[details=Spoiler]Investigation mode
Summon the shield. The shield will easily defend you from Arthur’s projectiles. You wont be using assists in this match up because Arthur… does not have solid rushdown options plus, he’ll usually stay far from his foe.
Trial mode
Wright can zone Arthur with any evidence. It just becomes a different story when Arthur uses golden armor. His projectiles easily cut through Wright’s.
Turnabout mode
asdf. Go crazy, spam them fingers but watch out for his level 3. Not sure if judge nullifies the projectile. Yes. The judge hyper destroys ALL hypers Arthur’s level 3 hits OTG.
**Overall : **Arthur isn’t that much of a threat. He’s zoneable and he can’t do much against Maya’s shield.[/details]
C.Viper
[details=Spoiler][/details]
[SPOILER=Captain America][/details]
Chris Redfield
[details=Spoiler]Investigation mode
It’s not that hard gathering evidence against keepaway characters. Chris is not an exception. Just summon the shield an let it take the hits. You don’t need any assists since Chris players usually like staying far and throwing them fire grenades. Fire grenades can be a little iffy to deal with. It will deplete the shield slowly. You can clean up those firepools by using Maya M/H but for a trade, you’ll have to wait for her to get out of the stage. Wright can also duck under Chris’ magnum. Don’t know about machine gun. At times, Chris players rushdown Wright. You gotta watch out for things like the shotgun (TK) or his magnum. Shotguns can literally deal 200,000 damage to Maya’s shield. Your gonna be needing assists when that happens.
Trial mode
So you think Wright can handle Chris in a zoning fight? We’ll he can however, you gotta USE YOUR EVIDENCE AT THE RIGHT TIME because if you use it at the wrong time, you’re gonna eat a magnum or two. The best time to use your evidence is when Chris is in the air using his guns. Wait for Chris to be half way-near to the ground then start spamming your evidence. Use paperwork against those landmines and grenades. Use c.L to duck under Chris’ magnum. Remember, you need assists in this one because zoning Chris is gonna be a little messy.
Landing the objection on Chris will be tough if your planning to rush him down. You’ll find yourself super jumping a lot but then Chris likes doing the same thing. With the right timing, you MIGHT be able to land an objection on Chris in the air. That’s if, you can predict that the Chris will super jump (IMO, Chris players are kinda predictable when it comes to using sj -> Pistol xx Gun Fire).
Turnabout mode
(I haven’t really faced a Chris on anchor so I’m not sure on what I have to say). Well for starters, Wright outcamps nearly every character except for Hawkeye. That means Chris will have a hard time when Wright gets into this mode. Wright’s heavy attacks can also nullify projectiles by the way.
Sorry. Not much to share in this part. Lol.
**Overall : **Chris is not really a difficult foe. He’s a keep away after all. He’s one of those characters who don’t do well in direct face-to-face combat[/details]
Chun-Li
[details=Spoiler]Investigation mode
Chun Li can get in Wright obviously but in the end, there’s nothing to worry about. The shield is in front of you and her only way of getting through it is to throw you via forward or backward throw.
Trial mode
Keep her off with your projectiles and paperwork. Chun Li players have a hard time getting through waves of projectiles. Also, use your assists (Yet again) to add salt to the open wound.
Turnabout mode
Same stuff as Trial mode but now Wright has better rush down capabilities and pressuring. Not to mention, his zoning has been greatly enhanced.
**Overall : **Chun is a fairly easy match up for Wright. She does not have any solid ways of destroying Maya’s shield and she has trouble dealing with projectiles. Her rushdown capabilities are rendered as somewhat “not useful” simply because of Maya’s shield and maybe your chosen assists.[/details]
[details=Spoiler]Investigation mode
Maya shield is pretty good against him if hes rushing down, but watch out for the f+H footdive since that goes too fast. Plasma beam spam can suck however you can duck it with cr.L and cr.H and also evidence grabs if I am correct.
Trial mode
Zoning against him in trial mode is not that hard. Using crouching L to dodge them plasma beams and use any projectile (Photograph most notably). Use cellphone or knife against air photon shots
Turnabout mode
In turnabout mode WATCH OUT FOR FOOTDIVES. If you go too crazy rushing down with j.:h: it’s possible he could jump up and footdive you if you’re not careful.
