Nearly 7k w/ Trish? Me rikey arot!
I was also wondering about the lack of new Trish stuff recently but this is really good. Kind of screws with my head a bit since the last S doesn’t knockdown when you’d expect it to normally. Heh.
Anyone who wants to relax the timing a bit without sacrificing too much damage - drop j.M in the j.MS and 2H in the last j.H2H.
I’m glad you guys like it! It feels nice to actually discover something important.
Right now I’m working on some mid-screen stuff, hopefully I’ll be able to find something soon.
It seems like everyone is playing sort of a keep away game with Trish, does anyone just completely rush down? I feel like when i get someone in the corner with Trish then there locked down until i want to let them out.
Hulk/Trish/Doom
Problem is longevity. When I first started playing Trish, I tried to be as aggressive as possible. But the priority doesn’t seem to be there. The range comes at too high of a cost in speed. And getting caught once in start-up could mean that she gets crushed.
Once you get them wary of just sticking out things constantly, you can start to really get in there. I think optimal play will end up being a mixed style.
I say it depends on the matchup. If the character I’m fighting against excels at camping and can lame Trish out I’d rather keep the fight close and rush them the hell down. Even if Trish is great at zoning and has the highest super jump, it doesn’t matter if the opponent is getting more damage than I am while keeping me out w/ his projectiles+assist. Its way better for me to close the distance. I usually try to play within either c.M, s.H, or IAD H/S range so I can punish whiffed normals. Instant overhead L to divekick pressure and calling Wesker assist for unblockable setups. Trish+Sent drones/Wesker low shot assist=scary rushdown potential.
can someone make a non biased but a legit list of trish’s pro’s and con’s? im trying to secure a third for my team
Here is my opinion
Pros
-very versatile
-she can rush down good (especially w/ drones)
-play good keep away with her traps, D.j, 8 way air dash, and flight
-she has decent chip damage game with both her supers and her projectiles
-she has good screen control/spacing with her projectiles, traps, D.j, 8 way air dash, tri jump, and flight
-you can use all her special moves in the air
-she has some good BnB combos that are pretty simple to do and do decent damage
-you can do her max voltage super in the air to chip or punish your opponent
-her round harvest super tracks and push blocking doesn’t work if you switch characters so you can go for mix ups
-can do 3 special moves in the air( or 4 if you activate flight as your 3rd special move. while in flight you can do 2 special moves or air dash you way in) so she can lay her traps(1 each) then throw projectiles
-her dive kick is a good way to get in especially while being covered with an assist, and you can combo off of it
-her j. H has a good hit box and it crosses up (good way to rush down with it is s. j. cancel into f. air dash H)
-she wins many matchups(the only characters I find give her problems are deadpool, sometimes magneto and sentinel)
-good meter builder
Cons
-low health
-her throw can’t otg
-neither of her supers can hit otg
-she doesn’t have moves that hit otg
-her hopscotch combo(her most damaging with only 1 meter I believe 654k) is inconsistent
-damage output is only okay imo
-her flight start up is terrible so you can’t really do “flight combos” unless maybe you have a certain assist??
-Her round harvest super has bad start up, and you can’t really combo into it I believe
-isn’t a great anchor/ X factor character imo
Honestly her main cons are low health and her lack of otg. She is still a really solid character imo(as well as not a high played character such as Wesker, Dante, Etc. so gives you more satisfaction that you aren’t using top tier lol) and she will always have a spot on my main team because she is versatile.
Do any of you guys do the hopscotch loop instead of her normal bnb?
She needs that lockdown assist to really get the rushdown going. Otherwise it’s hard to mix them up safely and effectively.
simple A, B, 2.C, 214.B>Round Harvest works.
Pros
-versatile: keepaway/rushdown given proper assists
-very mobile: airdash, double jumps, flight
-one of the only characters to fire projectiles more than once in the air e.g. Magneto disrupter and Doom photons can only be shot once
-round harvest: decent chip killer, sets up unblockable and mixup when switched to other characters, goes through other projectile attacks
-unique trap assists(hopscotch, peekaboo)
-divekick(d+H) is good priority and can be empty canceled if needed.
