Trish DHC Trick Thread

While i’m glad to see this works in some form, I really don’t see this going too much further.

But that’s me. I’m glad to see someone’s finding use of it in some way.

good shit nini. i’ll learn this combo even though i don’t know how i’ll ever apply it since i usually just have dante dhc glitch start into wesker. but there may be a time when i’ll have trish on point ( for certain teams ) instead of anchor and when that time comes i’ll be glad knowing i have this backing me up.

Y’all seem like you’re hyping it up a bit too much. It’s a good thing for her to have and I’m glad she has the tool, but I don’t think this is going to completely change everyone’s perspective on Trish. The main characters she’d be DHC glitching into have combos that can kill the cast that they can do on their own with 1 meter. Don’t become reliant on this for killing opponents. I’d say if anything it’s a nice tool to have if you feel like you can kill the character, but don’t want to have to use X-Factor or something like that. Who knows, maybe someone will find some broken use for it, but I wouldn’t get my hopes up.

I agree with you 100%

I asked this in the general thread, but maybe this is a better place to ask: Can a team of Chris/Ammy/Trish abuse the DHC? For example, would Chris d+H(OTG)+peek-a-boo assist, sweep combo, DHC into Ammy Veil of Mist after the first hit of Sweep combo work? It’s been a while since I’ve played the game (thanks PSN), and even longer since I’ve played this team so I can’t remember if Chris’ d+H OTG lifts high enough to get caught in peek-a-boo.

Pretty much any attack + Peekaboo assist, canceled into one hit of a hyper won’t let the assist cooldown run long enough that you’ll be able to DHC in time. That’s why, in that Ryu combo, I set up the trap when I launched and hit them with Shinku Hadoken when they fell into it later.

Maybe you could get it to work with Dante by doing the same, except doing launch+:a2:, sj. mmh, Killer Bee, launch, Air Trick, Hammer/Sky Dance, Cold Shower, Stinger, Million Dollars. That should send them flying across the screen into the Peekaboo as Million Dollars hits. The nice thing about using Peekaboo as an assist is that it doesn’t matter how little hit stun it has left in it, you can just shoot them with your hyper on the same frame they fall into it and it should work.

So, prior to this whole dhc glitch becoming known, I was just starting to experiment with Trish to pair with MODOK. I was originally starting wolverine and using Trish as anchor, but now I am using her on point with MODOK second and Wesker as anchor. I figured that using Wesker’s gun assist I could lengthen her combos before activating the DHC glitch, but it seems that the hit stun of peekaboo decays insanely quickly during a combo. At best, I can only squeeze in about 300k before the peekaboo either decays its hit stun instantly, or has just enough left to connect the first hit of the super.

Has anyone had any success in increasing her damage output above the 300k mark before activating the glitch?

unfortunately the best we could get was around 300k also. the hitstun decay on peekaboo is too great to allow it to continue anymore.

Unfortunate, but still better than nothing I suppose. On another note, does anyone have a good method to consistently time their DHC so that you do it right after the first hit? outside of just doing it quickly, I can’t seem to find a point in the animation that gets me consistent results. More often than not I am doing it too early, or too late.

You can actually buffer the DHC. You don’t need to time it or anything. While trish is in the pre super animation cutscene freeze thingy of Max Voltage, you input the other super.
The input buffer for DHCs is pretty massive. I found that out when I was experimenting with Dante Crazy Dance>DT>DHC.

Cool, thanks. I was generally trying to take advantage of that buffer zone, but was still dropping the combo with a good amount of frequency. My problem might be with peekaboo’s hitstun decaying too hard before throwing out Max Voltage and having the combo drop then. Good to hear that timing shouldn’t be an issue for this dhc glitch to work.

Before peekaboo you should have 9 hits max. Anymore and they’ll likely drop out before max voltage hits.

