*]Maya super is 10+4 frames of startup, and seems decent against any forward moving assist from midscreen distance. If getting rushed down though Order in the Court frames 1-54 are invincible, and erases all bad evidence.
    [/LIST]

Hyper Combos - “Order in the Court!” (Level 1) :qcb::atk::atk:

Trial & Turnabout Mode

Spoiler

Attack Data:
[LIST]
[]Hits: 1
[
]Damage: 250,000
[]Meter Gain: —
[/LIST]
Frame Data:
[LIST]
[
]Startup: 15 + 4
[]Active: 8
[
]Recovery: 88
[]Advantage on Hit: +18
[
]Advantage on Block: -73
[/LIST]

Discussion & Notes

Spoiler

[LIST]
[]This attack has an invulnerable start up
[
]This attack hits off the ground
[]This attack does hard knockdown
[
]This attack nullifies projectiles (And hyper projectiles)
[]The hyper destroys all bad evidence and puts you back into investigation mode. I’ve used this to my advantage a couple of times already. If you have some bad evidence but happened to grab a combo, you can land, switch stances, and immediately do the judge super to get rid of it and do more damage. Although the spacing advantage is kinda questionable, kinda depends on which way you roll.
[
]As for the Judge hyper you should generally refrain from using it normally unless you want to further extend the damage after one of Wright’s extended combos as a damaging OTG or you want to DHC into one of your teammates while your opponent is in a hard knockdown state just remember that this move is incredibly unsafe to use and won’t give Wright time to gather evidence if it hits the opponent since Wright is also knocked down.
[]Judge is an amazing DHC starters (if I haven’t said this enough). An overhead, grab, or raw Maya AA/Judge DHC into any kind of short duration Hyper can yield much greater damage than the straight DHC into a more straight-forward hyper (example, hit Judge into Gold Armour Arthur instead of Goddess Bracelet).
[
]If the judge hyper misses or is blocked, the opponent can OTG Wright easily. Keep this in mind when using the move
[]Before Wright hits the ground he can DHC to another teammate and the incoming teammate gets a small invulnerability frame.
[
]After the gravel hits the beam hyper is eaten so you can safely DHC or xfactor and tag out. (Works at all range)
[]There’s no limit on how much projectile it eat. (It can eat Dormammu’s dark flare and chaotic flame at the same time)
[
]However it doesn’t seem to eat volley hypers (example Arthur’s Goddess Bracelet, Doctor Doom’s Photon Array), though you can have Wright fly through the projectiles then DHC into another partner.
[]Beats all hypers
[
]It’s possible to hit Dark Phoenix out of the burst but the judge has to be used before the burst comes out.
[*]If you throw out paperwork then use the judge hyper, the paper will stay there long enough to hit the opponent out of spinning state. You can also DHC into an air throw hyper like She Hulk’s “Taking out the trash” and Frank’s servbot slam hyper for a reset.
[/LIST]

Hyper Combos - Ace Attorney (Level 3) :dp::atk::atk:

Turnabout Mode

Spoiler

Attack Data:
[LIST]
[]Hits: 17
[
]Damage: 600,000
[]Meter Gain: —
[/LIST]
Frame Data:
[LIST]
[
]Startup: 10 + 0
[]Active: 3
[
]Recovery: 32
[]Advantage on Hit: —
[
]Advantage on Block: -10
[/LIST]

Discussion & Notes

Spoiler

[LIST]
[]This attack hits off the ground
[
]This attack has an invulnerable start up
[]This attack does hard knockdown
[
]You can plainly punish a tiny mistake from any angle.
[]This hyper is incredible. 600,000 damage, can OTG and has an invincible start up. However, avoid throwing it out if the opponent calls out an assist. It will hit the assist first.
[
]Wright’s lvl3 is blocked. Recovery doesn’t seem much, but the hyper has like no blockstun.
[]Lvl3 combos after anything even throws
[
]Successfully landing this hyper will put Wright back into investigation mode with no more evidence.
[/LIST]

The Basics – Assists, Snapback

Assist a - Paperwork (High)

Investigation & Trial Mode

Spoiler

Crossover Attack Data:
[LIST]
[]Hits: 3
[
]Damage: 94,800
[]Meter Gain: 840
[/LIST]
Frame Data:
[LIST]
[
]Startup: 44
[]Active: —
[
]Recovery: 116
[]Advantage on Hit: —
[
]Advantage on Block: —
[*]Recovery of other Partner: 86
[/LIST]

Turnabout Mode

Spoiler

Crossover Attack Data:
[LIST]
[]Hits: 9
[
]Damage: 183,400
[]Meter Gain: 2160
[/LIST]
Frame Data:
[LIST]
[
]Startup: 38
[]Active: —
[
]Recovery: 102
[]Advantage on Hit: —
[
]Advantage on Block: —
[*]Recovery of other Partner: 72
[/LIST]

Discussion & Notes

Spoiler

[LIST]
[]In normal mode it beats Ryu, regular Hadouken. The assist is able to beat 2/3 of the arrows from Taskmaster. Taskmaster’s shield skills is able to beat it clean too. Doom’s projectile beam beats it, two hits get through.
[
]Paper assist can be really good for zoning teams.
[]Ammy’s paper is good and Wright’s paper is basically that but with bigger space being covered
[
]The vertical space that the paper covers is huge, plus it has this weird knack for lingering on past PW leaving. Some of the papers will like fan out and hit at the end so it tends to catch people off guard.
[]Paperwork Storm seems to be the safest assist for Wright and it’s also useful. It’s got good range, but it’s not just a walking hurtbox begging to be snagged. Plus it beats out a lot of other projectiles.
[
]Outside of Turnabout Mode, it’s awful, it hits the opponent twice and doesn’t protect the point character from anything projectile wise (it cancels out one of Sentinel’s drones).
[*]In Turnabout Mode, it cancels out low-strength beams (it completely cancels out Doom’s L beam, but loses out to the other two beams), so it may have a lot of use for characters who want to get in against characters with beams, because I believe most people go with L beams because it’s the fastest beam.
[/LIST]

