RDK’s Trish was looking really good at Summer Jam. I’d say he’s the first person to really use her tools properly on stream or at a big event.
Check out the following:
Summer Jam Day 1 - http://www.twitch.tv/teamsp00ky/b/293667239
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[]Part 2, 24:10 - Great zoning vs Wesker, uses Wesker’s assist + Round Trip combo extension, uses a Round Harvest unblockable setup
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[]Part 2, 29:50 - Great zoning into a nice combo with Wesker extension into Round Harvest unblockable. Hot.
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[]Part 2, 43:25 - Great zoning against Wolverine, eventually converts a combo and kills him. Great response to a x-factor guard cancel right after and shuts Wesker out for his entire XF2. Eventually turns zoning into a combo with Wesker extension into Round Harvest unblockable. Resulting unblockable kills Wesker. He becomes a little more aggressive against Akuma and gets a combo into Level 3 super. Hot round.
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[]**Part 2, 45:52 **- Gets clipped by Wolverine early on but Steve H drops his combo. There’s a lot to be said for frustrating the shit out of your opponent and what it does to their execution. RDK then turns his next conversion into an unblockable. His opponent Crossover Counters to try and deal with it, but winds up losing his Akuma assist instead. Steve H gets desperate and starts throwing out supers, bringing in a Berserker Charged XF2 Wolverine, but RDK blocks for a bit and raw tags out. Wesker and Magneto clean up the rest.
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He played in the team tournament too and did well, but it was mostly on his Magneto and Wesker rather than Trish. And Marlin ended his top 8 run on Day 2. But RDK showed some really solid Trish play and some great Trish setups/tricks.
Helping some people out in the Trish Team Thread and thought I’d cross-post these here.
Be sure to turn on annotations so you can read what’s going on.
OTG Combo Extensions and Unblockable Setups with Trish
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This video shows some different combo extensions using Jam Session and OTGs, and two different types of Round Harvest unblockable.
Setting up OTG Combo Extensions and Corner Setups as Trish
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This vid shows how to end air combos closer to the opponent to setup OTG follow-ups, and how to get people into the corner for Round Harvest unblockable setups.
Trish/X-23 DHC Combos
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This is a collection of different Trish and X-23 DHC combos. There are a few regular DHCs and a few DHC tricks in the mix.
I know I’m months late, but I was also impressed by his movement, so I went into training to try and get my Trish’s speed up. I found out that if when using m+h or a+h to air dash downward, Trish will dive kick most of the time EXCEPT when it’s the first air dash of any “jump,” in which case she’ll always get the air dash.
What makes it weirder is even if you use the m+h or a+h macros, the same behavior occurs. I got curious and did another test. I super jumped, entered flight, air dashed downward once, landed, and repeated it multiple times. Sometimes Trish would stay in flight like she’s supposed to, but other times her flight would be cancelled for no reason.
Maybe this is old news, but I thought should mention that in case there’s Trish players out there who, like me thought they were just misexecuting it all along. To me it seems like a glitch, but there’s definitely something sketchy about it (it probably has something to do with the way inputs are prioritized). I’d advise using l+m instead to be safe from both of the issues above…
Great find! My Trish wants to be RDK’s Trish when she grows up. A few things that I have questions as a casual Trish played that has recently made the jump to competitive:
Is j.:d::h: Trish’s best approaching option in the air? I’ve seen some people use the large hit box from her j.:h: similarly to Haggar’s pipe, but it doesn’t seem as safe as Haggar’s pipe.
How often should you have traps out? I see RDK seems not to lay them out too often.
When approaching from the air, do you call your assist (in RDK’s case, Magneto) as you are dive kicking or on the apex of your jump? There seems to be some timing for this.
Also, I noticed that RDK tends to team hyper a lot. At first I thought it was a bad habit, but I’ve realized that its because he gets so much meter playing Trish up in front. Five meters is a really good thing to have when your anchor is stepping into the fight.
Here are my thoughts on those good questions - don’t take them as official answers or anything, but just my opinions on 'em:
It’s very high priority with a good attack arc, and it’s cancellable Her j.:h: is also an amazing moving in the air, though a little less useful on the approach because of it’s long start-up. But it’s still a good one to airdash in with. If you’re airdashing in, you may also want to experiment with j.:s:, j.:l: canceled into j.:s:, and tridashing in with j.:l:.
Hmm, I think he uses them pretty liberally. I’ll often see him jump back, place some traps, and then move in again when he’s playing the neutral game. Unless he’s playing aggressive - then he’s calling Magneto assist a lot and rushing in.
Remember that you can’t call assists off a super jump, and the Magneto assist doesn’t really lead to combos if you’re waiting until you’re high up in the air to call it. It just clears out the ground really well. It is easy to combo off of when you’re at the ground level, though.