A few tips:
1. Avoid same move proration

Using the same move more than once seems to affect hitstun decay. It’s not obvious in normal combos but since peekaboo accentuates the effects of hitstun decay, you can see it.
Try it out with this combo: J.H>J.S>5M>5H>5S>J.H>J.2H>Peekaboo>Max voltage.
This combo works but the timing is relatively strict.
Switch the second J.H for a J.M and while still strict, it becomes much simpler

2. Learn what moves prorate hard

Starting a combo with J.H/J.S and starting a combo with J.2H will lead to much different results difficulty wise. J.2H prorates harder than the others so I try to stick in less hits before the peekaboo.

Finally, I found that when you delay your jump after launch and do J.M>Peekaboo>Max voltage, there are some instances where they will actually fall for a bit and land into the peekaboo, giving you more leeway to hit with the super.

Still, best thing to do is to keep it simple before the max voltage. Timing beyond 7-8 hits is really strict though, so you might not be cancelling peekaboo into super fast enough.

Good stuff, thanks again. It seems unfortunate that her DHC glitch is based around peekaboo, since like you said, around 9 hits seems to be about the max before it loses too much hit stun to continue the combo. But it is still better than nothing, and gives me another good option with my team structure depending on what character I have in my combo and how much meter I have to work with.

Having Trish on point to either set up the glitch, or a MODOK aerial exchange cube combo, or go for a max damage combo and throw out a round harvest for an unblockable setup really makes me enjoy this character.

This. Times a 100. A lot of people have been downplaying this, but this adds to Trish’s already immense versatility. Especially considering how good divekicks in this game are and trish’s ability to get in, this would be way too good if she could do it easily and at the end of combos. The way her DHC works, you have to put in some effort to get a OHKO. Can’t say i’m sad about that.

The only reason that I am sad about that is because I have been purposefully looking to abuse anything abusable in this game lol. So I wish I could manage to squeeze some OHKO dhc glitch combos out of her. But I am still new with this team, so maybe that little extra damage from the dhc glitch can lead to some OHKO’s if I dig hard enough.

But she is very versatile in the ways that I enjoy, and she isn’t so common that I have to encounter mirror matches all the time.

Trish to Taskmaster’s new BNB is a pretty easy 900k before you use any additional meter to end it. It’s also nice because Taskmaster has a hard time ending DHC glitches that start close to the ground due to the long recovery of his counter super. Trish’s DHC can start higher up making it much easier.

It’s also easy to go from Trish to Tron or Trish to Hulk Gamma Quake (and then combo afterwards), which both have trouble with DHC starters at a low height.

So while Trish’s damage pre-glitch isn’t that great, it lets her flip into some characters (that often have trouble glitching) that do ridiculous damage. I also feel like Trish opens people up so much easier than the majority of the characters she can glitch into, which makes it very worthwhile.

The way I see it, if they’re around 700k or below, you can typically just do a regular Trish combo into a regular DHC ender, and it works just fine. If they were just brought in? DHC glitch and kill them.

The biggest downside to her DHC glitch in my eyes, that I haven’t seen mentioned yet, is that she doesn’t have access to it from the very beginning of the round. She needs to build some meter first since the combo before Peekaboo will only build about 1/3rd of a bar.

Found another one I like with Spencer. Works from anywhere. Start with Trish’s basic opener into a launch, then Aerial Peekaboo xx Max Voltage DHC to Spencer’s Bionic Maneuvers (:d::df::f::atk::atk:, not Bionic Arm).

At this point, due to how quickly Bionic Maneuvers recovers on whiff, and how high they fly after Trish’s DHC starter, you can easily relaunch with just a lazy :m::h::s: into a full Spencer combo and relaunch with OTG grapple.

The actual application of this is somewhat limited unfortunately. An extended Trish combo that ends in Max Voltage DHC into Bionic Maneuvers already does about 800-850k on its own. Timing an air Max Voltage into Bionic Maneuvers can be a little tricky however… you have to ‘catch’ them as they fall rapidly at the end of a good aerial Max Voltage.

