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

Why is Trish considered a counter to Wolverine?

He has a tough time pinning her down for his mix-ups - she plays like a miniature Phoenix against him. Wolverine doesn’t have a lot of answers to you super jumping back and throwing j.:h:s, specials and ending with j.:d::h:. He has trouble approaching through traps, and her j.:d::h: dive kick is a safe approach on him.

He’s still Wolverine so if he gets in and going you can be in trouble. But she does a better job than most at keeping that from happening to begin with.

Thanks for the tips, zoning with Trish is something I really need to work on. Usually I just try to rush in with trijump :l: and j.:h: into dive kicks. I find her fireball is pretty crappy for zoning, and I dont know how to use her traps or Round Trip effectively.

generally never use traps on the ground since her recovery sucks. So TK traps or just setting traps in the air is a lot better.

Really just stick with L low voltage unless you’re full screen and the opponent can’t punish. Sometimes you’ll get a hit and can just super to be safe but generally don’t bother with M or H voltage.

Here’s some things that have helped me:
[LIST]
[]Try using her :l: Low Voltage more. I see a lot of people go for the :h: version and it starts up super slow, and then they whiff with it entirely and get blown up. If you’re looking to just harass someone and keep them back, :l: version is much more usable. :m: is a good compromise on the ground against shorties who duck the :l: one.
[
]I find Hopscotch :d::db::b::l: is her best special in the air. Think of it as a fast fireball that doesn’t fire until it’s most likely to hit them. That’s so good. Peekaboo is very strong on the ground. If someone advancing guards you out, cancel your normal into Peekaboo :d::db::b::m:. It’s pretty safe given their recovery and how far you get pushed out.
[]Be very careful with Round Trip :d::db::b::h:. It’s best used after a knockdown or you make them block an assist. People try and super jump and use it, and and since it flies out horizontally before it comes back to you, it just winds up not being very relevant. Also realize if you throw this out within a block string, they’re just going to advancing guard you out. Sometimes, you’re completely fine with that. Just don’t waste your time trying to dash in while they’re spamming advance guard. Just place a trap and throw a Low Voltage instead.
[
]Fake your dive kicks. You can cancel them at any time into a special move. Cancel into a hop scotch, then start dive kicking again, then cancel it into a low voltage, then airdash back, then dive kick again, etc. The less predictable you are, the harder it is for them to deal with it.
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I’ve started working on some other stuff that involves a ton of option selects in the air for her, and I’ll probably post a video on it soon.

It involves jumping back with j.:h: and abusing how canceling works. You can do j.:h: and input the j.:d::h: dive kick. If the j.:h: happens to connect with someone coming at you, you’ll immediately cancel into the dive kick and can actually turn it into a combo. If not, nothing happens. Right after that window is over, you cancel the j.:h: whiff into a special move like Hop Scotch. Then you do it again once or twice, air dash some direction, or come down whenever.

It’s very hard to approach this because the initial j.:h: has a big hitbox in front of and below her, and it’s a throw tech. And if the j.:h: whiffs completely, you get the special out which protects her and sets you up to do it again.

It’s a little complicated so it needs a video I think, but I think it’s good. I like to start rounds with it.

oh I forgot with Round Harvest (another thing no one really does) a nice way to get in sometimes (or to cover you) throw out air Round harvest and use the L command for the return. Tri dash diagonally or just land and wavedash in so sparda is covering your back (or just following you in) while you approach. It’s pretty decent for cover and a mixup. Something i’ll have to make a video of.

found some heavier hitting trish combos

hopscotch loop works midscreen on a ton of characters and works on everyone in the corner. the trick is to delay the first hopscotch, then it’s pretty straightforward from there. might be some other stuff for you guys to enjoy, too.

The hopscotch loop has been found awhile back. You can get at least 3 off in the corner before going on with a combo IIRC.

midscreen? i don’t think so.

Lol I did a pretty trick randomly yesterday at a meet. On a KD, I threw out a round harvest, then raw tagged into dante. They were crouch blocking so they got hit by the raw tag, round harvest came back and I got a free combo.

Gonna test this out a bit more when I get my hands on the game again.

Try this - raw tag to Dante, then teleport and call Trish as an assist. You can hit someone 4 times with the same Round Trip.

Super jump round trip is actually good against other keep away characters that try to stay on the other side playing your game. Fake them out a few times then throw it and then do the extension that keeps it spinning in place.

So um thers no matchup thread so Im gonn ask here. any idea on how to stop super skrull’s meteor smash. it goes right through peek-a-boo

Trish against Skull is kinda hard. You can’t be trap happy or low voltage happy most of the time. I prefer rushing him down so he doesn’t get the chance to zone with command grabs or do full screen meteor smashes against whatever I do. If he’s a problem in the team, you can always xfactor after a dive punch or meteor smash that isn’t followed up with a super.

hmm the guy I played doesnt really use command grabs to zone and uses them more for resets. I was using sentinel drones and then meteor smash to make them safe. I think I might have an answer to it though. I was thinking to place a hopscotch assist and then backdash to prevent him from crossing me up. Do you think that would work?

Some new technology?? I am not 100% sure if this has been discovered but I think it hasn’t.

Hope you guys like it :slight_smile:

that is pretty cool technology. Im wondering what other hyper combos let you do that. Im gonna see if I can do that with viper/trish

I use Wesker/Trish/Akuma right now still experimenting only one reset into his grab. But does anyone know any tricks for this two character as in assits as well? Any suggestions?

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Question: What are the exact properties on the traps for trish.
Reason: Whenever i do my corner setup with trish on incoming oppenents i lay both traps and then after the oppenent blocks both they fall to the ground and while they are coming in i do air dash S and it ALWAYS lands…im wondering if the traps force the oppenent into a crouching state on airblock for a brief few frames? Any help would be appreciated with this