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* In X-Factor levels 2 and 3, Phoenix Wright in Turnabout Mode has an X-Factor loop / infinite with crouching {{#motion: h}}. Keep this in mind if your Turnabout Phoenix Wright doesn't have 3 meters, or really needs to save the meter.
* In X-Factor levels 2 and 3, Phoenix Wright in Turnabout Mode has an X-Factor loop / infinite with crouching {{#motion: h}}. 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!
* 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 ===
=== Combos ===

Revision as of 19:01, 30 December 2011

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Phoenix Wright

Umvc3 phoenixwright face.jpg

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 / high reward scenarios, look no further than Phoenix Wright.


Character Vitals

CHARACTER DATA
Health:
1,000,000
Double Jump:
No
Air Dash:
No
Air Dash/Jump count:
0
X-FACTOR
Level 1
Level 2
Level 3
X-Factor Damage Boost:
35.0 %
60.0 %
85.0 %
X-Factor Speed Boost:
? %
 ? %
 ? %
X-Factor Duration:
11.0 s
16.0 s
21.0 s
MINIMUM DAMAGE SCALING
 
L Attacks
M Attacks
H Attacks
Special Moves
Hyper Combos
Normal:
? %
 ? %
 ? %
 ? %
 ? %
X-Factor Lvl 1:
? %
 ? %
 ? %
 ? %
 ? %
X-Factor Lvl 2:
? %
 ? %
 ? %
 ? %
 ? %
X-Factor Lvl 3:
? %
 ? %
 ? %
 ? %
 ? %


Video Walkthrough


Move List

Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Paperwork (High) (M)
shot front
35,000 x 3
proj ;
Becomes Paperwork
Storm (M) if Phoenix
Wright is in
Turnabout Mode
Steel Samurai
Maya Smelting
Beta2.png "Get 'Em, Missile!"
shot front
50,000
projectile
Steel Samurai
Maya Smelting
Gamma2.png Press the Witness (M)
direct front
20,000 x 4
+ 50,000
softknockdown ;
Becomes Break the
Witness (M) if Phoenix
Wright is in
Turnabout Mode
Steel Samurai
Maya Smelting

Normal Moves

All Modes
Name
Command
Damage
Notes (glossary)
Standing Light
l
33,000
Crouching Light
d + l
33,000
low
Standing Medium
m
50,000
Special
s
100,000
launch nocancel
Slip-Up
f + m
60,000
high hardknockdown
Jumping Light
air l
35,000
high
Jumping Medium
air m
50,000
high
Jumping Special
air s
70,000
high aircombofinisher
Investigation Mode
Name
Command
Damage
Notes (glossary)
Crouching Medium
d + m
45,000
Standing Heavy
h
60,000
Crouching Heavy
d + h
30,000 + 35,000
low softknockdown ;
softknockdown caused only by
second hit.
Jumping Heavy
air h
60,000
high
Questioning
f + h
70,000
hardknockdown (air only)
dzzy (ground only) ;
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 hardknockdown and the
dzzy occur.
Air Questioning
air d + h
70,000
hardknockdown (air only)
dzzy (ground only) ;
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 hardknockdown and the
dzzy occur.
Trial Mode
Name
Command
Damage
Notes (glossary)
Crouching Medium
d + m
55,000
Standing Heavy
h
70,000
Crouching Heavy
d + h
65,000
Jumping Heavy
air h
60,000
high
Illuminating Point
h after connected h
80,000
jcancel
Note Scribbling
h after connected
d + h
60,000
low softknockdown
"Just a Little More...!"
air h after connected
air h
70,000
high
Cross-Examination
f + h
70,000
hardknockdown (air only)
dzzy (ground only) ;
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 hardknockdown
and the dzzy occur.
Air Cross-Examination
air d + h
70,000
hardknockdown (air only)
dzzy (ground only) ;
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 hardknockdown
and the dzzy occur.
Bridge to the Turnabout
f + h
100,000
When possessing 3 Good Evidence,
replaces Cross-Examination. Hitting
opponent with this move leads to
Turnabout Mode.
Air Bridge to the
Turnabout
air d + H
100,000
When possessing 3 Good Evidence,
replaces Cross-Examination. Hitting
opponent with this move leads to
Turnabout Mode.
Turnabout Mode
Name
Command
Damage
Notes (glossary)
Crouching Medium
d + m
55,000
Standing Heavy
h
120,000
hardknockdown
Crouching Heavy
d + h
120,000
softknockdown
wallbounce
Jumping Heavy
air h
120,000
high softknockdown
groundbounce
Pursuit
f + h
100,000
hardknockdown (air only)
dzzy (ground only) ;
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
hardknockdown and the dzzy
occur.
Air Pursuit
air d + h
100,000
hardknockdown (air only)
dzzy (ground only) ;
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
hardknockdown and the dzzy
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 {{#motion: dzzy}}
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 {{#motion: dzzy}}.

