What’s Trish’s go to bnb combo with no assist? Thanks.
I’m running Trish/Vergil/Hawkeye
What’s Trish’s go to bnb combo with no assist? Thanks.
I’m running Trish/Vergil/Hawkeye
I’ll post my Bnbs… I have two because the corner one isn’t consistent on smaller characters midscreen. With good timing, it can be done on normal characters though.
Midscreen: c.:l:c.c.:h::s: xx superjump
xx :d::h:, Land
:h::s: xx superjump
:h::s:, Land, Dash, :qcf::uf: :atk::atk:.
Corner: c.:l:c.c.:h::s: xx superjump
xx :d::h: xx :qcb: :l:, falling
:h:, Land, :h::s: xx superjump
:h::s:, Land, :qcf::uf: :atk::atk:.
Also, I’ve come up with a powerful corner combo with Trish/Felicia (OTG Assist)/Sentinel (Drones)…
c.:l:c.c.:h::s: xx superjump
xx :d::h: xx :qcb: :l:, falling
:h:, Land :h::s: + :a2:, superjump
:h::s:, Land, jump :h::s:, Land, :a1: + :qcb: :h:, :s: xx superjump :s:, falling :s:, Land :qcb::ub: :l: xx :qcf: :atk::atk:. Does a boatload, I forget how much.
the corner one works on smaller characters midscreen. you have to airdash after hopscotch.
if that bothers you (or don’t want to risk the spacing after magic series>:s:>j.) you can substitute the j.
in that combo with j.:l:.
These are my current BnBs ff of a c.:l:, since I struggle to land the hopscotch combos consistently against different sized characters. Every little bit of meter helps, hence the extended air combos.
Midscreen:
c.:l:c.c.:h::s: xx super-jump:ub:, j.:h:j.:d::h: [land] :l:
:h::s: xx superjump:u: [very slight delay] j.:l:j.:l:j:m:j.
xx double-jump:uf:, j.:l:j:m:j.
j.:h:j.:d::h: xx :qcf::l: xx :qcf: :atk::atk:
Corner:
c.:l:c.c.:h::s: xx super-jump:ub:, j.:h:j.:d::h: [land] :l:
:h::s: xx superjump:uf: [very slight delay] j.:l:j.:l:j:m:j.
xx double-jump, j.
j.:h:j.:s: [land] :qcb::ub::l: xx :qcf::atk::atk:
Ooh. I forgot she had a double jump for some reason when I do her combos. Should be able to squeeze out maybe another 40k with that. Every little bit helps, thanks. <3
I’m having trouble following up after the relaunch with trish… after launch I go j. j. :d: :h:, :d::db:
:l: j.
j.:h: land :s:
After I follow them up after this launch, they’re usually too high to reach… If i make them fall lower before landing my :h: before landing will cancel during startup… what’s going on?
That combo is timing and height sensitive. If they’re high up after the launch, you’ll only be able to follow-up with sj. H into whatever (I usually do sj. H, sj. down H, light low voltage xx super). You can add a standing H before the S depending on the characters position and that sometimes helps but the most important thing is to delay your j. H so that the character isn’t too high up before you hit S if you want a full combo after the launcher. The timing can be kind of tricky so in pressure situations, I just go straight into sj. H after S instead of trying sj. M.
how quickly should You do the :qcb::l:? I’m having trouble getting it to land after the :d::h:
@Kaori - you need to delay the qcb L a bit (to let the dive kick take you forward and down so the rest of the combo will work)
BTW Adding a st H before the second S makes the combo a lot easier (lets them fall abit lower to the ground so the follow up is much easier) and give more damage.
Also if you just want a simple combo that does 550k just super after the qcb L (when the trap hits it puts them in the perfect spot to nail all the hits of the super)
Once you get the relaunch down pat go for (relaunch) -> sj M, M dj M, d H xx qcb L xx Super for an easy 650k
PS - Most of the time the previous combo will take you to the corner. If you make it to the corner end with an S and follow up with TK super (more damage) or your favorite setup. I use Doom missiles so I do TK super + Doom, TK super for a cool 960k. You can also do a round trip super after missiles and follow up with sj M dj M, M (pause) S (land) TK Super for 1.25 mil if you REALLY need the damage.
Hey guys, new to the Trish forums, just saying whats up and i brought a combo with me ^_^. Its 2 videos, one shows the Combo in thje corner, the other shows that it can also be done midscreen if you dash up before launching.
I play Trish/Spencer/Dante, and the idea behind the combo is to get an extended round trip combo with Trish with help from Spencers hook assist, then i set up a meaty Round Harvest, and raw Tag spencer in. After that its a mixup, its NOT guaranteed damage but you can confirm if your opponent is blocking the round harvest crouching or standing, and either overhead or c.A accordingly. I use Dantes weasle shot to be able to magic series after Spencers Overhead. The videos are an example of how it works if the opponent is blocking low (although the dummy is standing, its set on all lows and highs block)
As far as ive tested, the round harvest is meaty and the opponent CANT chicken block… one more thing, i know my spencer combo sucks and there are much better combos out there, but that ones easy to do and kills wesker, so i figured id keep it simple.
Without further adue, here are the videos, criticism and ways to improve it are much appreciated!!!
