The First Turnabout - Phoenix Wright Guide

Ahhh wait, c.:l:/:h: can’t avoid gravneto’s disruptor. My mistake. I used c.:l: once the active frames were gone.

New stuff:

  • PTW :l: and :m: (Was too lazy to add the new note to the rest of the versions)
  • Maya :m:/:h:

Thanks to Generic Operator for the notes

Since I didn’t see this on the guide, but 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.

Investigation Possible Cancels
.Collect/discard evidence
.Switch stance
.Maya (Any version plinked Maya probably still possible.)
.Maya hyper

Trial Mode Possible Cancels
.Press the Witness
.Paperworks (low or high)
.Evidence
.Switch stance
.Maya hyper
.Judge hyper

Turnabout Mode Possible Cancels
.Press the Witness
.Paperworks (low or high)
.Evidence
.Maya hyper
.Judge hyper
.Ace Attorney

Thanks for updating the guide Berserker.

Sadly I have not been able to plink cancel maya off of normals or slip up for some strange reason. I’ve tried enough times that I highly doubt its possible.

**Updates (04/18/12) : **

[LIST]
[]Team synergy : Rocket Raccoon updated
[
]Gameplay : Basic combo section updated
[*]Team synergy : Arthur updated
[/LIST]

This is a damn good guide i’m struggling finding the right balance for PW and this guide is helping me a bit with PW as a character thanks for this guide Berserker :tup:

Is there a thread somewhere that has information about how many evidences you can get safely out of the options he has? For example, after a S, MMHS, PW can get 1 evidence safely, or after a Maya Super from a DHC, Wright can get 2 evidences, etc. It’s something worth keeping in mind, as a newbie PW player.

No there isn’t. However, this is what I’ve known or seen so far.

  • Once you kill an opponent, then DHC into Wright. You can gather like around 4 or 5 evidence
  • After an air combo, you can gather 1 evidence
  • During Maya’s smelting, you can gather 2 evidence
  • Order in the court (Of course) will not let you get any evidence
  • Killing an opponent lets you gather 3 evidence
  • Ace attorney lets you gather 3 evidence
  • An opponent in a dizzy state lets you gather 2 or 3 evidence?

Adding on to what Berseker said:
-:d::h: one evidence though you sacrifice a combo for it.
-Two evidence from his overhead :f::m:.
-One evidence from an air stun.
-One or two evidence depending on the height from an air throw, one if switched from trial mode back into investigation after an air throw.
-One from a regular throw.

Adding on to what :d::l: and :d::h: can dodge.
-Hawkeye’s :qcf::l: (Triple arrow though usually Hawkeye players will do :h: and quickly into :qcf::l: which means you can’t dodge the :h: arrow but you can throw paperwork then do :d::l: in trial.)
-Hawkeye’s :qcf::h:
-Sentinel’s :h: and :d::h: beams
-Sentinel’s :j::m:

I will make a list and experiment some more what those moves can dodge later.

Also apparently Press the Witness can destroy weak durability projectiles. Though unfortunately it’s not much because from what I experimented it can only destroy Strider’s Tiger and Eagle( :m: version Eagle) and Rocket Raccon’s Claymore.

Adding to what c.:l:/:h: can dodge.

  • MODOK’s psionic blaster (You can also duck under it or even gather evidence to dodge it)
  • Dante’s scat shot
  • Strange’s Bolts of Balthakk (You can duck under it or even gather evidence to dodge it)
  • Ammy’s cold star (Up close?)

Challenge : Can anyone break the 600k mark in investigation mode? Assists are allowed btw since I know it’s impossible without assists/XF. No X-factor by the way. Burn only 1 meter.

I haven’t tried this combo. Just thought of it now. Maybe it can break the 600k mark. Not sure. I’ll try it when I get the chance

s.:l:, s.:m:, s.:h:, :f::h:+:a2: (Pendulum), Wall bounce, :f::h:, s.:s:, j.:m:, j.:h:, :d::h:, j.:s:, :qcf::h:+:a1: (Gun fire M), :f::h:, Either :d::d::s: to :qcb::atk::atk: or :qcf::atk::atk:

s.:h: -> s.:f::h: -> s.:s: -> a.:h: -> a.:d::h: -> a.:s: -> :d::df::f::h: -> s.:s: -> a.:h: -> a.:d::h: -> a.:s: -> :d::db::b::atk::atk:

Does… about 632k? I think that’s the most amount of damage Investigation PW can do solo.

Wow. I never knew that. Lol.

Problem is how can Wright pick up opponents from Maya’s OTG at mid-screen (Plinking?)? Unless, this is a corner combo.