Assist b - Press the Witness

Investigation & Trial Mode

Spoiler

Crossover Attack Data:
[LIST]
[]Hits: 5
[
]Damage: 114,800
[]Meter Gain: 1040
[/LIST]
Frame Data:
[LIST]
[
]Startup: 44
[]Active: 25(11)4
[
]Recovery: 97
[]Advantage on Hit: —
[
]Advantage on Block: —
[*]Recovery of other Partner: 67
[/LIST]

Turnabout Mode

Spoiler

Crossover Attack Data:
[LIST]
[]Hits: 12
[
]Damage: 240,600
[]Meter Gain: 2592
[/LIST]
Frame Data:
[LIST]
[
]Startup: 37
[]Active: 21(11)4
[
]Recovery: 84
[]Advantage on Hit: —
[
]Advantage on Block: —
[*]Recovery of other Partner: 54
[/LIST]

Discussion & Notes

Spoiler

[LIST]
[]Press the Witness-The regular assist is pretty bad as most moves if not all moves beat it.
[
]Interestingly, it actually has good priority during the middle of the attack. Despite that, you really shouldn’t throw it out as an assist to be on the safe side.
[]Pressure move mixed with paperwork/assists to deal with advancing guard. Mix in grabs/slip-up when opponent starts to expect it.
[
]Crossover counter Press the witness is not very invincible at all, nor does it cause otgable knockdown. Break the Witness though, is invincible.
[]Despite it losing its invincibility, it’s still an effective assist. You can use it for extending combos thanks to its wall bounce. Also, use it to punish mistakes of your opponent. If you launched an attack which does incredible stun on damage or block, use break the witness.
[
]Helps in pressure and mixups for offense, pushes people away on defense.
[/LIST]

Assist y - “Get 'em Missile!”

Investigation & Trial Mode

Spoiler

Crossover Attack Data:
[LIST]
[]Hits: 1
[
]Damage: 50,000
[]Meter Gain: 400
[/LIST]
Frame Data:
[LIST]
[
]Startup: 44
[]Active: —
[
]Recovery: 132
[]Advantage on Hit: —
[
]Advantage on Block: —
[*]Recovery of other Partner: 102
[/LIST]

Turnabout Mode

Spoiler

Crossover Attack Data:
[LIST]
[]Hits: 1
[
]Damage: 60,000
[]Meter Gain: 480
[/LIST]
Frame Data:
[LIST]
[
]Startup: 37
[]Active: —
[
]Recovery: 115
[]Advantage on Hit: —
[
]Advantage on Block: —
[*]Recovery of other Partner: 85
[/LIST]

Discussion & Notes

Spoiler

[LIST]
[]This attack hits low
[
]This attack hits off the ground
[]Missile is invulnerable but, one hit and it loses its ability to hurt someone. For example if my opponent calls out missile, I can hit it with a low projectile, it’ll still come at me but, I don’t get hit. This applies to both modes. The durability does not change, even in powered up mode. I used Deadpool’s low guns to test this. Regular Missle causes nine hits to occur, and so does powered up Missle.
[
]Missile can run under some projectiles and can catch opponents off guard
[]Missile has 5 durability points
[
]Be wary that It can be easily jumped over if seen and Wright can easily punished when calling Missile
[*]Missile enables you to convert throws and overheads into combos, gives you a relaunch air combo into super, and the kicker is you can search for an evidence while they OTG and you have time to continue the combo. You can also stance change objection. Having an OTG assist really makes PW finally feel like a threat. Gives a great balance between damage, evidence, and brides to turnabouts.
[/LIST]

[LEFT]General Strategy[/LEFT]

http://pics.livejournal.com/stupidaquarius/pic/001p397e

Investigation Mode

Summary

Basically, you got to gather evidence with Wright with the help of Maya’s shield and the right assists. You got to deal with quick rush down characters especially those who can easily jump over the shield or teleport. You need to get the right assists do defend Wright. First will dive into the right assists.

Extremely important factor : The right assists!

Wright’s objective to gather evidence revolves around his assists. There are certain types of assists that you really need for Wright. One is a GTFO assist. This type of assist would seriously help Wright create distance from the opponent so he can gather more evidence. A good example would be Haggar’s lariat, Doom’s rocks and Hulk’s gamma charge/AA gamma charge. Another type of assist that is great for Wright is a lockdown assist. A lockdown assist is great for keeping the opponent from rushing down. Good examples of lockdown assists are Doom’s missiles, Ammy’s cold star, Any sort of trap assist and Frank’s shopping cart. Wright can also benifit from is a beam assist. Beams easily fill up the whole horizontal space of the stage (Another captain obvious over there). Great examples are Mag’s disruptaaah and Doom’s beam. Anti air assists are also benificial to Wright since Wright’s most vulnerable blind spot is above him. Good assists for the anti air department are Dante’s jam session, Trish’s hopscotch and RR’s log trap. Lastly and duh best is well… A godlike assist. If you’re wondering and saying in you’re mind, “What the hell was the use of typing all that info above?”… Well… some people dislike characters so… you get the picture. Anyway, examples of gdlk assists are Sent’s drones, Akuma’s tatsu, Dante’s jam session and [S]Storm’s typhoon[/S]… that’s about it (From what I remember).

Self defense : Wright’s independent options w/o Maya’s shield or any assist

Frankly, I’m starting to think you gotta just freakin air throw people to play this character. As ass his normals are, pretty sure his throws are no worse. Outside of maya shield you should only be pressing H. Standing H is good anti air since it hits in this weird hitbox and has pretty ridiculous priority. Cr. H easy to hit confirm and it actually hits farther than his nose.

And that’s about it. His normals are terrible. Just throw and use dat :h: button

How to deal with : Teleports

One of Wright’s main weaknesses (And pretty much 3/4 of the cast of UMvC 3). Teleporters can just teleport at the back of the Maya’s shield and rushdown Wright. You might think that staying in the shield would be a great idea. It actually is (No really. It is.), unless the teleporter is plotting to just throw you ( :f:/:b: :h:) but throwing is pretty much a 50-50 chance of success. The best thing to do is to depend on your assists to cover you! There are many assists that can easily deal with teleporters such as lariat or vajra.

