MvC3: "She only resembles your mother" The Trish Thread

I’ve been using this as my Trish BnB. It’s pretty similar to what other people are using, but it does a little bit more damage than some of the BnB’s I’ve seen. It works on all parts of the screen:

c.:l:, c.:m:, c.:h:, :s:, j.:m:, j.:d::h:, :qcb::l:, j.:m:, land, :h:, :s:, j.:m:, j.:h:, j.:qcf::l:, j.Maximum Voltage

Sometimes I can add a second :m: after the second :s: if they’re low enough.

[media=youtube]4vb5aDu1cXY[/media] - random vid

Hell yea… think I finally found my team. Trish on point, Morrigan 2nd with her amazing assist, Hulk last.

You can call in her assist pretty easy with Trish dropping traps and what not. Plus Morrigan is no slouch herself… she deal an amazing amount of damage with a hyper here or there… which she has because I built so many with Trish on point. Then if it comes to it… Hulk with XFactor and multiple Hyper’s is f’n scary!

Also depending on who I’m fighting, I’ll bring Hulk in earlier… ONE hit will lead to 550k plus I can DHC level 3 with either characters killing pretty much anyone!

Whatcha think??? All I know is I have been playing EVERY character trying to find a team that works for me… but I always have had Trish on the team. She does it all.

Combo 1: Basically, immediately after the second dive kick you’ll have to be doing the trap. The timing is pretty instant. Although some few characters do escape the second trap, If that’s the case just replace the dive kick, Trap to a :qcf::m:

Combo 2: it’s all about doing :uf::m: instantly after you jump, After the air hopscotch air:m: should connect no problem.

I’ll be posting a few more combos and mix ups i’ve noticed most likely tomorrow

~DarkDeath

Okay so after working this whole week on getting rid of mashing, I have finally gotten around to getting the hang of Trish’s air Hopscotch BnBs. Now, to those that have had the time to actually assemble combos, can something be done with Trish’s Peek-a-boo? Also, aside from it’s combo potential on DHC’s, has someone been able to get Round Harvest to connect as part of a combo?

On Peek-a-boo, I’ve noticed that unless you do it near the beginning of a combo, they tend to pop out before you can do anything. Furthermore, since Peek-a-boo only does 10k, it’s probably best used to start a combo if the opponent happens to get caught by one. After a snap back or character KO, you do have enough time to lay a trap which might let you do some cross under tricks.

As far as Round Harvest goes, it is possible after j :s: knockdown. The catch is that the combo can’t be too long, and you want the opponent to be as high as possible for the j :s: hit, and you want to be already falling. I’ve been using a Storm Hail Storm DHC to OTG, although an assist might work. Timing on this is tight, so don’t even bother online. However, it does allow a Trish/Storm duo to dump all their meter on a combo if you want to, regardless of which one is on point. Combo I found for this is

:d: :l: :d: :m: :d: :h: :s: :uf: (pause j :l: :l:) :m: :m: dj :m: :m: small pause j :s: land Round Harvest DHC Hail Storm

You can do any short combo before the launch really, like

Peek-a-boo :h: :s:

If you launch an already airborn opponent, omit the part in parenthesis. The neat thing about Round Harvest is that it lasts long enough for Storm to link a second Hail Storm afterwards, and this out damages the Duet Pain combo that was posted earlier (it even breaks that magical 800k mark where characters start dying from one combo). That second Hail Storm can be optionally DHCed into another Round Harvest, and in the corner, you can end it all with a super jump Maximum Voltage. I can’t remember exactly how much it does, but it’s over 1 mil.

Storm on point is more damaging in the corner, less damaging midscreen, since she flies back for Hail Storm, which causes Round Harvest to lose hits, and midscreen you can’t get all the hits off of Maximum Voltage, which is what you use to DHC back into Storm. 4 bars with Storm on point and in the corner for Hail Storm -> Round Harvest -> sj Maximum Voltage -> Hail Storm I believe did 1.1+ mil. The trap combos posted earlier you can DHC into Hail Storm for just shy of 800k, and about 30k more than the Duet Pain combo.

