Super Smash Bros. Crusade/Phoenix Wright
Phoenix Wright Ace Attorney (Capcom) |
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Introduction
xSSBC_PhoenixWright_Stock.png Phoenix Wright (Ace Attorney) Who is this?
Versus Theme | Pursuit ~ Last Promotion Version | Phoenix Wright Ace Attorney: Dual Destinies | Capcom |
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Overview
Max Jumps | Weight | Gravity | Friction |
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3.0 Average |
0.25 Middleweight |
0.32 High |
0.99 |
Walk Speed | Run Start Speed | Run Acceleration | Run Speed |
2.2 Fast |
4.5 Very Fast |
0.25 |
3.2 |
Jump Momentum | Jump Speed | Mid Jump Speed | Short Hop Speed |
0.75 |
7.5 |
7.8 |
3.0 |
Air Speed | Fall Speed | Fast Fall Multiplier | Airdash Speed |
2.2 |
4.35 |
1.35 |
8.0 Average |
Air Acceleration | Air Friction | Special Actions | |
0.13 |
0.1 |
None |
* Archetype:
* Availability: Default
Game Plan
xSSBC_PhoenixWright_Stock.png Phoenix Wright has a reflector, a Fast up special and really powerful attacks when using evidence.
His Unique Mechanic "Ace Attorney" revolves around collecting a max. of X evidence that powers up his attacks.
To gain evidence through an RNG factor, Phoenix must Crouch, Jab, Up Tilt, Down Tilt, NAir, Down Special and Throws.
- Remaining crouched provides evidence but is on a 1-3 second timer
- Jab and Down Tilt have the best chance at generating evidence
- Throws are the most consistent at obtaining evidence.
- Briefcase (Down B) gives evidence based on number of projectiles, not power. It can be held to obtain evidence from a Fox spamming Laser, but not much from a single Samus Charge Shot.
To use evidence, Phoenix can use Pummel, Objection, Side Smash, Up Smash, Fair, Down Special, Side Special
- Pummel uses 1 evidence and increases the knockback of your throws.
- Objection! uses 1 evidence. It stuns the opponent in place for a confirm.
- Side Smash´s Paper count depends on evidence. Needs a minimum of 3 evidence to toss papers.
- FAir uses 1 evidence. It gets a strong clean hit or a projectile on whiff.
- Up Smash and Down Special both drop an evidence item for Phoenix to use.
- Take That! consumes all evidence. It gains more knockback when using 5 evidence. At Max evidence it becomes incredibly strong.
However, Phoenix is on the slow side while also having stubby range in moves that use no evidence. Because of this, he struggles in disadvantage or under pressure and can find it difficult to mount a comeback if not allowed to gather resources.
- Tilts are...
- Smashes are...
- Aerials are...
- Throws are...
- For Neutral, it's imperative to get as much evidence as possible. While Crouching helps, he does not have the speed or tools to run away and gather evidence uncontested.
Start by using his jab, Down tilt and Sneeze attacks to intercept the opponent's approach, then mixup grabs and throws when they start shielding in front.
If camped, Phoenix can use Briefcase to absorb projectiles and gain evidence. Use it to spawn an item, then continue to gain more evidence through crouching and absorbing.
- For Advantage, Phoenix can chase with Up special in order to threaten a quick Aerial (NAir/FAir) or a slow finisher (Side B), but general you should be aiming to continue gathering evidence if under 8.
- For Disadvantage, Down tilt and Up tilt are fast and have decent hitboxes, but can leave you vulnerable if the player mistimes the enemy's rushdown timing. Up special is also a fast escape option both out of shield and as a recovery mix up.
Character is for you if:
- Like whacky characters with unique gimmicks
- Enjoys resource management to snowball your opponents.
For a more in depth overview of the character, guides and a matchup spread, go to Phoenix Wright: Competitive Overview
Kirby Copy Ability | Parasol ![]() |
Description |
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Home Stage | ![]() |
District Court ![]() |
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Moveset
Normals
Jab 1 5A. 5A.
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Jab 2 5A.5A. 5A.5A.
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Jab 3 5A.5A.5A. 5A.5A.5A.
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Tilts
Side Tilt 6A. 6A.
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Up Tilt 8A. 8A.
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Down Tilt 2A. 2A.
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Smash Attacks
Side Smash 6C. 6C.
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Up Smash 8C. 8C.
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Down Smash 2C. 2C.
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Dash Attack (During Dash/Run) A. (During Dash/Run) A.
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Aerials
Neutral Air (Air) 5A. (Air) 5A.
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Forward Air (Air) 6A. (Air) 6A.
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Back Air (Air) 4A. (Air) 4A.
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Up Air (Air) 8A. (Air) 8A.
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Down Air (Air) 2A. (Air) 2A.
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Grabs
Grab (Grounded) 5Z. or 6Z. (Grounded) 5Z. or 6Z.
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Pummel (During Grab) 5A. (During Grab) 5A.
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Forward Throw (During Grab) 6. (During Grab) 6.
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Back Throw (During Grab) 4. (During Grab) 4.
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Up Throw (During Grab) 8. (During Grab) 8.
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Down Throw (During Grab) 2. (During Grab) 2.
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Specials
B Name 5B. (Neutral Special) 5B. (Neutral Special)
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SideB Name 6B. (Side Special) 6B. (Side Special)
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UpB Name 8B. (Up Special) 8B. (Up Special)
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DownB Name 2B. (Down Special) 2B. (Down Special)
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Final Smash
Final Smash: Name 5B. (Full Meter) 5B. (Full Meter)
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Alternate Costumes
Gallery
Trivia
- Fun Fact Here
- Fun Fact Here too