In the end, teleports aren’t really much of a threat. That is if you got good assists and Maya is covering you. If you don’t really have good assists then teleporters are gonna be a huge problem for Wright.

How to deal with : Command grabs

You know what’s worse than teleports?

Command grabs…

They can go through Maya’s shield and that’s what makes it really deadly. To top it off, command grabs are unblockable and inescapable unlike throws. They also ignore assists so the best way to deal with characters with good command grabs (Skruuuullll…) is to basically just to keep your distance from them depending on the range of their command grab.

http://pics.livejournal.com/stupidaquarius/pic/001p4ctc

Trial Mode

Summary

Well… If you don’t have the complete set of good evidence (Or at least two or one of them) then might as well just ignore every word about Wright’s evidence. Honestly, the only people who have the balls to enter trial without having evidence are pretty much too cool for turnabout mode. (In a real trial though, you’d look like a total dumbass).

Extreme pressure : Active frames and positive strings

If you look at the frame data, the one thing that sticks out the most is the active frames. All around 10 frames which is 2x-3x the average active frames of the rest of the cast. This pretty much means that Wrigth can do insane pressure on the opponent. All his trial moves are + frames on block. Thus the constant pressure of positive on block strings could eventually lead to the opponent getting opened up. Just have to find good assists to complement that type of play, since the one thing that kills all PW’s moves and strings is push block. I think long pinning assists to let you get back in and continue the block pressure are ideal.

Also, along with that constant pressure, high low mixups are pretty simple with PW. Just need an assist to allow you to continue off the 6B overhead. You could find a long pinning assist that allows you to combo off of overhead pretty easily. Opponent will fall into the assist if you time it correctly, allowing further combos. You can try the usual candidates of Amy/Chun to see how well it works.

Zoning : Presenting them evidence and throwing papers

Wright’s zoning game is exceptionally amazing. Paired with the right assists, it’s incredible. Even if you’re stuck with a watch, a vase and an autopsy report, he’s still an amazing zoner. Paperwork low and even high is a great anti air and it’s a great semi or 1/4 Maya shield. It can also absorb projectiles but not strong beams. They also last pretty long making it able to interupt combos (Not as good as Maya’s shield but close enough). Anyway, lets get into them evidence. They’re amazing however they all share once weakness… They’re slow. Despite that, Wright’s zoning game is pretty much like how traditional zoning is like, stay from a far or mid range distance from the opponent and use your projectiles! If you actually read what Wright’s evidence are capable of in their respective discussion and notes, you’ll probably understand why I won’t bother explain it in full detail in the next sentence. He has 4 evidences that are mainly used for covering space (Cellphone, watch, photo and knife), 2 evidences that can function as anti airs (Autopsy and vase), 3 evidences that can be used for locking down (Cellphone, Document, Vase) and 2 evidences that can be used to stuff assists (Cellphone and photo). It’s basically just amazing.

Zoning battles : Fast projectiles

When it comes to zoning with Trial Wright, you should be careful with using evidence against characters with a spammable projectile (One with a fast start up). A very notable and annoying example of a fast projectile is that Wesker guy with that stupid ass gun ( :f::h:). Wright will get hit before he can even present the evidence. There are ways to get around this. Use paperwork high or low (Low would be better) :l: or :m: for it can withstand projectiles like Hadoken or even disruptor :l:. Against beams though or multi hitting projectiles like Hawkeye’s triple arrows or an extremely high priority projectile like Chris’ magnum, your better off blocking. However, I will not forget one important aspect that Wright pretty much needs. Great assists that can help Wright zone like Akuma’s tatsu or Sentinel’s drones. If you have the right assists beams won’t be a problem for Wright’s zoning game.

The main objective : LAND THE OBJECTION

You can’t linger in trial mode because if you get killed, goodbye to your hardwork. You’re main objection is to land that objection but the problem is that it’s so slow that even I can type I don’t know… Maybe 2 or 3 words in the computer is even faster than that horrible normal. Whatever you do, no matter how desperate you are, do not go nuts with this attack. There are methods on how to land an objection. One is to zone until the opponent is forced to rush in. Once that happens, either be ready to use air objection or attempt to hit confirm. Another way is to team aerial crossover with Wright then land the objection but the problem is that it’s a gamble. Also, you can combo into objection but Wright’s normals are piss poor. Trial mode chain combos are good for chaining into Objection! from Illuminating Point is pretty much the bee’s knees. Before the game dropped I figured that the only way to combo in would be a TAC or DHC, but the free chain is ridiculous. I recommend high/low assists for breaking into peoples’ guard as Phoenix has an INCREDIBLY tough time landing clean confirms. It seems he will also have to learn some very Iron Man-esque spacing and character dependent combos because of his substandard range. Once the chains are established, however, you are pretty much all set. The last way and the most captain obvious way is to DHC into Maya then land the objection.

http://pics.livejournal.com/stupidaquarius/pic/001p5ts8

Turnabout Mode

Summary

Finally, you reach this mode. Once you land the objection, the unfortunate soul will get killed. You are given the best set of heavy attacks in the game, the, hands down, best level 3 in the game, a 20% power boost, a speed boost and the ability to use evidence twice in a row making him the 2nd best zoner in the game only losing to Hawkeye. The bad thing is that this mode lasts for 20 seconds. Despite that, he can play any position in a team. Point, 2nd or anchor.

Position or role : Anything would work for Wright

If you’re running him on point them you better get an assist that can help you open up the opponent or you can punish their mistakes from far range. If you’re placing him on 2nd then it’s either you should end the match quickly with level 2 XF or rushdown until you lose all your 20 seconds. It’s alright to do any of the 2 as long as your 1 assist alone can help Wright gather evidence. If you’re planning to put him in the anchor position, be ready to destroy a whole team in a matter of seconds in level 3 XF. Wright is almost unpunishable when he does his attacks. He can kill the opponent from close,medium and far range especially through means of chip. Lastly, any tiny mistake commited by the opponent will be punished by Wright’s level 3.

