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

I watch a number of streams (mostly the WNF streams) but have yet to see anyone really maining Trish. Are there any competitive players sticking to Trish right now that I could try to look out for? I use her as anchor but could really use some guidance to get the best out of her.

After trying out Trish, I must say I like her alot.
Her “peekabo” and low voltage traps are good mind games and combo setups.
Also, amazing damage!

Most “top players” or players who are somewhat known who played Trish pretty much dropped her from what I know. Especially with where the game is at this point in it’s life. If you need pointers or just general ideas of what to do with her (either in a team or as anchor) I can try to help out since I personally prefer her as an anchor in my team.

I think she’s rare because your team has to be built really well to work with her. Her low damage (typically) means you need to be ordered to DHC glitch using her, or something similar like Round Harvest combos into Dante.

On the other hand, I feel like her toolset gives her good (or at least even) match-ups against many top tier point characters once you solve the damage problem.

TwistedJago is the only one I know that mains Trish(as an anchor as well). Everyone else I’ve seen like FlashMetroid and Floe have dabbled with her, but haven’t mained her per se.

This shouldn’t discourage you at all though! Cause its MvC3, a new game. This isn’t seriously as bad as Blackheart and Strider/Doom teams trying to win MvC2 tournaments.

I’m experimenting with a new team. Trish(peekaboo), Doom(missiles), Akuma(tatsu). Tatsu assist negates some problem projectiles like EM disrupter. Also a good get off of me assist while at the same time setting up the same kind of of 50/50 rushdown games she’d be able to benefit from beam assists like Ironman-unibeam.

I haven’t tested the chip factor with this team yet which could be great against Phoenix for a death snap situation e.g. snapback, round harvest DHC doom photons DHC akuma beam XFC beam.

Playing Trish as an anchor, what are her best options for opening her oppenent up? I find that the standard air Trish stuff mostly just gets blocked high, and her tri-dash kind of sucks due to how “floaty” it is. I usually don’t have alot of issue with her in XF3 because she’s so much fast (so fast I drop every combo I attempt) but once that’s out I find it a bit hard dealing with turtles.

IMO Trish’s best option is the fake jump. Superjump, dash straight down, c.L. Trips a lot of people up.

Yep, it’s her best mix-up other than Peekaboo dash-under on an incoming character.

Playing around with some new goofiness. If you throw a round trip ( :d::db::b::h: ) and then raw tag out, the round trip will try to return to Trish off screen. If you tag into a character that can teleport behind the other player, then raw tag back to trish, it’ll zoom back across the screen to get back to Trish, and combo off the raw tag or make it safe in some cases.

It’s really funny.

Does anyone think Trish can benefit at all from using her Hopscotch assist for untechable air exchanges.So far I can only get it with Amaterasu but in theory it should work with any character that can change the direction of their combo and be able to push them far enough away with a ground combo so the don’t get hit by hopscotch during the actual combo when you call the assist.

I think so. The tough part is manipulating it or positioning it so Trish is long gone by the time the hopscotch connects (so you can actually aerial exchange).

But Trish may be able to do it on point in a few different ways. Many assists allow you to combo into Round Trip, which has a ton of hit stun. This lets you actually dash up and launch them, and then Round Trip returns and hits them in mid air. During that time I bet you could throw in a down aerial exchange safely.

Another idea would be to aerial exchange into Trish and then immediately Hop Scotch and down exchange as it comes up to meet them.

And still another idea would be to use Hidden Missiles to hold them in place midair while you set a hopscotch, then combo into an aerial exchange as it comes up. This would be possible because of how late Hidden Missiles hits after Doom is already gone (whereas most assists would still be on the screen and interfering with the Aerial Exchange call).

Other assists like Phoenix trap or maybe Drones could maybe make that work too. Lots to play with, anyway.

Hell, just combo’ing into a Round Harvest and then connecting a :s:, then down exchanging during it may be enough, though.

Edit: Tried a bunch of these methods. Some work, others don’t. But it’s definitely doable with Trish.

Finally got around to the video you guys haha hope you guys like it and maybe learn something =)

This is some really good stuff. Thanks alot!

I hate Wesker. Would Chris’ OTG land mine assist work for this?

edit: apparently not, Chris OTG assist is way too slow unless my timings that bad…wtf is that assist even good for then?

I don’t think Trish’s tridash (super jump forward then airdash down forward) gets enough love. Her downward air dashes are super fast and she can easily tridash into j.:l: or j.:s: and both combo into her regular strings.

