Trish Video Thread

Stupid play Trish.

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LOL

Hey guys, i made a video with some Trish/Frank/Doom techs, check it out!

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NEW VIDEO FROM MAMAMOSH

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any one know, by chance, of any other good plasma beam trishes besides RDK? I love RDKs games (and play his team), but just wonder if there’s not more than one source of reference for the duo.<div><br></div><div>also, anyone know how to view any of the above videos in the ‘new srk’ (shudder)? i havent tried on my desktop comp, but on my phone all embedded videos have become neutered lol</div>

diff format so no clue. kinda sucks cause if it’s done that way wel…-shrugs-<div><br></div><div>dunno many other Trish players to begin with and most don’t use beam. (it’s only doom/mags/iron man as viable beams. But you also got arthur who’s slept on as an assist.)</div><div><br></div><div>what are you really looking for? Beams just allow you to do whatever on the ground.</div>

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<div class=“QuoteAuthor”><a href="/profile/4355/Shin%20Oni">Shin Oni</a> said:</div>
<div class=“QuoteText”>diff format so no clue. kinda sucks cause if it’s done that way wel…-shrugs-<div><br></div><div>dunno many other Trish players to begin with and most don’t use beam. (it’s only doom/mags/iron man as viable beams. But you also got arthur who’s slept on as an assist.)</div><div><br></div><div>what are you really looking for? Beams just allow you to do whatever on the ground.</div></div>
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well, i play trish doom wesker for the ol unblockables a la RDK. i know other chars can play dooms role, but i can actually execute dooms combos, so i just run a plasma trish, basic abc combo to gunshot, rount trip, S sjSS, round harvest etc. standard stuff.<div><br></div><div>so my question was just to find more reference vid on playing trish’s neutral with plasma as the primary assist.</div>

been watchin some disgruntled goat too. good shit, though he runs missiles. i dig missiles in general, but prefer beam  with the wesker shell. also very much like the xxx doom ammy shell, but am 100% reliant on the unblockables for my damage. so it goes :slight_smile:

in neutral, Beam either clears out pretty much everything on the ground. (basically only losing to Viper’s beam/supers/etc) Missiles are great for a combo extender but there are so many better OTGs for trish besides missiles. I guess it helps in the air but not much (not Jam session good.)<div><br></div><div>Beam can be your way in if you’re playing neutral.</div>

Is there a video around that has different Uncheckable setups with Trish? Id rather not lurk through a million RDK matches.

video below vs marline pie

http://www.youtube.com/watch?v=WX9UryAYErw hope this helps. not my best match

Nice job keeping up with marlin pie.

I’m not sure if you were looking for advice or not, but you should really avoid using crouch H after you get the hit confirm. Crouch H destroys a lot of combo potential whereas normally you could have gone for a hopscotch relaunch combo. Also when you put your opponent into a hard knockdown with trish you called doom missiles and did a low voltage several times. It seems like this would be a much better time to set up traps, get out round trip or go for a mixup.

You also super jump alot which is a good thing for trish, but I didn’t see you make very much use of her double jump. As I have progressed as a trish player I have started using this tool a lot more. Utilizing a regular jump into a double jump (and if safe fly afterwards) you can call assists freely while at super jump height which can really make your traps more potent.

Maybe its just me (I don’t have the option of playing professionals so I may be mistaken) but I like to get out round trip (not the super I always get the names mixed up) whenever I have the safety to do so. Round trip can be very hard to predict when utilizing the changes in trishes positioning with air dashes/stiletto kick and sets up easy tridash mix ups unless your opponent push blocks; which depending on the matchup may be to your advantage.

I agree with what you said about the super jump height stuff. I personally use her super jump sparingly so that I can always have the threat of an assist call/mixup even from that height. I LOVE the double jump utility and being able to change the trajectory of her arc with it.

Also I don’t know if it’s team composition, or people just don’t do it much…but I use a SJ height ‘triangle’ dash kinda attack with her when the opportunity arrises. I will (with space) normal jump upforward then immediately dash upforward again then simultaneously do dive kick + assist. Since I have Hawkeye in second slot I get the super fast arrows plus the dive kick. It’s not the most godly thing ever, but it seems to be really good when you have someone conditioned for it.

I will also just double jump, trap/fireball, fly…assist and dash over with S at times for the overhead.

You can also use her air H as a retreat option to cover the space instead of only using jump back. Box jump away H can cover you okay as well as give you the option of a low height trap/fireball or go right back in with dive kick to keep them cautious of trying to follow every time.

I don’t always use meter on the first touch since my team isn’t known for damage (Trish/Hawk/Doom), instead I’ll launch and call Doom into a quick knockdown. The missiles will OTG forcing them in the air at a low height, as soon as I land I throw out a round trip (not super) and either use H sign (hold them in place and chip) or just let it rock and setup the next attempt or space control.

I’m not the worlds best Trish player, but I do okay lol. She’s a ton of fun even though she doesn’t do huge damage outside tac combos. I love her movement, and her s.H and j.H are awesome at space control. I like to throw them out to fill in space to keep people honest, and will use them at SJ height as well (sj.H, d.H in case it hits but if not go into trap/fireball control).