I made a 607k investigation assist combo. It;s funny how it’s weaker than that solo Wright combo :sweat:

s.:h:, :f::h:, s.:s:, j.:m:, j.:h:, :d::h:, j.:s:, :qcf::h:+:a2: (Pendulum), s.:s:, j.:m:, j.:h:, j.:s:, :d::d::s:, :qcb::atk::atk:

Maybe if I removed the :m: attacks, it would be stronger? I’ll try it out.

Edit :
New 620k damaging combo in investigation, It;s the same thing as my 607k damaging combo only that I removed the j.:m: at the start and I switched to trial mode in the middle of the combo.

s.:h:, :f::h:, s.:s:, j.:h:, :d::h:, j.:s:, :qcf::h:+:a2: (Pendulum), Quick :d::d::s:, s.:s:, j.:m:, j.:h:, j.:h:, j.:s:, :d::d::s:, :qcb::atk::atk:

And 2 new objection combos

(With full set of good evidence)
s.:h:, :f::h:, s.:s:, j.:h:, :d::h:, j.:s:, :qcf::h:+:a2: (Pendulum), Quick :d::d::s:, :f::h:

s.:h:, :f::h:, s.:s:, j.:h:, :d::h:, j.:s:, :qcf::h:+:a2: (Pendulum), Quick :d::d::s:, s.:s:, :d::h:

Edit (04/28/12) :
[LIST]
[*]Throw description edited.
[/LIST]

I also found some cool combos off Wright’s throws.

(With full set of evidence)

Trial to turnabout mode
:f::h: (Throw), s.:h:, s.:h:, :f::h:

Trial to turnabout mode again
air :f::h: (Air throw), j.h, s.:h:,s.:h:, :f::h:

Does anyone know this already? I don’t see much players do this.****

Indeed, I do. The video I made and posted several times already showcases those two options. Additionally, you can do a slightly delayed j.:s: instead of the j.:h: after air-throwing a super jumping foe to continue the combo. I don’t see many people doing it because you have to be in the corner, and that is kinda difficult in trial mode…Besides, it does requite a bit of timing, which varies according to height. Definitely possible if you are in a position to go for it, though.

hey guys help me out whit Wright/Chris/Dante!!!

Dante’s jam session assist is great for both Wright and Chris so I’m suggesting your positioning of the team should be like this at the start of the match. With this positioning, once you get into turnabout mode, you can swap into Chris quickly.

If Turnabout Wright is gonna be on point or second
Wright/Chris/Dante

If Turnabout Wright is gonna be an anchor
Wright/Dante/Chris

I also suggest you to use paperwork as Wright’s assist. Missile is also good but both Dante and Chris have OTG attacks already. Chris isn’t the type of character who usually opens up his enemies. He zones. Even though Missile hits low, chances are you can’t reach the opponent since his air normals don’t reach that far. Maybe it would do well in the corner but… Paperwork greatly helps Chris’ zoning. Dante has some pretty good or decent mix ups with those air :h:/:s: to Hammer and his teleport (Even though it’s not that fast). Missile would definitely help Dante with his mix ups. Paper would help Dante apply pressure on the opponent. So… Dante is fine with both assists.

ok but i already have a anti air assist for Chris (jam session) i should keep whit missile or change to paper…i see you run a similar team please help me whit a game plan…btw i have other phoenix wright team in mind Spencer/Wright/Doom any toughts?

I think I might’ve found something that will help getting hits in with turnabout mode or other shenanigans with investigation and trial mode. Apparently it’s possible to whiff Wright’s TAC so he lands on the ground first while the opponent flies towards the ground slowly for a bit.

For example the point character does a standard air combo TAC to the right, left, or down when Wright collides with the opponent you do TAC down, left or right if done right Wright will whiff the opponent. Some situations however will cause the TAC to not whiff the situations are: the opponent’s back is in the corner sometimes it will not whiff, if Wright comes from the opposite corner, and also if you do TAC up with Wright or the point character. Even though it’s a whiffed TAC the opponent can still counter it if predicted.

The only thing I know that is guaranteed when landing on the ground are Maya hyper or Order in the Court or collect an evidence safely. However if you didn’t do a lot of hits with the point character it’s possible to do a hit and convert into a combo with Wright.

I’ll try to make a video to give a more visual view of how it looks like or experiment with it if you like.

When dat assist and match-up section be updated? Would be nice to know how to deal with certain characters.

I don’t know. The match up and assist section can’t just revolve around my experience.

N(ew updates with the match ups : Chris, Chun, Frank, Haggar and Hawkeye.

Just my thoughts. Oh and I said I got perfected by Frank… IT ONLY HAPPENED ONCE. It doesn’t mean I suck against him. I still have a fairly easy time against Frank (Most of the time).

Note that my input is not always perfect. It’s best if everyone shares their thoughts.

Can everyone also share their thoughts in this layout?