Really? I’m gonna try testing this out just to confirm it.
Some thing to test:
- If Wright can be OTG’ed during Order in the court when he’s knocked down (The judge hyper must miss or be blocked)
Really? I’m gonna try testing this out just to confirm it.
Some thing to test:
Great job on that guide looks very well made and there was a lot of insight in the notes.
Some thoughts:
Questioning in investigation mode causes the stun gauge to build about 25% meaning 4 hits in rapid succession should cause a stun but the stun decays even mid combo meaning u will most likely have to land 5 to get a stun as poltergust said. Cross examine in trial mode causes ~45% stun and pursuit in turnabout causes ~65% stun, and while it is true the stun builds when the opponent blocks these attacks if the stun reaches 100% on a blocked questioning cross examine or pursuit, the stun gauge will reset to zero forcing you to start all over again. Basically if you don’t have a specific set up or combo its probably best not to rely on this stun because it can be difficult to keep track of and can really mess up a combo if your unsure. Lastly there seems to be a hard cap of one dizzy per combo.
I have a different opinion on how trial mode should be used, but then I have a rather unorthodox wright team (spencer, wright, wesker) that can’t really create openings for my wright to spam evidence. That being said I generally feel a lot more comfortable in investigation mode mostly because of the differences in wright’s :h: attacks. For instance j.:h: and s.:h: in trial mode don’t hit behind wright like investigation mode’s :h: and cr.:h: in trial mode needs to be cancelled to hit low. That and not being able to call Maya also makes me feel like I have one less assist to work with. Anyway I generally only fight in trial mode when I have my 3 evidences already so that 1. I have a full arsenal of evidence and 2. I have access to bridge to turnabout, and as obvious as that sounded think for a second about the difference between Objection! and Hold it! Objection may have 7 additional frames of start up and is extremely telegraphed, but its hit box covers a much larger area and also has 7 additional active frames. Take into consideration that your opponent will be primarily concerned with not getting hit by that and you should see this attack can prevent your opponent from calling assists at a certain range, shutting down many previously ‘safe’ mix ups. Objection is still unsafe as hell and spamming it needs a method, but luckily this can be cancelled on the ground (even preemptively) and it lasts so long in the air it should stay out til you hit the ground (I think there is some extra recovery frames involved when landing after whiffing objection in the air, but I’m not 100% on that). My point is without an assist to make openings for wright in trial mode his keep away game is somewhat lacking, and I find the only other way to create openings in this situation is to play mind games with objection cancelled into something safe (mode swap seems to be the safest and if I can call maya shield I can go right back to trial mode with maya backing me up).
I have quite a bit of input on Spencer and Wright as teammates which is something I don’t see much of on these forums. It actually kinda surprises me a little as I could probably go on and on about how those two make a great pair, but I think I’m already going on too long here so give me a moment to gather my thoughts on the subject. I could also provide input on Wesker and Wright but I think most people know how that works already.
Anyway great guide once again. I hope to learn something new from the discussion =)
There are several ways of getting into Turnabout mode. As long as they work, it’s fine.
Personally, I just keepaway until they rush down then I bunny hop then air object while using a lockdown assist (Land mine or Hidden missiles) then either ready a throw, air object again or use the maya hyper to get the opponent off. That’s the way I do it because I’m usually a defensive type player. If Wright’s health is too low, I switch to Morrigan, who has amazing mix ups, then I open up the opponent then DHC into Maya then land an objection.
But then again, you can always go in trial mode -> Swap with a mix up oriented character -> Open up -> Hyper -> DHC to Maya ->Object. The reason why I keepaway (Other than being defensive) is because when I land an objection, I can clear out the first opponent easily by just simply doing the objection loop. Whenever I object with Wright (Without DHC or anything), I only deal 2 or 4 hits so it gives me a chance to do some objection loops to kill the enemy. Whenever I DHC, I have a ton of hits already due to Maya repeatedly punching the enemy so… Basically, it all comes down to killing the opponent.
I also know about the stun meter but I’d rather stick with the easy terms of just keeping count and your input of Wright + Spencer would be highly appreciated
Wright CAN be OTG’d after a missed Judge Hyper. If I recall correctly, a Wesker player did this to me with the gunshot.