So here’s how the math works out:
[LIST=1]
[]If you’re starting with 1 bar of meter, do the extended Trish combo (which builds 1 bar) into Max Voltage DHC to Bionic Maneuvers. This leaves you with like, 0.2 afterwards, and does about 850k damage total.
[
]If you’re starting with 2+ bars, do the DHC glitch combo into Spencer follow-up. If you just do a Spencer relaunch combo, it does about 850k and builds 1 bar in the process. Or you can spend that bar (and extra bars) to ramp the damage even higher. If you spend the bar you built, it goes up over 1,000,000. If you spend an extra bar on Round Harvest after that, it’s up past 1,200,000 with Trish just spamming Hopscotches during it.
[/LIST]
This is all assuming the ideal damage opener from Trish (an air move that hits hard). If you’re starting off :d::l:, the math favors the DHC glitch combo more as well.

The More You Know™

I wouldn’t be surprised if more characters with quick recovering supers can easily DHC trick off Peekaboo starters because of the high altitude it gives.

I know She-Hulk can DHC glitch with her air grab super with Trish. Tron as well with King Servbot. I think a lot of character can whiff their supers and follow up if you do the air DHC glitch. Haven’t tried with Deadpool but I think it would work.

I’m finding that her DHC Glitch with Wesker isn’t very useful unless you have a lot of meter to spend and need to kill a character with a ton of health from full.

The reason is because with Wesker’s OTG shot assist, you can do a full extended trish combo into OTG, Round Harvest, jump with a few normals into Max Voltage and it does about 830k damage. That’s enough to kill a bunch of cast members on its own, and Trish builds more than a bar in the process making it accessible from the start of the match.

In order to match that with an assist into Wesker, Trish needs about 1.7 bars to start instead of just 1. Wesker’s follow-up combo builds another bar, but his super finisher is weak and only brings the total combo to about 900k. You could then DHC from there to your third character to kill someone with more health, but if you had extra bars you could do that off the solo Trish combo too.

Having an OTG assist to do Round Harvest -> Max Voltage in a combo kinda replaces the usefulness of her DHC glitch in many cases. I guess it’s nice that she can have access to either most likely with a variety of teams, sometimes both.

I disagree. A lot. Especially with Wesker. Sure she can do stuff>round harvest>max voltage, and hit 800k, but she ends up with a net meter deficit because Trish has the worst meter gain in this game. DHCing into Wesker allows you to do up to 850 k meterless and build 2 bars and you get a knockdown into a 50/50 mix up.

Let’s recap here:

Trish Round Harvest> Max Voltage

Pros: Can be done from 1 starting bar

Cons: Does low damage midscreen.
Is not meter neutral
Ending positioning is mediocre
Requires specific assists

Meanwhile,
Trish DHC Glitch into Ouroboros
Pros: Meter neutral for the same amount of damage as Trish Round Harvest> Max Voltage
Ends with 50/50 mixup and favorable positioning(always in the corner)
Can kill higher tiered health characters with OTG> Team Super with meter built
Is not positioning dependent.

Cons: Can’t be done from 1 starting bar
Requires assist to optimize damage and meter gain

The combo I’ve been doing starting with 2 meters
J.2H>5LMHS>J.M>J.H>Peekaboo>Max Voltage>DHC into You will not survive>Dash under or not(depending on which side is closer to the corner)>2M>5H>236L>Dash 3C> 2M>5h>236L>Call Trish (Low Voltage)>3C>5H>5S>J.MM>J.H>J.S> Call Jam Session>3C>5H>5S>J.S>J623H> 3C otg.

Deals around 830 and ends up with 2.4 meters approximately.
You can improve damage by a good bit by replacing all 5H with 2H. You lose out on meter though.
Also you can go into 236M after Jam Session, wallbounce, and 236L>Cancel into Super and get more hits than if you were in the corner. I think you can tickle 1 m if you do that and use 2H’s in the combo.
Edit:Yup, 1m definitely using that trick and 2Hs. I also used Weasel Shot since Jam Session boosts damage a lot and allows you to get more hits in before doing 236M