UMVC3/Phoenix Wright

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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.png reward scenarios, look no further than Phoenix Wright.

Strengths Weaknesses
  • 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
  • Movement befitting of a lawyer, that being very bad
  • Incredibly low damage output outside of Turnabout Mode, making it hard to gain momentum
  • 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

PW colors.jpg

Players to Watch

I Heart Justice, Wolfstreet, Aonien, UglyWhen, Raid

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:
15.0 %
30.0 %
45.0 %
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:
10 / 15 / 30 %
10 / 15 / 30 %
10 / 15 / 30 %
10 / 15 / 30 %
35 / 35 / 35 %
X-Factor Lvl 1:
35 %
35 %
35 %
35 %
35 %
X-Factor Lvl 2:
35 %
35 %
35 %
35 %
35 %
X-Factor Lvl 3:
35 %
35 %
35 %
35 %
35 %
  • 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

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

Normal Moves

All Modes
Name
Command
Damage
Notes (glossary)
Standing Light
L.png
33,000
Crouching Light
D.png + L.png
33,000
Low.png
This move allows Wright to dodge some projectiles such as
Doctor Doom's Plasma Beam
Standing Medium
M.png
50,000
Special
S.png
100,000
Launch.png Nocancel.png
Slip-Up
F.png + M.png
60,000
High.png Hardknockdown.png
Jumping Light
air L.png
35,000
High.png
Jumping Medium
air M.png
50,000
High.png
Jumping Special
air S.png
70,000
High.png Aircombofinisher.png
Investigation Mode
Name
Command
Damage
Notes (glossary)
Crouching Medium
D.png + M.png
45,000
Standing Heavy
H.png
60,000
Crouching Heavy
D.png + H.png
30,000 + 35,000
Low.png Softknockdown.png ;
Softknockdown.png caused only by
second hit.
This move allows Wright to dodge some projectiles such as Doctor Doom's Plasma Beam
Jumping Heavy
air H.png
60,000
High.png
Questioning
F.png + H.png
70,000
Hardknockdown.png (air only)
Dzzy.png (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.png and the
Dzzy.png occur.
Air Questioning
air D.png + H.png
70,000
Hardknockdown.png (air only)
Dzzy.png (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.png and the
Dzzy.png occur.
Trial Mode
Name
Command
Damage
Notes (glossary)
Crouching Medium
D.png + M.png
55,000
Standing Heavy
H.png
70,000
Crouching Heavy
D.png + H.png
65,000
Jumping Heavy
air H.png
60,000
High.png
Illuminating Point
H.png after connected H.png
80,000
Jcancel.png
Note Scribbling
H.png after connected
D.png + H.png
60,000
Low.png Softknockdown.png
"Just a Little More...!"
air H.png after connected
air H.png
70,000
High.png
Cross-Examination
F.png + H.png
70,000
Hardknockdown.png (air only)
Dzzy.png (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.png
and the Dzzy.png occur.
Air Cross-Examination
air D.png + H.png
70,000
Hardknockdown.png (air only)
Dzzy.png (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.png
and the Dzzy.png occur.
Bridge to the Turnabout
F.png + H.png
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.png + 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.png + M.png
55,000
Standing Heavy
H.png
120,000
Hardknockdown.png
Crouching Heavy
D.png + H.png
120,000
Softknockdown.png
Wallbounce.png
Jumping Heavy
air H.png
120,000
High.png Softknockdown.png
Groundbounce.png
Pursuit
F.png + H.png
100,000
Hardknockdown.png (air only)
Dzzy.png (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.png and the Dzzy.png
occur.
Air Pursuit
air D.png + H.png
100,000
Hardknockdown.png (air only)
Dzzy.png (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.png and the Dzzy.png
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 Dzzy.png
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 Dzzy.png.

Throws

Name
Command
Damage
Notes (glossary)
Forward Throw
F.png + H.png
80,000
Throw.png Hardknockdown.png
Back Throw
B.png + H.png
80,000
Throw.png Hardknockdown.png
Forward Air Throw
air F.png + H.png
80,000
Airthrow.png Hardknockdown.png
Back Air Throw
air B.png + H.png
80,000
Airthrow.png Hardknockdown.png

