I was messing around in training mode with Phoenix Wright, and there’s a corner combo in courtroom mode where I do light Paperwork into the Judge super to OTG. the opponent will be knocked off the ground and hit the paper, causing them to instantly tech recover, leaving Phoenix Wright on the ground from the super. An example of this is shown in this video around the 1:46 mark.
Since they recovered right away, I decided to test something with She Hulk.
So I do the same combo with She-Hulk second. Paperwork into Judge super, opponent recovers in the air. This is where you delay the DHC until the opponent recovers before DHCing into She Hulk’s Anti-Air Hyper. Since they recovered from the paperwork, this allows for the She Hulk Anti-Air Hyper to connect, allowing for unscaled damage and a combo afterwards.
Not sure how useful this is seeing as there probably aren’t many (if any) Phoenix Wright/She Hulk or Phoenix Wright/Frank West pairs. But it was an interesting find that I thought might give people some ideas. I haven’t tested yet, but maybe opponents with invincible air hypers can avoid this?
EDIT: Looks like forward tech will escape. DOUBLE EDIT: It seems that even if your opponent forwards techs, if you input the anti-air hyper at the right time, it will auto-correct, catching the opponent.