Rushdown : Deadly damage, problematic mix ups

Wright can rushdown well but there’s one hole in his offense. The one hole I’m talking about is the lack of a low hitting attack. His only low hitting attack is his crouching L but the problem is that the range is extremely piss poor. You can neutralize this problem easily by pairing Wright with a low hitting assist. Oh… And you can also just grab the opponent but the problem is that you can’t do much other than use Ace attorney or the judge hyper (But that’s one of the reason why he’s notably dangerous in level 3 XF).

Despite his pretty horrid mix ups, his overall damage input is… insane. His combos are pretty much enough to kill Thor. And these combos only need 1 meter, their not as long and as complicated as C. Viper’s or Dante’s and their actually simple and easy to do.

Zoning : Godlike

Wright’s zoning game becomes drastically incredible. With level 3 XF, he can kill an entire team by just spamming evidence. He can’t or at least, is hard to punish since the recovery on his evidence presenting is extremely minimal. Basically, it’s almost impossible to get a hit on Wright when he’s zoning.

Team Building

A Word:
When building a solid team, there are six questions to be asked in no particular order of importance:

  1. What assist-based synergy exists between the characters.
  2. What DHC-based synergy exists between the characters.
  3. How able your team is at handling a variety of opposing strategies.
  4. Whether the structure and order of your team is solid (point/battery/assist/anchor/etc.).
  5. Whether your THC synergizes well; this is generally an afterthought.
  6. Whether special TAC opportunities exist.

The character sections below cover, to the best of my ability, 1, 2, and 6. The others are too team-specific, rather than partner-specific, and are thus beyond the scope of this guide. These sections are ever-evolving; please do not hesitate to contribute, as it is a massive task to take on alone.

All DHCs are performed after a basic magic series combo for testing. If there are special considerations given to a DHC outside of a combo situation, then it will receive the necessary notation as listed below. For DHCs out of Maya’s smelting, I will try to indictate whether this is as an OTG and thus needs to canceled almost immediately at the animation’s or after the end of maya’s smelting.

Hyper Combo Synergy Legend:
(+) - The DHC can occur in full with either no or little damage lost from most positions.
(~) - The DHC requires strict timing, is inconsistent, or may not function under heavy hitstun decay.
(-) - The DHC is not possible without sacrificing considerable damage on one of the hypers.
© - The DHC only takes place when the starting hyper combo takes place in or near a corner.
(d) - The DHC allows Wright time to throw or otherwise follow up.
(b) - The DHC can allow a hyper which would normally not connect alone due to travel time to do so.
(f) - The DHC does not connect on its own, but a second DHC can make the hypers connect.
(u) - No direct damage-based connection takes place, but your new point is left in a profitable situation.

Team Building (Akuma - Deadpool)

Akuma

[details=Spoiler]Assists :
a - Gohadoken L
b - Tatsumaki Zankyaku M
y - Hyakki Gojin

Tatsu will be the assist of choice since it does so well in keeping the opponent away from you. Also it can nullify projectiles so it’s great to use against beams or projectiles. Hyakki Gojin isn’t gonna be all that useful since what Wright needs is a LOW hitting attack. His only low hitting attack in turnabout and trial (Minus the c.H follow up) is his c.L which has piss poor ra range. Gohadoken is a mediocre lockdown assist with low durability. Don’t use it.

Metsu-Gohadou (Beam hyper) is pretty much the typical solid hyper which can easily be combo’d into from any hyper. Don’t know much about his shoryuken hyper.[/details]

Amaterasu

[details=Spoiler]Assists :
a - Solar flare H
b - Cold star H
y - Bloom

Cold star assist works well as a good lockdown assist for getting evidence/mixup, but be careful because she can get hit out of it. Meter assist is ok, but cold star is so much better you shouldn’t bother with it. Solar flare is garbage. Best thing about PW/Ammy are because of Ammy’s supers. With PW on point and Ammy second you get Maya super AND Okami Shuffle for the cost of 2 meters, and it comes out at 10+4 frames. Ammy super takes an incredibly long amount of time to finish (184 active frames) giving you time to get about 4 pieces of evidence. Also since it hits everywhere it’s great for punishing those who push buttons. However even if it’s blocked you still have a very long amount of time to get evidence/do whatever. Ammy’s slowdown super is also great for PW, as it slows down everything and can be DHCed into/out of, even during combos. Use this to get more evidence. IMO PW’s best assist to help Ammy is Missile. Airdash-:h: along with Missile takes up a good amount of space and can easily open up a grounded opponent. Also this: [media=youtube]QZmTGsxxeFE[/media] (also a good example of an Ammy combo ending with Vale of Mist DHCing into PW, but you should probably DHC into Maya instead)
[/details]

Arthur

[details=Spoiler]Assists :
a - Heaven’s slash
b - Dagger toss
y - Fire bottle toss

Arthur’s assists don’t really help Wright. Even the golden armored assists. If you have Arthur in your team, the most preferred assist for Wright is dagger toss. It’s sort of like a beam although it’s really slow moving so it won’t cover the whole screen. Notably, the durability of this assist is incredible. Heaven’s slash is a pretty decent anti air but it still doesn’t seem to help Wright because Wright’s normals are pretty ranged–ish in the anti air area. Fire bottle toss can work as an OTG assist to turnabout mode.

Arthur really likes them paperwork assist like most zoners. It lasts long, has high durability and it’s a great anti air. Press the witness/BTW can work as a GTFO assist. Just be careful with it. Missile can help Arthur create high/low set ups, the High attack being his j.S[/details]

C.Viper

[details=Spoiler]Assists :
a - Thunder knuckle H
b - Seismic hammer L
y - Burning kick

Burning kick is a high hitting assist but yet again, that is not what Wright wants. He needs a low hitter. Seismic hammer can be used to hit OTG but I’m not sure if Wright can object when that happens so this needs testing. Thunder knuckle looks like a mediocre anti air but then again, more testing is needed for this assist.[/details]

Captain America

[details=Spoiler]Assists :
a - Shield slash M
b - Stars and Striped H
y - Charging star[/details]

Chris Redfield

[details=Spoiler]Assists :
a - Combination punch H
b - Gun fire M
y - Grenade toss L (I have no idea why it’s called grenade toss when its a land mine)

[S]Gun fire M[/S]The machine gun works as a beam assist since it can cover the horizontal space of the stage like most beams and it keeps opponents in front. Although its not as strong as the typical beam, it does a ton of chip damage and it acts like one. [S]The grenade toss L[/S]The land mine is a great and my personally preferred assist for Wright. It can be blown up but placing it in Maya’s shield will make it impossible to blow up safely now. It also protects Wright meaning it can lock down very well. The land mine also OTGs so you can use it in Wright’s combos so you can relaunch and do more damage. Combination punch H as an assist sucks however, from what I’ve heard, the CC is invincible so if Wright is getting to pressured, he can cross counter to Chris. Still though, you really shouldn’t use this.

