Phoenix Wright Reloaded V1.00
==17/03/2019==
Revamp by Theking35
Original Template by Blade and Riklaionel

//If you have trouble opening the RAR file, you may need to update WinRAR.

Phoenix Wright, edit by Theking35  original template by Blade & Riklaionel
Here is my secondary entry in producing any sort of character. This one really did feel like a revamp. This is basically an overhaul to the existing Phoenix Wright character by Blade & Riklaionel, 
complete with remapped/ reworked moves, new moves and an evidence system! Basically, he fights sort of like his UMvC3 self (but there are some deviations here and there.)
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Phoenix Wright Reloaded General Description
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This version of Phoenix Wright, much like his original UMvC3 self is a defensive-based character (go figure huh?) At a first glance he seems like a very unorthodox and awkward character to use, 
due to how short his normal are and how rigid his mobility is. However, once you get used to his playstyle of picking up evidence and using them against the opponent, he becomes a keep-away, zoner with a 
versatile (albeit random) pool of projectiles to keep the opponents on their toes whatever the situation. He isnt too bad up close either, with quick normal accompanied with decent bread n butter combos with 
decent damage. When stuck in a pinch hes also got an assistant to help him out, named Maya. She will either trip up the opponent or keep them at bay with her shielding abilities. He also has hypers that cover 
quite a large range (two of which are actually full-screen hypers!) And help reset pressure back into neutral. Finally, just like his UMvC3 self, he has turnabout mode upon Objecting with 3 pieces of evidence. 
This will increase his damage and defence significantly whilst allowing him to use his coveted Ace Attorney Hyper!

As for Phoenix Wrights downside Considering his pathetic normal range, his need to search for evidence and most of his specials having startup sequences, he will most likely lose to long-ranged rushdown characters 
and even zoners who are quicker than him. Also, considering he starts off with zero evidence, he needs time and a lot of effort to keep opponents off him as he tries to get prepared. Maya is good in helping Phoenix 
Wright in this field, but be too predictable in using her and the opponent will see through your tactics and punish Phoenix Wright accordingly (unless its AI)
Overall, this version of Phoenix Wright is designed to be defensive zoner/ snowballer that starts off slow and disadvantaged, but give him the opportunity and he will surely 
(or mostly) comeback with that iconic Turnabout (mode)!
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Player-Specific Mechanics
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Turnabout Mode
As mentioned before, Phoenix Wright can enter a more powerful state for a short period of time upon meeting the following criteria:
> Have 3 pieces of evidence
> Hit the opponent with either 6Z or j2Z (his objections)
His damage and defence increases significantly and it makes his evidence more spammable, with increased direct damage and chip damage! (phew). 
It also allows him to resist death for as long as its active (to really emphasise that TURNABOUT factor, yknow?)
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Once More & Second Chance
Inspired by Kingdom Hearts abilities Once More and Second Chance, Phoenix here will endure both a fatal hit and from being fatally combed  retaining 1 HP throughout hitstun. 
Once hes no longer being hit however, Phoenix Wright is basically on the verge of death. 
At the same time, he gains a second chance (get it?) to really turn things around. He also constantly regens meter when at 1 HP, making this a do-or-die moment.
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Evidence
By inputting 22A/B/C, Phoenix Wright can find evidence to store in one of 3 folders to present against his opponents, each evidence having varying effects (see later). This is vital to 
upgrading Phoenix Wrights moveset/ combo & zoning abilities. It will also empower his Present Evidence EX move, based on how much evidence he finds.
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Normals
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// Short moves for characters up in your face. Not really something you charge into when facing a weapon user/ zoner.
5X/A  Quickest and shortest ranged.
5Y  Quick, Not that much better than 5X/A, except for a slight damage increase
5Z  Medium ranged, medium speed
5B  Quick, pushes Phoenix Wrights body forward. His whole body becomes a hitbox. Decent range.
5C  Quick, his main launcher. Decent range. An overhead
6C  Slow, his main overhead. Special-cancellable despite how it looks.
6Z  Slow, far-reaching and good damage. Main method for connecting into Turnabout Mode. Can also be used as an overhead.
2X  Quick and short ranged.
2Y   Quick and short ranged.
2Z   Quick and short ranged.
2A   Quick and short ranged. Main low starter.
2B  Quick and short ranged. Useful low for blocked standing normal gattlings.
2C  Just like his 5C. His only crouching overhead, which is pivotal in mixups.
jX - Quick and short ranged. One of his aerial combo starters
jY - Quick and medium ranged. Good upward range.
jA - Quick and short ranged. One of his aerial combo starters
jB  Medium speed with medium horizontal range, but good vertical range.
jC/Z  Quick with decent range. His main combo ender.
J2Z  Slow with far horizontal and downward vertical range. Secondary method of getting into Turnabout Mode.
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Grab (C+Z)
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A dog runs up to the opponent and crashes into them, sending them into the air. Standard grab with decent damage. A good way to start combos on overly defensive opponents (oh the irony)
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Specials
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Maya (214A)& (214B)
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(A) Version consists of Maya tripping on the floor to sweep the opponents legs. Hits low and as such, can lead to nasty surprises. Good combo starter but should be used in moderation as it is easy to jump over
(B) Version consists of Maya conjuring a shield in a fixed position. Absorbs a certain amount of damage, before it fades away. Great when Phoenix needs time to find evidence, 
or for when he wants to attack without the risk of getting hit. Phoenix however can be grabbed out of the shield, so be careful of grapplers.
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Present Evidence (236A/B/C)
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Presents Phoenixs currently held evidence in folders 1,2 or 3 depending on the button used.

