MvC3: Mama said knock you out! Trish Combo Thread

You have to use different timings on about half the cast to get that combo to work. Many characters drop too quickly off the :d::db::b::l: for the air dashed j.:m: to hit.

Here’s what you need to do:
[LIST]
[]Do the j.:m: and j.:d::h: after the :s: as quickly as possible.
[
]Let the j.:d::h: go for a few moments before canceling it into the :d::db::b::l:. The goal is to get closer to them and closer to the ground
[*]Now you can finish it with just a j.:m: j.:h:, no air dash required
[/LIST]
Wolverine’s a good character to practice it on.

Oh, that used to be my old Midscreen BnB. I am having some difficulty having it carry opponents closer to the corners. Maybe I need to throw in some double jumped :m:, :h:,:s: and throw in the Round Harvest set up. I will need to see if that actually hits when I get a chance.

Was just watching Jago’s latest set with Winrich (http://youtu.be/3aC_RfdHLI8) and noticed he added an additional hit into the Wesker OTG -> Round Trip extension combo.

He ends the first part of the combo with a knockdown, usual stuff. Then he tiger knees the Round Trip, and does a falling j.:s: before doing the :s: to launch. Extra hits are good!

Playing with it a little bit, the timing on the j.:s: to standing :s: is really tight after a long combo, so this seems best if you had to do a short combo before knockdown.

Wow that is a tight combo. It still is a nice elaboration on the usual combo.

Question about getting the opponent to a corner with Trish. I went over KJunk’s video on combo extensions midscreen to land closer to an opponent, but that timing on the airdashed :m: is super character specific. I tried the delayed :rdp::l: after the dive kick into the j.:m:,j.:h: into a relaunch, but I still land too far or I miss the j.:m:, j.:m: after the relaunch.

Could you give me the annotations for that combo, please? Just to see if I am doing anything wrong? Also, does anyone have other alternate combos to push the enemy closer to the corner? As of now I am reduced to doing:

c.:l:, c.:m:, c.:h:, :s:, j.:m:,j.:m:, j.:h: (delay), :s: and then :a1: just because I can rely on it on a match and it gets me closer to the corner.

One last one and it might be off topic, but in order to get your opponent on the corner do you guys dive kick and assist call to have the opponent Advance Guard himself to the corner?

well even if you dont get them all the way to the corner to throw the round harvest you can always do RDK’s method of throwing harvest taggin out and dashing the last few spaces to the corner and still have time to do unblockable

If I judge that Trish is close to the corner then yeah, I go ahead for RDK’s combo. What I am talking about is when you are midscreen/far from the corner. OTG/Extension Combos can push the enemy closer tot he corner for a good unblockable set up. I can’t seem to land KJunk’s combo without an annotation unless I go for the lame c.:l:, c.:m:, c.:h:, :s:, j.:m:,j.:m:, j.:h: (delay), :s: and then :a1:. That combo is a better alternative for now considering I was dropping so many possible OTG combos/ set ups.

I am in training mode right now figuring out what I am doing wrong and if there are any other alternatives.

i wouldnt worry about it honestly the way i feel if you have to learn the combo for everycharecter in the game because of the size’s then its impractical to me i will stick to the standard knockdown otg wesker in to air screen combo

Had our little “farewell to Vanilla Marvel 3” this past Wed at Xanadu. First time playing this game since I sold my copy (which was like a month ago.)

http://www.twitch.tv/vgbootcamp/b/299617082 - 14 mins in. I actually bothered playing more Trish this time around. (don’t worry about the name. No one bothered to change it.)

http://www.twitch.tv/vgbootcamp/b/299612105 - about an hour and 16 mins in playing again. Don’t mind the first team. Just trolling.

Really rusty since I was messing up Trish IAD.

I like your Trish neutral game a lot, very patient. Few quick comments on things I saw (that I’m working on in my own game too)
[LIST]
[]Nice Crystal OTG extensions for Trish, and nice Dante DHCs into Round Harvest raw tags back to Dante. Big damage~
[
]Try to avoid using trishes :d::h: once you’ve hit confirmed a combo. It adds more hit stun deterioration then her standing :h: for some reason. My later combos always drop when I use it early.
[]At 23:30 in the first video, after an air super and air Hop Scotch, you went into flight mode, air dashed back and then forward and then air threw him. That was awesome.
[
]Noticed a game where you didn’t really respect the timer. Even at just a few seconds left you still had X-Factor but were behind on characters/life.
[/LIST]
This is unrelated but I think everyone who plays Trish should have a goal in UMVC3 - figure out how to convert combos that start at a high height into full combos.

