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The allegorical lawyer is here, and he brings with him the strangest move set and most unique mechanics in UMVC3. Phoenix Wright must spend his time gathering evidence to use against the opponent -- which becomes his projectile arsenal -- and must be gathered to unlock his Turnabout Mode. In this Mode, he becomes one of the most powerful characters in the game for a small amount of time. During this mode, he also gains arguably the best Hyper in the game, an instantaneous fullscreen Hyper that deals 600k damage! If you love comedy and gambling on high-risk / {{high}} reward scenarios, look no further than Phoenix Wright.}} | The allegorical lawyer is here, and he brings with him the strangest move set and most unique mechanics in UMVC3. Phoenix Wright must spend his time gathering evidence to use against the opponent -- which becomes his projectile arsenal -- and must be gathered to unlock his Turnabout Mode. In this Mode, he becomes one of the most powerful characters in the game for a small amount of time. During this mode, he also gains arguably the best Hyper in the game, an instantaneous fullscreen Hyper that deals 600k damage! If you love comedy and gambling on high-risk / {{high}} reward scenarios, look no further than Phoenix Wright.}} | ||
{{ProConTable | |||
| pros = | |||
*A vast amount of defensive tools including Maya shield and an invincible hyper | |||
*Evidence can make his zoning almost impassable, especially in combination with proper assists | |||
*Turnabout Mode improves everything about him significantly, including better speed, insanely high damage, fast zoning, and long ranged disjoints that convert to full combos from anywhere on screen | |||
*Great set of hyper combos with one that helps him make space and set up unblockables, one invincible reversal that acts as a combo ender, and, of course, Ace Attorney: a frame 1, full screen nightmare that deals 600k damage | |||
| cons = | |||
*Movement very befitting of a lawyer, that being very bad | |||
*Incredibly low damage output outside of Turnabout Mode, making it hard to get mileage off of any hit | |||
*Limited comeback potential if he's not in Turnabout due to his low damage and bad movement | |||
*Although he has solid defensive options, he needs to find time to search for evidence, which is always risky and can often get you killed | |||
*Bad evidence can make Phoenix's already risky defensive game plan even riskier | |||
*Doesn't allow much room for experimentation with teammates due to his unorthodox win condition | |||
*Turnabout mode only lasts about 20 seconds, which can make it difficult to completely take advantage of if you're behind | |||
*His only low while in Turnabout is his crouching light, which can make it near impossible to open up an up-backing opponent | |||
}} | |||
=== Alternate Colors === | === Alternate Colors === | ||
Revision as of 13:07, 22 February 2022


Phoenix Wright
The head of the Wright & Co. Law Offices, which formerly belonged to his long-time mentor Mia Fey (now deceased), Phoenix Wright is perhaps best known for his immense amount of luck and determination. Nick is willing to go to any lengths to find the right evidence to prove his clients' innocence, and it always turns out well for them in the end. With his mentor's little sister Maya and her cousin Pearl around to assist him, Wright has managed to defeat many prosecutors, including the infamours "Demon Prosecutor" Manfred von Karma, his daughter Franziska, the mysterious Godot, and his former childhood friend turned greatest rival Miles Edgeworth. Wright maintained a stable career, until one fateful day that would spark a series of tragedies when he met two men by the names of Zak Gramarye and Kristoph Gavin...
In a nutshell
The allegorical lawyer is here, and he brings with him the strangest move set and most unique mechanics in UMVC3. Phoenix Wright must spend his time gathering evidence to use against the opponent -- which becomes his projectile arsenal -- and must be gathered to unlock his Turnabout Mode. In this Mode, he becomes one of the most powerful characters in the game for a small amount of time. During this mode, he also gains arguably the best Hyper in the game, an instantaneous fullscreen Hyper that deals 600k damage! If you love comedy and gambling on high-risk / reward scenarios, look no further than Phoenix Wright.
Strengths | Weaknesses |
---|---|
|
|
Alternate Colors
Players to Watch
I Heart Justice, Wolfstreet, Aonien, UglyWhen, Raid
Character Vitals
- Differences indicate values for Investigation, Trial, and Turnabout Modes respectively.
Video Walkthrough
Combos
Tech
Hit/Hurtbox Guide
Provided ID could not be validated.
Move List
Assist Types



Becomes Paperwork
Storm (M) if Phoenix
Wright is in
Turnabout Mode
Maya Smelting


+ 50,000

Becomes Break the
Witness (M) if Phoenix
Wright is in
Turnabout Mode
Maya Smelting
Normal Moves
All Modes




This move allows Wright to dodge some projectiles such as
Doctor Doom's Plasma Beam















Investigation Mode








second hit.
This move allows Wright to dodge some projectiles such as Doctor Doom's Plasma Beam






Every Questioning that connects
or is blocked builds up about 25%
of a hidden "stun meter". If the
opponent is hit and their stun meter
fills up, that is the only time when
the






Every Air Questioning that connects
or is blocked builds up about 25%
of a hidden "stun meter". If the
opponent is hit and their stun meter
fills up, that is the only time when
the