I tested it too. Wright can be OTG’ed (Sad face).
So I removed the note about Wright being invulnerable until he wakes up.
The reason is takes either 4 or 5 questions in investigation i think is because it builds a stun meter, which is invisible but goes away as time goes on, and since you can do them in the air faster you can get stun with only 4, while standing it takes about 5. The SRK hyper guide explains it pretty well actually.
One kind of quick trick I have is, if you have someone like SheHulk or Frank level 3 after PW, you can do Paperwork before Judge hyper, it will cause them to flip out and you can DHC into a anti air throw super. Timing’s a bit weird, but it works. BTW, great guide Berserker, I’ve learned a lot.
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. I would say this is helpful if a Spencer is using :d: +:atk:+:s: you can use press the witness and it’ll punish him when he comes down.
This will need more testing but during the middle of press the witness it has great priority that it can beat most attacks. Also would anyone be interested in starting a “How to punish something” for Phoenix Wright? (If not I can try and the people’s input on what to test first)
Also I think a good beam assist benefit also helps out Wright a lot whether it’s approaching or zoning.
If you’re far from the opponent, just use the photo (Best choice), watch or vase (From a certain range). When using evidence for punishing, you have to be preemptive because the start up is pretty “meh”. I guess evidence is his only means of punishing from far range unless you have a lockdown assist which you should use for punishing instead to get close. From mid to close range, you can just wavedash to the opponent and hit confirm or land an air hold it (If you do not have 3 good evidence)/air objection (To get into turnabout mode quickly).
Them speech bubbles (Objection and hold it!) are life savers for me. There was one time an Iron fist used a mashed fist of fury to penetrate Maya’s shield, I used “Hold it!” to stop the hyper.
Updates in the guide
Cool you used the stuff I typed about his standing S frame data that I posted a while back. People are actually reading what I wrote :P. Awesome guide!
More testing with press the witness/break the witness (Using the version). Basically, I’ve been doing some research on Wright and also getting a little more experienced with his zoning thanks to my many joyful wins and some bitter losses and getting perfected by some Frank West (His combos last so long -_-), Viper (Damn) and Vergil (derp). THEY ALL DO SO MUCH LONG ASS COMBOS fksdlfdslgldskgd Feels sad
On to the testing
Wright (Obviously) cannot out do Zero’s attacks. I **think **Wright can easily outprioritize Zero’s c.:l: and j.:l:. He can easily destroy fist/kick/punch/kick/claw attacks (Most since I have’t tested it with EVERYONE) like Wesker. The only sword user I know that Wright’s PTW/BTW (Middle part) can deal with is Strider (I mean his sword attacks).
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 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.
Honestly, I think Wright’s zoning game is great and it’s highly solid against even fast rushdown characters. The only hole in Wright’s zoning plan is pretty much spammable and fast projectiles. However, avoid having a long stay in trial mode because you should get into turnabout mode. Wright’s zoning is just a way on how to get into turnabout mode.
Edit:
Vajra H (Assist) is beaten by…
All versions of standing :h: (Investigation, Trial and turnabout)
Possibly Wright’s Trial crouching :h:
Paperwork low ( :h: to not get hit at all)
Like I said Vajra is pretty much a free objection. Hit it with trial standing :h: then lightbulb to objection. Use paperwork to protect Wright’s upper area. :h: doesn’t need to be combo’d into standing :h: to lightbulb. You can just objection straight
I read through the guide again and took some notes
-j. h in investigation mode has wrights upper body covered but his legs are a vulnerable hurtbox. This makes it susceptible to anti airs and air throws. The fact that this attack is wright’s only crossup makes it a risky but effective air to ground. Also 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.
-Slip up is good for ending combos with to grab evidence during the hard knockdown. I try to end my pw combos with slip up, search, mode swap, judge hammer.
-Maya shield won’t stay out for 5 seconds (60 fps with 152 frames = 2.5 real seconds)
Also got that stuff on Spencer I mentioned earlier
-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.
-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.