Chris’ hypers are solid DHCs. The grenade launcher sets up the opponents upwards renders them helpless until they fall to the ground. The last hit of the grenade launcher is a pretty good way to lock down the opponent so that Wright can stay close to him and start poking. The sweep combo also does the same but he needs to be in the corner or near corner.

Chris benefits from Wright’s beta and alpha assist. He does not need missile because he has an OTG (Pistol shot). It may help set up unblockable set ups but Chris really does not need it. Break/Press the witness gets opponents away from Chris at the same time does insane chip damage (97,000). Paperwork/Paperwork storm is a great anti air and also a great shield. It can withstand beams (Not all) and normal projectiles.[/details]

Chun-Li

[details=Spoiler]Assists :
a - Kikoken L
b - Tenshokyaku M
y - Hyakuretsukyaku H

Lightning kicks (Gamma assist) is Chun’s only good assist. It’s great for locking down the opponent but DO NOT USE IT when the opponent is still out of range. Tenshokyaku is not really good as an anti air assist and kikoken just sucks.[/details]

Dante

[details=Spoiler]Assists :
a - Jam session
b - Crystal
y - Weasel shot

Jam session is an overall good assist. It covers super jump height, has high priority and it’s a great lockdown assist. Crystal is an OTG assist. The OTG can be used in the middle of combos oh and, Wright can easily object from the OTG. It’s also good for keeping off opponents. Weasel shot is like Ammy’s cold star. It’s great for locking down the opponent.[/details]

Deadpool

[details=Spoiler]Assists :
a - Quick work L
b - Katana rama H
y - Trigger happy H

Quick work would be REALLY good for Wright. It hits low and it’s great for pressuring. Use this to make unblockable set ups especially in turnabout mode. Katana rama is good for extending combos since it does FORCED ground bounce. You can easily land an objection. Trigger happy H is a super jump reaching anti air but you won’t use it that much due to how awkward it is.[/details]

Team Building (Dr. Doom - Haggar)

Doctor Doom

[details=Spoiler]Assists:
a - Plasma beam L
b - Hidden missiles
y - Molecular shield M

Plasma beam L is a great beam assist. It’s fast, somewhat damaging and it has high priority. The beam easily covers the frontal area of Wright making it a good assist for him. Hidden missiles is still a really dangerous lock down assist but note that it can hit OTG so you can use it to extend combos too! Missiles can easily lockdown the opponent in place since each missile TRACKS the opponent. Be careful though when using it. Make sure Doom is safe because h can easily be attacked due to the long duration of the attack. Molecular shield works as a GTFO assist which is something Wright needs (Obviously).[/details]

Doctor Strange

[details=Spoiler]Assists:
a - Daggers of Denak M
b - Eye of Agamotto
y - Bolts of Balthakk

Might as well use a quote from Poryon here:

Eye of Agamotto acted like a second shield that would hit people, which made it easy to gather evidence or hitconfirm if they were getting hit by it. It also allowed for a relaunch even if the groundbounce is used in Haggar combos however the timing was kinda tricky since it hits 10 times, and it scales the combo a ton. One major con is that is Strange is hit at all the Eye goes away, and Strange is out for a loooong time setting it up and he’s fairly vulnerable. You’re safe for the most part inside the shield, but some projectiles can get through, and even some characters normals can still hit you. This assist really shines in the corner, and is still good midscreen but it has it’s ups and downs. Doesn’t really do anything against assist either, unless the opponent makes a bad call or the assist runs into it.

Bolts I think is the better assist. It can lock down from much further distance which is great overall cause it helps with evidence gathering, zoning, etc. I managed to successfully outzone a Hawkeye who was backed up with Sent drones by using a combination of Maya Shield, the Photo, and Bolts. Since Bolts keeps them in hit/blockstun for so long you can actually combo 2 photos on hit/block, and this should work with most other evidence. One thing I noticed is that while the first hit staggers the second hit actually doesn’t have too much hitstun, so depending on how far away the opponent is you might not be able to hit with since PW and Haggar have bad dashes. Also it only staggers if the opponent is grounded. If in the air the opponent gets knocked down but they still have to block/crouch the second beam. Also while the beam is crouchable, he can’t really be punished unless you’re a midget (in which case you can probably move around) or close enough to do a crouching attack. In terms of Haggar combos it allows you to relaunch only if you haven’t used the groundbounce yet, otherwise Haggar gets one more cr. H, BUT you can’t THC after it since Strange is still on screen. This assist is pretty good at punishing assist calls as well.[/details]

Dormammu

[details=Spoiler]Assists:
a - Dark hole L
b - Purification L
y - Liberation

Darkhole is a great assist for Wright since it can take A LOT of hits for him and it acts like some sort of shield. It can also be used to pick up opponents from Maya’s OTG attack. Purification is a great anti air assist since it can cover super jump height but I think Wright has some normals that can be used as anti airs plus, he has paperwork in trial mode. Liberation is pretty much dependent on what type of combination did Dorm use.