Trish has some good keep away ability, but I feel (for myself) the best play is when you have a hybrid style so they never know what’s really safe, also makes your keep away even more potent.

Kei

My favorite part about trish is that she rarely has to commit to anything neutral game wise. Her ability to switch so easily from keepaway to rushdown or vise versa can really throw your opponent off balance. If your opponent guards your round trip you can go for a try dash mixup, if he advancing guards your tridash attempt, then just switch back to keepaway.

I run a team of Trish/Dr.Doom (missile)/Strange(bolts); Strange bolts is really amazing as it augments your keepaway and rushdown game. I truly feel that resets are a necessary part of trish’s gameplay since she is a low damage character overall unless you take advantage of an RDK style unblockable teams.

A reset I do a regular hopscotch bnb into the corner and I space myself a little ways from the corner and throw out round trip, jump, call strange bolts, back dash S. If they back tech round trip will catch them on the way back and hold them in place. If you time the strange bolts correctly then he will auto correct for the front tech roll, if they back tech this obviously the assist will always face the right direction. The backdash S is just to cross them up on front tech roll, depending on your assist you may have time to get a mixup on the back tech or at least set up a trap.

Really agree with this stuff.

Yeah I need to take more advantage of Trish’s jump H and standing H. I actually try to work in trish’s jump H as part of her keepaway arsenal to help build space. Like divekick jH is a good option select and you can cancel it into her traps. The jump H has a huge hitbox so its nice to keep people wary of it’s range and its hard to punish due to all your cancel options.

So far in my experience I find the best success when I’m able to really establish my j.H, s.H, and c.M normals with her. I like to either use a neutral s.H (os c.H) from varying distances (not point blank) away from the opponent so that I either get a block string if they come in, or I can just cancel to a trap/fireball depending on the situation.

I’ll also use M+H twice quickly so that I can get a dashing s.H to use when I’m outside range of normal s.H danger. That way I can lure the opponent forward into the area since it’s “safe” for them to do so. You get a little extra range on your already awesome ranged s.H attack, and of course you can cancel if need be. I do the same thing going away from the opponent as well, that can cover your retreat on the ground like the box jump backward j.H retreat option.

The c.M is super important (for me) as it can be used for movement and footsies at the same time. I try to use it most at a range where the opponent is just outside the hitbox when I expect they will come in. For instance if I’ve done a retreating jump away I’ll land and quickly dash c.M to catch their forward progress (assuming they didn’t jump after me). I’ll also use c.M xx peekaboo when I want to get a little further forward to posture for position with traps. I like to catch an opponent landing with a c.M whenever I can as well using my Hawkeye triple arrow assist to delay them while landing. (or go for a throw as soon as they land)

I think the tool I use most though is the dive kick though as it’s just too good for keeping someone always on their toes while trying to get in. Jump back (slight pause) dive kick is pretty good since it catches people scouting the runaway Trish. Double jump (forward or back, then the other direction) dive kick to change angle quickly used sparingly.

Assist calling though with a double jump or dash up is so good though. Having a fast assist like triple arrow, and being able to go up so high quickly, and then come back down quickly with a dive kick…omg I love that!!! Also having hidden missiles when I jump upback xx dash upback+missiles is fun. It gets Doom called back pretty far, while you end up going even farther back, and can put out a M fireball to cover Doom. Covers a nice area while keeping you both relatively safe from punish. You get the mixup chance if you really wanna go forward, or you can setup zoning again (my usual choice when using missiles).

I have a tendency to call my assists when dashing if possible so that I’m never in the same place as them. You of course have to mind the spacing since you can’t always block during dashing. I like to b.dash + hawkeye xx M fireball for chip or ground/normal jump control. I’ll switch that up with the dashing dive kick hawkeye call, and b.dash + hawkeye xx box jump H. ( dash c.M if it whiffs or they pushblock).

If they’re in the corner on knockdown I’ll box dash H +hawkeye xx fly S (or H if further away). That gives me 2 overhead attempts, avoids pushblock if timed right, and leaves me next to them. (you can go deeper, but that’s the basic thing…don’t do it against a wakeup happy bionic arm lol).

I’ve never been a huge rushdown kinda fighter (much more calculating and zone style), but I’m trying lately especially with Trish…to incorporate more aggressive offense into my bag of tools. It’s helping a lot with Trish (and Doom), I just need to pay very close attention to my options on that at all times.
Trish talk…GO!!!

Kei

Decided to do a major overhaul on the Trish/Dorm tech video and try to get as much tech as I could on screen. I really want it to be good even though it’s my first time recording/editing stuff. So far I have a huge lack of TAC/XF footage(well I have ideas but I think they would look boring/repetitive) but PLENTY of sexy dhc and assist setups.(most of which are pretty impractical, but hey I’m making a combo video! :D) Here’s a little clip from what I’m working with: http://www.youtube.com/watch?v=GID5oCeGP2Y

It’s definitely far from the best looking combos that I will have in my video(check trish teams thread for inputs of some combos) but I just felt like uploading something :3. I should be done with the whole thing by the end of this week or the start of the next.