RDK actually explained the matchup against skrull in one of these threads. But basically meteor smash beats most of her options. While hopscotch does beat meteor smash, you’re not going to win against it unless hopscotch is already out. Trish pretty much can’t do any special without taking a risk of Metero smash>Inferno or into a combo to die.
Trish vs. Mag is horrible in the sense that even when going in against Mags, Trish still has to chase him down. Mags with meter and/or assist just makes this match completely annoying.
Dive kick? Shockwave.
Air dash? Shockwave.
Pretty much any air movement towards Mags with meter is risky and when is Mag ever without meter? Let alone Mags get easier random hit confirms than Trish with j.H which leads to death. It’s doable, but it’s rough.
Sure, but he doesn’t need to come to you is the problem. He can just super jump too if he wants. He’ll eat some voltage chip every now and then, but you’re gonna eat some magnum chip too eventually, and chris has a lot more life than trish, he can out lame her easily if he wants to, not even mentioning assists.
And people say to just stay above his head, from my experience ( I fight 2 incredibly good chris players fairly regularly) his air throw beats her jumping H pretty regularly, not to mention the threat of mines and grenades, and he can kill trish off a single air throw.
It’s kind of like chris vs magneto, you can’t play keep away and if you go in close you have to deal with mines. It’s an awful if the chris player even remotely knows the match up.
You don’t need to go to chris either. Just chip him out with low voltage and put traps in the air. Outside of assist, what’s chris really going to threaten you with if you’re full screen and in the air?
If Chris wants to kill Trish, he needs to go in. If Chris wants to simply look dumb by putting down mines/gernades/whatever on the ground that doesn’t effect Trish, by all means. Otherwise Chris is superjumping and playing Rock/paper/scissor hoping to get a lucky magnum shot
Some commentary on bad matchups so far in my attempt to re-learn Trish:
Fuck Magneto.
I don’t think Skrull is that bad, and there aren’t a lot of good Skrulls out there but I play with a very skilled one… At the start of the round, you have to be reactive and not proactive. See where the Skrull goes and realize what his options are from that point. On the ground full-to-mid screen kinda sucks because almost all of Trish’s moves lose to Rolling Hook. That goes for Low Voltage and definitely Round Trip as well. I need to test Peekaboo more to see how well it nullifies the hit of Rolling Hook, but basically fuck this move. The better option is to put out Hopscotch at super-jump camping range where Rolling Hook can’t get to you, but just be careful about Elastic Slam when coming down, and don’t go into fly -> Low Voltage. Skrulls that like coming in with Brutal Pile Bunker (air down H) and charge jump S are gonna get hit by Stand H and Peekaboo respectively. Throwing out Round Harvest under assist cover is really smart because it’ll eat up any approach options Skrull has, more or less forcing him to block and allowing you to set up shop. Lastly, missiles tips the match in Trish’s favor since it further shuts down a lot of Skrull’s options. The only thing is that you need to play the match perfectly (like so many others) because if you get hit you’re probably dead. Also I think smart Skrulls are easier to deal with than random/scrubby Skrulls.
Cap is annoying, Cap with Vajra I think is a pretty bad matchup. If anyone has advice here that’d be great. I feel like I can’t do much besides rush him down or stay absolutely full-screen.
Ammy is an interesting matchup that I think is even or slightly in Trish’s favor. Trish can’t really zone Ammy full-screen, but she can stall. If the Ammy is holding reflector at full screen, there’s no reason to pester her with Low Voltage, but Round Trip/Harvest can put you in a good position to hard tag and force her to stop reflecting. Once she starts trying to get in, Hopscotch poses a serious threat to her aerial game. Peekaboo is good against Ammy’s who don’t know about her other stances outside of the disk, but the sword and beads nullify it pretty easily (and the beads only have one hit nullified in return). If you have the assists to rush her down, go for it, as it stands for me she can just dash under Bolts which forces me to either use it only as another tool to keep her from air dashing or just switch to Eye. Missiles called under the protection of Round Trip/Switch Sign help too. I wouldn’t rush her down naked as paper/reflector bait will mess with Stand H pretty bad, and divekicking is rarely a good option. ADDF or ADD c.L is good too.
Wolverine is hilarious and watching him flail around trying to figure out traps and Stand H is greatly amusing.
I’m trying to get more Dante experience in but it seems like a pretty even match to me on paper.
Cap is pretty easy to deal with. His game is only mid-range, so just stay fullscreen throwing projectiles. And ALWAYS have at least one hopscotch on screen. He can also try to super jump and hit you with random normals and his shield but predict when he’s going to jump and throw a round trip.This might annoy you but don’t challenge his charging star with a divekick.Now when you land he’ll probably try to mix you up with his flip. If he has good assists be careful other wise you can punish a raw flip with c.L mash. Now with Vajra is a completely different story lol. I think all Trish can do is put down a hopscotch and go for high/lows. You’ll have to stay grounded most of the fight.