Chaotic flames is a solid hyper that can easily be connected from any of Wright’s hypers other than the Ace Attorney. Stalking flames is great for locking down the opponent so that Wright can gather evidence.[/details]

Felicia

[details=Spoiler]Assists:
a - Rolling buckler ~ Rolling slide
b - Sand splash
y - Cat Spike M

Her rolling slide assist is great for setting up unblockables since it hits LOW. Oh and it can destroy some projectiles like Chris’ land mine. Sand splash… It can OTG but I think the hit stun is too low but this needs more testing. Cat Spike can be used for extending combos and landing an objection from investigation mode. That’s if… You know how to plink to stance change.[/details]

Firebrand

[details=Spoiler]Assists:
a - Hell spitfire H
b - Demon Missile M
y - Demon Missile H

Firebrand and Wright do not work that well… Firebrand’s damage input is VERY low and his assists don’t really help Wright in anything.[/details]

Frank West

[details=Spoiler]Assists:
a - Shopping cart
b - Tools of survival
y - Pick me up

Shopping cart is the only assist you should use if West is in your team. It’s a great lockdown assist and it can destroy low durability projectiles.[/details]

Ghost Rider

[details=Spoiler]Assists:
a - Chain of Rebuttal
b - Heartless spire
y - Hell fire L

Heartless spire is a decent shield. It can withstand low durability projectiles. It also hits OTG you can use it to extend combos. Chain of rebuttal should not be used outside combos since it can be easily crouched. It does wall bounce so you can use it to extend combos. Hell fire is a slow OTG which you should not choose since heartless spire is a much better option[/details]

Haggar

[details=Spoiler]Assists:
a - Lariat
b - Violent axe
y - Steel pipe

Lariat assists is a great defensive assist against people who pressure PW, and this can also be comboed after, but it’s a bit tricky because of PW’s horrid normals. Can combo Bridge to Turnabout off of it as well. For assisting Haggar, Missile is PW’s best assist as it travels full screen and hits low, which can provide for good unblockables with pipe/any other air normals of his. Missile also serves as a good OTG during Haggars combos, greatly increasing his damage output.

Violent axe and steel pipe won’t be used that much.[/details]

Team Building (Hawkeye - She Hulk)

Hawkeye

[details=Spoiler]Assists :
a - Quick shot (Greyhound)
b - Trick shot L (Violent fizz)
y - Ragtime shot (Kamikaze)

All of Hawkeye’s assists help Wright. His quick shot works as a good beam assist. It’s quick and it does great damage on hit and block. His ragtime shot can lockdown opponents well from a certain distance and somehow work as an anti air. Trick shot L can work as an OTG to pick up opponents and extend combos or land an objection if you have 3 good evidence.[/details]

Hsien-Ko

[details=Spoiler]Assists :
a - Senpu Bu
b - Henkyo ki
y - Anki Hou M

The only assist you should use unless she has golden armor activated is Senpu Bu or the pendulum assist (Sorry RR, we call your pendulum a “Log”). Since Senpu Bu has hyper armor, EVEN if you use a hyper or an attack on it, she will not get hit out of it but she will still take damage. She will still continue swinging through and damaging anyone in her way.[/details]

Hulk

[details=Spoiler]Assists :
a - Gamma wave L
b - Anti air gamma charge M
y - Gamma charge M

All assists work for Wright. Gamma wave L is good for keeping opponents off but honestly, it’s inferior to his anti air charge and charging assist since both of charge assists have ARMOR. Never the less, all of them do a great job of getting opponents off Wright.[/details]

Iron Fist

[details=Spoiler]Assists :
a - Dragon touch
b - Crescent heel
y - Rising fang

Rising fang is a great GTFO assist. It does wall bounce and it can pierce through some projectiles. Crescent heel hits OTG and it hits high but it’s SOMEWHAT sluggish so I think you should not use it. If you already have a GTFO assist and you’re putting Iron Fist in your team then Dragon Touch should be your assist of choice. It may be short ranged but if used in a middle of a combo, you can gather evidence or land an objection while the opponent slowly crumples to the ground.[/details]

Iron Man

[details=Spoiler]Assists :
a - Unibeam
b - Smart bombs
y - Repulsor blast

Unibeam is a REALLY good beam assist. It does a great job of covering Wright’s front. Smart bombs… I don’t know. It looks slow but it can hit OTG. Not sure how this helps Wright even if it can be used to extend combos. Repulsor blast is a good anti air attack and a combo extender. From what I’ve heard, it’s the ideal assist to use against Morrigan+Doom teams[/details]

Jill Valentine

[details=Spoiler]Assists :
a - Flip kick
b - Arrow kick
y - Somersault kick

Eh… None of Jill’s assist actually help Wright in some way however, her somersault kick assist is invincible when used as a cross counter.[/details]

M.O.D.O.K.

[details=Spoiler]Assists :
a - Barrier
b - Balloon bomb
y - Psionic blaster

MODOK’s barrier assist to be really good for Wright’s neutral game (It may be his best option with MODOK). With the right positioning, you can alternate between Maya shield and MODOK’s barrier without any gaps, effectively forcing your opponent to use a Hyper or go after Maya (not to mention the time it gives you to grab evidence). You can bait Hypers from your opponents this way to sap their meter bars. The barrier also covers you up if you opponent is spamming projectiles and kills Maya quickly (works wonders against drone assisted keep away). MODOK’s barrier also helps Wright’s pressure on incoming characters after a kill, specially if they are out of meter. Trial Mode keep away is also safer this way as it helps with projectile wars or rush down happy players. [/details]

Magneto

[details=Spoiler]Assists :
a - Electromagnetic disruptor
b - Hyper gravitation
y - Force field

EM disruptor is an extremely fast beam assist. Then again, all (legit and good) beam assists are good for Wright. Hyper grav can be used to extend combos and force field could work as an interesting GTFO tool.[/details]

Morrigan

[details=Spoiler]Assists :
a - Shadow blade H
b - Soul fist L
y - Dark harmonizer

Morrigan’s y assist is the best assist for Wright. It’s quick, safe and it gives 1/3 meter. Wright needs meter to reach damage markings of 500k - 600k (Before turnabout mode). He also needs it to be able to do his level 3 in turnabout mode. Lastly, he needs meter to DHC and THC. Shadow blade and soul fist are mediocre assists. You won’t use them that much. HOWEVER, if you want Morrigan’s THC to OTG, use Shadow blade as an assist.[/details]

Nemesis

[details=Spoiler]Assists :
a - Clothesline Rocket M
b - Launcher slam M
y - Rocket launcher