[media=youtube]YfscSjlQvOk[/media]
[media=youtube]HfE5tphWoeA[/media]
Nice setup with spencer assist!
BTW - I would recommend you change the beginning of the combo for more damage (since it’s guaranteed still at that point). The hopscotch air trap setup does more then the dive kick land setup.
For example - j H, j D+H / s M, s H, s S /\ sj M, sj D+H (pause) sj qcb L, sj M, sj H / s H … (go into your combo here) …
Hey!!! Thanks for watching the video man. I tried doing that, but i couldnt get the spencer assist to come out in time. In the combo im doing im calling the spencer assist at the same time im doing s M. If i do the hopscotch combo i cant call spencer until i do hard and so they pop out before the grapple hits. I also tried doing s H + Assist, s S, round trip, but since i cant cancel the s.S into roundtrip i cant get the combo…
Although it just occured to me maybe i can do the hopscotch thing, land, than s.H + Spencer Assist, s.S xx TK round trip… maybe that way it would work… to the lab!!!
EDIT: It works!!! the trick is to do the sj.m, sj.2h as fast as possible so they are low for the relaunch, that way the wire grabs them and u have time to do the round trip… great idea dude thanks!!!
Ill do a video of it later
DOUBLE EDIT: Its possible, but really fuking hard because u have to time it PERFECTLY… if the opponent is not at the perfect height for the relaunch then the wire grapple will whiff. Its a nice combo but i wouldnt try it in a match since its very inconsistent and the damage is not needed because with the easier combo u kill wesker too after the reset.
LOLOLOL TRIPLE EDIT :P: When doing the low version, in case you already hit your opponent with the overhead one, the best way to do it is to hit your opponent with c.H, wait for the assist to hit, and then launch. If you just do c.A, c.B, c.C, S then the damage scales a lot, so start with c.H, WAIT for the assist to hit, and then launch.
I’m not sure how many Trish players realize this but I find that switching c M (the slide) for s M at the beginning of my combos REALLY helps me keep the opponent at the perfect distance for landing the trap relaunch. This is especially true in real game situations where you are not landing perfectly spaced tri jumps as the slide brings you right up close (where you want to be when you launch). Just be careful not to also do c H after the slide because this move adds a ton of HSD and kills lots of combos later down the line (opponent will flip out).
@BKM - To keep yourself low make sure you are 1) hitting sj M as quickly as possible 2) Delaying qcb+L so that you drop down a bit 3) after the trap hits delay the falling M, H so you are low to the ground. Keeping yourself low to the ground is the key to landing the trap relaunch and follow ups on all character sizes.
I haven’t tried your combo (I don’t use spencer) but I have Nemesis on one of my teams and I sometimes use his RL Slam assist in my combos (at the same place you use spencer). The timing with Nemesis is probably a bit easier since I can land s H+A1, s S (Nemesis hits opponent right after launcher and ground bounces) and can follow up with whatever I want at my leisure due to the ground bounce.
Is there one that isn’t so “height sensitive”? I compiled that combo by going through the entire combo thread… There isn’t another one notated that’s a relaunch… and all videos don’t look like it relaunches up anywhere near as high…
Also, can someone notate the
x-factor 3 combo at the end of this video?
Just go for the trapless relaunch. It does less damage but it’s more stable.
basic ground string, :s:, sj. straight up, sj. :h:, sj. Down :h:, land, s.:l:, s. , s. :h:, :s:, sj. into whatever.
Hm, That sounds odd… Wouldn’t the recover by the time you land if its just Sj. H down H? … I’ll try it. thanks.
Any news on the x-factor 3 at the end of that combo video?
Is there a trick or timing on cr:l: cr :l: cr cr :h: :s: j.
:d::h: :qcb:+:l: j.
j.
double jump forward j.
j.:h: :d:h: qcf+L maxium voltage 545k?
I can’t get the j.m to connect after :qcb::l: they always drop down to quickly
I believe you have to airdash after the hopscotch. But for the life of me I CAN’T get the next hit! I’m talkin 2-3 hours trying without a single success. So I’m DEF doing something wrong here. I asked kjunk about it in a PM convo we’ve had ongoing, but just to “broaden my search,” I figured id ask here too. Ground series to launch, jM xx down+H xx qcb+L, …? Any thoughts? My execution is subpar, but not 0/2000 subpar. So I’m def approaching this wrong somehow.
Now I know one can divekick with no hopscotch, land and sLMHS, BUT that seems to only work off a clean ground series hit. And we all know our combos don’t consistently start that way. So imo that variation is useless unless someone wantsto explain why I’m wrong.
Thanks all!
hey guys, i havnt played trish since vanilla cuz i was kinda disapointed by her lack of usefulness in flight. can she use flight in her combos or an exchange in ultimate?
Unfortunately it’s a practice makes perfect situation, and one that I would completely forget about if you play online. You won’t pull it off even if it feels like there is no lag. I’m sure KJunk recommended it but you actually have to do the moves slower than you’d probably naturally want to. After the dive kick there has to be a slight pause before the hopscotch, and a fairly long pause before the air dash, and yet another slight pause before the j.m. I find it also helps to slight delay the s.H after you’ve landed so that the opponent isn’t too high in the air to extend the combo after the launch. Slow everything down just a little bit during the tricky parts and you’ll probably see improvement.