-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.
cr.:l:, cr., st.:h:,:s:, j.:h:,j.:d::h:,j.:s:,:a2:(otg),:atk:+:s:,dash,:s:, j.:h:, j.:d::h:, j.:s:,:qcf::h:+:s:(plinked),:f::h:,:a1:(slant shot),:d::d::s:,:f::h:(dizzy)xx:d::d::s:,:atk:+:s:,:d::d::s:,:f::h:(objection)
I wish I had a capture device so I could make a video, but I may just borrow from a friend at a later date. I posted some more notation on that combo in the combo thread, but I keep gaining new insight on that combo and I’m sure other assists can take advantage of the dizzy state. I should mention as this is a combo and phoenix wright rarely gets those opportunities, that its still important to focus primarily on defending and zoning, but scoring this combo off of say a corner throw is just too good =).
Actually Press the witness does soft knockdown. The opponent does not recover in the air thus it means that he touched the ground. Soft knockdown basically is a knockdown only that you cannot OTG an opponent since once he touches the ground, he just wakes up.
I don’t have a capture device either. Lol.
ah yeah I was just reading up on that I misunderstood srks definition:
"Attacks that cause a Soft Knock-Down will put the enemy into a Floored State, but the opponent can immediately roll upon touching the ground. Therefore, there is no period of time where the character can be hit by an OTG move. Soft Knock-Downs ignore Hit Stun Deterioration and, before the opponent hits the floor, they can actually be juggled. When they touch the floor, however, the enemy will instantly roll and be safe from further hits."
just means they recover immediately i get that now but kinda imply’s this works like a regular knockdown just with no otg follow up. The part about the opponent getting floored is rubbish making trial mode dizzy combos with wright harder than it needs to be =
st.:l:,st.,st.:h:,:f::h:xx:dp:,:h:,:f::h:,:a1:(slant shot),:d::d::s:,:f::h: seems to be the only trial mode dizzy combo that I can get to work and only on standing opponents. It would be nice if they didn’t flip out of this when I do it after an otg from wesker =(
I need the opponent on the corner to do an easy dizzy combo. Lol. In midscreen or anywhere else, I just basically run away and zone.
I noticed something about Wright
He’s like Arthur except with a better super mode (Turnabout mode > Golden armor)
He’s like Iron man with those steep combos in trial mode
He’s like Frank with mix up problems (Only one low hitting attack)
He’s like Chris except with 10x more chip damage
He’s like Hsien Ko being an assist character
He’s like Phoenix being really deadly in Level 3 XF
Since I didn’t see this mentioned in the guide but Investigation :d::l: and :d::h: also Trial :d::l: lowers your hitbox so you can avoid some projectiles and mixups for example Doctor Doom’s Plasma Beams and Dormammu’s :f::h:. Unfortunately some projectiles like Magneto’s disruptors can’t be dodged.
Here are some stuff you can dodge, I’ll do some more testing later.
Projectiles
.Doctor Doom’s beams (All variation)
.Chris’s magnum
.Wesker’s horizontal gunshot
.Thor’s mighty spark (All variation)
.Dormammu’s :f::h:
.Deadpool’s guns and air guns (though depends on the height)
.Sentinel Force (up close drones not possible needs more testing)
I actually was able to dodge Gravneto’s disruptor using c.:l: and c.:h: (Inv.)
Adding that btw. Thanks.
Wow, that’s actually amazingly useful. Dodging those moves means that you won’t take any chip damage or get put into blockstun, allowing you to act immediately. As a Yoshi main in Brawl, I feel like I can easily pick up on shrinking my hitbox by performing certain moves. I’m gonna get straight to practicing once I have the chance.
I found a solution to those annoying hidden missiles.
1.) Hire Doom in your team, use the missile assist
2.) If not against the corner, bunny hop backward
3.) Once the opponent uses the missiles assist, summon a lockdown assist (Landmine for example) to keep the opponent in place then summon Maya. Get into Maya’s shield and gather evidence
4.) Take the chip damage by chicken blocking so that mix ups won’t work. Avoid getting predictable because you might get air grabbed when predicted.
Oh and I have a tips against command grabs during investigation mode…
Don’t use Maya :l: that much. Either use Maya or :h: or Maya’s smelting more often
Yoshi’s fun to use but the fact that he has no 3rd jump (lol up special in brawl), poor KO options, roll dodge and poor OoS made me not use him and move to Snake instead.
Actually, Yoshi has one of the better recovery options in the game has above-average kill-power, but I digress.