Clothesline Rocket or Launcher Slam (preferred) are his best assist to help PW. Carefully use them whilst in Maya shield to bop enemies who are attacking and then put them into either wall/ground bounce state. Can also be used after Maya OTG. PW can use Nemesis at the end of a combo for a THC. Nemesis OTGs the opponent whilst Maya hits them, then ending in a ground bounce, giving PW much time to collect evidence/hit them with Bridge to Turnabout. HOWEVER in this corner this does not work so well as the opponent pops out before Nemesis’ final hit, leaving Nemesis vulnerable. PW’s missile assist is a good assist for Nemesis, as it hits low and can work very well in conjunction with Angled Air Deadly Reach. for pressure/unblockables.
[/details]

Nova

[details=Spoiler]Assists :
a - Gravimetric pulse L
b - Centurion rush M
y - Nova rush M

Meh. None of Nova’s assist help wright other than gravimetric pulse but to make it stronger requires Nova to sacrifice red health.[/details]

Phoenix

[details=Spoiler]Assists :
a - TK shot M
b - TK overdrive L
y - TK trap H

No matter what you do, do not call Phoenix. Her assists make her extremely vulnerable and easy to kill. Don’t use TK trap for it seems somewhat clunky. The only assist you should use is TK overdrive BUT use it in combos ONLY.[/details]

Rocket Raccoon

[details=Spoiler]Assists :
a - Spit fire twice (M + M)
b - Claymore
y - Pendulum

RR’s pendulum is the most preferred assist for Wright. It’s a great anti air which covers up a huge amount of space. It’s also quick and quite hard to predict. It can also be used to extend combos thanks to its wall bounce property. Although, note that it has weak durability. Projectiles like Hadoken destroy it easily. Spit fire is a pretty good lock down assist. It can travel under projectiles easily and the travel time is quite slow. It’s sort of like a drones’ mini version. Claymore can be used like the landmine. Put it inside the shield to defend Wright, put it behind, etc.

RR’s trap hyper (Mad Hopper) is a great defensive tool for RR and it can also be a great tool for Wright. Combined with Maya’s shield and assists, Wright will be hard to get into safely and you’ll have more time to gather evidence. RR also has his own flame pool (Oil bomb) which can be used to defend Wright (Use flame pool -> Raw tag Wright, make him land into the flame). RR can also set traps, use flame pool then raw tag Wright to make the defensea lot more sturdy though it will take some time. RR though, does not have that any sort of solid hyper that can DHC into Maya. Rock and Roll pushes the opponent away.

RR benifits from Wright’s paperwork assist for it covers his weak area, above him. It also serves as a defensive shield giving RR some time to create set ups.[/details]

Ryu

[details=Spoiler]Assists :
a - Shoryuken H
b - Hadoken H
y - Tatsumaki Sepukyaku H

Ryu’s assists aren’t that strong and useful. Tatsu works as a decent GTFO but… Akuma’s tatsu is much more superior. Shoryuken is an okay anti air and hadoken is a weak lock down projectile…[/details]

Sentinel

[details=Spoiler]Assists :
a - Sentinel force M
b - Sentinel force H
y - Rocket punch L

The assist you should be using is his sentinel force charge assist. It’s a great lockdown projectile, has good durability and it’s great to use in extending combos. Bomb rain (b assist) is a good lockdown assist but I personally think that charging drones is better. Rocket Punch is a good OTG assist which nullfies projectiles.[/details]

She-Hulk

[details=Spoiler]Assists :
a - Torpedo
b - Clothesline
y - Somersault kick +[/details]

Team Building (Shuma-Gorath - Thor)

Shuma-Gorath

[details=Spoiler][/details]

[SPOILER=Spencer]Assists
a - Wire grapple (H. shot)
b - Wire grapple (Slant shot)
y - Armor piercer

Spencer’s slant shot assist covers space that Wright in investigation mode has nothing to do with, and can score a combo if it hits, but it lacks active frames and projectile durability meaning it can’t be used to create space (which is what wright really needs). Use this assist to preemptively stop jump ins while calling maya shield to guard your front.

Theres sick dhc synergy with Wright and any char that can combo after a lvl 1 hyper in the corner like Spencer. A touch from wright ending in judge hammer can be dhced into bionic manuevers, followed by otg wall bounce into bionic manuevers, into maya smelting, into slip up (search) judge hammer, and if I had more meter I could still dhc back to spencer. With meter phoenix wright and spencer can tag team dhc to do 1mil+ damage every time.

Spencer on point using get em missile assist can set up unseeable unblockables from full screen by super jumping and coming down with an over head. You can still hear the assist come out and it takes some time still so its easily dodged, but that dog is one of the better assists to be coming down on people from super jump height. Spencer can combo after reel in punch by calling missile right before grabbing the opponent scoring additional unscaled damage by spencer. Spencer’s lethal bnbs dhced into maya smelting can do 800k-1.1mil and give wright 5 free evidence searches before opposing characters come in. Force opponents to block bionic arm standing in the corner and dhc to maya for an unblockable setup at the cost of 2 bars.

The most important feature of Spencer being paired with Wright is the ability to perform dizzy combos by standing them up with Spencer’s slant shot assist. There are some pretty practical ways to set this up. With Wesker or Deadpool providing an otg assist I have been able to get from zero evidence to turnabout mode off almost any confirm if I’m lucky (with the exception of going corner to corner) at the cost of 0-1 meter.[/details]

Spider-Man

[details=Spoiler][/details]

[SPOILER=Storm][/details]

Strider Hiryu

[details=Spoiler][/details]

[SPOILER=Super-Skrull][/details]

Taskmaster

[details=Spoiler][/details]

[SPOILER=Thor][/details]

Team Building (Trish - Zero)

Trish

[details=Spoiler][/details]

[SPOILER=Tron Bonne][/details]

Vergil

[details=Spoiler][/details]

[SPOILER=Viewtiful Joe][/details]

Wesker

[details=Spoiler][/details]

[SPOILER=Wolverine][/details]

X-23

[details=Spoiler][/details]

[SPOILER=Zero][/details]

**Matchups **

A Word:
All advice is provided without consideration of assists on either side; this is undesirable yet a necessary limitation. Given Wright’s playstyle, this fortunately doesn’t change much except in instances of teleporters (especially when backed by beams), beam characters themselves and characters with a good command grab. For example, Arthur is an easy match up for Wright since Arthur’s keepaway gameplan actually gives Wright more time to gather evidence, however, if Arthur is backed up by a beam or a lock down assist then the match up drastically changes.

