UMVC3/Phoenix Wright/Combos

From SuperCombo Wiki


Motion Input Chart
7 Ub.png 8 U.png 9 Uf.png
4 B.png 5 N.png 6 F.png
1 Db.png 2 D.png 3 Df.png
Notation Meaning
(Leave a space) cancel from the previous normal to the following.
, Link from the previous move to the following.
> Cancel the previous move into the following special / super move.
~ Cancel special into set followup or plink previous attack into the following.
dl. / delay Delay the following move.
whiff Must whiff the following move.
land Must land on the ground before the next move.
rejump Must land then jump again before the next move.
j. / sj. Move is done in a jump / superjump.
jc / sjc Cancel previous move into a jump / superjump.
ia./tk. Instant Air or Tiger Knee Special or Super Move.
XX Any two attack buttons excluding S.
NXX Dash / Airdash in N direction.
X+S Any other attack button and S pressed at the same time.
AA Anti-Air
[X] Hold input
-X- Release input
(N) Connect with only the Nth hit of this attack.
(Move) Move is optional.
[sequence] x N Repeat sequence N times.

Combos

Solo Combos

Investigation Mode

2L > 2M > 5H > 6H > 5S sjc. j.5M > j.5H > j.2H > j.5S, land, (corner only in brackets) [236H, 5H > 5S sjc. j.5M > j.5M > j.5H > j.5S, land,] 22S xx 214XX (487,000 for 1 bar, 534,000 with corner extension)

Basic combo route in Investigation Mode. It's not really a combo-centric mode.

(Corner Only) 6M xx 236M, 5M > 5H > 6H > 5S sjc. j.5M > j.5M > j.5H > j.5S, land, 236M, 5H > 5S sjc. j.5H > j.5S(394,000 for 0 bar, builds 0.8 bars of meter.)

Video Timestamp. Oof.

Trial Mode

j.2H > j.5S, land 5H > H jc. j.5M > j.5M > j.5S, land, 5H > H jc. j.5M > j.5M > j.5S, land, 5H xx 236XX, (Corner only after this point) 5H > 5S sjc. j.5M > j.5M > j.5H > j.5H > j.5S, land, 236L xx 214XX (~750,000 for 2 bars, builds ~1.1 bars of meter)

Video Timestamp. Jump loop using the jump-cancel property of Phoenix's 5H>H Command Normal.

2L > 5H > 6H xx 623L, L+M~H (Dash plink Heavy) > H jc. j.2H > j.5S, land, 5H > 5S sjc. j.5M > j.5H > j.5H > j.2H (Dizzy), land, 5H > 5S sjc. j.5M > j.5M > j.5H > j.5H > j.5S, land, 236L xx 214XX (619,000 damage for 1 bar, builds ~1.2 bars of meter)

Utilizes three Trial Mode Command Normals in order to fill Dizzy gauge. This is the recommended BnB, but may need modification on the fly if previous hits cause the Dizzy to trigger earlier than planned.

X-Factor Combos

-

Sample Team Combos

Phoenix/VJoe/Dante

Using Spencer assist for evidence gathering
Conversions from Mata Unblockable using Spencer/Doom

Conversion from Maya Unblockable using Cap/Deadpool

Viper/Phoenix Wright/Ammy

Double Jail (not practical but cool)


Beginner Combos


Combos One Star.png
Basic, simple combos with few requirements or restrictions.
  • Work on all or nearly all characters.
  • Require little to no resources (Meter, Assists, Character Specific Stocks).
  • Need minimal adjustments for positioning or starter.

Core Combos


Combos Two Stars.png
Core combos that balances reward with execution and reliability.
  • Works against a selected set of characters.
  • Can require adjustments for positioning and resources.
  • Are expected to be consistently performable by a skilled player who main the character.

Advanced Combos


Combos Three Stars.png
Advanced Combos are specialized in usage, require awareness, execution, and have advantages over core combos.
  • May only work on a few characters or in specific circumstances.
  • Can have any amount of requirements such as meter, positioning, starter.
  • Are not necessarily harder than core combos, but require more specific knowledge.

Assist Extensions

Comboing in X-Factor