MvC3: Mama said knock you out! Trish Combo Thread

I feel like multiple sources including the guide, seem to all have different Trish BNBs (for example above hedgeshot says to air dash after hopscotch? I’d never seen that before). And for some odd reason I’m struggling with the double jumps in the ones that have them. Also, I try to use Trish as a battery, at least at first, so I’m looking for some good way to capitalize on a connected launch without super-ing.

I’m loving Trish and find myself able to get in and open people up with her, but then I’m not really taking much advantage of that. What are you guys using as a decent meterless BNB when you’re flyin’ around and manage to score a hit? And if the answer is the same launch, jM d+H xx QCB+L, jMM dj MHd+H xx QCF+L (xx super if you want it) from the strat guide and OP of this thread, any advice on getting the damn double jump MH to work after the jMM?

My corner BnB.

Pick your ground combo into launcher - j.m, j.2h, land, lmhs, j.m, j.m, double jump cancel, j.m, j.h, j.s

Land, C.viper otg assist, immediately use round harvest. Delay a super jump strait up. j.m, j.m, double jump cancel, j.m, j.m, qcf l, maximum voltage.

Damage varies depending on what your ground combo into launcher was.

You can also make this do more damage by doing a j.m, j.2h, qcb l combo instead but I’m not as consistent with that combo compared to the the one I’ve listed and only results in about 30k more damage.

Trish is not a high damage character, so the best answer is to use the one your most comfortable with.

However you need to take into consideration such as hitstun scaling and screen positioning. If your teamed up with Tron-b or Chun-y you get a free combo of course if their assists connects, but the extra hits make some combos un-doable for Trish. A good example is the divekick -> relaunch, if you tack on assist before the first launch the opponent will flip out after the divekick much faster.

As for the jump cancelling, there really isn’t a science to it. Hit M twice, then hit uf and M at the same time for the jump cancel to finish the combo.

I like Hedgeshot’s midscreen combo as the airdash helps with the spacing for the rest of the combo midscreen which can be tough on certain characters’ hitboxes.

Got a good 3+ hours in training, finding some decent starter combos (since i got the game only a few days ago)…
My team: Wesker/Akuma/Trish, If I put trish on point I can do:

In Corner:
:l::m::h::s: :uf::m::m::h::s: Wesker Samurai Edge Assist… At this point I can:

-immediately do Max Voltage, DHC Akuma’s Messatsu Beam
-:s::u::h:xx Air Max Voltage; but i’m sure i can extend this a little more.

I was a bit saddened to find out that hopscotch doesn’t OTG, oh well.

anyone know a good block string into flight cancel into a combo?? i stumbled upon this in a match during DFW fightclub on friday. i did it ONCE by accident and havent been able to replicate it. the startup on her flight takes too long for some reason. THe combo i did on a crouching spencer from flight was " BLocked ground chain cancel into flight :l: :l: :m: land ground chain :s: j.:m: :d::h: :qcf::atk::atk: "

i have no idea how i did this or why i did it, but when your in the heat of the moment, things happen (babies) after i got home to practice it but the start up on the flight make it so i cant immediately air dash. so i have no idea what magic i used to do this “miracle” combo.

any thought? and any flight combo’s anyone wants to share? i’ve recently learned how to combo into her lvl3 via Hsien ko anywhere on screen so im happy about that. i was starting to think her lvl three was wasted space.

I gave up on flight combos outside of assist. The startup on it is just too bad IMO. Though I’ve been fooling around with it for corner air throw resets.

:m::h::s:(super Jump)j.:m::d:+:h:(Land):m::h::qcb::s:(opponent auto techs):f:+:h:

from there you set up the OTG and go from there. Not much can go from there though since the hit stun count starts to kick in. But always nice to see if people can find stuff out.

I’m going to give this flight cancelling thing a try, i actually never thought about it.

I do however find it amazing that I can’t connect the grounded ABC after air :m:, :d:+:h:, i see it in videos so many times like it’s a dead easy thing, but the opponent leaves hitstun before reaching the ground, perhaps I’m just timing the dive kick wrong.

Since hyper grav+tempest and beacon bomb+servbot surprise do the dhc trick, would peekaboo+maximum voltage or round harvest work too?

i can tell you how to do another ground chain after air :m:, :d:+:h:. when you launch you have to immediatly do m, you dont hesitate at all, you treat it like it part of the chain. if you do it right it will all feel like one long chain, instead of timed inputs

This may not be appropriate place for it, but for Trish’s Mission 7, the one with the double jump cancel, is her window for double jumping into M, M, H just much tighter than others?

I’ve been able to do everyone else’s (Iron-man, Deadpool, Chun-Li, Joe), but for the life of me I can’t get it down. Watching videos doesn’t help either. What’s happening on my end is that as soon as I try to double jump into another air M, her heel hits upwards, completely whiffing against Storm.

Thanks for any advice.

her double jump cancel is a bit wierd, the way i do it sounds silly but it works, bum bum pop bum bum kill, if you say it out loud like your in a casual conversation it should be the right timing. the pop is when you jump cancel. no matter how fast you say the words give you enough spacing so you get the timing right, unless your twister or something

if that doesnt work then just do it like its part of her chain. all her combo’s feel like really long chains to me. so no timing is needed, just do the commands with very little spacing.

Don’t jump right away after launch, it has to be delayed a bit.

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when you launch them up in the air with S try and immediately do :m:, :d:+:h: don’t try and delay your s. j do it right away into the :m:, :d:+:h: If that doesn’t work, it might be your tv if you play on a hdtv because of the input lag. I just got a new hdtv yesterday and I couldn’t do it because of this, try switching your tv settings to GAME. you should do standing :l:, :m:, :h:, :s: after the :m:, :d:+:h:

Thanks Nageki and ploftkaploft. I finally finished it this morning at work, but damn, it still feels unnecessarily difficult compared to everyone else.

What annoys me more is the fact that Trish already doesn’t exactly deal that heavy damage to begin with, so why this one is made so difficult/different is beyond me.

KOF im putting your combo on the first page if you dont mind

also are both of those sent only combo’s?

Anyone have any idea what the simple looking BNB Floe’s been using is? it appears to be something like, after launch, jM d+H, land, then some ground series to relaunch. Anyone know the exact commands? Every time I land they flip out before I can hit them again while on the ground.

I started searching for other points when I wasnt able to do the fun lookin qcb+L air combos with any consistancy, but seeing Floe using BNBs that at least appear to be pretty easy might put Trish back on my team where she belongs :slight_smile:

I’m pretty sure it was ground combo, jpM-dH, L-M-H-S, jpH-dH, qcf L, qcf PP. You just need to do the first jump M instantly once you leave the ground so it hits as low and fast as it can so you land quicker than the opponent when doing the dive kick. Basically the top of your jump M should hit the bottom of the airborne opponent. The easiest way of describing this is to just jump and press M as soon as possible (maybe pressing them both at the same time works) without waiting to look at your character or opponent. If it’s not a dive kick combo and is a double jump combo starting with a jump M, then you have to delay the jump a bit so that the opponent smacked up into the air can be high enough so your double jump connects. If you jump instantly, the double jump will whiff the opponent’s head. Those two timings are pretty much the only timings you need for Trish air combos, the rest does not need much special timing.

If you can master the dive kick air combo timings, then the air qcb L air combos become easy.

your question has already been answered in two different ways by two different people, the above post makes it three. please read the entire thread before posting. to avoid clutter. thank you

I’m looking and don’t see any reference to Floe or his combo, let alone two references to it. Where are they?