@nageki the last combo shown in that video works on all characters (having trouble getting the last j.m kick in against deadpool and zero). Just make sure when you dive kick you delay it a little bit then hopscotch, then just finish the rest of the combo.
look up three post above your first one calisweeper describes it
This is that combo he does
The bnb and it has to be standard for all Trish players is c.:l: c. c.:h: launch j.
j.2:h: land s. :l:
:h: launch j.
double jump j.
j.
j.:h: j.2:h: qcf :l: qcf a+b
I don’t see why people don’t use hopscotch in midscreens/corners. It’s just as easy as the combo above and gives more damage and meter.
i think it has something to do with her double jump after the hopscotch. or maybe i’m just wrong
but thats the combo i do too, easy 500k combo for trish is hard to argue against.
The combo I posted is just easier to do overall. I do the hopscotch combos in the corner but not so much midscreen because the spacing is a little bit tricky. You cant go wrong either way.
You can do adf j.M, j.H after the hopscotch or even land, ground dash st.H for spacing. I find the former to be easiest and work on about anyone. Just input it really fast.
That’s good to know. I’ve been in the lab with her for about a week now, trying to find the right teammates (just started using her) and get that hopscotch combo to work midscreen. It was going well until the training dummies were like Wolverine, Modok or VJoe. Some characters falls in a weird position where your j. completely whiff (Modok after the hopscotch) or are just to small for it to hit (Joe, Wolverine)
I think it’s really important to maximize her damage once land that one hit, so I’m gonna try this out on those characters that gave me problems.
I spent a lot of time practicing the hopscotch combo. It’s difficult timing against certain characters. Then I noticed floe and Wong use the dive kick relaunch combo instead. It is 10x’s easier to do, but does less damage. Guys like them, with their execution skills usually go for higher damage, not easier to do. So my guess is; the relaunch combo will keep multiple characters in it, and the hopscotch combo will drop 1 character. So it’s better to do the relaunch combo for those times you hit the assisting character too.
I like to use the one the guide better than some of the relaunchers.
c.L-c.M-c.H-S, j.M-d+H, qcb+L, slight pause, j.L-M jump cancel j.M-H-d+H xx qcf+L xx qcf+PP
This is the exact one for the guide although I omitted the first M after the hopscotch with a L to make it easier against smaller characters or characters who fall too fast. So even if your timing is slightly off, j.L has a better hitbox for continuing the combo.
She isn’t supposed to be a high damage combo character anyway, but sometimes I wouldn’t even bother with the voltage super unless you’re in the corner anyway. Consistent combos are way more valuable than the high possible damage you can do.
A lot of top players are doing suboptimal combos with characters right now. This doesn’t mean they can’t do more difficult combos, just that in tournament play, they are sticking with easy “sure thing” combos. Also, at this point in the game, I think people are trying out different characters/teams, finding tricks, and actually playing to learn matchups instead of maximizing combo damage. With the DHC trick, you don’t even need particularly difficult combos to KO most the cast.
The relaunch combo only does a small amount less damage, something like 4-8k iirc (can’t test right now).
The thing I love about her BnB’s (especially the land-ground series-relaunch one) is that it creates great opportunities for resets… which I think should be the focal point of Trish’s game when up close because of her low damage output. 1 or 2 resets (which are not that hard with Trish compared to a lot of other characters) can kill off most.
After the air M, down H, land, ground series it leaves them obviously in an air tech state where you can follow up with a ground cross up, fake ground cross up (to mix it up), and a ground dash jump air dash H for a quick overhead which you can control the space so it crosses up or doesn’t. This has been my focal point in learning Trish as of late and it is doing wonders.
Okay. I’m trying to do combos that have the Dive Kick in them, but whenever I do the dive kick, they always recover before I can land AND do a standing light. What am I doing wrong?
You’re doing the divekick too high in the air.
You really need to hit j. :d::h: as soon as you launch them in the air.
My Trish combo I have found out yesterday
1 Assist, 1 meter used, builds over 1 meter
Chris Landmine assist
:d::l::h::a1::s: Air
:h::s: :h::s: Air
:u:
:h::qcf::l::qcf::atk::atk:
620K+ damage
You probably can do this combo midscreen with that dive kick but haven’t done anything with that.
Soo after finding a bunch of air throw resets that, unfortunately with trish, are crap since you can’t combo them
I decided to find a worthy reset into an attack, and I think I found one that when done right achieves a 1 mil - 1.1mil damage combo with 2 super (corner, with otg assist), or around 890k for 1 super midscreen, here it goes.
j.:h:, j.2:h:, land, :l::h::s:, j.
, j.:h:, :qcb: :l:
This is where they air tech, j.:h:, j.2:h:, land, :l::h::s:, j.
, j.
, double jump cancel, j.
, j.:h:, j.:s:, land, otg assist, :qcb: x2:atk:, super jump, j.
, j.
, double jump cancel, j.
, j.
, :qcf: :l:, :qcf: x2:atk:
Edit: Although I can say I’ve found a air throw resets close enough to the ground to then use qcb x2 :atk: tag in c.viper and go for pressure.
Here’s a flight combo I found after an hour of testing:
(Corner) cr.LMHS > j.H2H > j.214L > j.S > OTG Assist (Any) > 214H > S > j.MM > Fly > j.H2H > j.236L > 236PP~ 642,300.
I’m still testing who it works on, but I’ve got it to work on She-Hulk, Trish, Viper, Iron Man and Hulk.
Does anybody know any good dhc reset combos? I started messing around w/ her this morning along w/ mag & Tron, but after mag hyper grav dhc round trip the best I could do was around 920k by doing sj. MM j. MMH qcfL qcfPP. So does anybody know of any better post dhc comobos?
OK so this is pretty much her BnB no assist 1 meter and noob friendly.
j.:s: or j.:h: to me jump :s: is more consistent with connecting the full combo mid screen.
c.:l:,c.,c.:h:,:s: - immediately sj, j.
,d-:h:,:qcb::l:,j.
,j.:h:, land, st.:h:,:s:, j.
, j.:h:, d-:h:, :qcf::l:,:qcf::atk::atk:
[media=youtube]DCn4636pJck&feature=related[/media]
Should be her go to BnB bec the easier combos are not damaging enough, this does 600k+ (not the one in the vid) btw i personal leave out the c.:l: for some reason it reduces the damage. Mid screen and corner so no switching up, but as u all know there are more damaging corner combos so feel free to switch to those when in the corner.