Special Moves

Investigation Mode
Name
Command
Damage
Notes (glossary)
"M-Maya!?" (L)
Qcf.png + L.png
0
Maya summons a barrier that
absorbs all attacks.
"M-Maya!?" (M/H)
Qcf.png + M.png / H.png
68,000
Low.png Otg.png
Hardknockdown.png
Investigate
L.png / M.png / H.png + S.png
0
Atk.png 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.png / M.png / H.png + S.png
100,000
Atk.png button used determines which
evidence slot Phoenix Wright throws
item from. Only works with filled
slot.
Mode Change
D.png , D.png + S.png
0
Changes to Trial Mode.
Trial Mode
Name
Command
Damage
Notes (glossary)
Paperwork (High)
Qcf.png + Atk.png
35,000 x 3
Proj.png
Paperwork (Low)
Qcb.png + Atk.png
35,000 x 3
Proj.png
Press the Witness (L)
Dp.png + L.png
20,000 x 2
+ 50,000
Softknockdown.png ;
Softknockdown.png caused only by last hit.
Press the Witness (M)
Dp.png + M.png
20,000 x 4
+ 50,000
Softknockdown.png ;
Softknockdown.png caused only by last hit.
Press the Witness (H)
Dp.png + H.png
20,000 x 6
+ 50,000
Softknockdown.png ;
Softknockdown.png caused only by last hit.
Present Evidence
L.png / M.png / H.png + S.png
Varied: See
Presented Evidence
Atk.png button used determines which
evidence slot Phoenix Wrights presents
the evidence from. Only works with
filled slot.
Mode Change
D.png , D.png + S.png
0
Changes to Investigation Mode.
Turnabout Mode
Name
Command
Damage
Notes (glossary)
Paperwork Storm (High)
Qcf.png + Atk.png
25,000 x 9
Paperwork Storm (Low)
Qcb.png + Atk.png
25,000 x 9
Break the Witness (L)
Dp.png + L.png
20,000 x 6
+ 50,000
Softknockdown.png
Wallbounce.png ;
Softknockdown.png and Wallbounce.png
caused only by last hit.
Break the Witness (M)
Dp.png + M.png
20,000 x 11
+ 50,000
Softknockdown.png
Wallbounce.png ;
Softknockdown.png and Wallbounce.png
caused only by last hit.
Break the Witness (H)
Dp.png + H.png
20,000 x 19
+ 50,000
Softknockdown.png
Wallbounce.png ;
Softknockdown.png and Wallbounce.png
caused only by last hit.
Present Evidence
L.png / M.png / H.png + S.png
Varied: See
Presented Evidence
Atk.png 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.png + S.png
40,000 per Beam
Proj.png ;
3 delayed Homing Beams.
Documents
Atk.png + S.png
100,000
Strk.png Proj.png ;
Floating Energy Ball that
explodes on contact.
Knife
Atk.png + S.png
40,000 per Beam
Proj.png ;
3 slow Angled Beams.
Photo
Atk.png + S.png
25,000 x 5
Proj.png ;
5-hit Straight Piercing Beam.
Vase
Atk.png + S.png
100,000
Proj.png ;
Arching Energy Ball.
Watch
Atk.png + S.png
100,000
Proj.png ;
Straight flying Energy Ball.
Bad / No Evidence
Atk.png + S.png
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.png + Atk.png + Atk.png
30,000 x 10
+ 50,000
Softknockdown.png
Trial Mode and Turnabout Mode Only
Name
Command
Damage
Notes (glossary)
"Order in the Court!"
Qcb.png + Atk.png + Atk.png
250,000
Otg.png Hardknockdown.png ;
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.png + Atk.png + Atk.png
500,000
Otg.png Hardknockdown.png ;
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 (F.png+M.png) 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 (M.png) 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 H.png attacks.
  • In Turnabout Mode, your only low-hitting attack is crouching L.png. Keep this in mind when selecting assists or choosing your approach, as low assists can mitigate this problem and create unblockables with jumping H.png, or if your opponent is blocking everything and knows that crouching H.png cannot hit low, dashing in with a crouching L.png 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 H.png. 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

  • U.png, D.png+H.png, S.png, M.png, H.png, F.png+H.png, S.png, D.pngU.png, M.png, H.png, D.png+H.png, S.png, D.pngD.pngS.png, Qcb.pngAtk.pngAtk.png
  • U.png, D.png+H.png, S.png, M.png, H.png, F.png+H.png, S.png, D.pngU.png, M.png, H.png, D.png+H.png, S.png, Qcf.pngH.png, H.png, S.png, D.pngU.png, M.png, M.png, H.png, S.png, D.pngD.pngS.png, Qcb.pngAtk.pngAtk.png
  • F.png+M.png, Qcf.pngM.png, M.png, H.png, F.png+H.png, S.png, D.pngU.png, M.png, H.png, D.png+H.png, S.png, Qcf.pngH.png, H.png, D.pngU.png, D.png+H.png, S.png, D.pngD.pngS.png, Qcb.pngAtk.pngAtk.png

Trial Combos

  • D.png+M.png, H.png, H.png, U.png, H.png, H.png, S.png, H.png, H.png, U.png, H.png H.png, S.png, H.png, S.png, D.pngU.png, M.png, M.png, H.png, H.png, S.png, Qcb.pngAtk.pngAtk.png
  • D.png+M.png, H.png, F.png+H.png, Dp.pngL.png, Dash, H.png, H.png, U.png, D.png+H.png, S.png, H.png, H.png, S.png, D.pngU.png, M.png, H.png, H.png, D.png+H.png, H.png, S.png, D.pngU.png, M.png, M.png, H.png, H.png, S.png, Qcb.pngAtk.pngAtk.png
  • D.png+M.png, H.png, F.png+H.png, Dp.pngL.png, Dash, H.png, H.png, U.png, H.png, H.png, S.png, H.png, H.png, S.png, D.pngU.png, H.png, H.png, D.png+H.png, H.png, D.png, U.png M.png, H.png, H.png, S.png, Qcb.pngAtk.pngAtk.png
  • D.png+M.png, H.png, H.png, U.png, H.png, H.png, S.png, H.png, H.png, U.png, H.png H.png, S.png, H.png, S.png, D.pngU.png, H.png, H.png, D.png+H.png, H.png, S.png, H.png, H.png, S.png, Qcb.pngAtk.pngAtk.png

Turnabout Combos

  • D.png+H.png, U.png, H.png, S.png, M.png M.png, H.png, D.png+H.png, S.png, M.png, M.png, H.png, D.png+H.png, Qcb.pngAtk.pngAtk.png

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" (F.png+H.png) 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. (H.png, H.png, F.png+H.png)

Basic Strategy

Advanced Strategy

Strategy vs. Phoenix Wright

Game Navigation

General
Controls
System
Strategy
HUD
Glossary
FAQ
Game Data
Patch Notes
Archived Information
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