UMvc3 Trish

what button is he pressing after the launch? can’t tell

after the lauch he goes straight into dive kick then flight mode, hmm maybe I was wrong about her flight mode and there is some use for it in combos. Ill definitely be going to the lab when I get home

It’s her jumping :l:, a totally badass move.

jH, dive kick, cL, cM, H, S, jM, dive kick, hopscotch, jM, jH, land, H, S, jM, jM, djM, dH, S, OTG assist+Round Trip, S, jS, jS, TK hopscotch, Ait Max Voltage is a OTG/1 meter corner combo that seems easier than that flight one and nets up to 70k more damage. Damage seems a bit random, probably due to Max Voltage being mashable and kinda random itself, but damage is consistently higher than that video.

you sure thats her Light? that looked like her Air S animation after launcher

Overall I really love the new trish. I love everything about her. I think she is better in this version then vanilla because I feel that I can do more with her. The traps nerf does not bother me because now people will have to actually use her instead of trying to play keep away. Of course you still can play that style since you can flight and set 2 more traps. The team I am using right now is rider/trish/strange. Very very nice keep away team omg. the new trish combos are sick and I love her flight since you can now use it for pressure and combos. I don’t have the game so I can’t practice new combos, but the bread and butter i do probably does around 600k and with the corner around 700k. Could probably do more hits. Also too, for the round trip, s,j.s,j.s, I managed to get a hopscotch in there after the second j.s, so you guys may want to try it.

Yep yep, this was doable in Vanilla as well for that extra little bit of meter and damage. Good to hear it’s still doable now, too.

my new team is rider, trish, dante. all the way, the synergy i found was ridiculous

love the RDK and KJunk combos. in either of them, is the jH crossing up the opponent?

i was playing ultimate today and felt like the hit box on that kind of changed for the better; seems to stab the opponent in the back more often as you box dash over their head. i don’t remember it being that easy in vanilla but i may be wrong?

btw,strange’s eye of armadillo assist has shown to be very useful for my trish–both keep away and rush-down. in vanilla my trish gets out-zoned and rushed down by magneto and taskmaster, but with strange’s assist, the eye absorbs those faster projectiles that usually hit her and make all her traps disappear when she wants to play keep away, and when she wants to rush down the eye it keeps opponents in a huge amount of hit stun to mix them up + provides chunky chip damage. i think the two trap artists complement each other great. peekaboo assist makes playing with strange’s glyphs even more entertaining.

Loved Trish since day 1. I’m having a blast In the lab looking for new stuff. Obviously there’s more stuff that wasn’t listed in the change logo

Yeah the J.H looks like it got a hitbox buff, it’s crossing up more easily than before.

Also I was wondering something. Can you TAC during round harvest? If you can can it be broken? And if it’s broken, do they still get hit by the sword? Was thinking of this last night and I forgot to try it out today, and now I can’t because damn roommate is playing skyrim. Can anyone test this for me?

Pretty sure you can’t considering if you try to launch during a ground round harvest, the sword will just keep them locked in place while you go flying up.

I’m also sure by the time you make your way back down, RH will be over.

Derp Master -picture of a mighty swinging TaskMaster- Your in for a world of Herp.

Allo gentlemen, just picked up trish recently for that peekabo assist and lo and behold Im enjoying playing her a lot more than I initially anticipated. With that said, I just wanted to check up with the professionals on the basic do’s and don’ts of trish play plus if y’all could give me some tips on the wesker and dante match ups id appreciate it because good lord does ottawa love its wesker and dante. Oh and if y’all have anything on vergil as well it’ll be greatly appreciated.

On another note what are the combos I should be learning with her and how do y’all compensate for her weird ass jump? She gets mad high on her jumps and it throws me off a lot during combos. Oh and the flight combo calisweeper posted, is it possible on all characters? Id be surprised if it isn’t seeing as how it worked on ammy but you never know.

Finally, I just picked up the guide today and id like to give something in return for the tips so if anyone wants anything in particular that the guide has ill post it. Even frame data so long as the OP is willing to update the OP with the frame data.

the Wesker vs Trish match up hasnt changed severely but from the nerf he obtained from not being able to teleport a combo in after a gun shot things are still in Trish’s favor except you should use her hopscotch and jump back to do another one followed by a dive kick, you can cancel the divekick into flight mode so you dont need to worry about his counter super, Wesker still has problems getting in on Trish

The dante match up is alot more harder than the wesker because you cant play a zoning game against him because of teleports and ranged normals, he has alot of tools against trish zoning so the best option is rushing him down, um Trish’s divekick and air dash H really work but overall the battle shouldnt be too difficult.

