MvC3: Mama said knock you out! Trish Combo Thread

Im still gonna work at it, but is there by chance an alternative? I took Wesker off the team too, so I dont have ABC relaunch ABC as a fallback, either : /. Are you 100% at it? It’s not something I shouldn’t be able to do. I just have it very wrong somehow to not get it once in over 2 hours. I’ll try slowing it down… so it’s dive kic-pause-hopscotch-pause-dash-pause-MH-land-pause-HS?

That’s pretty much the gist of it. The delay between the hopscotch and dash is pretty slight, but the delay for the dash and the standing H is fairly significant. Try it in the corner first where you don’t have to worry about the dash. Once you nail that take it midscreen. Input the dash as ATK+ATK rather than forward, forward but make sure the hopscotch is done when you do this. If you input the dash too early during the hopscotch the game won’t recognize the command and Trish won’t do anything. It might also help you to try the combo midscreen without the dash at all. There are plenty of characters that have big enough hitboxes that the post hopscotch dash is unnecessary though you’ll find Trish won’t be as close to the opponent when they land. I would work on piecing the entire combo together without the dash, adding that at the end because I’ve found that it honestly has be input so much slower than you would expect that it feels unnatural and wrong. If you legitimately just can’t do after all that practice maybe just stick to a simpler BnB for the time being until you feel your execution has improved. And finally, let me stress this, this IS NOT a combo to even consider online. Just forget it exists unless you’re playing someone face to face.

Im still gonna work on this one, but in the mean time, what IS a more basic one? (again, no longer have Wesker on current Trish team, Trish Hawkeye Akuma) I’m fine with doing the launch, jM d+H, land, sLMHS one, but it feels like that fails if it’s not off a clean ground hit. Am I wrong about that?

And while I’m at it, might as well ask a good combo for when I catch them in a peekaboo? Or a good air-to-air combo, though I suppose that’s mostly the same question since I wasn’t thinkin sj height or anything. Likewise if Akuma hits, I can just launch, but duno if maybe I’d rather go into a normal jump series type thing. And that brings up again the issue(or hopefully non-issue) of being unable to get the aforementioned basic BNB to work from a launch done to a non-grounded opponent. If that can work off any launch, I don’t mind just using that at all.

Had a fun idea I’m really liking… do whatever Trish BNB (right now just doing the above-mentioned launch to sjM down+H, land, sLMHS etc), then at end of air combo, TAC to Hawk, sjMHS, land, Poison Arrow xx Gimlet xx DHC Max Voltage. Not the craziest damage for 2 meters (though often the TAC will net-gain one back), but landing it twice should kill anyone, it ends with Trish out so no time is needed tagging her back in, and she gets to fight them poisoned (keepaway and all, should I choose to)!

Not the most game-breaking tactic, but seems like a strong way to use the tools at my disposal. Can also Hawk lvl 3 after the TAC should I need a little extram oomph to close a game out. Thoughts?

Comboing off a clean peekaboo requires some experimentation just because peekaboo scales…hard. I do:
Peekaboo, j.L, j.M, jM, j. S (land) s.M, s.H, S, j.M, j.M, dj.M, j.M, j.H, S, Viper seismo hammer assist+round trip, S, j.S,(round trip hits again) j. S. At that point I’ll either go for the Round Harvest unblockable (I run Ammy on anchor, so Viper and Ammy can do unblockables), air dash back and lay a hopscotch and call Cold Star to set up tri dash high/low mixups, or just go for damage with a TK hopscotch>Air Max Voltage.

As far as your team, I could experiment tomorrow for combo extension, but I’m positive KJunk will come up with something better than I could. I’m pretty positive you could use either assist after the dive kick to relaunch but I’ll have to check it out.

edit: I don’t know if other/better Trish players would disagree, but I generally tend to stay away from ground peekaboos unless the opponent is on the ground in a hard knockdown situation. It isn’t the fastest move and doesn’t have great recovery and Trish is just asking to get blown up if you’re throwing them out at will.

Anything off Peekaboo is good. Even if it scales it’ll build meter, etc. I just didn’t have anything for it before, so thanks!

