^ i use that bnb. the issue is, the j.m after hopscotch would whiff on some cast members mid screen. thats why the other bnb is more reliable. but this bnb does do good damage.
I’ve been trying it out on most of the cast, not all yet.
But i’ve had no problem with it so far, i was getting that problem though and i started immediately j. with the first sj and everything was fine. Will try on the whole cast…
edit: I’m pretty much getting it 100% of the time on Arthur, Wolve, V.Joe. Getting it on all the big character and for everyone else ite pretty much normal, as i said after the magic series immediately j. so the character will be on ur level or higher. I’m getting random damage btw 525K - 620k, it not even hard to do to say the truth…
can any body here help with performing a pretty simple but awesome combo that twistedjago pulled on yipes in their FT10 session? it’s essentially her bnb with a twist(edjago, harhar)
c.:l:,c.,c.:h:,:s: - immediately sj, j.
,d-:h:,:qcb::l:,j.
,j.:h:, land, st.:h:, peekabo, X-Factor, LVL3
[media=youtube]JgLNkjLPjOk[/media] it’s at 34:20
I just can’t seem to connect the level 3…
Pretty sure that’s low voltage. Not peekaboo.
ugh, that explains a lot. thanks!
[media=youtube]67PvlsSsxHg[/media]
the second half of you’re video is what really interests me. will the second combo work with an otg assist such as wesker? and inputs would have been appreciated but now i gotta break down the combo myself. but good shit.
I tried to put the inputs in the description but it wouldn’t update, so I’m going to give it a bit and update it later.
And as far as I know, that combo works with any OTG that is fast enough to pick them up after j.S. I’ve got it to work using She-Hulk, Wesker, Viper, Sentinel and X-23, each with varying damage.
notations for urichinan BNB
IAD j.H2H, cr.LMHS, j.H2H, j.214L, j.S, OTG Assist, 214H, st.S, j.MS, Sword return hits, j.H2H, j.236L, j.236PP (Damage varies depending on OTG Assist)
for those who don’t know anime notation here is the basic notation
IAD j.:h::d::h:, cr.:l::h::s:, j.:h::d::h:, j.:qcb::l:, j.:s:, OTG assist, :qcb::h:, st.:s:, j.
:s:, Sword return hits, j.:h::d::h:, j.:qcf::l:, j.:qcf::2p:
easily trish best corner bnb thus far seeing as it deals over 700k for 1 meter.
I’m working on uploading a Trish/Doom and Trish/Amaterasu combo right now, it should be up in a few hours.
I’ll edit this post when it’s up.
[media=youtube]qQy0OA8UHUg[/media]
I got interested in Trish once I saw she could DHC glitch, but I’m not having a lot of success with it right now. You can only get a few hits before they start teching out of peekaboo, so she doesn’t gain as much from it as a lot of other characters do.
I do have a decent bnb, however:
(air normal,) cr.L-cr.M-S, j.H-j.d+H xx peekaboo -> DHC etc.
This is a pretty big improvement over normal DHCs with most DHC glitch followups (powerup/whiff supers). Really, the only big problem is Sent since the opponent is so high in the air and barely gets hit by the HSF.
Yeah I probably wouldn’t do it with Sentinel. At least she can still get up around 800k just off her regular BNB to Max Voltage to Sentinel Plasma Storm.
At least the high height makes it possible to use Taskmaster, Hulk or Tron’s DHC enders which normally struggle because of their long recovery/startup.
They both also do such enormous damage off their combos that it’s still entirely worth it to end Trish’s combo early to get to them. Task and Hulk can do like 850-900k+ off their standard combos (not including Trish’s starter), and Tron can get up there as well. I’ll play around with it soon and post what I find.
Otherwise you’re best off with the obvious DHC targets for Trish… people like Dante, Wolverine and Zero. Their combos can go on for a while so Trish’s low damage start to it is less of a hindrance. Wesker regains a lot of the meter used in the process of his follow-up and it’s still pretty high damage, so that’s not a bad idea either.
Does anyone know the inputs for Floes BnB with Trish? Let’s leave the first couple hits out and just start at :s:. Just a guess, but is it: st:s:, S.Jump, j:m:, j:d:+:h:, st:l:, st:m:, st:h:, st:s:, S.Jump, j:m:, j:m:,j:d:+:h:, :qcf::l:, :qcf::atk::atk: ???
The first time Floe completes the combo is at the 16 second mark here ([media=youtube]dmb8F4x4KGI[/media]) and continues to do it throughout the match.
I’ve used (read:Stolen) this as my Trish BnB as well. You have the inputs right, but I’ve seen him go striaght off of the second ground part of the combo so S.Jump, j:h:, :qcf::l:, :qcf::atk::atk:
You can finagle the combo a bit to land the lvl3 as well, if you feel like using the bars. Another Floe combo, just instead of doing launcher into the second air series you go:
cr:l:, cr:m:, cr:h:, :s:, j:m:, j:d::h:,:l:,,:h:,:qcf::l:, :f::d::df::atk::atk:
cr:l: cr:m: cr:h: :s:, j. j.:d::h:, st.:l:
:h::s:, sj.
:h: :qcf::l: xx :qcf::atk::atk:
This really leaves some damage and meter off the table though. After first :s: I do
j. j.:d::h: :qcb::l:, j.
j.:h:, st:h: :s:, sj.
dj.
:h: :qcf::l: [xx :qcf::atk::atk: or :s:]
Take it to the combo thread, also. Really lol.
I preffer this…
c.A, c.B, c.C, s.S, sj.B, sj.d+C, s.A, s.B, s.C, s.S, (neutral) sj.B, sj.B, (double jump forward) sj.B, sj.B, sj.C
I’ve tried variations of the j. j.:d:+:h: :qcb::l: combo, but I find they really aren’t reliable at mid screen. That’s what appealed to me about Floe’s combo: other then where you land (sometimes Trish switches sides), the combo seems consistent regardless of your location on screen.
To the combo thread? You mean http://shoryuken.com/f383/she-only-resembles-your-mother-trish-thread-244608/? We really need a dedicated and updated Trish moveset and combo thread. Something a little more narrow then what there is now. That thread has a lot to tread through, and not nearly enough of it is related directly to moves and combos.
The thread 2 under this? Mama said knock you out! Trish Combo Thread
And the Floe combo is fine, it’s just that he leaves off the double jump in the second air series. That’s all.
A little off topic, but for the Trish unblockable setup with Wesker (You ‘S’ them into the corner, Round Harvest, call out third character and overhead with them while you call Wesker assist while R.H. keeps them locked down) what’s stopped them from simply rolling out of the corner after you use round harvest?
Do you just have to hope they don’t know the setup? Seems pretty useless in that case.