**Overall : **Doom is not really a tough adversary for Wright since his foot dives are easily haltered by paperwork in trial mode, s.:h: in turnabout mode and Maya in investigation. Still, be alert with those footdives of Doom. (Credit goes to Poryon and Polt)[/details]
Doctor Strange
[details=Spoiler][/details]
[SPOILER=Dormammu][/details]
Felicia
[details=Spoiler][/details]
[SPOILER=Firebrand][/details]
Frank West
[details=Spoiler]Investigation mode
Franks usually just super jump to knee drop. Likewise, every character can throw Wright out of his shield but seriously, without an OTG assist, there’s no point of throwing Wright out of the shield since Frank has no OTG that he can combo off from. So in short, there’s not much to worry about. I don’t know how to deal with Level 4-5 Frank since I never encountered him during investigation mode.
Trial mode
Keepaway Frank using your evidence and paperwork. This match up honestly, is somewhat like Chun Li but it’s harder. Still, keeping Frank off isn’t that hard since he has a hard time opening up opponents (Lack of low hitters).
Turnabout mode
(Don’t expect any input on TM Wright vs Level 1-3 Frank. Although, this is obviously TM Wright’s favor).
Level 4/5 Franks spam the hell out of jumping M simply because it’s godlike. Just use standing H since it easily destroys Frank’s jumping M while it leads to a deadly TM combo. You can also zone out Frank since he has no notable projectile nullifiers and he still has trouble getting through waves of projectiles.
**Overall : **Frank isn’t really a hard match up. In fact, Wright seems to have the upper hand. Wright excels against face-to-face rushdown characters and Frank is one of them. You can zone Frank easily and in turnabout mode, outdo his normals.[/details]
Ghost Rider
[details=Spoiler]Investigation mode
So the first trick against Ghost Rider is figuring out how you intend to gather your evidence without getting killed. This should go without saying, but the single most important thing is to know how to block and to block a lot and block well. Ghost Rider’s mix-up isn’t even that good; without a good high or low assist, he should never be hitting you when you’re trying to block. If you sometimes block j.:s: low or get caught off guard by c.:h:, your blocking really needs work, and Ghost Rider isn’t realistically beatable if you can’t defend against that. In a neutral position, you should always be thinking about how you are going to block Ghost Rider’s next attack, and if you keep blocking everything, you’ll take chip slowly and not die. Once you are in a position wherein Ghost Rider is pressuring you with his various long range normals, you have to think how you are going to make time to find evidence. j.:s: gets over Maya too easily to rely on her in this match-up, and few assists can safely be called against Ghost Rider (though a few can, more on that later). The only reasonable option is push-blocking, but luckily, it’s a pretty awesome option. Outside of the corner, any safe j.:s: from Ghost Rider can be pushblocked such that Ghost Rider won’t be able to use another j.:s: on your guard without giving you time to get a piece of evidence. He will likely be able to tag you with a grounded normal, but if you either call Maya or in my opinion better just block the grounded normal and pushblock it to force him to real full-screen, you have an absolutely guaranteed piece of evidence unless he has an assist call ready to tag Wright. Do remember that while finding evidence is important, there’s not a huge hurry since Ghost Rider can only kill you slowly if you have good defense, and it’s okay if you lose most of your life getting ready as long as you get there at all. You also need to be mindful of his options when grounded and think about spacing. Remember that he can special cancel his normal chain into the projectile, and that doesn’t quite reach full-screen. The projectile gives you really great position if you pushblock it, but if you assume it’s not coming and go for evidence, you can get hit by it taking some damage you don’t want to take and being denied your piece of evidence. You kinda just have to read the GR player to figure out when he’s likely to throw it, and from larger spacings, pushblocking his normals will put him too far to hit with the projectile. Remember you can also backdash before going for a piece of evidence to make that space! If you get cornered, Ghost Rider’s pressure naturally gets a lot better, but his options to deal with an empty super jump out of the corner after pushblocking a j.:s: are very poor. If you are very close to being done (like you have all your evidence or only need one more piece), consider remaining in the corner and continuing the play footsies and pushblock cleverly to try to just finish up, but if you have a ways to go, it’s definitely worth your while to uncorner yourself.
