Good teams for Trish?

You couldnt be more wrong about this statement. For certain charecters who cant follow up there throws peekaboo is wonderful. First person that comes to mind is Chris (cause i use him and peekaboo) air throw or forward throw into low gunshot plus peekaboo gives chris the time he needs to perform a launch an go into a full combo

What exactly are you doing post peekaboo? I also play Chris and have found comboing after a throw, D+H OTG, Peekaboo to be awkward at best. Either they pop out too soon or they are too high to really do anything major to after launching. I did mess around with going into jump Magnum, F+H, S etc but found it to be a little too hard to pull off in actual matchplay.I do sometimes like the fact that using Peekaboo at the end of a combo makes them instantly pop out, since that can create a good reset but most good players are going to be ready for it.

Here’s the best easy combo I remember off Chris’s throw with Peekaboo:

Throw, Call Peekaboo assist, :d::h: (Peekaboo hits, jump) j.:m::h::s: (land) :m::h::f::h::s: (pursuit) j.:m::m::h::s: (land). Then whatever finisher your team lets you do, be it a :d::h: xx THC, or OTG Magnum to Flamethrower, or whatever.

That j.:m::h::s: after the Peekaboo hits should solve your awkward height problems. Nice for damage, too.

I’m a fan of all 3 characters, but not together unfortunately. The reason is because all 3 have very specific assist needs.

Chris really benefits from having someone who can help him control airspace. These are assists like Jam Session and Hidden Missiles. He’s very vulnerable to characters that enjoy hanging out up in the air to setup their offense, like Phoenix, Magneto and Dante otherwise.

While his damage is monstrous, his mix-up is very poor and neither Trish or Storm really help him out here. Against most teams, the lack of mix-up isn’t very noticeable, but you’ll feel it against a Phoenix team. He will really struggle to get a hit if he’s trying to force a snap-in, and then he has no way to pin her down for a mix-up afterwards with just Trish and Storm for assists.

I think you’re also being incredibly optimistic if you think Chris will “hopefully kill half their team.” If he could do that consistently, he’d be on most teams.

Trish + Storm is a pretty good pairing though. I almost always prefer to play Trish with an OTG+Low Hitting assist for combo extensions, comboing off air throws and Round Harvest Unblockables. However, Hail Storm THC lets Trish combo after a knockdown or airthrow for big damage.

The issue I see here is that Storm likes to be able to call an abusive assist while floating around, and Storm at anchor has no one left to call on. I’ve seen her most successful with Sent Drones and Akuma Tatsu. The reason is because she just floats safely around while calling them. Once the assist is out there safely, she rushes in. It’s a repeatable safe advantage in the neutral game, and it’s how I see Justin Wong, Sanford Kelly, Fanatiq and AndyOCR play her successfully.

Also Whirlwind assist is mediocre at best. It does push people out like you mentioned, but that’s also really risky. The last time you want to call a slow vulnerable assist is when someone is on top of you rushing you down. That’s when you get happy birthday’d.

This may all be different in Ultimate when Chris is a much better character, Trish can combo after her knockdowns and airthrows with OTG Max Voltage, and Storm’s dynamics change.

umvc3: Trish/Strider/Iron Man?

Thanks alot, I’ll give it a try. I asked this in the Chris forums but nobody gave specific examples, probably because Chris/Trish isn’t a common team. Not toally sure why though. Peekaboo is a decent if not solid assist for Chris, and Trish is miles ahead of other characters on point that Chris can utilize as assists (Haggar).

kjunk pretty much hit it on the head as far as combos after the peekaboo

Yes that bitch phoenix has been a problem BUT this is a fairly new team and im taking the time to work on that phoenix tech which i plan to unveil in here once i sit in the lab. I usually never have chris in vs a phoenix team i will switch to storm or trish to start cuz the mixups are much better and i can trap her with round harvest when she comes in. Storm i havent really used her FLOAT mechanic yet im still tinkering with the uses for it and she wont have the ability to call assist in Ultimate so in a way i kinda dont wanna get used to using it same with the dhc glitch. Storm i feel is just really balanced, her assist tho slow i never call it with out having chris do meduim guns to pin down. She’s mostly there to boost damage with hail storm and fight the worse matchups for chris and trish while providing a pushing assist that beats most projectiles that magnum and gunshots dont beat. Tho this team is VERY subject to change when ultimate comes out (considering vergil but everyone plays him then i will play HAWKEYE my fave of the new charecters) I think its a very good team, could it be better yea…do i have the execution for the better charecter (Doom and Iron Man and Dante) not at all so i play storm. Id rather feel i have a fighting chance towards the end game rather then play iron man like i did and have issues rushing in and gettin those confirms. Maybe its just me but i have been running ppl online with chris which is why im optomistic, i dont have problems with wolverine wesker or any of the top tiers for that matter (except phoenix) and i’ve taken down a lot of teams with him alone and to be honest i feel he is so much better then ppl give him credit for. Maybe its also cuz i have played scrubs (psn sucks online when it comes to decent competition =(.)