Yea I remember the match I was down a lot and still stocked on X-factor. There are times I literally just forget it or wait too late to use it. It’s somewhat the same with meter too since I usually end up with 5 bars and not throwing supers out when I can.

as for the d.H bit, that’s nice to know but that is weird.:xeye:

Also for the Trish combo involving Crystal, it works with all OTG assists (not sure with Akuma seeing it might take too long.) But I know for sure it works with She-Hulk/Dante/Wesker/Viper (I also think x-23. Can’t remember if I tried with her.). It’s actually a lot easier with everyone else seeing crystal takes awhile to come out. Works anywhere on the screen and I think the only person who really fucks it up is (no surprise) Wolverine. It still works but the combo has to be adjusted since he’s so small.

Playing Wed made me even more ready for ultimate though.

Since I still don’t have Ultimate, I started plugging away at this and found a few.

These work on people at super jump height:

j.:m: j.:d::h: (delay) j.:d::db::b::m: (Peekaboo), j.:l: (double jump) j.:m: j.:h: j.:s: (land) :h: :s: into air combo. Can either end in knockdown for OTG extension or just air super. Take your time between the hits after the double jump - it’ll let them fall a little further than if you do it fast as you can.

If you’re a hardcore badass you can actually do versions of this including a hopscotch relaunch, but it’s really height/spacing/character specific and I say screw that for actual matches.

j.H, j.2H, M, H, 2H, S, J.H, J.2H land on the ground LMHS, j.M, j.M, DJC, j.M, j.H, j.S

Wesker OTG Assist/Round Trip, S, j.S, (Round Trip hits falling target) j.S

Walk back for a split second as soon as you hit the ground, Doom Missile assist, tiger kneed High Voltage.

Round Trip as soon as you land from High Voltage, S, j.S (round Trip hits falling target) j.S, tiger kneed High Voltage.

Corner only. 1,151,000 Damage

This actually has a use for my team because Doom can’t convert into very much damage from certain escapes from an unblockable set-up.

Edit: Actually I just did some testing and this combo is actually NOT corner specific…

The only part of the combo you have to omit is the double jump cancel.

I put wolverine in a corner, throw him own, so I’m in the corner then do the following.

j.H, j.2H, M, H, 2H, S, j,H, j,2H, land, LMHS, do a forward jump (delay a bit) j.M, j.M, j.H, j.S

Land, Dash forward and call wesker assist at the same time, Round Trip, S, j.S (Round Trip hits falling target) j.S

And now they are all the way to the other corner. You can either unblockable set-up or for my team I’d rather go for the combo in the post above :smiley:

PS: It’s possible to just use the wesker assist, round trip, and THEN dash forward.
PSS: The most consistent way to get this combo is to wesker assist, then dash, then round harvest, then dash again, then S. When you do the second dash then S, almost press them at the same time but press S slightly after, you have to do it this fast or it whiffs.
PSSS: Don’t hit them too high in the air with S after you round harvest --> dash --> S or you will go under them. Unless you neutral jump, which would work fine for unblockables I think but I need to get to the corner to do my combos!

Hey guys, what combo do you use vs small characters like Arthur midscreen?
The air stiletto kick doesn’t work against him. I can only go for 7 hits into super vs Arthur midscreen.

trish’s standard hopscotch combo works mid screen on arthur, just have to dash after the hopscotch.

When it’s the right time to do j.H->2H after S? I can never get the hang of that.

Pretty much immediately, with the specific combo I’ve listed you can do it immediately and land on the right side of the character, however if you do a ground combo that keeps you really close to the enemy you could land on the opposite side of the enemy, in that case delay the j.H->2H ever so slightly. You may want to land on the other side of the character though, it seems random though so I like to keep my combos not random.

iam maining trish/wesker/phoenix. which bnb should i use with trish?

I’ve seen ppl start using flight combos with Trish, how the hell do they get that…and also can this work mid-screen?

I’ve been looking for XF3 combos since I play Trish as an anchor, and some experimentation has lead me to finding Touch of Death combos from it thanks to the speed boost.

eg. c.:l: c.:m: :h: :s:, [super jump] j.:m: j.:d::h:, [land], [jump :u:] j.:l: j.:m: j.:m: j.:h:, [land], [jump :u:] j.:m: j.:m: j.:h: j.:d::h:, [land] :m: :h: c.:h: :s: [super jump :u:] j.:m: j.:m: j.:h: j.:d::h: j.:qcf::l: j.:qcf::atk:+:atk:

What’s the best Trish solo bnb right now?

I’m playing team DMC, with Trish on point, Dante second, and Vergil on anchor.

I’ve been doing cr. abc s b 2c st.abcs bb dj bcs, fly 236ABC which is doing like 600k, but I know I can get more.