As far as grounded Peekaboos, KJunk actually advised not doing Peekaboos in the AIR, and not doing Hopscotches on the ground (in general at least). I’m messing with a bunch of stuff, but any such space control tips or ideas are always welcome!

I’m not a huge fan of using either of them on the ground except at the end of blockstring pressure. Not sure why to not use Peekaboo in the air though. I mean, I don’t think it’s incredibly effective; You’re not going to really be able to combo off a peekaboo catch at superjump height. I like it though to extend Trish’s airtime in those matchups where the opponent can’t effectively hit that up-diaganol corner. Or just in general to be annoying for a good chunk of time before I go in with that tri dash high/lows.

Trying to perfect a combo that lets me :h:, Unfly, :h: to relaunch. BUT CANNOT FOR THE LIFE OF ME STOP THROWING ROUND TRIP AFTER UNFLY. HALP!! I pretty sure its because the game is still considering me to be buffering in the command for Round Trip. But damn its pissing me off. I’ve only gotten the whole combo down a couple of times. Will post here when i get the timing down. I don’t want to if the timing is TOO strict and Impractical…Of course…If anyone wants it. Just ask =\

Yeah I kept getting this in vanilla trying to get down magneto fly loops, was getting gravs. Pretty much comes down to needing a very slight pause between the jH and the fly. Makes no sense to me you can input a button THEN motion and get the motion-button special. Wtf! So the key will be if that slight pause compromises the ability to continue the combo.

That said, I’ve been watching your games to learn trish! We have a very similar style with her (tho obv yours is much better). I can’t find much of you on youtube. Could you by chance link me to some footage of you and/or other trish’s you recommend I study? Who’s else should I be aware of besides you, jago, quest/snakedux, and rdk? I like yours because were both workin with two amazing neutral assists without an otg (mine are arrows and tatsu). Thanks! Doubt my combo advice will make much diff, but its def a matter of the motion being too early because the engine is goofy. Lol

I’m at work and having trouble thinking right now, but if you want some Trish footage I have to highly recommend Green Ace. You can catch him on the Option Select stream. He hits that combo you were asking about a few days ago more consistently than anyone (except maybe Jago) and has a very rushdown oriented style. I like it because he uses Dante’s Weasel Shot. I use Amaterasu’s Cold Star which is pretty similar, and he does a great job of opening people up with it. He does have an OTG assist though, which I can’t imagine not having after running Trish with Viper for so many months.

Jago, RDK, Green Ace, and Ice are all great Trish’s. I’m sure I’m forgetting someone though. RDK I think is really impressive with how good his zoning is and how much more he abuses Round Harvest than other players, but his style is probably the least fun to watch.

Thanks! Well, incidentally after posting the above, I watched some rdk and decided to try a more standard unblockable trish setup with his team. So now I want to ask for any tips on timing the, after flying screen, wesker gunshot, S, sjS, sjS thing. In the corner I get it half the time, midscreen much less. Its just a matter of when to pause, when to do what. Would you mind breaking it down? Like, midscreen I have to dash fwd, should I call gunshot before I dash, during, after, do I round trip immed upon gunshotting or wait a sec, etc? Its easy to execute, I just need a little hand holding on how I want to time each part so none of it drops despite doing the correct next move. Any breakdown of this, corner and midscreen, would be immensely appreciated! (edit: since typing this yesterday, I have the corner down pretty well, but midscreen still not sure how to make it consistent. Do I call wesk WHILE I dash in? After? Do I jump up or fwd after Rount Trip? etc etc Keep trying diff stuff and nothing make the combo work every time yet)

Also, would the rount harvest unblockable work with any char. By just jumping fwd for the overhead? Or does it need tobe someonewith a box jump or instant overhead type move? If I stay with doom it won’t matter, but I’m wondering if I could do it, for example, with hawkeye by calling wesker and just doing a jS. No biggie either way, just curious. Thanks! And I will DEF check out green ace. Tho I won’t. Be. Able to for a few hrs, so out of curiosity, what is his team? Just standard trish wesk dante?