Thinking of switching from Trish/Wesker/Akuma to Trish/Wesker/Taskmaster

I feel Task is just as good as anchor as Akuma, but I feel aim master better suits Trish as an assist better than Tatsu (mabey I’m just using it wrong, but I just feel Trish can’t do much with Tatsu, and I don’t feel it covers dive kicks well when you go down after you lay you traps in the air). You still get all your tricky setups with Wesker/Task and you still get to do those unblock able round harvest setups! Although Task execution is a lot harder than Akuma :frowning:

What do you guys think?

I personally am a HUGE taskmaster player/fan and this is biased from me but i think he is great for trish. He gives her a projectile, meter building, DHC from voltage, great chip to add to round trip/harvest and he pretty much has good matchups against a lot of her weaknesses. His xfactor 3 chip is deadly amazing, but the only thing is she doesnt really help him with her assist. Task also has VERY unsafe command attacks and you have noone to keep him safe either. Does the team work and can be effective yes but there are still some major weaknesses that need to be addressed. I think there is a canada player name RDK or something similar to that who runs that same team if im not mistaken. You could look for vids on him to help you

Taskmaster was one of my favorite characters to pair with Trish because he could easily follow-up after her DHC glitch and make up for the low amount of damage she starts it with, and gain a bunch of meter in the process. Horizontal Arrows is one of the best all-around projectile assists in the game too. Great durability, great damage, doesn’t ruin the combo’s hit-stun deterioration, etc.

And of course his DHCs work off anything she does.

Only downside is that his strengths and weaknesses are similar to hers. Both characters are great in the poking/neutral game but are weaker in terms of mix-up.

I think he’ll be an even better option for her in Ultimate, though. The reason is because Trish won’t be as reliant on having an OTG assist to combo after her air throws, which means you could potentially have a different assist to use along with Taskmaster. And this leads to Round Harvest unblockables :smiley:

Assists like Cold Star, Chun Li legs, etc, let you safely do his unblockable move and combo afterwards which is really cool. Just did some testing and it also works with Drones and Jam Session assist, which is really good.

I still hold that Akuma is a great assist for her in Vanilla though - it just does everything very well, pairs well with other characters too, and he’s a great anchor in the vs. Phoenix fight.

hmmm can you explain how you are using the Tatsu assist for Trist (best time to call) and how you follow it up if the opponent gets hit by it??? for some reason its so hard for me to pick em up with Trish when I get a hit with Tatsu

Sure thing. Wall of text inc.

So a few things to keep in mind. If Tatsu hits, it juggles them for hours, so you should have no problem confirming the hit into Trish’s :h: or :s:, since they both have huge range. Just dash forward and hit :h::s: and you’re into an air combo. If you’re up in the air when it hits, try air dashing in (or air dashing down+forward if you’re flying) with j.:h: or j.:s: and confirming into :l::m::h::s:. Since you’re using Wesker, you can afford to keep the air combos simple for consistency and extend them with his OTG assist once they hit the ground.

Trish can use Tatsu in a bunch of different ways - to get in, stay in, extend combos, corner mix-ups, or even push people out.

One of the safest times to call it is when you’re putting the opponent in block stun already. They’ll probably Advancing Guard Trish out, but they’ll have to block the tatsu, which gives you plenty of time to throw out a Round Trip or other trap and begin setting up your screen presence again. While it’s unlikely to score a hit when you call it like this, it’s a great way to keep from being cornered and to even push them into a corner.

Examples of safer assist calls are things like Dive Kick into :d::l: :d::m: :a2: :h: xx Trap or Air Dash j.:h: (land) :d::l: :d::m: :a2: :h: xx Trap. Less safe but trickier approaches are things like Tri-Dash High into j.:l: (land) :d::l: :d::m: :a2: :h: xx Trap or Tri-Dash (fake high) (land) :d::l: :d::m: :a2: :h: xx Trap. If your approach connects, obviously don’t throw the trap and go into a combo instead. If you omit the :h:, you can also follow the Tatsu in and go for another Tri-dash mix-up as well, but that’ll be the end of your pressure after that.

Because of Trish’s strong movement and trap/projectile game, she can call Tatsu pretty safely during the neutral game as a poke. The key is just making sure you and Akuma aren’t in the same place at the same time while you’re zoning and poking. Basically, you want to call him while you’re up in the air so you can save him if he gets in trouble, and so you don’t get happy birthday’d.

Most characters can’t call assists off a super jump, and Trish is no exception. However, Trish has a double jump, and she can call assists during it. If you go into flight during a regular jump or double jump, she can also call assists whenever during that flight. All of this together lets you safely call Tatsus while you’re way up in the air throwing fireballs and traps, and threatening with Dive Kicks.