I’m not sure how useful this will be, since Maximum Voltage is almost twice as damaging as Round Harvest, so using the combos already posted into Maximum Voltage then a DHC might be a better use of meter. Doing this followed by a second DHC seems to be the most efficient use of meter. Just as an example

corner
:d: :l: :d: :m: :d: :h: :s: :uf: j :m: :d: :h: :d: :db: :b: :l: j :m: :d: :h: :d: :db: :b: :l: falling :m: :h: land :h: :s: sj :h: :d: :df: :f: :l: Maximum Voltage DHC Hail Storm DHC Okami Shuffle (Amaterasu)

did just shy of 900k

However, if you really want a character dead, this option is here if you have the meter. With an X Factor, you can take out Sentinal, but pretty much everyone can do that anyway. You’d do land, X Factor, team hyper combo to get it started. The long combos that have already been posted won’t work though, as they recover too quickly after the j :s: for Hail Storm to connect.

Now, with all that said, I think Storm is a pretty good partner for Trish. Sometime I’ll have to post damage values for their DHC combos, and we can start getting some baseline values to compare teams to. Both Trish and Storm have instant overheads, so they can both benefit from an assist that pins like Chun Li legs or Amaterasu ice shot. A meter building assist could be useful to help them be able to dump more meter per combo, or you could just put Sentinal in the last spot, or a battery character on point, or some other assist that’s useful. I still need to play around a little bit to see if their assists complement each other well. I’m not used to versus gameplay and the netcode really isn’t helping any.

The best I’ve done with Round Harvest is DHCing in to it, I haven’t experimented with it much though.

Trish vs Sentinel

I think she has a good time with him. s.H and j.H are pretty good at competing with his reach. All of her traps are very useful against him and she has a good game shooting and flying in the air to avoid ground beam lockdown. I like to sj, qcb+H, fly, trap/shoot. Annoys the hell out of Sent. Obviously she can’t take a hit, but if you have hidden missiles or keepaway assist Sent can have a hard time. Also her divekick is fast I’m pretty sure if he whiffs a move on accident you can divekick and punish. If Sent x-factors, Round Harvest is great at running the clock.

Trish vs Dormammu

I really have no idea what to do in this matchup. I feel this is a bit tougher and I feel as though Sent/Dormammu is going to be very very potent and will be more used in the future. Any input?

Yeah vs. Sentinel is really good for Trish, my friend is a solid Sentinel player and he has a hell of a hard time getting in on her. Use peekaboo to keep him at bay, flight + low voltage also helps so does hopscotch/flight + hopscotch for if he does get in.

Also if you really don’t want to burn the meter use round trip and switch sign H, while the sword is on him use low voltage H. That’s the basics of my anti-sent strategy. This all should be fairly obvious though.

Okay so I’m no pro at all, so forgive me for just spouting bullshit, but there is no doubt in my mind that Trish is top 10. Probably even top 5. Literally all of her moves have little to no recovery. She can hang in the air forever by just spamming projectiles. Her dive kick is pretty safe. She just feels so low-risk, high-reward.

The only thing she is missing is huge damage, but she makes up for it with versatility in that she can zone and rushdown moderately well.

Also, Round Harvest is lol.

I was really surprised that her launcher is not punishable, unlike Dante’s. And I think her :d:+:l:, and Maximum Voltage give slight frame advantage on block. By the way, if someone has a guide please post the frame data for her moves.

Wesker OTG assist actually works, and in more situations than a Hail Storm DHC. I’ve only tested this in the corner for now (edit: yup, seems like its corner only)

Trish/Storm/Wesker

:d: :l: :d: :m: :d: :h: :s: :uf: j :m: :d: :h: :d: :db: :b: :l: falling :m: :h: land :h: :s: j :m: :m: dj :m: :m: :s: (410k) land :a2: Round Harvest (590k) sj Maximum Voltage (770k) DHC Hail Storm (~940k)

Damage for optional stopping points is listed in parenthesis. You can actually call the assist before you’ve hit the ground, which helps.