Trial Mode
















air






Every Cross-Examination that
connects or is blocked builds up
about 45% of a hidden "stun meter".
If the opponent is hit and their
stun meter fills up, that is the only
time when the

and the





Every Air Cross-Examination that
connects or is blocked builds up
about 45% of a hidden "stun meter".
If the opponent is hit and their
stun meter fills up, that is the only
time when the

and the



replaces Cross-Examination. Hitting
opponent with this move leads to
Turnabout Mode.
Turnabout

replaces Cross-Examination. Hitting
opponent with this move leads to
Turnabout Mode.
Turnabout Mode
















Every Pursuit that connects or is
blocked builds up about 65% of a
hidden "stun meter". If the opponent
is hit and their stun meter fills up,
that is the only time when the


occur.




Every Air Pursuit that connects or is
blocked builds up about 65% of a
hidden "stun meter". If the opponent
is hit and their stun meter fills up,
that is the only time when the


occur.
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
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 .
Throws
















Special Moves
Investigation Mode


absorbs all attacks.











evidence slot Phoenix Wright puts
found item in. Only works with empty
slot. Can find food that will heal
roughly around 150,000 points of
Phoenix Wright's Red Life.





evidence slot Phoenix Wright throws
item from. Only works with filled
slot.



Trial Mode








+ 50,000




+ 50,000




+ 50,000






Presented Evidence

evidence slot Phoenix Wrights presents
the evidence from. Only works with
filled slot.



Turnabout Mode






+ 50,000




caused only by last hit.


+ 50,000




caused only by last hit.


+ 50,000




caused only by last hit.




Presented Evidence

evidence slot Phoenix Wrights presents
the evidence from. Only works with
filled slot.
Presented Evidence



3 delayed Homing Beams.




Floating Energy Ball that
explodes on contact.



3 slow Angled Beams.



5-hit Straight Piercing Beam.



Arching Energy Ball.



Straight flying Energy Ball.


evidence or evidence from an empty
evidence slot. Phoenix Wright gets
stuck in an embarrassed delay for a
short period.
Hyper Moves
All Modes



+ 50,000

Trial Mode and Turnabout Mode Only





Switches Phoenix Wright back to
Investigation Mode if performed
during Trial Mode. Also will eliminate
any bad evidence you currently posses.
Turnabout Mode





Level 3 Hyper. Will always do 600,000
damage total thanks to 20% damage
boost in Turnabout Mode.
Mission Mode
Strategy
Tips and Tricks
- In Investigation Mode, Slip-up (
+
) is an overhead Hard Knockdown that can be canceled into any move. Use this to surprise your opponent and get one or two Evidence searches.
- In Investigation Mode Maya (
) can cross up the opponent if you anticipate a forward roll, some situations where this could be used are after an overhead collect two evidence then call Maya or after an air combo collect one evidence then call Maya.
- The Order in the Court Hyper, in addition to return Phoenix Wright to Investigation Mode, automatically erases all Bad Evidence. In a pinch, you can search for three items, switch to Trial Mode and play keep-away with your Good Evidence, and then use this Hyper to dig for the last piece of Good Evidence you need, without manually throwing away the Bad Evidence.
- In Turnabout Mode, all of Phoenix Wright's assists become almost entirely invincible. Abuse them!
- In Turnabout Mode, not only is your evidence more powerful, but you can also use two in a row in a rapid-fire fashion. Abuse these keepaway tools, as they can do amazing chip damage against a player who is intent on blocking your Turnabout Mode
attacks.
- In Turnabout Mode, your only low-hitting attack is crouching
. Keep this in mind when selecting assists or choosing your approach, as low assists can mitigate this problem and create unblockables with jumping
, or if your opponent is blocking everything and knows that crouching
cannot hit low, dashing in with a crouching
can sometimes trick the opponent.
- In X-Factor levels 2 and 3, Phoenix Wright in Turnabout Mode has an X-Factor loop / infinite with crouching
. Keep this in mind if your Turnabout Phoenix Wright doesn't have 3 meters, or really needs to save the meter.
- After knocking one opponent out, the duration waiting for the next character to come in gives you enough time to search for two pieces of evidence easily, and a third or more depending on Assists and use of Maya. Defeat an enemy with Ace Attorney, then search enough to be ready for Turnabout again!
- As of the 12/19/2011 patch, Wright's Press the Witness and Paperwork assists, when in Turnabout Mode, are no longer fully invincible when called. Keep this in mind and use them with care.
Combos
Investigation Combos
Trial Combos
Turnabout Combos
Notes
- After the third "Hold it!" in Trial mode , the oponent should be in a stunned state, allow the oponent to fall to the ground and continue the combo. This applies on the second, third and fourth trial mode combo.
- To do trial mode combos number 3 and 4, you need to have done "press the witness" (
+
) Once before and twice before respectively. If you lose track of how many times you've done it, you can end the combo after the first air series.
- "Bridge to the Turnabout" can be combo'd into illumination. (
,
,
+
)