Eventually Ghost Rider will get sick of never doing real damage to you and will try to be close enough to threaten to throw you. Again, the most important thing is having good defense; you should be teching throws pretty consistently especially air throws since in throw range Wright’s OS on his throw is way better than GR’s even though GR has monstrous throw range and PW doesn’t. Also note that in sneaking in close, GR is likely to leave himself open. Moving forward yourself and throwing him first is the best thing since that gets you two easy pieces of evidence (sometimes three but it seems rare and situational, I haven’t figured out the exact conditions). Your normals at close range are also honestly very competitive with his so you could just throw out some attacks and try to start a combo or something. If he has three meters, be safe and consider jumping a lot more heavily since Penance Stare is your death, but honestly, with how defensively Wright should be played GR should never land it. Speaking of throws, GR is likely to be apprehensive of being too close to you so if you move forward and then block stuff and posture for throws, you can sometimes bully yourself a little wiggle room out of the corner. I dunno if this is the most popular way to lay it out, but this was as much detail as I could muster for the basic lesson of “block a lot and pushblock smartly, grab evidence in the openings that makes”. If you do a good job, you should be able to get all your evidence fairly consistently.
Trial mode
Step two is setting up your hard tag which means you have three pieces of good evidence and are in trial mode. The most important thing to remember is what should be your worst case scenario. GR needs to jump to play his game, but his j.:s: doesn’t convert well to a full combo (it can but the height has to be too particular to be practical against someone who fights back). You can usually hard tag in response to his jumping, eat a j.:s:, and then go from there. Granted, you have to be careful since a smart GR will consider just going for a snapback to pull Wright right back in (snap is easier to combo than anything else!), and in general, that puts your incoming character in a lousy situation. I’m saying just remember it since it’s not worth getting Wright killed to save your second character starting off an unconverted hit behind. A basic pushblock strategy can still be employed; if you push GR out, that’s likely enough time to back up and hard tag. If you are cornered, you have a kinda cheesy tactic to force GR to play respectfully enough to probably let you sneak a hard tag. Just super jump in the corner and throw out raw Objection! as you come down. If you time it carefully, it will be very hard for GR to punish since the hitbox is massive and lingering and risking getting hit is simply not a viable option for GR, but more importantly, if he postures to punish it correctly, it gives you a prime chance to pushblock him out as he does something like s.:s: which is going to give you eons to hard tag safely. You can also use your evidence to help you out. The flower vase is really good against GR since it controls his main jump arc; usually a single hit or even a trade lets you force him to block several more, and trades of other pieces of evidence can convert into flower vase barrages (most commonly comes up with the daggar). Speaking of which, the daggar is pretty good but if you are careless it can easily trade and that’s to GR’s favor unless you have some good follow up (mostly going to be the flower vase). The photo is a hard piece of evidence to safely pull against GR, but if you think he’s about to call an assist from a distance, it can easily tag the assist for good damage and will discourage him from doing things like that to lock you down so much in the future. The cell phone is really great if you have some extra time since the delayed attack easily sets up for a hard tag. The document and the watch are IMO really bad and mostly shouldn’t be used though I think there’s some room for creative use of them. You can also throw Paperwork (High) :h: to get out a lingering hitbox behind which you can safely tag. GR’s chain is long enough to snipe someone though it so you can’t just be careless, but if you use it as an anti-air (usually requires evidence pressure to find the time), the chance to hard tag just seems to arise. Of course, you can also just anticipate an attack and hard tag it. Lastly, if you land Objection, while comboing into a kill and then hard tagging out is preferred, you can hard tag safely right after hitting since the hitstun is just so massive.