So, it seems like meterless and assistless you can expect around 400k so far, for one bar and no assist around 600k, two gets you around 750-800k whether it is by assist or DHC, and three with a DHC should be getting you around the 900k range. I’ll have to look through that guide again and see if there are any hypers that do a lot more damage or not.

I can never get the j.M to land after j.214L… whats my problem j.M is too slow or j.2H is too slow or 214L cancel is too slow?

You the problem is from the j.:d::h: you are doing before hand. You have to let her travel down a little bit from the divekick first, THEN do the :d::db::b::l:, or else she will be too high in the air for the j.:m:

j.c is an instant overhead on sentinal an after the j.h hits just do j.2h into a combo for free. Also ill be recording some fights tonight if anyone from xbl want to play hit me up.

I don’t know if anyone’s been talking about it, but you can modify Justin Wong’s Wolverine setup to work with Trish.

Call lockdown assist(chun legs/akuma hurricane/whatever) and her instant overhead j:snka: links into her divekick. So this is basically the setup I use:

:a1:, c:snka:, j:snka:xx:d::snkc:, :snka::snkb::snkc::s:, :snka::snka::snkb::snkb::u::snka::snka::snkb::snkb::snkc::d::snkc:

The divekick crosses under and you go off screen, where you can slide back under to the front with :d::snkb: or lay down a ground trap and dash or whatever. Really nice mixup opportunity, even if the combo itself isn’t huge damage. You probably have to adjust the double jump combo for a lot of characters, but you can pretty much replace it with whatever you like and it’ll work.

As far as practice mode goes, anyway. I don’t know if her instant overhead works on every character or anything. Just an idea for now.

I was playing around with XFC and got a cool result that does around 1,100,000

:l: :m: :h: :s: jump j:m: j:df::h:land :s: jump j:m: j :df::h: :qcb::l: j :df: :h: :qcb: :l: :qcf: :a2:

You can also do the same thing except instead of her hyper combo, do another dive kick into hopscotch after the last one for good damage.

Frame Data:

Standing Basic Attacks:

:l: Start up: 5, Active: 3, Recovery: 8, Advantage on Hit: +2, Advantage if Guarded: +2
:m: Start up: 9, Active: 4, Recovery: 17, Advantage on Hit:-4, Advantage if Guarded: -4
:h: Start up: 13, Active: 2, Recovery: 24, Advantage on Hit:-3, Advantage if Guarded: -3
:s: Start up: 12, Active: 4, Recovery: 23, Advantage on Hit:—, Advantage if Guarded: -4

Crouching Basic Attacks:

:l: Start up: 5, Active: 3, Recovery: 8, Advantage on Hit:+2, Advantage if Guarded: +2
:m: Start up: 10, Active: 8, Recovery: 13, Advantage on Hit:-4, Advantage if Guarded: -4
:h: Start up: 13, Active: 4, Recovery: 22, Advantage on Hit:—, Advantage if Guarded: -3

**Aerial Basic Attacks: **

:l: Start up: 4, Active: 3, Recovery: 18, Advantage on Hit:—, Advantage if Guarded: —
:m: Start up: 8, Active: 4, Recovery: 20, Advantage on Hit:—, Advantage if Guarded: —
:h: Start up: 14, Active: 3, Recovery: 26, Advantage on Hit:—, Advantage if Guarded: —
:s: Start up: 11, Active: 2, Recovery: 26, Advantage on Hit:—, Advantage if Guarded: —

**Command Attacks: **

(In air) :d::h: Start up: 13, Active: Until grounded, Recovery: 7

**Crossover Assists **

Trick “Hopscotch”: Start up: 44, Active: —, Recovery (this crossover assist): 117, Recovery (other partner): 87
Trick “Peekaboo”: Start up: 34, Active: —, Recovery (this crossover assist): 127, Recovery (other partner): 97
**Low Voltage H **: Start up: 49, Active: —, Recovery (this crossover assist): 137, Recovery (other partner): 102