I see him mostly team hyper when using Wesker which is really common off his :df::h: OTG combo ender. It’s also nice sometimes to pin someone down with Trish + Magneto. One of the benefits of using round harvest unblockables is that it leaves you with a lot of meter to piss away
Thanks! Another question that just occurred to me during a few rounds I had with a relative. Air approaches are Trish’s best assets, right? But what about approaching on the ground? It seems to me that :h: into a :s: is a good option, but I am not too sure.
But the clearest hing from watching these sets is that I need to get better at putting my opponent in the corner. I am so used to using her relaunch combo in midscreen that I end up knocking them away from the corner. Another problem I have is getting x-23’s OTG to connect when comboing someone from midscreen. I have to re-watch those videos on setting up OTG extensions and getting people to the corner.
I cant help you with the ground approaches too much cuz im in the air with trish which is what i think most trish’s are, but as far as x-23 goes i have found the best way to set it up is to delay your air S as late as possible if you do she pretty much always lands the otg, try delaying it longer then you normally would it should help
Ground approach wise, ya :h: is good but slow, so make sure you’re at a nice range before you throw it out.
Her :d: is a great “get in” move because of its low hurtbox. Her :d::l: is a 5 frame low which isn’t awful, either. And yeah, just watch that video I mentioned for doing your air combos in ways that let you OTG follow-up. It explains it all better than me throwing a wall of text at ya here.
Seems like the RDK matches that KJunk posted a few weeks ago are gone (the youtube channel is dead).
I’ll update the first post once we start getting videos from UMvC3, but I wonder what should I do. My plan is to move everything Vanilla related to the second post, but there are some good stuff that some of the users posted that still applies to UMvC3. Do you combo/tutorial makers plan to post some of the same stuff on updated videos after the launch?
Raw H gives you nothing, you’re better off cancelling it into a trap to zone them while you call assist. S is severely unsafe.
If you insist on dashing in I would hit confirm off of a cr.L.
TRISH APPROACH IN A NUTSHELL:
-square jump H
Thats where she gets all her momentum from. Still at the end of vanilla’s life I have yet to really see anyone utilize her goodness, can someone help me make a video tutorial for Ultimate? I’d be more willing to share what I know seeing as Trish is the only character I’ve played since Day 1.
I’m probably going to do a whole new video series thing for her with an actual capture card and editing, but it may be a few weeks before it’s up.
It’s pretty true. You’re unlikely to get much off a Square Jump :h:, but it’s hard to stuff and most people just wind up blocking it and letting you push them a little closer to the corner each time.
However, I’ve found you can call an assist and mix in tridash j.:l: or :d::l:'s in with your square jump :h:'s to get some mix-ups in. Sprinkle some assist calls in there to keep your approaches safe, and it starts to work pretty well. Super jumping up and immediately airdashing down into a :d::l: is also really strong for no reason.
I must be the only person who cancels square jump H into divekick.
If they dont pushblock then I try to set them up with instant overhead j.L into another divekick. It’s my primary form of pressure. Even though the 2H isnt overhead the j.L opens them up so they stop ducking. Thats when you start going low or jumping and then airdashing down to play with their head.
jump H xx peekaboo resets them for an airthrow. That might become relevant in the corner now that she can OTG off maximum voltage.
I rarely peekaboo out of divekick since sometimes they absorb the trap in blockstun and that leaves Trish at disadvantage, then again you could probably cancel that into a super.
I play a very lame Trish. I’m going to miss Trons assist.
It’s good and safe, but it doesn’t add a whole lot to your odds of actually hitting them. You can instant overhead into j.:l: directly off the square jump :h: or :s: too.
If they block the j.:h:, they’ll block the dive kick too. And it just gives them more block confirms to advancing guard you out. On the plus side, if you cancel into the dive kick AFTER they advancing guard it negates the pushback of the advancing guard. That’s a little tough to do, though.
And her dive kick often ignores advancing guard since the push back can be canceled by her hitting the ground immediately.
Dive Kick -> Hop Scotch should still be pretty safe I think, and probably available if you’re just doing a square jump :h: in and not some other fanciness. More power to the lame Trish
Only thing with that are moves that eat through projectile priority. Derperine didnt care about Trish’s traps.
When I square jump H i dont really care if it hits, its just to move close to them and set up the instant overhead j.L after canceling into divekick.
Its like square jump in > call Tron > instant overhead xx divekick spam.
I think I posted this before. This is an online match, so its not like I was able to play my best, or even cared to do so…I dont platy Tron, or Dormammu…only Trish. I was basically waiting for ultimate before I decided to take this game seriously.
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hmmm maybe its me but i tend to not rushdown til i have the enemy cornered and i prefer the faster jumping S compared to H maybe i should try using it more…i just feel the jumping S is faster and has more priority and stuffs a lot of things faster then H
Seems like Jump S is the better option IMO. Idk, seems like It has less recovery and I can keep the pressure on afterwards. I’m not saying Jump H cant do that, but it seems alot more smooth With S.