Turnabout mode
If your anchor Wright gets pulled in to fight GR in Turnabout, you have some good options. GR likes to be jumping around, and of course Wright does too in Turnabout. The thing is that even if his j.:s: outranges your finger, your finger is faster and far more rewaring on hit. You can easily win that dance. If he starts blocking, you can just try to chip him out with evidence. Rapid flower vase and cell phone spam require GR to play carefully to get past which means lots of chip for you. Alternating the daggar and anything other than the document provides really great pressure as well (I prefer the photo!), and you really could do worse than rapid daggars (it’s what I go for if I have daggar/watch/document as my evidence set). Again, don’t use the document unless you have a really good reason and don’t use the photo twice in a row since you can only have one beam active at a time, and you are probably making a good projectile pressure in turnabout. The only real problem comes if you honestly have photo/document/watch in which case I’m sorry your configuration just sucks for fighting GR do your best alternating photo and watch literally every other configuration is a lot better than that one. GR also seriously can’t do anything without risking gettin hit by Ace Attorney so if you have three meters and can afford to go out of Turnabout (for instance, GR is their last character), go nuts on the chip game GR has basically lost. If he goes into X-Factor and starts turtling trying to run out your time, use evidence for cover as needed, get close, and just throw him and then OTG with c.:h: (or Ace Attorney as is viable).
**Overall : **(Credit goes to AmazingAmorphos)[/details]
Haggar
[details=Spoiler]Investigation mode
Do not get grabbed. Do not get grabbed. Do not get grabbed. Do not get grabbed.
If you do, you are assured to get killed.
Keep your distance from your shield because Haggar’s command grab is EXTREMELY damaging (160k(?) - 220k). Haggars also like jumping and using dat pipe in the air. Just stay in the shield by the time they spam air pipe then gather evidence. Once they get near, stay away and use your (If you have one) GTFO assist.
Trial mode
Once you gather all 3 evidence and you get into this mode, there’s nothing to worry about ALTHOUGH, you still need to get into turnabout mode regardless if Haggar has a tough time against keep away.
Just spam evidence, projectiles, paperworks. Blah. Exploit his weakness.
Turnabout mode
Same shit as trial mode but it’s alright to rushdown Haggar since Wright’s attacks are positive on block. To be safe and if you do not want to get grabbed, just zone Haggar.
**Overall : **Haggar is scary when Wright’s in investigation mode. He can easily slide through Maya’s shield using his command grab. But once Wright gets his evidence and enters Trial or turnabout mode, the match up will slide to Wright’s favor. Keepaway and zone Haggar.[/details]
[details=Spoiler]Investigation mode
Arrrgghhh. Gimlet destroys Maya’s shield in an instant. Remember that when facing off against Hawkeye.
Wright can duck under his triple arrows but usually, Hawkeyes use his heavy first before triple arrow so you might as well depend on Maya’s shield to take the hits. Even though Hawkeye can easily combo off his throws, it’s still a good idea to stay in the shield AT ALL TIMES because Hawkeye can hit you from the top using his “Kamikaze” shot (Rain of arrows).
Trial mode
Don’t try zoning Hawkeye. It won’t get you anywhere. Hawkeye is just too good. Wright does not really have that much solid rush in options so honestly… It’s best if you just swap Wright with your 2nd character and just DHC into turnabout mode.
Turnabout mode
In this mode, Wright can actually contest against Hawkeye in a zoning fight. Well… He’ll need level 3 X-factor to contest Hawkeye.
**Overall : **Hawkeye’s a tough match up for Wright even in Turnabout mode (w/o XF3). Despite being a keepaway character, he can halter Wright from gathering evidence from any angle.[/details]
Hsien-Ko
[details=Spoiler][/details]
[SPOILER=Hulk]Investigation mode
Nothing to worry about at all. Hulk’s command grab is very slow and easy to dodge and punish. Use c.H when he’s in front of you because Hulk players love to use his armored attack such as Gamma charge and his s.H/M
Trial mode
Like Haggar, Hulk has trouble against zoners. Just use your evidence and paperwork and you should be fine. Keep your distance from the Hulk and use your assists.
Turnabout mode
Do not get close to the Hulk even in turnabout mode. Keep your distance from him and take advantage of your ranged heavy attacks. Remember, the guy has armored attacks and Wright’s heavy does only 1 hit. Oh and, you can zone Hulk too. Same stuff. Use evidence and paperwork. It’s just a lot more difficult for the Hulk
**Overall : **Gathering evidence with the Hulk on your face won’t be difficult as long as you react to his slow command grab. Zoning the Hulk will be easy and it will get much more favorable/easy for Wright in turnabout mode.[/details]
Iron Fist
[details=Spoiler]Investigation mode
With Maya’s shield in front of Wright and assists defending him (If you have a defensive assist), Iron Fist will have a tough time. It’s alright if Iron Fist is in front of you. That’s if you have Maya’s shield in front of you. The typical strategy of Iron Fist players when near Maya’s shield is they usually jump over the shield and attempt to attack Wright. If you don’t trust Wright’s anti air normals then you can either air grab or use an anti air assist/GTFO assist.