All comparisons are organized alphabetically. Each potential opponent’s section is divided between his or her normals, specials, and hypers. The perspective taken is your opponent’s options, and then what options you have for responding, either pre-emptively or after the fact. If an “X” is in place of a normal attack’s notation, then the valuation applies to all normals of that type.

For testing against throw/melee/limited range hypers, the results are always done from within the opposing hyper’s range; obviously, any hyper loses when performed outside of its range of attack. If Wright can beat a hyper in any way, I will list the situation. Otherwise, I will list the opposing hyper as absolute victor in the contest, meaning that it will be victorious even when performed during Wright’s cinematic.

For additional information about the testing methods used, please see the below sections:

Testing Between Normals

Spoiler

Spacing:

  1. I set the CPU to repeat an action, with a small break between attacks so I can slightly alter positioning.

  2. I place Wright outside of the opposing attack’s range.

  3. I attack with Wright repeatedly while inching him closer each time, while always providing the opposing character an opportunity to attack between each test.

  4. The first attack to connect between the two is listed as the victor; the experiment is repeated several times more to ensure accuracy.

Speed:
All data comes from the Brady Games guide’s frame data, and is then verified by me through placing both characters at point blank range and starting their attacks simultaneously; several tests are run to ensure the results are accurate, and not simply due to my own error.

Moving Normals:
Some normals alter a character’s hitbox. Unless the attack is clearly outranged by Wright’s listed response during all stages of the attack, I list them as equal to each other, and make an (RND) notation. Against attacks that last until a character reaches a certain position, such as Wolverine’s Dive Kick or Captain America’s Charging Star, the attack is performed at a variety of positions and distances, and only the question of whether Wright can outrange these attacks when given proper timing is addressed, since you are unlikely to have to beat them in a battle of startup frames.

Why (RND) Is Used

Spoiler

When considering which hyper wins in a direct confrontation, it would be disingenuous to simply say the faster hyper wins. For example, Chaotic Flame takes a total of 11 frames before it is on screen and dealing damage. Shinkuu Hadoken takes 19 frames before it is on screen and dealing damage. While, technically, Chaotic Flame can beat out Shinkuu Hadoken, in practice the human body is simply not able to identify and respond to the flash animation within those 8 frames. In practice, it is more honest to say that whichever hyper begins first will win.

So, in all situations where the outcome is dependent on when the second hyper was started pre-cinematic, I will list the faster hyper as being superior, but I will also add the (RND) label to signify that, in practice, the first player to input his hyper command often wins, and there is a good deal of “randomness” involved. The data used for determining the faster hyper comes from the results of my own attempts to activate both hypers simultaneously, and is then checked against the Brady Guide to ensure I am not in error.

What (FAR) and (CLS) Mean

Spoiler

If two conflicting hypers have two results, with one listed as (FAR), and the other as (CLS), it simply means that, at a certain distance between the two characters, the relationship between them changes. Due to the large number of positional possibilities in the game and a lack of coordinates for communication, this is all that can be said. What (CLS) means is generally pretty obvious, but (FAR) can contextually mean anything from full-screen to just a few steps away from your opponent’s character. While this is not entirely satisfactory, there is simply no way to communicate the distance between two characters objectively.

General Matchup Legend:
(>) - The move in front of this symbol is superior to move(s) behind it in some fashion.
(<) - The move in front of this symbol is inferior to move(s) behind it in some fashion.
(=) - The move in front of this symbol is equal to move(s) behind it in some fashion.

Conditionals:
(WHF) - This relationship only holds true if the move in front of the symbol whiffs.
(BLK) - This relationship only holds true if the move in front of the symbol is blocked.
(FNT) - This relationship only holds true if the move in front of the symbol approaches from the front.
(OHD) - This relationship only holds true if the move in front of the symbol approaches overhead.
(CLS) - This relationship only holds true when you are close to your opponent.
(FAR) - This relationship only holds true when you are far from your opponent.

Matchup Normals Legend:
(RNG) - The expressed relationship is in regards to range.
(SPD) - The expressed relationship is in regards to start-up speed.
(TRD) - The two normals generally trade when both are spaced properly.
(RND) - Shifts in the opposing character’s hitbox render the spacing largely relationship.

Matchup Specials Legend:
(DUR) - The expressed relationship is in regards to projectile durability.
(PRI) - The expressed relationship is in regards to projectile priority.
(NEG) - The superior move is able to negate the inferior one entirely.

Matchup Hypers Legend:
(MYS) – The expressed relationship involves Maya’s smelting hyper. (May be unnecessary.)
(JDG) – The expressed relationship involves Judge hyper. (May be unnecessary.)
(CIN) - The expressed relationship exists when your input is performed during your opponent’s cinematic.
(RND) - The equals sign here means that the hypers are close enough that the first input generally wins.
(NEG) - The equals sign here means that the hypers cancel each other out completely.
(TRD) - The equals sign here means that the two hypers will trade.
(DUR) - The expressed relationship is in regards to beating Maya smelting’s durability or Judge’s durability

Matchup Combos Legend:
(WHF) - This attack string will whiff against your opponent.
(HIT) - This attack string will hit against your opponent.
(FEW) - Only a few hits from Wright’s attack will connect with your opponent.
(BLK) - This relationship only holds true when the attack string is blocked.
(CRH) - This relationship only holds true when your opponent is crouching.
(SND) - This relationship only holds true when your opponent is standing.

Notation Examples

[details=Spoiler]
Dante:
•j.S > c.X (RNG)
Dante’s jumping S outranges all of Wright’s crouching normals

Tron Bonne:
•Order in the court > Shinkku hadoken (JDG)
The judge hyper can beat out Ryu’s beam easily thanks to its proj. nullification properties[/details]