Off a tridash, she can also cross-up opponents with j.:l:, even a crouching Wolverine. Here’s a quick video to demonstrate it:

[media=youtube]l70U0fOiaVU[/media]

Also has a few other things like big meterless combos, kills on Wesker from match start without X-Factor, Aerial Exchanges or DHC glitch and other junk. Video description explains each clip.

I see most Trish’s square jumping (super jump straight up then airdash forward) repetitively when mixing it up with tridashes or super jump up then dash down into low would add some variety to her approaches.

Regarding the cross-up j.:l:, I think the next thing is to find a few setups where it’s practical, like if they roll out of the corner for instance.

Sub’d nice video and really nice air combos. I have one idea when someone is in the corner. Cr :l:, Cr :m: Cr :h: :S: :d: J :h:, Hopscotch, j :h:, j :d:, j :h:, Hopscotch, :S:, Round Harvest, Lock down assist call, Delayed Backward Super Jump Back Tridash:l:
If they roll backwards to get out of the corner you hit them as soon as they wake up overhead really close to the ground. This set up beats advancing guard because you are able to hit them before they can activate it. It might be a little more worth it if you don’t call an assist so you can raw tag out or something in case they block or don’t roll backwards. I dont really know if it’s worth the meter I never really got a chance to try it out on anyone and online sucks.

I started playing around with corner roll-out setups this afternoon after thinking about it for a bit after posting that stuff above this morning. They’re really nasty. You actually don’t even need to Round Harvest, you can just use Round Trip and it makes your resulting pressure a lot safer.

I’ll post a vid of it sometime soon when I get the timing down better. There’s a ton of scary options you have if they roll forward, and if they stay put or roll backwards, the Round Trip helps keep you covered.

One of the really cool ones is that if you see them start to roll forward, you backdash and then cancel it into a super jump and then dash down into j.:l:. Depending on if you cancel the backdash earlier or later determines on what side you come down on, and the j.:l: hits them either way. Very fun.

i should probably check this thread more often. now i feel a bit behind on trish tech. there just wasn’t any activity here for months.

i’m really trying to find something around 800k for one assist/one bar (and without using dante).

i don’t know why the quality is kinda choppy. my videos usually aren’t that bad.

I like how much meter the H and M shots build at the end - that looks to be more meter than the :s:'s I typically throw in there at the end. Is that corner specific?

That’s interesting to me because while I know you’re shooting for a 1 assist combo, it also looks like you might be able to squeeze in another assist call before the M shot (if the timing is prohibitive, maybe using the L shot instead). And it’s nice that it could be pretty much any assist in this case since they’re not grounded or being launched.

Another fun thing with that combo is that you could end it with a snap-back instead of the :m:

The only other ways to push the damage that I can think of limit the combo’s practicality. You would start it in the corner, use j.:s: instead of j.:h: to open it (adds about 6k damage overall), skip the first j.:d::h: and go straight into j.:h: when you land. It’s possible off a tridash j.:s:

That lets you do a double hopscotch combo into land, launch + Hidden Missiles. At that point your air combo has to be MM MMS. Going for the Heavy will let them pop out.

Then the missiles OTG into your finisher.

Dante makes it easy because of his ridiculously long strings that are seemingly immune to HSD. Just doing his basic series after a Round Harvest builds exactly 1 bar which lets him continue into a super. I’m also trying to find ways to do more damage with her as well that don’t involve him, though. I have a feeling he won’t be pulling the same hijinx in the next version.

I’ve had some luck ending combos with a THC that includes a super that OTGs, such as Hail Storm. If you’re using Peekaboo as your assist, it lets Trish continue to hit them during her Round Harvest off the THC, and you can usually add in an extra :h::s: (super jump) j.:m::m::s:, which helps to pay off the meter you used to do it in the first place and adds a little chunk of damage.

Chris’s Grenade super works pretty well if you’re using Low Voltage on the other hand.

thanks for the tips. i found out right after i recorded that video that i could actually do a second C low voltage at the end for a little over 7k more. it’s just really, really hard. it’s kinda tough to get that ender midscreen. i’m pretty sure you have to dash before the round trip for most characters but you can still get off two A low voltages even with the dash.

the reason i’m looking for one assist only combos is because my other assist is usually used to help me get in and mix up (unibeam for this team in particular), so i more than likely won’t be able to use it.

also, you can hit a snapback after st.B at the end. i love having plenty of options after a good, long combo.

And sure enough, it’s doable.

This is a cross-post from the mix-ups thread. Here’s the j.:l: crossing up with a corner setup. Turn on the YouTube annotations if you want to see explanations of what all is happening.

[media=youtube]A-IVLROi_tw[/media]

You may have to rewind and rewatch a bit to catch each detail.