What’s the best way to combo off of a raw peekaboo catch? Let’s say they run into a minimum-height trap, what do you do? I just find myself doing s.H, c.H, S into a basic launcher combo. Anything better?
I just go into the basic BnB I have with Trish and my team. Generally what it’s for.
Recently I have been trying to improve my trish game. I used to do the old sL sM sH sS sj jM D+H sL sM sH sS air series etc. But recently I’ve been working on the hopscotch relaunch combo so many people have trouble with. While I can do the combo, I am having trouble with perfecting the consistency. There seems to be a few variations on how to do it, so if anyone can offer some advice or can answer these questions I would be very thankful.
After the launcher do you use jL or jM? Some have said on this board that the jump light makes this combo easier. In Jago’s version of the combo he also uses jL after the launcher and after the airdash of the hopscotch relaunch. Is it better to use the jL after the airdash or jM? It seems like the jump light is easier to connect after the airdash, but makes it harder to cancel into jH afterwards. Should I be airdashing as soon as possible after the hopscotch, or is it dependent on if I am connecting with jM or jL after the airdash (which do you feel is more consistent)?
I am currently using jL after the launcher but I almost feel as if I am keeping the combo too low to the ground. Is this possible, or should you always keep this combo as low to the group as possible without going below the airdash height requirement? It seems like even though I keep it low, I don’t have much time to wait on the standing heavy and the opponent is often too high to be relaunched correctly.
Any input is appreciated
I use j.M but for the combo consistency, j.L is the way to go. I don’t do hopscotch>airdash>j.L. I use j.M instead just for damage and more hitstun. Best to use j.L overall since it covers big and small characters.
The airdash after the hopscotch will be the same regardless the character/combo variation. Just have to learn the timing down as that gets most people the first few times.
The height overall doesn’t bother too much. Can’t be too high obviously or else they’ll flip out. You’ll feel like you’re too low if you’re using j.L though but you’re at a fine height.
Thanks, that has helped some. Up until now I had been spamming L+M attack to get our the dash and medium attack out in time because I was having difficulty with the timing. It wasn’t until I stopped to practice the dash timing that I realized Trish can’t dash after a whiffed hopscotch. I can’t believe I didn’t know that before. Any suggestions on how to get the dash medium attack out quickly enough? It seems that sometimes even mashing the L+M to dash I still don’t get the medium attack out quickly enough to keep comboing and unless im mistaken hopscotch has a set hitstun amount. I’m aware the medium after the dash is a tight link but still I should be able to always confirm after the hopscotch if hopscotch has set hitstun. Is my scrub technique of mashing L+M maybe causing the problem? Or is it simply an issue of needing to practice more?
More than likely need more practice. I use L+M myself and double tap the M (so L+M,M) just so I can get the kick to connect. Sometimes I goof and mistime the dash, other times i’ll get the dash but completely whiff the M. I wouldn’t mash out the airdash. Just run through that part of the combo just to get the timing/feeling down for it. I can’t really explain when to dash as I go by visually (and at this point, it’s just finger memory) but there should be more than enough hitstun on hopscotch that you can do it not too late and still keep the combo going.
After some more good practice I’ve been able to get the combo down alot better. I appreciate all the input. Through some experimenting I found launcher can be made a lot more consistent (to make up for my bad timing) by canceling the standing heavy into crouching heavy to lower the characters height before the launcher. Now just to get the dash timing more on point lol
Anyone have a video or videos of all of Trish’s TAC combos? I’d prefer non-infinites.
Just be careful using cr.H in some combos as for whatever reason adds more to the hitstun decay than s.H. (possibly cause it’s counted as a knockdown hit?)
I’m sure the Trish round trip TAC is still on the last page of the Trish video thread. If not the last, then lingering in the past 2 pages beforehand that one.
Yeah I have read that crouching H does add a lot of stun decay for no real reason. Although you have it down by muscle memory what do you look for visually as your que to dash? Accurately getting the dash is the last part I am having trouble with. Getting a Dash jL after hopscotch is really easy on timing, but I have a lot of trouble converting the combo to the ground if I use jL. When I get jM in combo I don’t really seem to have this problem but it seems like jM requires you time the airdash perfectly.
After practicing jL after the airdash it seems like it works fine. You just need to keep the combo right above the airdash height requirement to keep it consistent and delay the stand heavy properly.
Can anyone give me the best combo using doom missiles for trish, if you can maybe add in dorm dark hole assist. I’d find it myself but I don’t now much about comboing with this character.
Edit : Wait lol, I literally just saw the combo on the fourth page. Is that the best possible combo?
And what should I do if I don’t plan on ending it in round harvest should I just go into voltage.
Also whats her advanced solo bnb.
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Wow, I can’t do any of these, silly flight TAC combos.
I been using this bnb “crL-crM-crH-launch-,airM-airdownH-airqcbL-airM-airH-land-stH-crH-stS-launch-,airM-airM-double jump-airM-airM-airS-qcbupbackL-(Maximum Voltage)”. Is this a good bnb to use?
Impractical hilarity:
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j.M,M,H,S,landL,M,H,S, sj.M,M,H,S, land …
I play Trish/Doom so I get something SUBSTANTIAL off stray peekaboo catches. Almost to the point when I feel like Trish/Doom is one of those teams that makes Trish better than intended.
I feel like I have to mention Strange 2nd as well, because Bolts is top tier rushdown assist for airdash characters. It’s such a versatile assist, not to mention by having Strange in 2nd, you get access to ToDs for <=2 bars. Round Harvest -> raw tag Strange or DoD M xx SoV, Round Harvest -> raw tag.
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What combos can you guys get in xfactor? My most common scenario would be xf 2 with jam session or xf 1 with swoop/jam session. I can’t seem to get any decent extensions, but basic combo im landing is something like;
c.l,m,h,s ^ h,d+h xx qcb l, h v h,s ^ m,m,h,s v super
Is this pretty standard?