MvC3: Mama said knock you out! Trish Combo Thread

can you tell me what you’re doing exactly
if it’s the combo above your post that kaori was having problems with i can try to help
i also don’t think you have to dash, i haven’t been, mind you i just tried the combo now for the first time and i’m getting it on firebrand midscreen and corner without dashing
so i’m thinking maybe it’s char specific issues mainly because i haven’t tried it on everyone yet

yeah i’d like to have it even if it is execution intensive

and omg we canadians really like our trish eh

For the airdash in the combo, the j.M comes RIGHT after the dash, it’s super fast, then you delay the j.H after for just alittle, and time your (land) H so they get hit close to the ground (this is important if you’re combo’ing from out of the corner into the other) … you dont have to air dash in the corner, or midscreen, but I’ve gotten so used to it that I do it no matter where I get the hit.

I tried doing j.L, and it seems harder to do for me… j.M for some reasons seems way easier… probably because I’ve been doing with j.M for awhile now

also with hidden missiles after you knock them down with S call doom then do a tiger knee low voltage super… missiles hit, then do a jump light low voltage into another super, dunno how effective it is, but it can be useful if you don’t have a good DHC, or if you need 3 DHC’s to kill and don’t wanna change the order of your team.

with the normal peekaboo relaunch combo it does about 900k… not bad for 2 bars considering the damage output of Trish!

So who can post an annotation, or even better a video, for Trish’s THC combos?

Good shit dude.

any trish combo that’s not corner specific and nets 700k?

Not really unless you have assists. With assists though, she can do big damage.

Nothing new, but thought I’d share what I came up with using Trish/Doom/Wesker.

j.H, D+H, c.L, c.M, H, S, j.L, D+H , Hopscotch, adf. j.M, j.H, land, H, S, sj. M, M, H, S, land, Samurai Edge, Round trip, S, sj.S, Round trip returns, falling S, land, Missiles, air Max Voltage, Missiles hit, Air Max Voltage.

That’s ~970k for 2 meters (builds about 1.3) and note that the confirms are easy c.L, c.M, H strings, and the j.L before dive kick keeps HSD low to keep this combo very consistent. After the 2nd max Voltage, I can DHC to Sphere Flame and do 1,139,800 if necessary.

To push the damage even further, don’t use c.L and add a c.H after s.H at the beginning, use j.M before dive kick, after landing for first time, add a c.H after s.H. After round trip, you can also do s.H, s.S. I don’t think all of those can be added because it would push HSD too far, and I’m happy with the consistency of this combo.

So, I picked up Trish recently and my BnB right now is simple. It involves the dive kick into hopscotch, but i dont do the dash afterwards. It actually can work midscreen, but once i launch the opponent after hopscotch, I only know how to end it in the air. My problem, though, is consistency. I practice the combo for hours, but if I dont know what Im correcting, I’ll never get better. So, what are the details and timings I should be paying attention to when I combo? For example, why is the opponent floating too high by the time I try to dash after a hopscotch? Did I wait to long to attack after launching? Did I do hopscotch too soon?

I feel that the dive kick -> hopscotch combo is height sensitive. If the opponent happens to be above you, delay hopscotch after dive kick to the point that the opponent is at level with Trish. When the opponent is level with Trish after hopscotch, combo as normal. If below Trish, you can also combo as normal or air dash to give that push to corner. My dive kick -> hopscotch BnB is pretty much what stryder1587 has without Doom.

Another BnB you can practice is skipping hopscotch after dive kick. Here’s what it looks like:

j.M, D+H, land, st. L, st. M, st. H, S, sj. M, M, dj. M, H, S, tiger knee’d Max Voltage (Light Low Voltage, Max Voltage, DHC instead of launch).

You sacrifice damage but it does present a better opprotunity to DHC to another character, given that the DHC goes for max range. Plus, if you are cornered and you managed to get this combo, the dive kick will put you on the opposite side, so now your opponent is cornered. There’s a whole lot of options you can do with Trish, but at the very least I put out my view of the dive kick/hopscotch combo. Try that out and see how well that does.

Anyhow, is there any combos after an opponent lands on a Peekaboo more elaborate than standard ABC combo?

Hi, I’m a very very new Trish, but she is required for some cool Frank West and Firebrand setups. But I’m having trouble doing anything more than her standard solo combo of the ABC launch M divekick peekaboo st. H S MMH divekick lightning biglightning. I’m trying the RDK stuff, but it seems Firebrand’s otg assist is much too slow. Does anyone have a way to extend damage with any of firebrand’s assists, or perhaps shopping cart?