Special Moves

Low Voltage L (:qcf::l:) Start up: 15, Active: —, Recovery: 35, Advantage on Hit: -13, Advantage if Guarded: -13
Low Voltage M (:qcf::m:) Start up: 20, Active: —, Recovery: 37, Advantage on Hit: -15, Advantage if Guarded: -15
Low Voltage H (:qcf::h:) Start up: 25, Active: —, Recovery: 40, Advantage on Hit:-18, Advantage if Guarded: -18
Trick “Hopscotch” (:qcb::l:) Start up: 20, Active: —, Recovery: 25, Advantage on Hit: -2, Advantage if Guarded: -2
Trick “Peekaboo” (:qcb::m:) Start up: 10, Active: —, Recovery: 35, Advantage on Hit: +19, Advantage if Guarded: -13
Round Trip [in air ok] (:qcb::h:) Start up: 35, Active: —, Recovery: 15, Advantage on Hit: —, Advantage if Guarded: —
Switch Sign [in air ok] (:dp::atk:) Start up: 10, Active: —, Recovery: 10, Advantage on Hit:—, Advantage if Guarded: —
Air Raid [in air ok] (:qcb::s:) Start up: 31, Active: —, Recovery: Advantage on Hit: —, Advantage if Guarded: —

Hyper Combos:

Round Harvest(:qcb::atk::atk:) Start up: 20+19*, Active: —, Recovery: 10, Advantage on Hit:—, Advantage if Guarded: —
Maximum Voltage [in air ok] (:qcf::atk::atk:) Start up: 15+1*, Active: 116, Recovery: 20, Advantage on Hit:+2, Advantage if Guarded: +2
Duet Pain (:dp::atk::atk:) Start up: 10+11*, Active: 4, Recovery: 30, Advantage on Hit:—, Advantage if Guarded: -11

  • The + is referring to before and after the hyper cutscene. For example, if its 20+19, it means that it is 20 frames before the cutscene and 19 afterwards.

Whew, now that that’s done, I’m in need of some advice. So far my main team is Spencer (meter builder)/Trish (uses meter to deal her damage), but I am having a hard time finding a third. Any suggestions?

Just having fun looking around for round harvest stuff:

Round Round Harvest Combos

[media=youtube]uY6Tx3myE9g[/media]

Combo 1, I believe this can be deepened

:d::l:,:d::m:,:d::h:,:s:,:uf:,:m:,:df::h*:,:qcb::l:,:m:,:df::h:,:qcb::l:,:s:, Assist With OTG,:qcb::atk::atk:

Combo 2

:d::l:,:d::m:,:d::h:,:s:,:uf:,:m:,:df::h**:,:qcb::l:,:m:,:m:,:uf:,:m:,:h:,:df::h:,:qcb::l:,:s:,Assist with OTG,:qcb::atk::atk:

~DarkDeath

Thank you SOOOO much. :pray::pray::pray:

I’m so glad :s: is only -4.

Now, the third member. I’m actually not sure how good is Spencer on point, but there are many, many characters that work with Trish well. My suggestions:
-I personally like Chris, his Gunfire assist is godlike to cover Round Harvest. It lasts long time, the bullets are super fast (will often stuff a hyper punish), and you can acutally combo into Trish’s Round Harvest from a random assist call. Chirs isn’t the best character to DHC into (although Trish is one of his best DHC partners), but he can DHC into Trish very well. Spencer’s Upward Slant Shot is also amazing with Chris (he has many damaging combos on standing opponents).
-I’m thinking Wesker, he allows an easy unblockable setup (j. :h: into :d:+:h: is godlike), an OTG assist (if you need to kill somebody with Duet Pain), and a great DHC partner. He is tricky to use, but his more complex combos aren’t required to play him.
-Dante: hard to play, but he has everything. His OTG assist is also great if you go for air throw resets with Trish.
-Doom: may not be the best chioce, but his Hidden Missiles assist is really good with Trish.
-Dormammu. Some people will say they have perfect DHC synergy, and they are kinda right, but here’s the problem: can you build enough meter for them with Spencer? I did this with Chris a few times, and it worked great. Dark Hole assist is quite good with Trish as well, it is slow, but it can cover her against many characters with better projectiles than Low Voltage (beware of Chris’s Magnum though, it goes through almost anything).