Throws

Name
Command
Damage
Notes (glossary)
Forward Throw
f + h
80,000
throw hardknockdown
Back Throw
b + h
80,000
throw hardknockdown
Forward Air Throw
air f + h
80,000
airthrow hardknockdown
Back Air Throw
air b + h
80,000
airthrow hardknockdown

Special Moves

Investigation Mode
Name
Command
Damage
Notes (glossary)
"M-Maya!?" (L)
qcf + l
0
Maya summons a barrier that
absorbs all attacks.
"M-Maya!?" (M/H)
qcf + m / h
68,000
low otg
hardknockdown
Investigate
l / m / h + s
0
atk button used determines which
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.
Discard
l / m / h + s
100,000
atk button used determines which
evidence slot Phoenix Wright throws
item from. Only works with filled
slot.
Mode Change
d , d + s
0
Changes to Trial Mode.
Trial Mode
Name
Command
Damage
Notes (glossary)
Paperwork (High)
qcf + atk
35,000 x 3
proj
Paperwork (Low)
qcb + atk
35,000 x 3
proj
Press the Witness (L)
dp + l
20,000 x 2
+ 50,000
softknockdown ;
softknockdown caused only by last hit.
Press the Witness (M)
dp + m
20,000 x 4
+ 50,000
softknockdown ;
softknockdown caused only by last hit.
Press the Witness (H)
dp + h
20,000 x 6
+ 50,000
softknockdown ;
softknockdown caused only by last hit.
Present Evidence
l / m / h + s
Varied: See
Presented Evidence
atk button used determines which
evidence slot Phoenix Wrights presents
the evidence from. Only works with
filled slot.
Mode Change
d , d + s
0
Changes to Investigation Mode.
Turnabout Mode
Name
Command
Damage
Notes (glossary)
Paperwork Storm (High)
qcf + atk
25,000 x 9
Paperwork Storm (Low)
qcb + atk
25,000 x 9
Break the Witness (L)
dp + l
20,000 x 6
+ 50,000
softknockdown
wallbounce ;
softknockdown and wallbounce
caused only by last hit.
Break the Witness (M)
dp + m
20,000 x 11
+ 50,000
softknockdown
wallbounce ;
softknockdown and wallbounce
caused only by last hit.
Break the Witness (H)
dp + h
20,000 x 19
+ 50,000
softknockdown
wallbounce ;
softknockdown and wallbounce
caused only by last hit.
Present Evidence
l / m / h + s
Varied: See
Presented Evidence
atk button used determines which
evidence slot Phoenix Wrights presents
the evidence from. Only works with
filled slot.
Presented Evidence
Name
Command
Damage
Notes (glossary)
Cell Phone
atk + s
40,000 per Beam
proj ;
3 delayed Homing Beams.
Documents
atk + s
100,000
strk proj ;
Floating Energy Ball that
explodes on contact.
Knife
atk + s
40,000 per Beam
proj ;
3 slow Angled Beams.
Photo
atk + s
25,000 x 5
proj ;
5-hit Straight Piercing Beam.
Vase
atk + s
100,000
proj ;
Arching Energy Ball.
Watch
atk + s
100,000
proj ;
Straight flying Energy Ball.
Bad / No Evidence
atk + s
0
Occurs when you try to present bad
evidence or evidence from an empty
evidence slot. Phoenix Wright gets
stuck in an embarrassed delay for a
short period.

Hyper Moves

All Modes
Name
Command
Damage
Notes (glossary)
Steel Samurai Maya Smelting
qcf + atk + atk
30,000 x 10
+ 50,000
softknockdown
Trial Mode and Turnabout Mode Only
Name
Command
Damage
Notes (glossary)
"Order in the Court!"
qcb + atk + atk
250,000
otg hardknockdown ;
Switches Phoenix Wright back to
Investigation Mode if performed
during Trial Mode. Also will eliminate
any bad evidence you currently posses.
Turnabout Mode
Name
Command
Damage
Notes (glossary)
Ace Attorney
dp + atk + atk
500,000
otg hardknockdown ;
Level 3 Hyper. Will always do 600,000
damage total thanks to 20% damage
boost in Turnabout Mode.


Strategy

Tips and Tricks

  • In Investigation Mode, Slip-up ({{#motion: f}}+{{#motion: m}}) 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.
  • 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 {{#motion: h}} attacks.
  • In Turnabout Mode, your only low-hitting attack is crouching {{#motion: L}}. Keep this in mind when selecting assists or choosing your approach, as low assists can mitigate this problem and create unblockables with jumping {{#motion: h}}, or if your opponent is blocking everything and knows that crouching {{#motion: h}} cannot hit low, dashing in with a crouching {{#motion: l}} 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 {{#motion: h}}. 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

Basic Strategy

Advanced Strategy