Trial mode
Zoning out Iron Fist is VERY easy. You do not see Iron Fist players super jump that much simply because his air options are limited to zero which is why when you zone with Wright, Iron Fist players do not super jump (Usually). Any sort of evidence will work against Iron Fist.
Turnabout mode
Go crazy
**Overall : **Iron Fist ,even in investigation, is not really so difficult to deal with. Though once you get hit, Wright will take a ton of damage and possibly get killed. Once you get into trial mode, this match up is pretty much Wright’s favor. Getting into turnabout mode will just make it worse for Iron Fist players[/details]
Iron Man
[details=Spoiler][/details]
[SPOILER=Jill Valentine][/details]
M.O.D.O.K.
[details=Spoiler]Investigation mode
You can literally gather evidence when MODOK is far from you. His S+A, c.L and c.H (Investigation) can dodge his psionic blaster. Maya’s shield does a great job of protecting wright so there’s not much to worry about especially since MODOK’s gameplan is to zone and he does not have much ways to break the shield other than using his j.L (Which is short ranged).
Trial mode
Duck under MODOK’s beam. You should use paperwork low against his analysis cube. Use evidence to zone him.
Turnabout mode
Go crazy as hell
**Overall : **Not much to worry about. His beam can be easily evaded by simply gathering evidence. Zoning him isn’t that hard. You won’t have a hard time in this match up.[/details]
Magneto
[details=Spoiler]Investigation mode
DO NOT use c.L or c.H against Gravneto. The beam hits way too low (No. It does not hit low). Avoid getting grabbed from the shield and air grab him when he does his tri-jump. It’s best to position Wright behind the shield even if Gravneto players use magnetic blast to rushdown.
Trial mode
Zoning Gravneto will be very hard since his beam start up is waaaay faster than Wright’s evidence start up. Time your evidence usage. If he’s in the air using magnetic blasts, use paperwork low to nullify it.
Turnabout mode
Avoid getting hit by the guy. He has some of the longest combos in the game. Use s.H when he does the triangular jump and his magnetic blast. Use j.H when he’s just stalling in the air.
**Overall : **Grav-- I mean Magneto is a ridiculously difficult match up. He can easily jump over the shield and grab you while you gather evidence. His beam is extremely fast enough to halter you from doing anything.[/details]
Morrigan
[details=Spoiler]Investigation mode
Not much to worry about unless Missiles come into play. She does not have and multi hitter other than her s.H and her j.S. She won’t destroy the shield easily unless she uses the missile assist while repeatedly spamming soul fist. It gets worse when players use her clone hyper. Only way to deal with that is to use a lock down assist or get into trial mode and use order in the court
Trial mode
Take note that paperwork can nullify soul fist. Use it when soul fist is close to you because Wright’s start up on presenting evidence is quite slow. He can zone Morrigan but then again, Missiles can seriously interrupt Wright’s zoning. Use photo or if you do not have one, a beam assist as quickly as possible once Doom is called for the assist. If the player uses the clone hyper, be ready to use the judge hyper. Zoning isn’t gonna work well.
Turnabout mode
Go crazy. Use s.H or j.H against her air attacks and when she uses her flight quickly jump to her and use j.H or air throw.
**Overall : **Morrigan only becomes an annoying threat if she burns one meter to summon a mirror clone and she has missiles and to deal with that, it will force you to burn one meter. However, if Morrigan does not have the hidden missile assist and she does not burn meter yet, it’s easy to gather evidence and zone.[/details]
Nemesis
[details=Spoiler][/details]
[SPOILER=Nova]Investigation mode
Against Nova, do NOT call Maya Shield unless he’s doing shield/javelin. A lot of times if you call Maya he jumps up and airdashes right over her, or lands in a position pushing her away from you. If you’re in her watch out because his overhead F+H can lead into a grab easily even if the opponent doesn’t know you can grab PW through the shield. You’re gonna need good assist calls and airgrabs to fight in well in investigation.
