I wouldnt call 570 sub par. Thats 40/50% on 3/4th of the cast.
At the end of the day it isnt all about combo potential, 9 times outta 10 youre gonna go for the easy guaranteed shit in a clutch situation like a tourney and trying these long winded comboes online isnt even possible unless youre playing someone down the street. This game unlike SFIV doesnt require the godlike execution to be competitive, I can deal with 500k damage, Trish is a very very good all around, which will ultimately make her top 10 when its all said and done. There is no anti-Trish character at this point.
Trish’s gameplan revolves around what she wants you to do. Get back or she will come to you. Regardless of how long that might take is irrelevant. Hulk can off her in a few hits that doesnt mean he’s getting in. Trish is probably the only character in the game with a sufficient rushdown game while still being able to keep you off her…ALONE. Good normals, awesome specials, awesome supers, keepaway, speed, mixup, 8-way dash, flight, wavedash…shes so strong.
Oh, and Felicia does nothing for Trish and vice versa. Felicia needs a high durability beam assist like Magneto, Hulk, IM, Storm. IMO some of the best compliments for her (Trish):
Just so you guys know, Trish has ways to set up penta overheads.
It’s really, really hard to set up, and doesn’t seem to work on phoenix (salt), but essentially if anyone is complacent enough to allow you to enter flight mode and call a blockstring assist over them (IE, Dante Jam Session), dash down-forward to end up directly on top of them, jL jL jM jM jH (Super/jdownH). If you end on super, does roughly 400k, and ends in one of the vaguest high low mix ups in the game (and they can’t roll out of it as they were forced to remain standing) as you fall to the ground, jL/crL, which confirms to ~550k.
Figured I’d let you guys know what my lab practice netted me.
A much more practical less powerful version is any blockstring > assist/flight > down forward dash into vague high low jL or jH/crL.
Oh, and if your opponent begins to understand the penta overhead, at any point in the five overhead string you can gatling into S to feint an attack, simultaneously cancel flight mode, and quick crL for a low instead.
well I’m not calling her damage small in general, I basically meant that other characters can get higher damage with just as much effort in their BnBs. I just picked her up though, and wasn’t sure if there was a higher damage bnb I wasn’t aware of
And I wouldn’t say they do NOTHING for each other, I’ve found a good level of success with Round Harvest>Tag (Felicia)>Kitty Helper, and Felicia HAS Magneto’s Disruptor assist for her, I’m using Trish’s Peekaboo assist, Magneto doesn’t seem to need an AAA that much (between his s.:l: and Force Field) but Peekaboo helps his pressure by limiting their options, and it works as an AA for Felicia (which she DOES need) as well as added pressure.
But you may be right, I’m still playing around with this team (it’s not my main, that’d be Tron/Viper/Doom) so I might switch out someone yet, but I want to play around a bit more first…
on an unrelated note, hitconfirmed Peekaboo/Rolling Buckler assists into Hyper Grav>combo is incredibly satisfying to land (and it pisses people off :D)
After some time online, c.M is an interesting normal as its a slide. There were some moments where Wolverine’s divekick(at normal jump height) would miss if I did a c.M at the right time. So I believe c.M lowers her hitbox and moves her forward. If you got locked into the corner against Sentinel, c.M allows you slide underneath if timed correctly. Also Sentinel’s j.H is the only move that hits all the way to the ground if he’s flying above you. Sent’s j.S doesn’t seem to reach that far down vertically, so if c.M actually lowers your hitbox you can make Sent’s j.S whiff and punish accordingly.
Think SSF4 Chun’s c.MK and c.MP. Something to look into.
Also, the advantage on a blocked c.M isn’t very punishable. So I think you can do c.M(blocked), assist, instant overhead j.L xx d+H on most of the cast. Just thought of a lot of things while I’m at work so I’ll do some lab time tonight and see.
The match-up looks pretty random to me. You can’t win a keepway battle against him, unless you have a right assist (I do). But if I use my older team (without Dormammu’s Dark Hole) I rush him down and use her obvious range advantage. He doesn’t have any real defence options at all (I’m not counting Forcefield as a defence option), his only AA is his :l:, and that’s not very reliable. I think his normals are also slower (his :d:+:l: is 6 frames, right?), don’t quote me on that though. I do a lot of random :h:, :s: checks, I know, I know, but it works sometimes. He is also not that good in the air compared to Trish, his air EM Disruptor kinda sucks, and Magnetic Blast isn’t that great either.