If their plan is to quickly dash across the screen and get under Trish for an air throw, Tatsu is going to push them back. This is also a strong counter to something like Dante Jam Session or Doom Hidden Missiles if you think they’re going to try and knock you out of the air with those assists.

Let’s say they anticipate Akuma and start to hit him instead of you. You respond by either fireballing/hopscotching them, air supering them or dive kicking them and punishing them for it. But Akuma’s a super high priority asshole on his own, too and you really don’t have to worry about him very often. Your biggest worry is full screen supers like Okami Shuffle or Hyper Sentinel Force, stuff that’ll either also hit Trish or ignore your attempts to try and save Akuma so just be aware of it - you’ll typically be fine if you keep their attention with projectiles and not call the assist on every refresh.

It can also be used for corner left/right mix-ups. You do this after a snapback or character kill by jumping up, and then double jumping up forward. You’re now above where they come into the screen, and depending on when you call the assist and when you dive kick, they either have to block left or block right. Against characters with no double jump or air dash, you can also just :d::m: slide under them as they come into the stage while letting Tatsu do the hit. Even if they block it, you still get a chance or two at mixing them up while the Tatsu rolls through.

These aren’t as good as Wesker’s teleport or Berserker Slash left/rights of course, but they’re often unexpected.

Awesome post as always, I guess I need to get rid of my bad habit of calling Akuma after H. Do you press M and assist 2 at the same time?? It’s so awkward for my hand to do that

EDIT: I just started practicing this in training mode, which trap am I supposed to lay??? and is the xx Trap route supposed to be a defensive measure to keep yourself safe?? what exactly is “benefit” of choosing to cancel into trap (and how should I follow it up) instead of going for a high/low mixup?

or am I reading it wrong - and are you supposed to cancel the H into a trap and THEN go for the high/low?

You can try a few different timings, but hitting Akuma after the H will leave a gap where they exit block stun. You could consider that a bait to punish them advancing guarding/assist calling, or an opportunity for them to blow you and Akuma up if they throw out an invuln super.

It’s safe to call Round Trip if they block the Tatsu, which should give you plenty of time to get up in the air and start setting more traps, throwing fireballs and other harassment. The benefit is that you got to come down from the air with a relatively safe, high priority move and then get back up in the air safely. They’re very far away when you take to the air again, as opposed to being right next to you for the air throw or worse.

What you’ll find against decent players is that if you do a predictable approach and they block it, they will probably advancing guard you out. There won’t be additional mix-ups if you throw a Round Trip. In some cases this is great - you wanted to be full screen anyway.

If you’re in a position where you have to rush down (like against Phoenix before she has 5 bars) don’t throw the trap :smiley: End your block string early and get back in there for another high/low, or fake high/low. But realize once it’s over, if you didn’t open them up, you’ll be sitting right next to your opponent with no tricks left. Pretty much all of Trish’s normals leave her at a disadvantage except for her :l: attacks which leave her at +2 on block.

I think you’re reading it right. If you throw Round Trip especially, there’s no opportunity for other mix-ups because they can just repeatedly Advancing Guard you out. You may be able to get in one more mix-up if you end the first block string with a Hopscotch, Peekaboo or Flight Mode, but again if that mix-up fails, you’re stuck next to them.

i use dante(jam session) trish(low voltage) deadpool(katanarama) but ive got to ask why do most of you choose hopscotch over low voltage?

I think most people use her Peekaboo assist because of the space it controls, it’s an easy hit confirm into a combo, and because it can eat opponent’s attacks. It’s also great for left/right mix-ups on people coming in after a character kill.

Low Voltage is nice damage, but it doesn’t really help other characters in safely since it has a long start-up, and it doesn’t put people in a lot of hit or block stun compared to beams, drones, etc. Hopscotch assist is kinda cool because it can interrupt combos, but you have to be on the defensive really.

One other thing for Akuma Tatsu assist (though this works for other assists too), you can use it to capitalize off Trish’s instant overhead j.:l:

Do something like :d::l: + :a2:, dash forward j.:l: into dive kick, into :h::s: to combo. Not 100% on that timing, but there are easy ways to set it up.

true it has a long start up but i think i make great use of it with dante…from full screen if you teleport and use low voltage it makes for a decent left right mix up similar to that of a wesker+task(h.arrows) set up…but i think i might try peekaboo now

With Dante you can jump up, and cancel j.:h: into Air Play, and then j.:h: again as you fall, and that protects Trish while she places Peekaboo. At that point, Dante is very very hard to approach because of his own BS and that trap. Plus he can do some gross mix-ups on incoming characters using Peekaboo + teleports and other nonsense.

It’s very fun :slight_smile:

If your using dante/trish you might aswell take a look at Twisted jagos team you could defintely still some tricks from him, and those two’s synergy is amazing roundtrip into combo video plus dhc glitch.