Trial mode
Zoning him in trial mode can be good depending on the evidence, but they’re all pretty decent against him. If he’s overly aggressive and doing a lot of airdash j.H’s Judge super is good for hitting him.
[details=Spoiler]Investigation mode
Strider’s overall damage input is very weak. Don’t expect him to instantly destroy Maya’s shield. There isn’t much you need to worry about. His teleport kick is easy to grab (Somewhat). Watch out for his normal teleport. Use your assists against them. Ouroburos might be difficult to deal with since each orb deals 15,000 damage and the droids do 40,000 damage but I can’t say anything since I’ve never faced a Strider using his level 3 orbs in investigation.
Trial mode
Strider is not that hard to zone. His robotic animals have very low durability. If he uses wall jump and travels to the other side of the screen (Where Wright is), use order in the court, preemptively land an objection or use the vase, knife, folder. Once Strider teleports, QUICKLY use paperwork low M/H then standing H to light bulb then link to objection.
Turnabout mode
Go CRAZY. Use Ace Attorney or judge against his orbs. Don’t be afraid of anything. Oh and, use s.H against his teleport kick
**Overall : **It’s very hard to believe but Strider isn’t really a hard match up at all. His damage input is very low. Even if he has a teleport and you get hit by him, don’t expect that much damage. The only thing you should watch out for (If you don’t have that much meter) is his orb hyper.[/details]
Super-Skrull
[details=Spoiler]Investigation mode
This match up is pretty much near hopeless. Skrull can just use his long ass command grab to pierce through Maya. Not even assists could stop him if he’s near enough. HE DOESN’T EVEN NEED TO BE NEAR. Keep your distance from Skrull. Seriously. A long ranged lockdown assist/beam would be really useful. To make things much easier, might as well not use Wright against him.
Trial mode
METEOR SMASH!
…
Use paperwork low or cellphone and hope for the best. You should SPAM cellphone all the way. If you do it preemptively, it can stop Skrull from landing meteor smash on Wright (It saves me a lot). But seriously, your still gonna have a hard time against Skrull. It’s best to just change to another character and DHC into Maya then object.
Turnabout mode
So you think you can go crazy? Guess what… You can’t. His command grab outranges Wright’s finger attacks and he can still use meteor smash against your zoning. Use judge against his meteor smash attack (Applies for trial too) and punish him using ace attorney. It’s unfortunate but Wright still has it tough against Skrull in Turnabout.
**Overall : **Wright’s hardest match up. Seriously… Even in turnabout mode, Skrull still has tricks against Wright’s usual tactics. You should always start with another character and NOT Wright. Kill Skrull then use Wright.[/details]
[details=Spoiler]Investigation mode
Against Weskers you gotta be good at airgrabbing teleports, from there either do Maya shield or slide. If he knows you can grab through the shield odds are he’s going to go for a command grab. Use that to your advantage by using the shield to bait one out then jump and punish when he gets close.
Trial mode
Zoning him can be a bit difficult since Wesker does a good job of teleporting through your projectiles. If he tries to harass you using his samurai edge, just crouch then use evidence OR you can just use paperwork. Judge hyper might NOT work all the time against Wesker since it may be too slow.
Turnabout mode
He’s not too much of a threat in Turnabout HOWEVER he can do his counter super and it counters against all of his finger normals, however most don’t know that, plus it has no invincibility, but still be careful.
Overall : Wesker is somewhat of a pain to deal with in investigation mode because he can simply teleport behind or above Wright and he’s even more annoying to deal with in trial mode. This match up is certainly annoying to deal with simply because of his teleport. Of course in turnabout mode, he isn’t really someone to worry about (Credit goes to Poryon)[/details]
A Word:
Combos are separated by category; the order of categories is as follows: Basic, Position-Based, X-Factor-Based. Combos are not cross-listed; the tier of features by which a combo is categories is Assist-Based, X-Factor-Based, Position-Based, and then Basic. The idea is for each combo to be placed according to the degree of circumstance required for that combo to be utilized; so, while an Assist-Based combo may utilize X-Factor, it would be burdensome for an individual looking through X-Factor combos to navigate through the various assists not utilized by that individual, etc.
