

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 / high reward scenarios, look no further than Phoenix Wright.
Character Vitals
Video Walkthrough
Move List
Assist Types
Becomes Paperwork
Storm (M) if Phoenix
Wright is in
Turnabout Mode
Maya Smelting
Normal Moves
All Modes
Investigation Mode
softknockdown caused only by
second hit.
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.
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
d + h
air h
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.
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.
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
wallbounce
groundbounce
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.
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
Special Moves
Investigation Mode
absorbs all attacks.
hardknockdown
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
softknockdown caused only by last hit.
+ 50,000
softknockdown caused only by last hit.
+ 50,000
softknockdown caused only by last hit.
Presented Evidence
evidence slot Phoenix Wrights presents
the evidence from. Only works with
filled slot.
Turnabout Mode
+ 50,000
wallbounce ;
softknockdown and wallbounce
caused only by last hit.
+ 50,000
wallbounce ;
softknockdown and wallbounce
caused only by last hit.
+ 50,000
wallbounce ;
softknockdown and wallbounce
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.
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.