i played many derpy vergil players online and none of them seem to be exactly good so i cant just throw down my judgment just yet. i would say block alot and dont attempt to do any ground games versus him cause he would rock her world. just be wary of random back teleports cause his air game is pretty balls anyway id say fear Derp Master, Improved Dormammu, Hawkeye, Storm and probably magneto but i havent faced enough of them to see if hes still threatening after nerf oh and ghostrider, i have some problems against him at the moment im forced to block alot

do=always have a hopscotch out
total don’t= use x-factor lvl 3 trish as an anchor

dante is trish’s worst match up. he can out zone or distract her with his own projectiles, easily rush her down and/or mix her up, and most annoyingly of all… make her all traps disappear after a teleport + hammer or throw converted into a long ass combo if you do ANY of her specials. avoid playing trish vs dante at all cost… but if the circumstances force you to, i’d say not to bother setting up traps at all but mix him up with crouching Ls. after a single blocked crouch L, you can 1) tick throw, 2) instant overhead with jump L + dive kick, 3) triangle dash to the other side and attack low [crouch M might be good], 4) try to punish advance guarding by staggering out the speed of your Ls, 5) fly cancel and spazz out with random crap. other than that, try to bait a teleport with a air high voltage super, since it hilariously hits in back of her and pulls him in.
if you can, relegate her as an peekaboo assist and have your character stand some distance near it to try to catch them in a teleport, or if they combo you, since the trap doesn’t disappear, the peekaboo should interrupt their combo.

vergil should be relatively easier to fight against than dante. only defense trish has is a good offense against dante/vergil.

wesker on the other hand is one of her better matchup. ALWAYS make sure a hopscotch is in play. the rat bastard gets shocked by it so easy and often its funny. with a hopscotch out, you take your pretty time alternating between double jump/super jump low voltages/round harvest. if you have time for a peekaboo, set it at normal jump height. this tactic with occasional and smartly placed dive kicks should make this match a piece of cake.

i don’t know what you mean when you say her weird ass high jump. only thing i can think of is that you are only jumping straight up after a launcher, but trying jumping forward + up might help.

Thanks, I don’t use hopscotch very much, it didn’t seem that good at first glance but I’ve been playing her for all of 5 hours so what do I know lol? But just for clarification are you saying I shouldn’t save my x-factor for trish or I should avoid having trish on anchor?

And yea I was studying some of RDK’s matches from summer jam last night and dante just got air throws on trish anytime she tried to set-up a trap, thanks for that ill just avoid using them all together whenever I run into the son of sparda, and switch to a more offensive based trish. And yea if I run into a team with dante on anchor I might have to switch up my order or something to avoid having trish go one on one with dante.

And sorry, what I mean is-and this is speculative-but she seems to jump abnormally high placing the opponent much lower than Im accustomed to and thus making me drop simple air magic series combos. Of course it could just be an executional error on my part but even when I was doing her trials her double jump combos just kept dropping because when I double jumped I was way to high to hit them.

Overall thanks guys for the feedback, ill try to run some trish tonight at our casuals and come back with more questions but before I leave I wanted to ask, and this is more of a general question, in this video http://www.youtube.com/watch?feature=player_profilepage&v=eywN7Vx8cp8#t=620s at 10:20 sentinel sets a peekabo and then crosses under wesker at the last minute. The timing on this seems a little difficult because if you call the trish to late you might eat a delicious happy birthday, but I seem to be calling it to early because the opponent comes out way too far away from the trap for me to pull of any kind of shenanigans. And on that topic, what kinda incoming character mix-ups do y’all run with both with trish on point and with peekabo assist in the back?

With Trish on point, one thing you can do to incoming characters is set a Hopscotch trap, jump, then double jump over them and dive kick behind an incoming character. If you do it right, you’ll cross them up and the hop scotch will hit them as they get crossed up.

Another thing you can do is use her :d::m: to slide under them while they come in.

Using Peekaboo as an assist, it works really well with teleports on incoming characters. You can also use it with a ground dash under someone as its placed, though.

Hey Nini thanks for the tip on doing J.H instead of J.M it really helped out, and like everyone else has said her J.H did get buffed

Although I still prefer vanilla Trish, I’m not dropping her, been using her to long :slight_smile:

@Jak Trish vs Wesker is like 8-2 Trish the only thing he can do is air grab her, so my advice is just keep super jumping, n lay down traps. Lame the fuck out of him just watch out for his air grab.

vs dante I wouldn’t super jump as much because he has teleports and she can’t do alot about it. Dante players like teleporting alot, so just normal jump and then you can do these two things.
1.Once dante is above you, go straight into dive kick. Dante’s alot of the time do J.S after a teleport and for me dive kick beats it out pretty often. Since you only normal jumped and your close to the ground, you can go into S.LMHS after you hit the dive kick.
2.Block the J.S and try punishing it with C.L This one is alot harder to do, but if you can get the punish expect dante to lose 60-100% life depending on what combo you do/have otg assist.

that’s my advice for those matchups.

Oh yea to add to what KJunk said, near the corner do peakaboo to force them to block when they come in, and if you have a low/high hitting assist you can go for the unblockable. Only way to get out of it is to advance guard the peakaboo or time your jump perfectly to try n get out of the unblockable situation

Delay the super jump a little after the standing :s:. You will be able to land the double jump then. I remember when that had me stuck for the longest time.

I used to run Trish as anchor for a long time, but I just feel there are characters that are way better anchors than her. She is most effective on point or as second in my opinion.