Generally, combos are listed within their categories based on damage dealt. If two assists are used, the combo is placed by the name of the assist character.
Notation: I will always list, when relevant, any assist required, level of X-Factor used, number of bars of meter consumed, and whether a reset is involved, in parenthesis, after the combo’s damage is stated, in that order.
UMvC3 Gameplay (Before the patch):
1.) The Break weekly - ChrisG vs Wetbucket
[media=youtube]Uk35uht4uzE[/media]
2.) The Big Two 4 - ChrisG vs Dieminion
[media=youtube]G6Taf_XXYR8[/media]
UMvC 3 Gameplay (Patched)
1.) Japanese online tournament - Kurronn (G.X.)
[media=youtube]YuY9emn_F-4[/media]
2.) Craig vs Trunks
[media=youtube]frS1C9vS8UY[/media]
3.) Craig vs Elvergon
[media=youtube]bMfLYfY303o[/media]
4.) Poltergust
5.) Uglywhen
6.)Basic Sausage
[media=youtube]RltiTqr9sWU[/media]
7.) A Rival
[media=youtube]maxoMPx2NMw[/media]
1:21:28
1:53:08
Combo Videos:
1.) Persona’s Wright combo video
[media=youtube]jO0QuIEokSo[/media]
2.) Law School combos by NeoRussel
[media=youtube]yDRdPkqOlkk[/media]
The base of the guide - Karsticles
Members of contribution - Poltergust, Generic Operator, NeoRussel, Russel, Chibi, UltraDavid, Banks and Chocolate
Files of the guide - Banks and chocolate
Some copy-pasted texts - The Damned
The guide still has some holes in it so I hope all you Wright players can fill 'em up so we can make the guide better!
That’s some good shit Berserker, just skimmed through a bit since I’m at work but I do already have a few questions/notes. Will dump them when I’ve gone through it all. BUT YEAAHHHH CHEERS
Very good, i didnt knoeif opponet blocked hold it or objection they can still get stunned, also @berserker, u said after order in the court wright can be otg d, ive been otg d by dooms s. M correct me if im wrong though
VERY good guide. I can’t even imagine how much time this all took. Anyway here’s some tips for the team making part off the top of my head.
Ammy: 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)
Haggar: 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.
Nemesis: 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.
Lovely guide. Kudos and thanks to you, Berserker :).
Hopefully all this organized data will prompt more commentary on individual aspects of Wright’s gameplay.
Edit: Some thoughts on MODOK as a partner for Wright:
I’m finding 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.
I have to disagree on the part about not throwing out Ace Attorney because of invuln supers. Since it hits 10+0 they will have to input the super before the flash, which is going to have to be pre-emptive, unless you have god like reflexes and can react within 1/6 of a second. Once again though good job on the guide
Great guide, but just a few things I want to point out:
-Turnabout s.:h: does not cause a hard knockdown. It just has a large amount of hitstun.
-Questioning in Investigation Mode takes 5 hits to stun, not 4.
-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.
-You have the notation for Paperwork Low wrong.
-Press the Witness is safe on block on the last hit, but people can easily pushblock it and hit Wright out of his recovery frames. That’s why I always use Paperwork for pressure.
-Break the Witness is great in Turnabout Mode combos since it allows for easy resets.
-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:.
-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.
-Maya doesn’t interact with other hitboxes in the game during M-Maya /:h: and her super, giving her what’s basically infinite priority.
-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.
-It is possible to create an unblockable with Wright using Maya’s super by using an a.:h:. This can be comboed into Objection. The reason why I use a.:h: instead of a.:s: is because a.:h: makes people float higher, making it easier to land the s.:h: :h: Objection.
Anyways, I learned a few things from this. Can Wright really combo into an Objection using Maya’s super after Slip-Up? I didn’t think the OTG hit would come out in time. =O
Also about Questioning in investigation mode, I was messing around in training mode and it takes 5hits when wright is on the ground but only 4 if you use air questioning. It’s weird why it would be different, since its not like this in any of his other modes.