-c.M can be used to shrink her hitbox and avoid certain attacks
-j.H and j.S are great instant airdash normals, j.H has great range and j.S has an even deeper crossup hitbox
Cons:
-one of the most stale combo characters of the game
-traps, round harvest add very heavily to hitstun scaling limiting combo followup possibilities
-terrible health
-slow startup to special moves and H can get her killed at times
-none of her moves OTG
-has some problem matchups e.g. magneto, dormammu
-low damage output overall
-X-factor is so-so
-below average level 3
-max voltage super(qcf+PP) not reliable when not close to corner
A little off topic, but for the Trish unblockable setup with Wesker (You ‘S’ them into the corner, Round Harvest, call out third character and overhead with them while you call Wesker assist while R.H. keeps them locked down) what’s stopped them from simply rolling out of the corner after you use round harvest?
Do you just have to hope they don’t know the setup? Seems pretty useless in that case.
Edit: Ah nevermind, I see now. You just have to dash back before you round harvest so even if they roll they are still in the corner.
Trish loses to a great percent of the cast in a 1v1 match. Any character with a horizontal projectile or someone who doesnt have to rush her down she loses to. Now people cant pick to either say shes best a zoning/rushdown. I say keep a midrange battle. Why pick one or the other when you can do both? With the right assist you can not move foreword against Trish (Character specific) but a good percent of the cast can not. I feel that Wesker is Trish’s best friend by far in this game. He clears up many of her tiny yet annoying flaws like no OTG and shit. Also in return Trish helps Wesker as well. With Low voltage assist it allows Wesker to continue a combo after a OTG, allowing for more damage and stuff or a super allowing you to save x-factor for later since you dont have to do OTG>x-factor>lvl 3.
I dont know if I made myself clear before but TRISH IS NOT A ANCHOR unless you have x-factor.
Also on a side note Trish has 2 different instant overhead setups. J:h: works on the larger cast ie ( Sentinel, Tron, Modok, Hulk ) Then the other instant overhead J:l: works on all characters besides ( Ametarasu and sometimes Zero ) You need to use an assist in order to combo from J:l: > j2:m:
Well thats all the info I have for today. im sure I missed things so if you point them out i will say something lol.
So I’ve been running Trish for a few weeks/a month now, and I feel pretty confident with her at a basic/intermediate level. I’ve got my bread and butters, I’ve got a solid place for her on my team with what I want her to do, I’ve got different combo variations depending on what I want to do. However, right now my only real mixup to get a hit is to either divekick/.:s: or to jump and fake it and air dash back down to get a quick low. This works a lot against the people I play against but it doesn’t feel as consistent as I’d like it to be, since I never really catch them with the overhead anyway.
So what should I start working on with Trish once I’ve got her combos and basic/intermediate stuff down? What sort of resets/setups might she have that would be good to know? What are her best mixup options?
For reference I run Trish/Doom/Dormammu. I switch Trish from rushdown to zoning depending on what I need and primarily use her to build meter for the team (unless I REALLY wanna get damage off on someone, or if I’m in the corner to DHC into Doom and set up resets with him).
Ok now I might be wrong but I dont think Trish has great resets. If you can follow someones ground roll you can mix them up. That it what I do, but it is all assist orientated. As for my team Trish/Sentinel/Wesker I can do air throw resets because I have an OTG assist, and in the corner you can do a air throw in the corner into assist for a reset. The Trish/Doom DHC is good. Learn how to do the instant overhead set up with J:l: im pretty sure you use doom missiles.
I’ll see if I can’t work on some way to let the doom missiles (or the spacing for a dark hole) to combo off the instant overhead and I’ll start working on mixing up after a roll. I was looking to see if she had any real reset situations but I didn’t see that she had any that were useful, unless I just ended a combo early and went for a throw to get them full screen and enter a zoning game again.
Wesker instantly makes any team better, undoubtedly.
X-factor level 3 instant overhead j.L-j.d+H will combo on its own.
[media=youtube]rWT689aFDlw#t=28s[/media]
The spacing of the combo gave me an idea.
S, j.B, double jump uf, j.B-C-S
The double jump changes the trajectory after you jump to follow a launch. This lets you land immediately after the j.S. You can actually throw Round Trip after you land and have the opponent wake up into it regardless of techrolling forward of back and toss in a switch sign to keep them in blockstun. Plus the added bonus of Round Trip safetags.
Also this combo gives you a lot more time to call your OTG assist out since you land so much faster.
Seems Trish is able to combo from her instant overhead on her own without assists or X-Factor: [media=youtube]IC1EyGth3Js&feature=channel_video_title[/media]
Counterhit only.
I am an idiot, didn’t even realise I had it on. Sorry, I’ll go and remove that vid.