Was even thinkin staying with akuma and unblockable-ing with fwd+M chop could be cool, but I think doom wouldbe better for both corner dmg, and continuing when harvest hits and makes them fly into the air. Doom and dante seem theoretically best suited for that situation. Maybe strider too (manual vajra).

Edit: looked up green ace on utube, not a single trish game. Did he recently switch to er or something? When I’m home ill check optionselect stream archives I guess.

There isn’t much of me on youtube sadly. But honestly, I haven’t played much marvel since SfxT (or rather nobody plays marvel with me). But Jago/RDK/Green ace/Me (I guess?)

Will be working on a few things in like the next month. I can possibly get my Trish Guide started this weekend maybe. Also will be throwing out a Trish Trap combo video and some Gameplay soonish.

I completely forgot about Don D. You can catch him on the Armhouse streams. He’s another one who runs Trish anchor, which I just hate. But he seems to consistently make comebacks with her so good for him.

Also, I think Pain and Flocker (I believe it’s those 2) often times troll with Trish on option select stream, where Green Ace plays, so you can often catch alot of Trish action there.

Nice to see Don D mentioned.

Anyways does anyone have a video of Trish’s best/most meter building mid screen combo? Im trying to play a Trish/Morrigan/Doom team and just want a simple but effective bnb so I can land and do a dhc from round harvest into astral vision.

solo i typically do either

(L M H) S sj jL dH land jL jL jM jM jH land H S sj jL jM dj jL jM jH jS

or

(L M H) S sj jM dH qcbL adf jM jH land H S sj jM dj jM jH jS

i typically do the first in the corner and the second at midscreen but the both will work everywhere afaik. not sure how efficient they are though.

turns that you can replace mmhs with (extra grounded cr.h) … mm double jump mms for more damage in her regular combo. it’s a bit more but it pushes trish into the 700k solo range (starting from a divekick so this is super lucky i guess). just doing her standard combo like this: (whatever)S-> j.M j.d+H hopscotch j.MH-> Hcr.HS-> j.MM doublejump MMS-> TK hopscotch max voltage

starting from a cr.LMH it does 660k. starting from a divekick+MHcr.H it does 706k

it adds about 20k damage which is an ok chunk while also building more(?) bar since it builds one bar EXACTLY vs. almost building one bar when doing the divekick version

Jago describes some basic stuff for Trish including his bread and butter: [media=youtube]H3VN61zhYiI[/media]

Even back in Vanilla his Trish bnb looked different from everyone else’s. Took me a while to understand why, but it has something to do with the hitstun scaling system in this game.

Originally I was trying: c.L-c.M-c.H-S, j.M-d+H xx hopscotch, ad/f j.L-H, land, H-S, [etc]

A few things to note: I using j.L after the airdash cause it has a better hitbox, but this combo is actually impossible, try for yourself exactly as I’ve notated midscreen. I realized I was using c.H, and changed that to just plain s.H, and the combo above was actually possible. However still very very difficult. Only until Jago release that video that I realized where the trouble lies.

Jago does: c.L-c.M-H-S, j.L-d+H xx hopscotch, ad/f j.L-H land H-S, [etc]

Just by changing the first j.M to j.L, this combo is 10x easier and becomes very clean and consistent even online. For some reason, after the launcher, hitstun scaling is more lenient if you start with a j.L. The timing for everything becomes really easy!

Alright, here we go, ToD using Trish/Rocket Raccoon/Doom, starting from no meter:

j.H-D+H > M-H-cr.H-S > j.M-.D+H > Hopscotch > Airdash Forward > j.M-H > H-cr.H+Doom (Missiles)-S > j.M-M > dj.M-M-S > OTG Missile+Round Trip > S > j.S > Round Trip Return > j.S > Back Dash > IAD Downback > Round Harvest > Tag Rocket Raccoon > Dash > Boulder Trap > cr.M-S > j.M-S > Oil Bomb > cr.H-S > j.M-S > Oil Bomb > cr.H-S > j.M-S > Bear Trap > Boulder Trap > Dash > S > Log Trap > j.S > Bear Trap > Rock’N’Roll

Kills every character from full health, including Thor.

Where video ???