Knife Evidence  3 Knives are launched in an arc pattern. Slow and phases through other projectiles. Good for chip damage and zoning.

Photo Evidence  A narrow laser is shot forth. Hitscan projectile with good chip damage. Must be very precise. Fails to work against short opponents

Vase Evidence  An orb is shot in an parabolic manner (it arches as it travels). Good against airborne opponents and for juggling opponents in the air. Not really useful during grounded neutral.
Watch Evidence  An orb is shot in a straight line. Absorbs incoming projectiles. Decent zoning tool.

File Evidence  A large orb is shot in the air before stopping in place, sort of like an aerial mine. Good for intercepting aerial opponents and much like the vase, can be used for juggling. Absorbs projectiles.

Phone Evidence  3 orbs are shot at random places and much like the file evidence, they stop eventually, acting like air mines. They also absorb projectiles, which makes this evidence the 
best in terms of zone shielding. After a while, the orbs will transform into homing spears that will speed towards the opponent at a fast pace. Deals good chip damage and allows for great zoning play. 
Arguably the best evidence.

No Evidence (What are you doing?)  Nothing happens, except for Phoenix Wright fumbling like an idiot. Great if you want to give your opponent a free hit.
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Paperwork (236X/Y/Z)
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(X) version will hit the opponent once with great aerial knockback. Good as a combo ender when you want the opponent as far away as possible. Horrible combo extension.
(Y) version will hit the opponent 3-4 times with decent vertical knockback against airborne opponents. Decent combo extension but has strict timing.
(Z) version will hit the opponent 5-6 times with great vertical knockback against airborne opponents. Can only be used as a combo extension if the opponent fails to tech in time.
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Supers/ Hypers
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Present Evidence EX (236X+Y)
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Phoenix Wright presents all of his evidence, emitting a large energy beam plus other projectiles based on the evidence his has. Damage is based on how much evidence he has. 
At zero, it does decent damage. With 3 evidence, it does considerable damage (plus more damage coming from the other evidences!) The downside is that any presented evidence is 
then discarded, meaning Phoenix Wright has to search for evidence again.
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Maya EX (Steel Samurai Smelting) (236A+B)
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Maya runs towards the opponent, consistently ramming into them for decent damage. Excellent set up for Turnabout Mode as opponent is locked into hitstun until she stops attack, 
allowing Phoenix time to run up and land an objection. Its also a great setup for a high-low unblockable as her last hit counts as a low.
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Nightmare Judge (214X+Y)
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A full-screen hyper that knocks both Phoenix Wright and the opponent into the air, resetting everything back into neutral. Great reversal (but quite costly) and puts some distance 
between Phoenix and the opponent, for him to gather more evidence.
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Ace Attorney (234X+Y) (Must be in Turnabout Mode)
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A full-screen grab that locks the opponent into humiliation as they are lectured about being a criminal (arent they though?) Combined with his damage boost, this hyper deals serious 
damage and can hit anywhere. The downside is that, despite being a grab, its blockable. The good news is that its a frame 0 attack, so if the opponent isnt blocking the second you 
activate this move, theyre done for.
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Other Stuff
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Palettes 
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1-5P [Standard Mode]
6P [Turnabout Terror]  Phoenix gains a large attack and defence buff and immunity to knockback. Expect a very long fight with normal characters. Ace Attorney only costs 1 bar in this mode :P
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Thanks to:
- Blade & Riklaionel for the original Phoenix Wright template that I used for the edit.
- And of course you!
Be sure to leave some feedback. Gets pretty lonely over here and Id love to hear ways I can enhance the experience. Lemme know how this one went :D