Well, that’s exactly what I meant talking about air EM Disruptor and Magnetic Blast. What Magneto doesn’t use the ground version of EM Disruptor? That thing is like the fastest projectile in the game.
Does anyone know how many frames it is until maximum voltage hits full screen? The guide says 15+1, but that doesn’t mean the first projectile has reached the other side of the screen on the 16th frame. Does seem to have some travelling time.
Magneto’s EM Disrupter is the only real problem. There are a few ways to deal with it. If you get hit by one, you can roll forward when you hit the ground and close some distance and call an assist. If you take to the air you have a good angle with voltage shots, of course he’ll superjump with you and try to snipe you, but remember your mobility. You cancel into flight from your 8-way airdash and d+H divekick(at any time). Round Trip(qcb+H) works well to deter him trying to snipe you, do a dp+H to stop Trish’s sword right where Magneto would want to hit you with EM disrupter in the air. Remember he can only fire disrupter once in the air just like Doom’s photons. If you can annoy him enough with this and he can’t seem to outzone you, he’ll have to come to you to do damage which is in Trish’s favor with traps+assists.
Haven’t checked in here in a bit sorry guys, I’ve been prepping up my team in the lab for a tourney here in Toronto. Although after testing a bunch of stuff and playing matches alot, I’ve found a few nifty things about her that’s for sure! I am making another combo video soon though for Trish so I should be done after the tournament, It’s being streamed here so you can check me out on the stream! I’ll post some of my matches up on my youtube afterwards.
Might have been mentioned already and not terribly useful: If you back throw a player who is in the corner, you can cross them up with a dash. I imagine most people would have noticed this from doing training mode.
Was it known that Trish can cross up with her :d:+:m:?
I remeber seeing it on Storm, “because of her stance”, but it seems to be universal (didn’t try everyone though) if you doing it off connected Round Trip. I like using :l: Switch Sign for easier timing. This reset is actually quite useful because of how many hits Round Trip does. If you are using a projectile assist this can be very difficult to block the right way. The assist will catch them while you switch sides, and you can always cancel the slide into :h: or even Hopscotch to stay on the same side.
“The moment you wanna stop blocking, keep blocking.”
Every character in the game has trouble with that dog’s normals which create incredibly dangerous frame traps. Trish’s normals aren’t that great speed wise, so keepaway is your best bet.
You must learn to pushblock at the right times(no mashing) otherwise any normal you stick out accidentally will get punished into another retarded f+H string into dead Trish. All of Ammy’s normals crossup in the air most notably his j.H can hit very deep and can be incredibly ambiguous. Learning how to block these correctly is vital.
You can’t call assists recklessly either otherwise you might let it get stuck in a f+H unless it has some sort of invincibility. Also it might randomly get tagged by Ammy’s full screen super very easily. Your assists can help a lot in zoning Ammy out. Tron-b and Hsien-ko hyper armor can help in keeping the dog off you. Beam assists can be ducked by Ammy but if she tries moving forward or pressing buttons she can’t duck the beams. Drones are always good.
Ammy’s throws are incredibly good. If Ammy’s lands one successfully(air or ground) it can lead to a full f+H combo. Which is why I don’t think trying to square dashing around or taking to the air is a good idea. You might want to think about randomly using Round Harvest(qcb+aa) to reset the situation and push Ammy back so you do not push yourself to the corner. If your midscreen Ammy’s throw followups are much harder. Sometimes it might be better to eat that throw combo since throw combos scale 30-40%(I believe), so keep blocking if you’re not confident in teching.
qcb+L traps are the most useful to deter Ammy from gaining ground, but Ammy can take to the air and airdash over and probably dodge it if she airdashes from a high enough height. Learning good timing with Trish’s s.H against airdashes is key as well. s.H xx qcb+L trap is good and if the trap hits when Ammy is low enough you can sometimes get a combo off.
You can’t be reckless shooting voltages on the ground unless their M/H strength cause of Ammy’s hitbox, but that means more startup so don’t rely on it too much. You can take to the air and fire voltages but you might randomly get tagged by Ammy’s full screen super or eat an airthrow.
Snapping the dog out isn’t a bad strategy either, Ammy gets the worse X-factor bonuses in the game. His assists aren’t anything to brag about outside of extending combos anyway.
Get on top of them with an airdash :h: or divekick and call assist. Wolverine aids in Trish’s rushdown since she doesnt really have any.
Running Trish on point with Wolverine assist, you want to try and annoy them enough so that they come to you, assuming you dont have a character equally as good with keepaway. Then you can run Wolverine assist (since it crosses up) to help you pressure.