Trish doesn’t really benefit much from combo extention via Shopping cart. It’s really used to just open people up/getting in/left right up down mixups to open people up. You WILL eventually open people up with shopping cart backing up your offense.

I dunno on Firebrand. I don’t think any of his assist help trish out. Trish’s best assist OTGs are just like everyone else: Wesker gunshot or Doom missiles. viper and Dante get honorable mentions.

Yeah, but Firebrand is essential for the awesome Frank setup, and Trish can scythe into firebrand unblockables. Right now I’m doing the trapless relaunch into knockdown BnB, and occasionally going into scythe and DHCing to Firebrand mode, for the unblockable. Still, I’d like Trish to actually get some damage before the switch. Shame firebrand’s otg assist is apparently terrible.

Hey Duke,

I had this same problem using Trish/Shuma/Wesker or any Trish/X/Wesker team around midscreen. It was possible to re-launch round trip with Wesker assist but it was also significantly harder than in the corner, so I wanted the other assist to work in there somewhere towards a corner carry. The trick is to call your assist during a jump loop right after the hopscotch sequence. So for your team, it would look like this:

:l::m::h::s: j.:m: j.:d::h: xx j.:d::db::b::l:(Hopscotch) - :f::f:(air dash forward) - j.:m::h: - (land) - :uf: jump forward - :a1: + j.:m::m::s: - (land) - :f::f: (dash forward) - Firebrand OTG hits - :h::s: - j.:m::m: - :u:double jump - j.:m::m::s:

(feel free to experiment with the assist call spot, it might actually be on the second air M, or maybe even the air S in that jump forward loop since I’m not familiar with firebrand’s timing. Guide says 50 frame startup so my guess is probably the first or second M will work fine. )

Let me know how this works out for you. :slight_smile: I’m pretty sure the firebrand otg will pickup as long as you hit the assist early enough in a jump loop before the air.S spike to the ground. If you’re having trouble getting the last air.MM double jump air.MMS sequence to hit, then skip the double jump and just go straight to air.MMS

Awesome advice, thank you. This looks like a pretty good setup anywhere on the screen. I like it. Just curious, though, I’m new to Trish combos, what is the reason for MM jump MM S on the last air series? No H?

And, playing with the timing of that, I might even be able to catch them if I use swoop assist, which would have a lot of added utility. Gonna lab this out.

WOW. From what I am seeing, I just did that exact sequence (the air dash timing takes a few minutes, it’s tricky) firebrand’s otg assist doesn’t reach far enough to do this midscreen. This is truly a terrible assist. But guess what works? Charge assist. That st. H makes things a bit funky, so I did cr. H, but I ended getting this consistently after about 10 minutes from figuring out how terrible otg assist is.

:l::m::h::s: j.:m: j.:d::h: xx j.:d::db::b::l:(Hopscotch) - :f::f:(air dash forward) - j.:m::h: - (land) - :uf: jump forward - :a1: + j.:m::m::s: - (land) - :f::f: (dash forward) - Firebrand charge hits - cr.:h::s: - j.:m::m: - :u:double jump - j.:m::m::s: Scythe DHC’ed to speed boost mode on firebrand. Unblockable + combo. I love this team.

The assist call is on the first M without the speed boost stance, and with the stance, right after the second M is the best timing.

Bold text is for the change And I definitely know why the j.M is used over the j.H. The timing isn’t as hard when cr. H is involved. Swoop, for all it’s use for taking the air, isn’t nearly useful for Frank or Trish combos.

And, I’m getting the j.M’s at the end most of the time, but occasionally it drops. Care to tell em how to make it more consistent, or what’s causing it to drop? Because I’m dropping it about 15% of the time, and that translates to 70% of the time online, might cost me a kill.

Oh, and thanks again, DTritan, that was crazy amounts of helpful.

haha! sounds siiiick! No problem dude.

Yeah I just go to mms because I could never get H to connect again after that many hits. As you saw with the occasional drop of the last j.MMS.

As far as the last two j.M’s, I occasionally whiff those also. :wink: lol. I think they’re just a lot faster than we’re used to, or expecting. When I feel like I’m pressing MMS too fast, it actually connects fine in most cases. I’d suggest speeding it up for more consistency, or changing the cr.H back to st.H. I think the standing H has less hit stun decay so it should make the last j.MMS a tiny bit more lenient on timing. Whatever way is more comfortable and consistent for you, I say take it.

[media=youtube]lOmVbOrfe-0[/media]

I saw this and wondered…is it possible to do this not as a tac but as a normal flight combo?

Is that transcribed somewhere?

Side TAC hits- LMMH d.H fly LLMMH un-fly adf LH slight pause d.H slight pause qcb.L LH land qcf.L qcf.2ATK

And months later:

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